DOOMED Forgotten Realms: BIWEEKLY campaign in a shattered world
What if all the heroes in all the big adventures had failed? What if the demons, undead, evil gods and villains had prevailed, in every adventure?
TYPE
LEVELS
LANGUAGE
EXPERIENCE
AGE
$27.00
/ Session
Details
Bi-weekly / Friday - 11:00 PM UTC
May 8 / Session 2
Session Duration / 3 hours
3 / 5 Seats Filled
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Schedule
About the adventure
In this post-apocalyptic version of the world of Faerun, every published adventure set in that world has already ended in disaster. Either the heroes failed and were killed, or no heroes arose to answer the challenge. Icewind Dale is frozen solid. Baldur's Gate and Elturel have been dragged into the Nine Hells. Demons rule the Underdark, Tiamat and her dragon brood rain death from the skies, and Vecna, the arch-lich, has the people of the Sword Coast in the bony palm of his remaining hand. This is a campaign about rekindling hope in a world that has none, about building resistance from nothing, about facing impossible odds. Are you ready? NOTE: this game runs every other Friday. Doomed Forgotten Realms will run from level 1 to level 25. No, that's not a typo; we'll use extended rules to go beyond level 20. We'll use mostly the 2024 version of the 5th edition (the current one) of Dungeons & Dragons, and the Tales of the Valiant rules from Kobold Press. Where they conflict we'll use the option that best fits our table. You can make a character using either the D&D or the ToV rules, and I encourage you to at least look at the ToV options; some of them are pretty cool! Although this is a world where evil has the upper hand, this is a story about heroes. Your character might be conflicted or tempted, you might have done some awful things to survive, but the character you make should want to make things better and be willing to work with a team.
Game style
Combat Heavy
Roleplay Heavy
Game themes
Meet the Game Master
About me
What I provide: A game that fits your group. A laid-back, friendly approach that welcomes new players. Organization, focus, and online tools to help you tell your story. My intro to d&d was three beige books in a little white box , in 1978. My first hobbit thief was trampled to death by a herd of were-elk. Despite that setback, I persevered and have been DMing, and occasionally playing, ever since. I launched ColoradoGamemaster.com in 2019 to GM professionally in person, just in time for the Great Plague to make that impossible. StartPlaying and online platforms came along at just the right time, allowing me to bring my games to people around the globe.
View Profile →Character creation
Creating your character
We'll make characters directly in Fantasy Grounds, at level 3. When you make a character, use either the 2024 rules or the ToV rules, don't cherry pick features from both. If there's a subclass or option in 2014 that has not been rewritten in either of those rulesets, we'll reformat it as needed in one ruleset or the other (this is pretty easy).
Note: this is a Biweekly Game, and its first session will be on MARCH 27.
What to expect
Preparing for the session
You'll need to download and install Fantasy Grounds, and to have or make a Discord account. You'll get all the links and invites you need when you join the campaign.
What Keith brings to the table
I want to give you space to tell your own story, within the structure of a campaign that has a beginning, a middle, and an end. This is a big, sprawling world with many opportunities to explore and develop corners of it, and I will be open to that as we go along. My tables tend to develop friendships above and beyond the camaraderie of your adventuring characters, and I hope you experience that as well.
Homebrew rules
All characters use LUCK from ToV instead of (Heroic) Inspiration. If you have an ability that would grant Inspiration, you instead gain 3 Luck (to a maximum of 5) GRAPPLE, SHOVE, ESCAPE use the 2014/ ToV rules (opposed Athletic/ Acrobatic checks) not the 2024 (saving throws). ATTUNEMENT SLOTS equal your proficiency bonus. WEAPON MASTERIES/ OPTIONS: based on your character source. If you're a 2024 character and your class grants you Masteries, you get them; they work every time you hit. (I think this is effective but boring, as it removes an interesting decision point, but the classes are balanced around it). We will be enforcing action economy for weapons-juggling, as that's one of the balancing factors for these abilities. If you're a ToV character, you get Weapon Options (everyone gets them regardless of class). If you use one in an attack, it's instead of dealing damage, not in addition to. Weapon Options do not require a confirming saving throw. If you hit, they work. Losing a damage opportunity is enough, without an extra chance to fail. TALENTS AND FEATS, SPELLS, CLASS FEATURES, SPECIES/ ANCESTRY ABILITIES, ETC all work as defined in the rule set you built your character with. EXCEPTION: the Cure Wounds and Healing Word spells use the stronger 2024 versions no matter your character source, and Goodberries heal 2 points each, not 1 because they should still do more total points of healing than the other healing spells. SCROLLS: If you're a TOV character of any class you can use scrolls! In that ruleset, scrolls are universal, like potions. D&D characters are limited to scrolls of spells on their casting lists, as per those rules. POTIONS are a bonus action to drink yourself, or an action to administer to someone else.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Keith creates a safe table
We'll use the Deck of Player Safety in session 0 (and give any players who join after the game has begun the opportunity to do so as well). Fantasy Grounds has an anonymous "Caution/ Halt" button to warn us that we're straying into territory that's uncomfortable.
Content warnings
Safety tools used

