An All-New Game of Classic D&D!

Image by Angela Chen

An All-New Game of Classic D&D!

A Golden Age is ending -- new threats arise from beneath the waves, under the mountains, and beyond space -- unless new heroes come to save the day!

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Open to all

AGE

All Ages
3 NEEDED TO START
$20.00

/ Session

Details

Weekly / Monday - 5:00 PM UTC

Session Duration / 3–4 hours

0 / 6 Seats Filled

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This game will begin once 3 players have joined
About the adventure

The world has known nothing but peace and prosperity for centuries -- but those times are at an end. Mysterious beasts begin roaming the countryside as corruption eats away at the forces responsible for keeping them at bay. In the farthest reaches of the realm, the threats are clearer, more frightening. People are dying...and even the gods themselves show signs of weakening. Even in faraway Mubara's Reach, many leagues from the heart of the kingdom, no one wants to face the rising danger. The people have become complacent. It's a world in need of heroes, stalwarts who will engage, inspire, and protect - warriors who will face down enemies whether they brandish blades, teeth, or spells - explorers who will brave the dark corners of the world and beyond.

Game style

Dungeon Crawl

Roleplay Heavy

Rule of Cool (RoC)

Game themes

Meet the Game Master
Podcaster
Black
Published Writer

Less than a year on StartPlaying

2 games hosted

Highly rated for: Inclusive, Storytelling, Creativity

About me

I've been playing D&D since I was a little kid, introduced by my godbrother and his friends -- and I've never looked back. I started running games in high school and college. Once VTTs and Skype/Zoom/Discord became easy tools to use, I started playing again with my friends from back in the day -- as well as new friends made in my career as a writer of comics and cartoons. I write fantasy for a living (my webcomic Hunter Black takes a lot of inspiration from decades of playing RPGs)...and there's no such thing as too much D&D. (My wife will be way more tolerant of the hobby if I'm doing it professionally!) I've played other RPGs but D&D is the one that has hold of my heart. I try to create run games the way that I write stories -- I want them to be character-driven while also driving those characters to acts of heroism. My goal with my players is the same one I have with my audience -- to make them feel something.

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Character creation

Creating your character

These things are for sure in this game: - Characters will be starting at Level One - Player class, species, and background options will generally be limited to what is available in the Player's Handbook (2024) - Unless the entire table wants to do something different, ability scores will be generated via Point Buy I have a certain amount of flexibility when it comes to character creation insofar as my mind is open to things that the table is unanimous on. If everyone wants to roll ability scores, I have no problem with that. And for anyone new to the game, I'm happy to devote the first session to character creation and to walk you through the process. I can also provide pre-generated characters if needed.

What to expect

Preparing for the session

I'll be running my game on Roll20 (the only VTT I know how to use) and so all players will need a Roll20 account. I also have a dedicated Discord server for my Start Playing games -- all players will need Discord accounts as well. We will be using Discord's video chat feature for actual play, leaving the Roll20 table as uncluttered as possible.

What Big Justin brings to the table

I'm a fairly bare bones DM in at least one respect -- I don't use music. My idea of music that gets me in the mood for D&D might not be yours and vice versa (I like to listen to Metallica's "Wherever I May Roam" on repeat when I'm prepping). I will definitely slip into character voices from time to time, especially for recurring NPCs. When it comes to combat, or even skill checks, my tendency is to allow players to try whatever they think of -- although I'll probably advise against things that have almost no shot of success -- and I'll allow your skill choices perhaps to inform situations in ways that are more "Rule of Cool" than "Rules as Written." For example, maybe your halfling rogue spends a Luck point to give the ogre attacking them disadvantage. If your rogue is proficient in Acrobatics, I might allow this manifest as you leaping onto the ogre and jumping down onto his other side, especially if the ogre missed egregiously -- essentially free movement. I'm all for letting your wild ideas fly if circumstances permit -- you just might face high DCs, disadvantage, or some kind of resource cost if the ideas are REALLY wild. (Think giving up your heroic inspiration or a spell slot or a focus point, depending on what's being attempted.) More than anything, I don't want to stifle your creativity.

Homebrew rules

I have adventures at sea planned, and so have a few robust rules for underwater encounters: Underwater Combat - Any character without a Swim speed has disadvantage on melee attacks, except with piercing weapons. All ranged weapon attacks are made at disadvantage and any ranged weapon attacks automatically miss at long range. Spells can be cast as normal unless they have a verbal spell component. To cast a spell with a verbal component underwater requires a DC 15 Concentration check to speak the magic words without swallowing water -- failure gives the player the choice, the spell goes off and they gain the Drowning condition or the spell fails to go off (and they do not lose the spell slot). Holding Breath Underwater - Every round spent underwater holding one’s breath is a DC 10 Con or Athletics check. This check is made at advantage for the first THREE rounds. It’s made normally for the next FIVE rounds and then at disadvantage from rounds 8 on. Drowning - There are three levels of Drowning. A character who has one level of drowning has the Poisoned Condition. A character who gains a second level of Drowning is Incapacitated. A third strike is Unconsciousness and making Death Saves. I also allow spellcasters to recall spells they know but don't have prepared, by making the appropriate (difficult) skill check, the DC for which is dependent on the spell level. On a failed check, the caster can add points to their roll by sacrificing hit points -- basically trading health for magical versatility.

Equipment needed to play

Computer

Internet

Microphone

Safety

How Big Justin creates a safe table

First and foremost, please take a look at my content warnings -- this is intended to be a lengthy campaign and there are all kinds of possibilities. I do have plans for a seafaring adventure in the campaign, as well as plans involving the Underdark, mind-controlling aberrations, and infernal NPCs. If these things bother you, mine might not be the game for you. That said, no content warnings cover everything -- and not all of them are non-negotiable. One of the first thing I'll do is have all of the players fill out Monte Cook's RPG Consent Checklist. We'll also have some version of X, N, and O cards for use at the table, if and when something unforeseen presents itself. Mine is meant to be a somewhat scary game -- players are meant to feel uncomfortable. This is a game meant for players who find the fun in occasional discomfort. It is not meant to cause harm to anyone and I will bend over backward to make sure that everyone who still wants to play can do so safely.

Content warnings

Safety tools used

Frequently asked questions