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Incursion: The Silver Swords Descend (FIRST SESSION FREE)

Incursion: The Silver Swords Descend (FIRST SESSION FREE)

Shipwrecked survivors take a “simple” missing-persons job, it becomes apparent that otherworldly visitors may be the reason. A wider plot is afoot.

TYPE

Campaign

LEVELS

1–15

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
FULL
$5.00

/ Session

Details

Bi-weekly / Sunday - 8:00 AM UTC

Feb 15 / Session 0

Session Duration / 3–3.5 hours

Campaign Length / 25–50 Sessions

5 / 5 Seats Filled

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Schedule

Sun, Feb 15 | 8:00 AM – Session 0

Sun, Mar 01 | 8:00 AM – Session 1

Sun, Mar 15 | 8:00 AM – Session 2

Sun, Mar 29 | 8:00 AM – Session 3

Sun, Apr 12 | 8:00 AM – Session 4

Sun, Apr 26 | 8:00 AM – Session 5

Sun, May 10 | 8:00 AM – Session 6

Sun, May 24 | 8:00 AM – Session 7

Sun, Jun 07 | 8:00 AM – Session 8

Sun, Jun 21 | 8:00 AM – Session 9

Sun, Jul 05 | 8:00 AM – Session 10

Meet your party members

5/5

About the adventure

Welcome to the realm of Seerth and the isle of Skeldrift in the Spirited Sea. This is a character-driven adventure that begins with disaster and turns into something far stranger. Your party are the only known survivors of a shipwreck, washed up on a remote, seldom-visited island chain. Skeldrift is an oil-and-blubber frontier with rough harbours, tight-knit towns, and long winters that bite all year round. Work is scarce, passage off-island is brutally expensive, and strangers are remembered. When a lone individual can provide the party a lifeline with good coin and a promised route to safe transport, the job sounds simple: find someone who has gone missing. But Skeldrift has secrets, and the missing are not always taken by weather or wilderness. This campaign blends frontier survival and mystery with cosmic, astral weirdness. Expect salt-stained docks, whale-oil lamps, superstitions whispered over rum, and landscapes that feel too big for comfort. There are ice-slick cliffs, black-pebble beaches, fog-choked pines, and waters that can turn murderous in minutes. Beneath the grounded grit, something is tugging at reality. There are odd lights in the sky, dreams that do not feel like dreams, and rumours of visitors from far away. As the missing persons case unfolds, you will discover Skeldrift is not just isolated. It is exposed, and it sits at a pressure point in a much larger conflict. What begins as a local job becomes the first step into a widening crisis. The astral threat of a Githyanki invasion is creeping toward Seerth, and the party’s choices on Skeldrift will ripple outward. Over time, the adventure expands beyond the Spirited Sea into distant lands, hidden routes, and other realms of existence. You will deal with rival powers, old grudges, and secrets that were never meant to surface. Survival stops being only about keeping warm and fed. It becomes about holding your minds, your loyalties, and your sense of reality together as the stakes climb. Playstyle-wise, this campaign is built around choices and consequences. You will have room for roleplay, negotiating with suspicious locals and eventually extraplanar entities, earning trust, making enemies, and deciding what lines your characters will or will not cross when survival is on the table. Investigation matters. Clues connect, lies unravel, and the party’s approach shapes what opportunities open up. Combat is present and meaningful, usually with clear stakes and a strong narrative purpose rather than constant random fights. Creative plans, smart preparation, and character connections are rewarded, and sometimes the best victory is avoiding the worst battle. This is a great fit for players who enjoy mystery, exploration, tense atmosphere, and small people versus big forces storytelling. Newer players are welcome. There will be clear hooks, helpful recaps, and plenty of guidance. Experienced players will find layered NPC motives, faction pressure, and intense combat a bonus.

Game style

Roleplay Heavy

Combat Heavy

Rule of Cool (RoC)

Tactical / Crunchy

Theater of the Mind

Meet the Game Master

5.0

(6)

Less than a year on StartPlaying

Highly rated for: World Builder, Creativity, Storytelling

Average response time: 13 hours

Response rate: 100%

About me

I’m Amon (James) 40, lifelong TTRPG tragic, and usually the one running the show from behind the screen. I’m here for character-driven chaos, clutch rolls, and campaigns where choices have teeth. Expect story that reacts to you, action that feels cinematic, and a table that knows how to laugh without losing the tension.I’ve played and GMed across D&D (3.5 to 5e/2024), Pathfinder, Vampire: The Masquerade, Starfinder, Spelljammer, and more. If you like games that are immersive, purposeful, and built around the party, you’ll fit right in.

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Character creation

Creating your character

We use D&D Beyond for character sheets and Foundry for play. You will make your character in D&D Beyond, then we will import/link it for Foundry. Character creation is handled in Session (built together). If you want to build before Session 0, that’s fine, but we will still do a quick check together so your character fits Skeldrift and connects to the party. The private discord will be open to allow you to converse with your party. Starting at Level 1 this campaign begins grounded and dangerous. You are shipwreck survivors on Skeldrift. Early choices matter, resources matter, and the world does not care if you are unprepared. Stats: Point Buy (no rolling). This keeps the table fair, consistent, and balanced. Books and options: Published books only. No Unearthed Arcana, no homebrew, no third-party. If you have a specific published option you’re unsure about, ask before Session 0 and we’ll sort it quickly. Setting requirements (non-negotiable): 1. You are a survivor of the shipwreck in the Spirited Sea. 2. You are willing to take a risky job for an influential local (even if you don’t trust them). 3. You want off Skeldrift or you need something only the wider world can offer. Whatever made you get on this ship in the first place is still outstanding. Equipment: Use your class and background starting equipment (standard). You also start with one keepsake from the wreck: small, personal, not valuable (a cracked compass, a waterlogged letter, a broken charm, a family token, a torn map corner). Party connection (required): Before Session 1, answer two of these and be ready to share: Someone in the party pulled you from the surf. Who, and what do you owe them? What did you lose in the wreck that still bothers you? Why is leaving Skeldrift worth risking another voyage? What rumour about the islands do you secretly believe? In Session 0 we will also lock in at least one tie between your character and another PC (shared rations, a debt, a secret, a rescue, an argument that ended in trust). Ready for Session 1 means: Your D&D Beyond sheet is complete and shareable. You know your core numbers: AC, HP, speed, main attack/spell, passive Perception. You have two “go-to” combat choices written down. You’ve completed the Green/Yellow/Red boundaries (privately if preferred).

What to expect

Preparing for the session

Player Prep (Do This Before You Play) To keep sessions smooth and start on time, please complete these steps before Session 0 (or at least before Session 1). 1) Accounts you need D&D Beyond account: Create your character here. Make sure your sheet is shareable. Discord account: This is our main hub for voice, announcements, and between-session chat. Foundry access: You do not need to buy Foundry. You only need the link I provide. 2) Join the Discord server Join: [Discord invite link] Set your nickname to: [Player Name] (Character Name) Read: #rules / #schedule / #announcements Optional but helpful: post a short intro in #introductions (one sentence character pitch + what you enjoy most at the table). 3) Audio setup (required) Use a working microphone (headset strongly recommended). In Discord: Settings → Voice & Video Select the correct input device Do a test recording Turn off extra noise suppression if it mangles your voice Join voice 5 minutes early for a quick check. Clear audio matters more than fancy video. 4) Foundry setup (required) Preferred browser: Chrome or Firefox (avoid mobile if possible). Test the Foundry link when you receive it: Can you load the landing page? Can you move a token and see dice rolls? Do you see the chat panel and your character sheet tab? If Foundry runs poorly: Close other tabs/apps Disable heavy browser extensions Try another browser Tell the GM early so we can help 5) Build your character in D&D Beyond Starting at Level 1, using Point Buy, published books only. Finish your sheet and share the link with the GM by [deadline]. Bring your core numbers ready: AC, HP, speed, main attack/spell, passive Perception. Write down two go-to actions you can take in a fight. 6) Read and answer the essentials Read the Campaign One-Pager (tone, expectations, basics). Answer two character prompts (from the pack). Complete your Green / Yellow / Red boundaries (you can DM these privately). 7) Session etiquette that keeps the table sharp Be on time, or message as early as possible if you cannot make it. Keep side chatter low during scenes. When it’s your turn: say your intent in one sentence first, then we’ll handle details. We play as a team: no surprise PvP, no stealing from party members, no charm spells on PCs. 8) Optional (but makes you shine) Find a token character for Foundry, we will use portraits for character sheets and full body images for character tokens on maps. Bring one rumour your character believes about Skeldrift. Think of one NPC type you’d love to interact with (mentor, rival, boss, troublemaker).

What Amon brings to the table

What you’ll get every session Clear goals and strong hooks: You’ll always know what the party is chasing, what’s at stake, and what choices matter. A living world: NPCs remember you, towns react, and consequences stick. Good calls earn allies. Messy calls create problems that come back later. A fair, readable table: I’ll keep turns moving, share spotlight, and make sure everyone gets moments to shine. Recaps and continuity: Quick recap at the start, and I track names, clues, debts, promises, and open threads so the story stays coherent and your individual arcs are meaningful. Player handouts that matter: Job briefs, maps when needed, key names, and “what your character knows” summaries. No lore dumps, only useful info. Tone and pacing This campaign starts grounded: shipwreck survival, frontier towns, tight resources, investigation, and social pressure. As you push deeper, it opens into weirder mysteries and bigger stakes across Seerth and beyond. Expect a steady escalation, not a sudden genre flip. Roleplay and voices I do distinct NPC personalities and clear mannerisms although im no voice actor. I may do light voices/accents, but clarity comes first. I’ll never keep a voice if it makes understanding harder. You can roleplay in first-person, third-person, or a mix. All are welcome. Music and atmosphere I use ambient music and sound when it adds to the scene (storms, harbours, distant chanting, machinery, etc.). If audio ever distracts you, tell me. I can reduce or remove it. Combat style Combat is meaningful and dangerous, especially at Level 1. Fights won’t be constant, but when they happen they matter. Encounters support the story: ambushes, chases, messy terrain, time pressure, weather, objectives. I’m not trying to “beat” you, but I will play enemies like they want to live. Rules approach Core expectation: rules support flow. Most of the time we run close to Rules as Written, but I’ll make quick calls to keep momentum. If a ruling matters long-term, I’ll review it after the session and keep it consistent going forward. Rule of Cool: If you try something bold and it fits the moment, I’ll usually give it a fair chance with a clear risk and a clear roll.I don’t run single-solution puzzles. If your plan is smart, I’ll let it work. Investigation rewards follow-up: talk to people, revisit places, test assumptions, connect clues. Stealth, diplomacy, and lateral thinking are real options. Not everything is solved by fighting. Safety and comfort We use Green/Yellow/Red boundaries and Pause. If something crosses a line, we adjust immediately, no questions asked. You can message me privately anytime if you want a scene handled differently. What I expect from you Bring a character who wants to be part of the party and the story. Share spotlight, stay collaborative, and be ready to make choices. Keep your sheet updated, and know your main numbers and go-to actions.

Homebrew rules

Homebrew Rules These are quality of life rules that keep the campaign dangerous without slowing play. If something feels unfun in practice, we will tune it. Core philosophy Fast rulings at the table: I will make a quick call to keep momentum. If it matters long-term, we lock a consistent ruling after the session. Player options first: If you describe a smart approach, you get a real chance to succeed. Not everything is solved by damage. Healing and survival Potions: Drink a potion yourself as a bonus action. Administer a potion to someone else is an action. Downed but not out (Wounded): The first time you drop to 0 HP between long rests, you gain 1 level of Exhaustion when you stand back up. If you drop again before a long rest, you gain another level. This makes going down feel serious without instantly killing you. Long rests need safety: A long rest only counts as a full long rest if you have shelter and relative safety (indoors, secured camp, protected site). If you sleep in harsh conditions or under threat, you get a field rest: you regain Hit Dice (up to half) and spell slots as normal, but you do not fully clear Exhaustion (you clear one level). (If this proves too harsh early, I will ease it.) Combat clarity and tactics Flanking: Flanking gives +2 to hit, not advantage. It rewards positioning without turning every fight into an advantage pile. Cinematic stunts: If you want to do something creative (swinging on rigging, sliding under a table, kicking sand), tell me your intent. I will offer a roll and a clear risk. Success may add a small rider effect (push, disarm, prone, cover, etc.) when it makes sense. Skills and teamwork Helping: You can only use the Help action on a skill check if you can reasonably assist. If it is technical, you usually need proficiency to Help. Group checks: When the whole party attempts something together (sneaking, climbing, tracking), we use a quick group check so everyone participates and we keep pace. Inspiration (more opportunities) Inspiration is common: You can hold up to 2 Inspiration. Spend Inspiration to gain advantage on a roll, or to turn a good idea into a small narrative edge (right tool, useful contact, remembered detail), as long as it fits the scene. Death and consequences Death saves are standard rules. The grit comes from Wounded, resource pressure, and smarter enemies, not from making death saves more punishing.

Equipment needed to play

Internet

Computer

Microphone

Webcam

Computer or Mobile Device

Safety

How Amon creates a safe table

Before we start I will send a Green / Yellow / Red Lines and Veils sheet (the colour chart). You can return it privately if you prefer. You can also message me anytime with “please avoid X” or “keep Y off-screen.” No explanation required. Session 0 safety (what we cover) In Session 0 we will: Confirm the campaign tone (survival, mystery, horror-lite, escalating cosmic threat). Set Lines (no-go) and Veils (fade to black) for the table. Agree on how we handle sensitive themes (we can include them, imply them, or remove them). Confirm table expectations: collaboration, spotlight sharing, no surprise PvP. In-session tools (fast and low-friction) You can use any of these at any time: PAUSE (spoken or typed): stop the scene immediately. We will rewind, fade out, or change direction. OPEN DOOR: step away any time, for any reason. Private message: if you’d rather not speak up, DM me “yellow” or “pause” and I will adjust without calling you out. X / N / O’s (digital): X = stop / change now N = keep going but tone down / fade out O = all good Use them by typing X / N / O in chat, or DMing me, or holding them up on video if you’re on camera. Choose whichever is easiest in the moment. Player agency boundaries No forced romance. No charm spells or mind-control used on PCs without player consent. No “gotcha” content that violates your Red list. After intense scenes (or at end of session), I’ll do a short check-in: Group check: “Everyone okay?” (O/N/X responses are fine) Optional private check: I may DM you if something looked heavy. If something landed badly, we’ll adjust future content. No blame, no debate. Ongoing adjustments Your boundaries can change. Your comfort can change. You can update your Green/Yellow/Red list at any time and I will treat it as the current truth.

Content warnings

Safety tools used

Frequently asked questions