D&D 5e 2024 | Level 4-> 8 Campaign | [H] A Bard's Rest
With the aid of a song-enchanted parchment, explore a cold and storm-ruled island on the north seas to discover an ancient bard's lost treasure.
$5.00
/ Session
Details
Weekly / Monday - 4:00 PM UTC
Session Duration / 4–5 hours
Campaign Length / 9–12 Sessions
0 / 5 Seats Filled
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About the adventure
After defeating an evil wizard and looting his bag of holding, you discover research notes from an explorer which accurately pinpoint the resting place of a bard of legend. Besides his interests, all you learn of the explorer are their initials signed upon each research notebook, an H crossed over by a zigzag. About the bard you learn more of: Selistian "Moonsage" was a warrior bard who lived more than two millennia ago, when demigods still walked the material plane, and fought and bled for an empire he openly criticised frequently. Tales of Selistian are grand and lacking in detail: from extraplanar escapades, escaping archfeys and The Old Cloven himself, to making friends with giants and fighting in the Lich King Wars. Moonsage was a frequenter of towns and isolated hamlets, and a rumoured worshipper of nature and the night's sky. He was also rumoured to wield powerful magical artefacts, which he gathered across his adventures. The notes point to an island in the north of the Middle Sea. The island, termed Stormshackle, is an infrequent pitstop for traders and merchants that travel from the cold lands of Fimberwind to the eastern continents. The storms that frequently ravage the island's coasts and the waters around it have scared many brave sailors and allowed a sheltered community of shepherds and fishing folk to thrive. You gather tales of ghosts, witchcraft and the case of a rogue thief that angered a Goliath tribe and got hunted down in the mountains of the island several centuries ago. The most promising find that you discover among the notes is an ancient parchment, wrapped in linen and thin wires. The parchment seems brittle, musical notes are written on it. Holding it against a night's sky causes the notes on the paper to shine enchantingly, and emanate echoes of music long forgotten. You find your time to plan an expedition, count your supplies and gold, and hire the first trading ship to take you to Stormshackle. You decide to find the tomb of Selistian, and whatever lost history or treasure lies sealed within. This campaign will take you from level 4 to level 7. It will majorly consist of exploring the island, meeting its' inhabitants, a bit of puzzle solving and encounters against many unknown (or known) threats that roam or lurk on the island.
Game style
Combat Heavy
Roleplay Lite
Rule of Cool (RoC)
Rules as Written (RaW)
Sandbox / Open World
Game themes
Meet the Game Master
Less than a year on StartPlaying
Highly rated for: Creativity, Inclusive, Rule of Cool
About me
Hi! My name is Marc Razvan and I am a Game Master with ~7 years of experience with TTRPGs. I am an addict of stories and teamwork and have used this to run or play across different systems like Dungeons & Dragons 5e, Pathfinder 2e, Vampire the Masquerade and Call of Cthulhu 7th edition. My strong areas as a Game Master are NPCs (which not all have funny voices, I swear), social interactions, combat, exploration and puzzles. In that particular order! I've run both published adventures and homebrewed one shots or campaigns for friends or strangers, beginners or veterans and role players or tacticians. See you at the table!
View Profile →Character creation
Creating your character
We will use the 2024 ruleset of Dungeons & Dragons 5e. As such, all Player Handbook 2024 official classes and subclasses are allowed. 2014 subclasses or other homebrewed subclasses are allowed but must first go through The Dungeon Master. The first session will be a session 0 where I will help you create your characters and then we can test them through play. At the end of that session, we should have our player characters ready for the rest of the campaign. This session will be free! Given that this is a homebrewed world, there is a set list of available races to pick. That list is quite expansive but players are recommended to discuss with The Dungeon Master for any niche or lesser known species they are interested in playing. Participants will receive a discord link to my organizational server where The Dungeon Master will give them a document detailing the character creation options and process. This is a level 3-7 adventures, players will be required to create level 3 characters. We will not use Session 0 since the campaign is extremely short and a lot of it is pre-written. Player Characters can and will influence the story, but backstories are less important in this campaign. If players are comfortable, pre-generated characters are available. The Dungeon Master can also handle the character creation process and players can specify which race, which class and which subclass they wish to try. I, the Game Master, will aid you through messaging if you wish to create your character. We can spend ~15 minutes before the session starts to clear up any uncertainties with your characters and choices.
What to expect
Preparing for the session
You will need a microphone, a browser, and a discord account. We will use a discord server for our voice channel, and Foundry for play. Characters made by players should be prepared before the session and sent to the Dungeon Master for a quick review as early as they can. Players should also get a grasp of the basic play of Dungeons and Dragons 5th edition. It could also help to watch a tutorial on how to use Foundry as a player.
What Marc brings to the table
• Lots of ambient music from playlists I've curated in my years of playing TTRPGs • The predominant theme of this adventure is mystery and bleakness. • There will be a lot of social encounters, described immersively. • Combat encounters will be balanced, high-energy and some will require tactical thinking. • Encounter Maps hand-made by me via Dungeon Alchemist • Each NPC encountered will be uniquely voiced • Access to my discord and the campaign main doc • Almost a decade of GMing experience
Homebrew rules
Bonus Action Potions: You can drink a potion as a bonus action. Drinking a healing potion as a bonus action allows you to roll the dice for healing. Alternatively, you can use your action instead of your bonus action to drink the potion. This will reward you with the maximum healing for that potion. Criticals: Critical hits resulted from natural 20s on attacks now double the total damage of the hit. We will roll the normal dice, add any modifiers or bonuses and double the result. This is for the sake of not having to roll so many dice. HP Rolls on Level Up: We will use the average number in place of rolling dice for gained hit points upon level up
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Marc creates a safe table
We will discuss the content warnings listed here and apply Lines & Veils where a sensitive topic is listed by a player. Breaks are available and any player can issue a break when they wish. Additionally, if a scene gets too uncomfortable for a player, they can step away for a moment. After each session, we will openly discuss about what went really well and what could've went better, as well as aftercare for any uncomfortable event that took place during the session. And of course, the campaign will only start after a Session 0.
Content warnings
Safety tools used