EBERRON: The Lhazaar Job
You’re a crew with a ship, a problem, and a list of people who’d pay to see you drowned. Jobs come fast, and every mistake adds heat.
$20.00
/ Session
Details
Weekly / Tuesday - 11:00 PM UTC
Apr 21 / Session 6
Session Duration / 3–4 hours
4 / 5 Seats Filled
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Schedule
About the adventure
A sealed strongbox isn’t on any manifest. Kundarak wants it back. Lyrandar wants it silent. The Aurum wants it sold. A pirate prince wants it displayed as a warning. You open it once. After that, the ocean isn’t big enough. Session 1 Snapshot (What You’ll Do First) Dockside theft under stormlight: grab a Kundarak strongbox during a legitimate transfer, evade a Lyrandar patrol cutter, and decide who you trust with what’s inside. Locations The Lhazaar Principalities, storm routes of the Thunder Sea, black-market ports, floating auctions, vault-ships, and half-drowned ruins that still hum. What Makes This Game Different? Heat system: the more noise you make, the more professional the hunters get Faction web: Houses, pirates, spies, and financiers react to what you do The ship is your base: upgrades, contacts, debt, and secrets live there Jobs are built like puzzles, not corridors Tone & Themes Neon noir high fantasy. Wet decks. Cold brass. Arcane light like infrastructure. Themes: crime, betrayal, pressure, ambition, survival, loyalty under strain. Violence exists, but planning and execution matter more than body counts. Content Warnings Fantasy violence, threat of drowning, coercion/blackmail, criminal activity, body horror optional (toggle), moral compromise. No sexual violence. No graphic harm to children. (Hard lines.) Player Experience Level Beginner-friendly with guidance, but built to reward clever play. Campaign Structure Episodic “job of the week” heists with persistent consequences. Each job has: a target, a clock, security layers, a twist, and a getaway. Between jobs: downtime, ship upgrades, faction fallout, heat management.
Game style
Roleplay Heavy
Game themes
Meet the Game Master
2 years on StartPlaying
181 games hosted
Highly rated for: Storytelling, Voices, Creativity
Average response time: 15 hours
Response rate: 100%
About me
Greetings, adventurers. I am James, your storyteller, world-shaper, and guide into the unknown. After years behind the Dungeon Master’s screen—summoning realms from shadow and starlight, and forging legends with brave companions—I am opening the gates to new heroes ready to carve their names into myth. I invite you to step into a realm built for the bold. A place where imagination is the spark, and every decision echoes through stories of honor and valor, glory and ruin, triumph and heartbreak. Around this virtual table, we create worlds together—worlds where steel rings, dragons wake, and destiny bends beneath the hands of those daring enough to grasp it. Above all, we venture forth for one eternal purpose: to revel in the joy of the adventure.
View Profile →Character creation
Creating your character
Starting Level: 3 (recommend 4 if you want a tougher opener) Allowed Sources: Official 2024 PHB/DMG/MM options + approved Eberron options; homebrew by request (keep it grounded) Party Role Expectation: Every PC should have a reason to run jobs and a role on the ship (Face, Muscle, Infiltrator, Arcane Tech, Navigator, Medic, etc.) Alignment: any, but the crew must be able to work together Optional: Dragonmarks allowed; they attract attention and complications.
What to expect
Preparing for the session
Links to our Discord, Roll20, and DnDBeyond will be sent upon joining! A mic is required. A solid internet connection can really help as well. Discord and Roll20 will be used for much of the virtual table top needs. Including rolls If your new and would like to prepare I can supply you with the needed materials.
What James Darley brings to the table
Players can expect a campaign built like a crime series: clear job briefings, layered security, multiple ways in, and consequences that stick. I’ll provide a steady flow of player-facing tools so you always know what’s happening and what you can act on. You’ll get: a Session 0 with tone and table rules; a shared crew/ship sheet; a faction board that updates as you make friends and enemies; “job packets” (target, intel, rumors, known defenses, payout, and risks); clean battlemaps for key locations; handouts for props like manifests, coded notes, wanted posters, and vault diagrams; and downtime options for ship upgrades, contacts, and heat reduction. My GM style keeps the pace moving. Scenes start in motion, decisions matter, and I don’t hide the ball—if something is dangerous, illegal, or likely to trigger alarms, you’ll know. Planning is rewarded, but I won’t punish you for not spending an hour in analysis. You can do quick plans, improvise, and adapt when the twist hits. Roleplay is grounded and character-driven. I do character voices lightly and consistently (more “clear distinct cadence” than full theater), and I keep NPCs motivated and readable. Expect negotiation, intimidation, bribery, leverage, and betrayal to matter as much as swords and spells. I use ambient music and sound when it helps: harbor noise, rain and thunder, engine hum, tavern chatter, alarms, vault wards. It’s there to support tension, not drown out voices, and it can be turned down or off if the table prefers. Combat is tactical when it shows up, but it’s not constant. Most fights are short, high-stakes, and tied to the heist clock: guards converge, wards escalate, exits close, the ship takes damage, the water gets angry. Positioning, cover, mobility, and smart spell use matter. If you choose to go loud, the world reacts and the heat spikes. Rules-wise, I run mostly Rules as Written with a practical layer of “Rules as Intended.” I’ll call for rolls when the outcome is uncertain and meaningful. I’m happy to lean into Rule of Cool when the idea fits the situation, doesn’t erase consequences, and stays fair to the whole table. You can attempt wild plans—swinging rigging, cutting ballast, faking documents mid-chase—but you’ll still pay costs, face risks, and deal with fallout. Expectations: this is a cooperative crew game. Characters can be selfish, messy, and morally flexible, but they need a reason to work with the crew. I don’t run surprise PvP or gotcha betrayals. If a player wants intra-party conflict, we handle it openly with consent and boundaries. If you bring a character who wants money, freedom, revenge, or a name in the Lhazaar seas, I’ll put targets in front of you and let your choices decide who you become while the alarms start ringing.
Homebrew rules
Not many with the changes in 2024 but we will cover the few I have in session 0.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How James Darley creates a safe table
Table Rules & Safety Tools Session 0 included (tone, lines/veils, character hooks, ship rules) Safety tools: Lines & Veils + open-door policy + check-ins as needed PvP: not by default. Betrayal is story, not “gotcha” (only with consent).
Content warnings
Safety tools used
