Red Wizards a Epic Quest  - šŸ³ļøā€šŸŒˆšŸ³ļøā€āš§ļøšŸ§ ā˜®ļø & Beginner Friendly

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Red Wizards a Epic Quest - šŸ³ļøā€šŸŒˆšŸ³ļøā€āš§ļøšŸ§ ā˜®ļø & Beginner Friendly

A merchant’s daughter vanishes at sea—now pirates, plague, and Thayan maps threaten Turmish. Find Zehira before the coast burns red.

TYPE

Campaign

LEVELS

10–25

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
2 NEEDED TO START
$40.00

/ Session

Details

Weekly / Monday - 6:00 PM UTC

Session Duration / 3 hours

Campaign Length / 60+ Sessions

4 / 8 Seats Filled

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This game will begin once 6 players have joined

Meet your party members

4/8

About the adventure

This adventure is a level 10 to 20+ epic campaign that will use either the Epic Level Handbook or the epic progression options presented in the 2014 Dungeon Master’s Guide. The final decision will be made with the group during Session 0 and updated here accordingly. This is a high-stakes campaign recommended for veteran players who enjoy optimizing their characters. Combat is lethal, and death is a real possibility. The game offers a balanced mix of roleplay and combat, with the occasional puzzle woven in. However, I’m happy to welcome and guide beginners who are intrigued by high-level play—so the table is open to everyone. Bellow is a short summary of the first adventure. In Turmish, wealth smells like spice and polished wood. The pirates of Umberlee’s Resolve are not random marauders. They have been sailing the scattered islands near Turmish under quiet commission. Their task is simple: map coves, measure depths, note defensible ridges and hidden anchorages. A Red Wizard travels with them—not in crimson finery, but modestly dressed, patient, meticulous. He records everything. Every reef. Every harbor. Every natural fortress waiting to be claimed. Zehira the daughter of a wealthy merchant state goes missing, and the Deryans hire a band of famous heroes of the realms to request their aid in this quiet matter. The heroes would soon uncover that there was more on to the plot of sequester, Red Wizards. This fearful name who terrorizes most of the common folk, and even some wizard apprentices, would soon know why their opponentes were so feard, but not today it was too soon. The Myrkul of Necromancy Szass Tam had another plan for them.

Game style

Rules as Written (RaW)

Tactical / Crunchy

Roleplay Heavy

Meet the Game Master
Streamer
Podcaster
Cosplayer
Game Designer
Multi-lingual

2 years on StartPlaying

22 games hosted

Highly rated for: Teacher, Knows the Rules, Creativity

Average response time: 8 hours

Response rate: 100%

About me

I’ve been into D&D and tabletop games since I was 10, starting out with just a small group of friends and a big imagination. I was the ā€œpoor kid in the rich kid gangā€ back in college, but that didn’t stop me from diving deep into GMing and storytelling. One of my longest-running campaigns lasted 7 years—shaped and sharpened alongside a close friend who helped me grow into the GM I am today. I’d say I’m a pretty chill guy who just genuinely loves games, geek culture, and bringing people together. Whether it's comic books, conventions, movies, or nerding out over lore, I’m all in. Outside of games, I work in tech as a team lead and spend weekends volunteering with animal care—which is super rewarding. I’m also a challenger of the big C, so I try to live with a ā€œfun time, not necessarily a long timeā€ mindset. That means I'm here to enjoy the ride and make sure others are too. If anything I ever say or do in a game doesn’t sit right, please don’t hesitate to bring it up. I take feedback seriously—and I’ve been told I’m pretty good at it! Between leading teams and teaching others, especially when it comes to RPGs, I really enjoy helping folks grow and feel welcome at the table.

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Character creation

Creating your character

This campaign will start at level 10. Players are encouraged to first decide on the kind of character they want to play—focus on the concept first, the character sheet later. Each player may choose 2 Common ( White/Black) + 2 Uncommon ( Green ) + 1 Rare ( Blue) +1 Very Rare ( Purple ) Magic Items . Links to D&D Beyond and other player materials will be provided once you’ve joined the game.

What to expect

Preparing for the session

Players should follow the level list per treasure provided on my discord, game will start at level 10 , i can upon request makes the games at lower level, all material, campaing links will commonly be provided inside the apropriate tab for players to see upon joining the table inside startplaying.

What Magic&Mysterium brings to the table

Throughout the game, you can expect high-quality music to enhance the experience. I use tracks from well-known RPG composers, carefully selected license-free music from YouTube, and ambiance tracks from Patreons I support—some of which include animated maps and immersive soundscapes for that extra touch of atmosphere. When it comes to combat, I like to tailor the experience based on the level of roleplay the players bring to the table. I always give opportunities for players to describe finishing blows and dramatic moments, and I aim to match that energy with roleplay and cinematic flair. Ideally, I enjoy dynamic, roleplay-heavy combat scenes, though they can slow things down a bit—so I adjust based on the group’s preferences. You’ll also have full freedom to explore the setting and interact with the world however you like. While the story will naturally move forward when the group pursues a main goal, I fully support side quests, downtime scenes, beach episodes, base-building roleplay—you name it. If it brings your characters to life and adds depth to the story, I’m all for it. If the campaing extendes itself for a period of at least 6 months, and you partake on it during this period, at the end once the campaing ends, a portrait character comission with all the characters of the group will be paid by me to the group at no additional cost, its a bonus service i provide to my players as a thank you for their time, experience and dedication.

Homebrew rules

Potions(2024): All potions can be used as a bonus action unless specified in the potion text itself. Explosive Healing: If a healing die rolls its maximum value (e.g., a 4 on a d4), it "explodes" — you roll an additional die of the same type and add it to the total. Flanking: When flanking is applicable, it provides a +2 bonus to attack rolls instead of granting advantage. Puzzles & Riddles: Players may request a roll after 10 real-life minutes of attempting to solve the puzzle. All puzzles can be completed either through dice rolls or correct answers. Bard Spell Jokes: Tasha Hideous Laugher, Vicious Mockery and any other spell played by bard that includes a personalized joke that fits the ocassion and makes the DM and the party laugh, has no save.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Magic&Mysterium creates a safe table

During Session 0 or upon joining the game, all players will have the opportunity to fill out a consent checklist form, which includes their soft and hard limits. I will personally check in to see if there are any questions about what each item refers to, and clarify anything that might be confusing. Players can feel confident that their boundaries and interests will be fully respected.

Content warnings

Safety tools used

Frequently asked questions