Blood in the Sand, Ruin in the Deep
You are one of the Pit‑Sworn—fighters drafted from the condemned and sworn to compete in the Great Proving of Dras’Gromm. Win, and you earn freedom.
$13.00
/ Session
Details
Play by Post (Asynchronous)
Custom / Friday - 9:30 PM UTC
Session Duration / 2–3 hours
0 / 5 Seats Filled
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About the adventure
The Great Proving returns to Dras’Gromm—a legendary festival of strength, spectacle, and survival in the heart of the desert. Every few years, the dragons of the Khyrazgaar throw open the arena gates to warriors, champions, and the Pit‑Sworn: condemned souls forced to fight for a single promise. Win the Proving, and you’ll earn freedom, land, and a life beyond the sands. You are one of the Pit‑Sworn. Whether by crime, exile, debt, or order, you are forced to fight in the arena. The crowds cheer for you as underdogs. The dragons see the Proving as tradition. Merchants bet huge sums on every match. Most people in the desert see it as a celebration. But this year feels different. Matches are harsher. Teams vanish without explanation. The rules seem to shift in ways that no one can quite put their finger on. Two teams in particular fight with uncanny precision—too polished, too prepared, too lucky. Your own team wasn’t drafted by chance. Someone made sure you were placed together. Someone ensured that you had the necessary gear, training, and a slot in the bracket. Someone wants you to survive longer than the Pit‑Sworn usually do. You’ve received hints, favors, and quiet nudges from a sponsor who never shows their face. You don’t know who they are. You don’t know what they want. You only know this: they want you to interfere. Your task, as you understand it, is simple: fight well, survive, and uncover why this year’s Proving feels wrong. Ahead lie Blood Ring battles, team clashes, mounted relays, and the final challenge known as the Descent, a symbolic journey into the tunnels beneath Dras’Gromm. Most Pit‑Sworn never return from it. If you reach the Descent, you’ll be closer to the truth than any Pit‑Sworn has ever been. For now, all you can do is step into the sand, raise your weapon, and trust your instincts. Something in the Proving is shifting. And you are standing in the center of it.
Game style
Play By Post
Meet the Game Master
3 years on StartPlaying
12 games hosted
Highly rated for: Creativity, Storytelling, World Builder
About me
Hello, I’m Bryce—A EST timer, a 35-year-old father of two, born with Cerebral Palsy and your future Dungeon Master! My voice may be different, but that only fuels my creativity. I turn challenges into strengths, using immersive visuals, atmospheric soundscapes, and adaptive storytelling techniques to run unforgettable D&D campaigns. With over six years of experience guiding players through rich, evolving 5e adventures, I bring a deeply personal and inclusive perspective to the table.
View Profile →Character creation
Creating your character
When characters are created All characters will be created together during Session 0. This lets everyone coordinate concepts, understand the tone of the campaign, and establish how each of you ended up among the Pit‑Sworn. You don’t need a full backstory beforehand—just a concept and a sense of who your character was before the arenas claimed them. How ability scores are generated Stats are rolled during Session 0 using: Roll 4d6 and drop the lowest die. If any final score is below 10, that score becomes 10. After adjusting low scores, your total ability score sum must be at least 72. If the total is below 72, reroll the entire array. This ensures every character is capable enough to survive the Proving while still allowing for variation and personality. Starting level and equipment Characters begin at Level 1. You’ll take: Standard class equipment Background equipment The gold listed in your background Small thematic adjustments may be made during Session 0 to reflect your time as Pit‑Sworn. Where characters are created All character sheets will be built and stored in D&D Beyond. This keeps your features, spells, and equipment organized and easy to reference during combat and arena events. You may browse other resources for inspiration, but the official sheet for play will live in D&D Beyond. Allowed books and sources To keep the campaign focused but flexible: Fully allowed: Player’s Handbook, Xanathar’s Guide to Everything, Tasha’s Cauldron of Everything, and other official WotC material. Conditionally allowed: Unearthed Arcana, homebrew subclasses, and third‑party content with DM approval. Bring any unusual concepts to Session 0 so we can adapt them to fit the world and tone.
What to expect
Preparing for the session
How to Prepare for the Game Accounts and Platforms Before Session 0, make sure you have accounts set up on the platforms we’ll use throughout the campaign: Discord — for voice chat, scheduling, announcements, and between‑session communication. D&D Beyond — for character sheets, leveling, and rules reference. WorldAnvil — optional but recommended; this is where general campaign lore, maps, and setting information will be posted as the story unfolds. Make sure you can log into all three before Session 0 so we can jump straight into character creation and introductions. Technical Setup To keep sessions smooth and clear: Have a working microphone for combat, roleplay, and teamwork. Use headphones to avoid echo or feedback. Ensure a stable internet connection. Update and test Discord before the first session. No additional software or VTT downloads are required beyond Discord and your browser. Joining the Game Spaces You will receive: A link to the Discord server A link to the D&D Beyond campaign A link to the WorldAnvil world Join all three before Session 0 so you can access character sheets, lore, and announcements. What to Bring to Session 0 You don’t need a full backstory. Bring: A rough character concept A sense of why your character ended up in this situation One fear, one hope, and one thing they refuse to give up Any questions about the world, tone, or themes We’ll build the rest together during Session 0. Optional Preparation If you want to get a feel for the world before Session 0: Browse the WorldAnvil entries that are available. Think about how your character reacts to danger, pressure, and public spectacle. Consider what freedom means to them—and what they’d do to earn it.
What Bryce Clemens brings to the table
What I Provide as Your GM Atmosphere and Immersion Expect a game with strong atmosphere and consistent tone. I use Kenku FM to deliver ambient music, environmental soundscapes, and text-to-speech narration for NPC dialogue. This creates immersive scenes without relying on character voices. Each arena, city, or tense moment will have its own sound profile to help you feel grounded in the world. Combat and Mechanics Combat is tactical, dangerous, and intentional. Positioning, teamwork, and creative problem-solving matter. Encounters are designed to challenge you without feeling unfair. I follow Rules as Written for consistency, but I also embrace the Rule of Cool when a bold, cinematic idea fits the fiction and doesn’t break the game. If it’s clever, thematic, and makes sense, I’ll usually let you try it. I also use a small number of homebrew rules to support pacing, tension, and tone. These will be reviewed during Session 0 so everyone knows what’s in play. Story and Player Agency You’ll be playing in a world with deep lore, political tension, and meaningful consequences. Your choices shape the story. NPCs react to your actions, factions shift based on your decisions, and the campaign adapts to the team you build. I don’t railroad outcomes, but I do guide pacing so the story stays focused and engaging. You’ll always have room to define your character’s arc and influence the world around you. Tools and Resources You’ll have access to: A Discord server for communication, scheduling, and session coordination A D&D Beyond campaign for character sheets and leveling A WorldAnvil site for lore, maps, factions, and setting information These tools keep everything organized and accessible between sessions. Safety and Comfort Player comfort is a priority. We’ll establish boundaries and expectations during Session 0. I use the Deck of Player Safety (https://digital.deckofplayersafety.com/)—a digital tool that lets you quickly and discreetly signal comfort levels during play. If something becomes uncomfortable or crosses a line, you can speak up at any time—privately or publicly—and I will adjust immediately. The goal is a challenging story, not an uncomfortable one. What You Can Expect Every Session Clear stakes and goals Fair rulings and consistent mechanics Space for roleplay, combat, and character moments A world that reacts to your decisions A GM who is prepared, flexible, and invested in your fun
Homebrew rules
Homebrew Rules Overview These homebrew rules shape the tone, pacing, and style of the campaign. They are meant to enhance play, not restrict it. We do not have to use every rule—during Session 0, we’ll decide together which ones fit the group’s preferences. Flexible Skill Checks Players can use alternative ability scores for skills when they justify the approach. Creativity and narrative logic matter more than strict pairings. Uncertain Resurrection Bringing someone back from the dead is never guaranteed. Resurrection involves a spellcasting check and a short ritual where allies can help or hinder the outcome. Souls can only return a limited number of times. Initiative Adjustments Allies with similar initiative rolls can swap places, and identical monsters act on a shared initiative count to keep combat fast and readable. Long Rest Requirements A long rest requires eating a ration or preparing a meal. Rest is physical, not automatic. Encumbrance Weight only matters when something would be physically impossible to carry. Otherwise, we keep things simple. In‑Combat Communication Players speak in character only during their own turn to keep combat focused and immersive. Team Combos Players can coordinate actions for combined effects. The GM adjudicates outcomes based on creativity, timing, and the fiction of the moment. Private Death Saves Death saving throws are rolled secretly by the GM to preserve tension and uncertainty. Druid Wild Shapes Druids begin with a small set of known animal forms and must learn new ones through in‑game experience. Luck Rolls When fate is uncertain, players may roll a flat d20 to determine how luck influences the situation. The GM may introduce good or bad luck numbers to tilt outcomes. Cleave Rule If a melee attack kills a target, excess damage can spill over to another nearby enemy with equal or lower AC. Shared Inspiration Pool The party shares a pool of Inspiration equal to the number of players. Inspiration grants bonuses to rolls and is earned through exceptional success or failure outside of combat. Critical Hit System Critical hits deal double dice and trigger an additional effect based on the damage type—bleeding, burning, stunning, teleportation, and more. Each crit feels impactful and unique. Additional Rule Sets Beyond these general rules, the campaign includes specialized systems for: Boss mechanics Warfare and mass combat Overland travel Staying at inns and managing downtime Environmental hazards Arena‑specific rules Social influence and faction reputation These systems will be introduced naturally as the campaign unfolds.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Bryce Clemens creates a safe table
Real‑Time Safety Tools During sessions, you will use the Deck of Player Safety (digital version) to communicate comfort levels instantly and discreetly. You can signal: Green — comfortable, keep going Yellow — slow down, adjust tone or intensity Red — stop immediately and shift away These signals require no explanation and can be used at any time. You can also communicate safety needs through: Private Discord messages Short text signals (X, N, O) Voice cues if you prefer speaking Whatever method feels safest for you is valid. During Play Safety is active throughout the session: I check in during intense scenes to confirm comfort. Anyone can call for a pause to clarify boundaries or adjust tone. Content can be rewound, reframed, or skipped entirely. No one is ever asked to justify discomfort. The story adapts to the players—not the other way around. Aftercare and Debrief After each session, we take a moment to: Cool down from heavy or emotional scenes Check in about anything that felt intense Adjust pacing, tone, or boundaries for next time Follow up privately if needed This keeps the emotional load manageable and ensures everyone leaves the table feeling grounded. Ongoing Consent Boundaries can change at any time. You may: Add new Lines or Veils Adjust existing boundaries Request changes to tone or pacing Ask for more or less intensity in certain types of scenes Consent is continuous, not a one‑time agreement. Safety Philosophy The table is built on: Respect Transparency Player agency Collaborative storytelling Everyone deserves to feel safe, heard, and supported while playing.
Content warnings
Safety tools used