Innistrad: The Other Side
The realm is being steadily torn apart by a sibling rivalry turned necrotic warfare. Can you stop their dastardly machinations?
$20.00
/ Session
Details
Weekly / Sunday - 1:00 AM UTC
Session Duration / 3–3.5 hours
Campaign Length / 5–6 Sessions
0 / 5 Seats Filled
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About the adventure
Innistrad- an ancient realm with all manner of monsters, from ghosts to vampires to werewolves to unspeakable horrors. Two siblings, Gisa and Geralf, necromancers of unspeakable renown, are at war with each other. Their need for new corpses has plagued town after town of the innocent, and they are the biggest threats to the plane at present. While holy knights, priests, and even the likes of angels are putting in work to try and defeat these dastardly twins, you've been enlisted to help this effort. Expect to see: Classical horror monsters and fast-paced combat Mystery and intrigue Exploring a variety of locales, ranging from ancient woods to forgotten temples The Magic: The Gathering setting Innistrad I'll be starting you, the party, off at level 5- you're seasoned adventurers, monster hunters, wizards, knights, or outlanders, or what have you. Whatever you decide, you're familiar with the horrors and life on Innistrad, and you have your reasons for going about removing the monsters in the land.
Game style
Hexcrawl / Exploration
Tactical / Crunchy
Puzzle / Mystery Focused
Combat Heavy
Game themes
Meet the Game Master
About me
Howdy! I'm Gabriel, a fan of Dungeons and Dragons since youth, and have been both running and playing games for over a decade. I particularly enjoy settings like Ravnica and Strixhaven for some of my games, but I have run modules like the Mad Mage, Descent into Avernus, and Lost Mines of Phandelver, to name just a few. I pride myself on my flexibility and improvisation with engaging descriptions and combats. I hope to run a good game for you!
View Profile →Character creation
Creating your character
Before the first session starts, I'll invite you to a Discord server where we can go over just about everything. Stats will be rolled and recorded on the Roll20 game, using a 4d6 drop lowest system for each, with a full reroll of a stat of your choice. Every core book is on the table, as well as Blood Hunter and Artificer classes from DnD 5e 2014. Any race, background, or custom/mixed background, as well as custom races from Tasha's Cauldron of Everything, are perfectly fine. Depending on your selection, some backstory may need to be worked out for how you got to Innistrad (for example, it would be a tad strange seeing a minotaur in Thraben), but all of this can be worked out with enough context and explanation. Lastly, enjoy a starting feat, on the house.
What to expect
Preparing for the session
To ensure you're good to go, make sure you have the following: A Roll20 account and familiarity with the site and basic macros+dice rolling A Discord account and familiarity with voice channels and messaging And at least a little bit of knowledge of Magic: The Gathering and the plane Innistrad.
What Gabriel Luhman brings to the table
I provide as much as I can for my players: I provide ambient and combat music, as well as per-request songs for your characters and their themes, both in and out of combat for more cinematic and epic scenes, essentially DJ'ing the session for you. I provide quick, intense, tactical, and high-stakes combat that forces you to think and encourages creativity or cunning actions. I stick to rules as written 9/10 times, but in the event some rule dilemma comes up we don't anticipate, I run with rule of cool until afterwards, where I update my players on what happened. I can provide resources like spell descriptions and magic item descriptions, I am happy to assist with min-maxing if that is what you're into, I will know your character sheet just as well as you do in the event you can't remember an ability or feature, and so on. I provide detailed maps and markers on Roll20 for more immersive combat and play, as well as a world map to make it easier to understand where everything is. I also have a running notes folder for ease of use and understanding, but feel free to take your own as well! If you need just about anything, I've got you.
Homebrew rules
Critical hits on attack rolls do double dice damage for everything applied to the attack and double the modifiers applied to the damage. A paladin with a longsword, the dueling fighting style, and a searing smite will roll double the dice for the smite and his sword, as well as double his dueling damage bonus and his strength bonus to the attack. This rule also applies to monsters and their attacks; be wary! Critical fails on attacks are more penalized than RAW but do not immediately result in a terrible outcome. They range from accidentally hitting a teammate to hitting a piece of terrain. Critical successes and failures on ability checks and saving throws do not mean immediate failure or immediate success—just slightly worse or slightly better outcomes than normal. When drinking a health potion, using a bonus action has you roll for hitpoints restored. Drinking it as an action restores the maximum. The Lingering Injuries rule from the DMG is active. When appropriate (in combat), whenever a creature or character takes a critical hit, is reduced to 0 hit points, or rolls ≤5 on a Death Save, they will receive a Lingering Injury. They will then roll on the following table to determine the nature of this injury. If the particular situation makes the result illogical, it may be modified at the GM's discretion. The Massive Damage rule from the DMG is active. When appropriate, whenever a creature or character receives damage equal to or greater than half of their maximum HP from a single source (one attack, a singular Magic Missile, or other event), they must make a DC 15 Constitution Save or roll on the following table. Grappled creatures can only melee attack or check against the other creature in a grapple. The creature grappling the other can attack other creatures normally. Actions can be used instead if a spell or ability uses a bonus action. Escaping a grapple can take the place of any attack. A monk's unarmed strike, a fighter's extra attack, or a great weapon master bonus action attack after a critical hit. Lingering injuries can be healed in 1 day for each level of magical healing received, such as Lesser Restoration and Healing Word. The effects of lingering injuries can be suppressed for 24 hours by Lesser Restoration.
Equipment needed to play
Internet
Computer
Microphone
Headphones
Platforms used
Safety
How Gabriel Luhman creates a safe table
In session 0 I will cover everything I believe could be concerning or unsettling to my players throughout the course of the game, and I invite my players to ask or explain what could make them uncomfortable. I highly encourage my players that whenever something makes them uncomfortable, they can take a break, or the entire table can take a moment and discuss what may be happening and figure out the best way to continue without the item. After a session, both aftercare and Stars and Wishes will be used to ensure the next session is better for everyone.
Content warnings
Safety tools used