A House Divided
Enter Raventree Estate: choose allies, uncover betrayals, and decide whether to redeem the manor—or claim its power.
$30.00
/ Session
Details
Weekly / Monday - 3:00 AM UTC
Feb 23 / Session 2
Session Duration / 3.5–4 hours
Campaign Length / 10–15 Sessions
4 / 5 Seats Filled
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Schedule
About the adventure
A House Divided is a gothic-horror mystery set inside Raventree Estate, a once-proud manor now rotting under the weight of betrayal, grief, and lingering supernatural dread. You’ll step into a web of family drama and old wounds, where every room holds secrets and every conversation can shift the balance of power. This is a roleplay-forward campaign with meaningful choices: who you side with, what you reveal, and what you’re willing to do in the name of “saving” the estate will shape how the story unfolds and how it ends. Exploration is immersive, combat is tactically sharp, but the heart of the adventure is social interaction with a rich cast of characters and competing allegiances. Mechanically, it’s written for a party starting at level 5 and advancing to level 10, with a long, non-linear structure and multiple endings driven by player decisions. It’s also built specifically for Foundry VTT, designed to take advantage of the platform for a polished, atmospheric experience.
Game style
Puzzle / Mystery Focused
Game themes
Meet the Game Master
About me
Hi, I’m Darren Ruckle, a professional Dungeon Master with over 45 years of tabletop experience and 4 years as a full-time pro GM. I specialize in tactical, combat-focused campaigns that challenge players to think, plan, and fight smart. My tables reward teamwork, positioning, and smart resource management—where every encounter feels earned and every victory matters. All my games run on a custom-modded Foundry VTT setup with clean automation, dynamic lighting, and high-quality battlemaps built for fast, fluid combat. You’ll spend less time on setup and more time in the action. If you enjoy structured adventures, gritty dungeon crawls, and combat that actually makes you sweat, my tables are for you. I take pride in consistency, clarity, and professionalism—running on time, keeping communication clear, and delivering the kind of tactical experience that keeps players coming back. Let’s roll initiative.
View Profile →Character creation
Creating your character
Character creation discussion of the party makeup and options will be in discord in its on separate channel. Characters will be created in the FoundryVTT platform.
What to expect
Preparing for the session
Please have a working mic and discord downloaded and tested. Everything else is provided by the Game Master.
What Darren brings to the table
I have all the books on DnDBeyond shareable for character creation. I have my own discord channel. I self host the FoundryVTT server on a great connection.
Homebrew rules
Abilities & Conditions Custom Player Backgrounds are allowed. You can have up to 2 Heroic Inspirations per character. Divine Intervention cannot be used to cast the Hallow spell. When you Grapple a target, you move into their space. While you have the target grappled, you share the same space. The Prone condition gives advantage to melee attacks (even with reach weapons) and ranged attacks that are within 5 feet. There is no disadvantage on other attacks. Stealth rules remain unchanged from PHB.14. Saving Throws: A 1 is always fail and a 20 always succeeds. If you are not proficient in a saving throw, you still get half of your proficiency bonus to the save. Anything that removes poison also removes disease. If a Dexterity Saving Throw was needed to avoid a specific condition (Blinded, Deafened, Paralyzed, Poisoned, or Stunned) is failed and repeated saving throws are allowed to recover from that condition, the saving throws switch to Constitution saves. Spells AOE spells that are not instantaneous (i.e. Grease, Spirit Guardians, Web, etc.) - The targets are under the effect immediately when the spell is cast, when they first enter the AOE, or when they end their turn in the AOE. You can only take the effect once per turn. Forced movement into the AOE is allowed and the effect should happen. Absorb Elements is banned. Forcecage has a DEX save. Otto's Irresistible Dance: Creatures that are immune to the Charmed condition are immune to this spell. Ray of Enfeeblement: if you succeed on the save, you get Disadvantage on the next Strength-based D20 Test. Simulacrums cannot cast the Wish spell. Combat New (old?) action added: Delay - You can delay your turn to another spot in the initiative order. Any summoned creature of yours will still take its turn after yours. You may convert your action into a bonus action. If you cast a spell or use an item that summons a creature: you only summon one creature and it always takes its turn right after yours. The only limit on casting more than one spell on a turn is built into Quickened Metamagic. This removes the bonus action casting rule from PHB.14 and the spell slot limitation in PHB.24 A character can only switch weapons once per turn. Escaping a grapple only takes one of your attack actions. Your off hand attacks include your ability modifier for damage. A character falls 200 feet per round. You gain one level of exhaustion every time your HP is reduced to 0. Advantage/Disadvantage stacks, but the final result is either advantage/disadvantage/even. (Example: firing at a restrained creature in magical darkness: advantage for attacking restrained, disadvantage for firing at a target you cannot see, advantage for firing at a creature that cannot see you = net results to advantage on the attack.) 3 advantages + 1 disadvantage = advantage 4 disadvantages + 2 advantages = disadvantage 2 advantages + 2 disadvantages = even
Equipment needed to play
Computer
Headphones
Internet
Microphone
Platforms used
Safety
How Darren creates a safe table
Please expect descriptions of violence and there is a possibility of character death.
Content warnings
Safety tools used

