Time Wars

Time Wars

Trapped in a time loop. The villain remembers every attempt. This is your 254th try. Break the cycle or watch the world reset again.

TYPE

Campaign

LEVELS

3–15

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
4 NEEDED TO START
$15.00

/ Session

Details

Bi-weekly / Friday - 11:00 PM UTC

Session Duration / 2–3 hours

0 / 5 Seats Filled

Report Adventure

Money Back Guarantee

StartPlaying Money Back Guarantee

If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy

This game will begin once 4 players have joined
About the adventure

You wake up in a meadow. You remember your life. Your home. Your unfinished business. But now you’re here. Together. On the edge of a village called Evereska, a place none of you recognize… yet somehow feels familiar. Something is wrong with the world. Strange echoes follow you. People react to you as if they’ve met you before. There are inconsistencies in history. Fractures in memory. A sense that something is repeating, even if you can’t prove it. At the center of it all stands the Inner Sanctum: an ancient structure woven into shadow and stone, surrounded by whispers of a powerful mage known only as Lum. Some call him mad. Some call him brilliant. No one agrees on what he actually wants. This is a long-form, character-driven campaign built on mystery, consequence, and identity. Expect: A slow-burn unraveling of a world that isn’t what it seems Heavy character backstory integration A villain who is intelligent, personal, and unsettling Meaningful choices that permanently alter the direction of the campaign Combat that matters because the stakes matter Your backstory will not be decoration, it will be central. The closer you get to the truth, the more dangerous the answers become. This is not a light dungeon crawl. It is a layered, mythic story about memory, endurance, and the cost of trying to fix what is broken. If you enjoy: Psychological villains Mysteries that reward attention Long arcs with real payoff A world that reacts to your choices Then this table might be for you. Come wake up in the meadow. Let’s see what’s really going on.

Game style

Roleplay Heavy

Combat Lite

Puzzle / Mystery Focused

Rule of Cool (RoC)

Meet the Game Master

3 years on StartPlaying

About me

I'm Charlyssa, a Florida-based Dungeon Master with a 20-year quest log of leading tabletop escapades. My mantra? Fun comes first—always. Whether it’s over dice and sheets or pixels and chats, I bring people together for memorable campaigns filled with laughter and camaraderie. At 40, I've journeyed through life with my wife, our two cats, and a loyal dog, gathering tales and crafting experiences that I’m thrilled to share with you. So, if you’re ready to roll for initiative and dive into adventures where your choices carve out the path to legends, I'm here to guide you.

View Profile →
Character creation

Creating your character

Character creation will happen before Session 1, with optional one-on-one conversations with me to help integrate your backstory into the campaign. This is a character-driven, long-form story. Your backstory will matter in meaningful ways, so I strongly encourage players to come with: At least one unresolved relationship A defining personal failure or regret A strong motivation (protect something, prove something, escape something, etc.) A belief or philosophy your character holds strongly Starting Level: 3 (You will be competent, but not legendary.) Stats: Standard Array or Point Buy (player choice). Allowed Sources: Official 5e published material (PHB, Xanathar’s, Tasha’s, etc.) No homebrew without prior approval. No Unearthed Arcana. Tone Guidelines: Characters should have reasons to cooperate. No chaotic evil “burn it down for fun” builds. This campaign rewards depth over gimmicks. Setting Notes: Your character begins with the belief that they were living their normal life prior to Session 1. You do not start as wandering adventurers already grouped together. We will discover why you are together. If you enjoy characters with emotional layers and room for growth, this is the table for you.

What to expect

Preparing for the session

Before Session 1, here’s what you’ll need to do: 1. Make Sure You Have D&D Beyond We’ll be using D&D Beyond for character sheets, maps, and gameplay tools. A free account works perfectly. Once you book, I’ll send you the campaign link so you can build your character directly inside it. 2. Join the Discord Server We’ll be using Discord for voice chat and all campaign communication. You’ll get a private invite after booking. Discord is where: We play I post announcements and recaps I drop world hints and lore We spiral into conspiracy theories between sessions Please make sure your mic works and you’ve tested your audio before game time. Clear audio makes roleplay so much better. 3. Build Your Character (With Intention) Send me your character concept at least 48 hours before Session 1. This is a character-driven campaign. Your backstory won’t sit on a shelf collecting dust — it will matter. Give me something I can work with: a regret, a rival, a belief, a relationship. If you’d like to brainstorm together, I’m happy to hop on a quick one-on-one chat. 4. Show Up Curious You don’t need to study lore ahead of time. In fact, don’t. Discovery is part of the fun. Bring curiosity. Bring theories. Bring strong character choices. Even bad ones. I can absolutely work with bad decisions.

What Charlyssa brings to the table

You are not signing up for a generic dungeon crawl. You’re signing up for a carefully built, character-driven story where your choices actually matter. Here’s what you can expect from me: Deep Character Integration If you give me backstory, I will use it. Relationships, regrets, rivals, beliefs — they won’t be flavor text. They will shape the world around you. A Living, Reactive World NPCs remember. Consequences carry weight. Victories and failures ripple outward. The world does not sit still waiting for you. Voices, Atmosphere, and Tone Yes, I do character voices. No, I am not ashamed of them. I use ambient music when it enhances the moment, not to overwhelm it. Tone shifts are intentional — mystery, tension, humor, horror — all have their place. Combat That Means Something Combat is not filler. It has narrative weight. I enjoy tactical combat that rewards smart positioning and teamwork, but I’m not here to punish creativity. If you have a clever idea that fits the moment? I lean into it. I respect the rules — they give structure — but I also believe in the Rule of Cool when it serves the story and doesn’t break balance. Villains With Teeth My antagonists are intelligent. They plan. They react. They have motives beyond “be evil.” If you underestimate them, that will matter. Fairness and Clarity I don’t fudge dice to “save” or “punish” players. I don’t run gotcha mechanics without clues. If something is deadly, there will be warning signs. Collaborative Storytelling This is not me telling you a story while you watch. It’s us building something together. I will challenge your characters. I will respect your agency. And I will absolutely let your decisions reshape the narrative. If you want a world that feels alive, layered, and worth investing in — that’s what I bring to the table.

Homebrew rules

I keep homebrew light and intentional. If I change something, it’s to improve pacing or raise tension — not to surprise you. Potions Drinking a potion yourself is a bonus action. Administering a potion to someone else is an action. Critical Hits Critical hits deal maximum damage on one die, then you roll the additional dice. This keeps crits impactful without being swingy chaos. Death Saves Falling unconscious repeatedly in the same combat increases risk. Each time you go down after being revived, your next set of death saves becomes more dangerous. Going down should feel scary. Flanking We use flanking rules, but positioning matters. Intelligent enemies will use it too. Rule of Cool (Within Reason) Creative ideas are encouraged. If it’s clever, cinematic, and doesn’t break balance, I’ll work with you. If a ruling ever needs clarification, I’ll make a quick call at the table and we can revisit it after the session if needed. My goal is tension, fairness, and momentum — not paperwork.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Charlyssa creates a safe table

This campaign is meant to be intense, but it should never make anyone feel unsafe. Here’s how we’ll keep things comfortable for everyone: Consent Form: Before we start, you’ll get a consent form to fill out. This lets you mark what topics are fine, which should be handled carefully, and which are off-limits. I’ll check these before we play and keep them in mind at all times. Session 0: We’ll talk through lines and veils, expectations, and the kind of story we want to tell together. This is where you can bring up anything that would make the game better or safer for you. During Play: We’ll use simple safety tools: X = stop, I’m not comfortable. N = this is heading toward a line, please shift. O = I’m good, even if I look stressed—it’s just roleplay. You can say these out loud, drop them in chat, or message me privately. Aftercare: Some sessions may hit hard. At the end of each game, I’ll check in quickly to make sure everyone’s okay and talk through any intense moments if needed. Bottom line: the story can be dark, but the table is always safe. We’re here to have fun, together.

Content warnings

Safety tools used

Frequently asked questions