Against the Cult of the Reptile Goddess
The village of Orlane is dying. By night, people vanish. Trust no smile, follow every rumor, and find what haunts Orlane before it finds you.
$15.00
/ Session
Details
Weekly / Saturday - 11:00 PM UTC
Session Duration / 3–4 hours
Campaign Length / 5–10 Sessions
0 / 6 Seats Filled
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About the adventure
Welcome to Orlane. A classic 1982 D&D village mystery rebuilt for today. Something is wrong in the quiet farming town of Orlane. The once-thriving farming community is collapsing into fear, suspicion, and an eerie silence. Doors are locked. Travelers are watched from behind curtains. Neighbors avoid each other. Families vanish in the night, then sometimes return... changed. This is an old-school adventure with a modern flair. I’m adapting a beloved classic with deep respect for the source material, but expanding Orlane into a living conspiracy; with richer and more inclusive characters, upgraded maps and modern D&D 2024 mechanics. This table is for players who enjoy mystery, roleplay, paranoia, moral tension, classic fantasy horror, and clever problem-solving. The tone is serious and atmospheric: your choices matter, violence has consequences, and the world will not wait politely while you investigate. Expect investigation first, steel when words fail, and a horror that creeps in through village gossip before it shows its fangs. Newbie players are welcome! But I'm not gonna lie: This will be challenging! Character death is around every corner. So come and join if you're especially brave (or foolhardy...)
Game style
Dungeon Crawl
Theater of the Mind
Tactical / Crunchy
Rule of Cool (RoC)
Roleplay Heavy
Puzzle / Mystery Focused
Game themes
Meet the Game Master
About me
💬 Who's Tom Corral? 🎲🃏 Game Designer and Computer Science nerd from Brazil. 🖖👨💻 🇧🇷 🀄♟️ Passionate about Systems, Games and Game Design. 🎮👾 🏳️🌈✊ ☭ Leftist. LGBTPQAI+, POC and Feminist Ally. Demisexual. Autistic. ADHD. ❤️ Personality: People say I'm cute, crazy, creative, sensitive and heartfelt. 💬 More about me: 🕹️🌈 I write and create weird games about people instead of things. 🤖 I have passion for 0451 games. Games where players solve problems instead of puzzles, and they do so however it is they prefer, in whichever order they'd like to go about it. 💣 My favorite Zelda is the very first Zelda on the NES. Because of how much player freedom it gives you. 👄👂💭📝 My native tongue is Brazilian Portuguese. I speak/read/write in Fluent English. My Spanish is okay. I took French classes for a year, once upon a time. ✍️ Currently writing Dungeon Delve (working title) a Heavy-Tactics Dungeon Crawler RPG with Social and Romance Systems inspired by Ironsworn and Dogs in the Vineyard. ✍️ Currently writing "God's Intention in West Virginia", a GM-less RPG about violence, religion, and very small mining towns during the hard decades of war, union strikes and industrial chemical disasters of the 20th century. 🌐🔗 Here's my modest Itch.io: https://tomaz-corral-moreira.itch.io/ I hope to one day fill it with more finished projects. 🏆 One of my games, Awkward Waving, won a "Best Design" award at IndieBits!
View Profile →Character creation
Creating your character
Characters will start at level 3 and will be created in FoundryVTT during session 0, with guidance from me before play begins. Players are encouraged to arrive at Session 0 with a character concept or rough draft, and we will use Session 0 to finalize sheets, establish relationships, connect each character to Orlane, and make sure everyone fits the campaign’s tone and premise. We'll discuss the inclusion of homebrew rules for character creation during Session 0. Ability scores will use standard Point Buy. This keeps the party fair and balanced.
What to expect
Preparing for the session
- Join the campaign’s Discord. I will provide the invite link before the game starts. This will be used for voice chat, announcements, scheduling, questions, and between-session notes. - Come to Session 0 with a character concept or rough idea. Players should think about their class, personality, origin, and what connects them to Orlane or why they're going to Orlane to investigate. [We'll develop those motives together at Session 0] - Be ready to discuss tone, safety tools, boundaries, and expectations. This is a campaign with horror elements, such as torture and abduction, so we will make sure everyone is comfortable with the themes before play begins.
What Tom brings to the table
I provide a prepared, atmospheric, player-driven D&D table built around investigation, meaningful choices, and consequences. For this campaign, I’m bringing upgraded maps, visual aids, handouts, and a custom-built Orlane GM Dossier web app. This allows me to run a richer web of NPCs, clues, rumors, locations, and consequences, making Orlane feel like a real community under supernatural pressure: people have routines, secrets, fears, loyalties, and reasons to lie. My GM style is immersive and responsive. I enjoy portraying NPCs with distinct personalities, motives, and agendas. I do not force players down a scripted path: the world will respond to your choices. If your party decides to investigate an unexpected lead, trust the wrong person, start trouble in a dangerous place, or even walk away from Orlane entirely, that is part of the game — and I will be ready for it. Rules-wise, I'm a big believer in the Rule of Cool; but I also respect the rules as written; without rules-lawyering. I also embrace well-designed homebrew whenever it enhances the experience and helps us tell a better story together. Combat will not be constant, but when it happens, it will be dangerous, tactical, cinematic, and meaningful. I enjoy interesting terrain, monster abilities, positioning, objectives, and dramatic stakes beyond simply reducing enemies to zero hit points. That said, not every scene needs a battle map; I will use tactical play when it improves the game and theater of the mind when it keeps the story moving. Expect investigation, social tension, exploration, ambushes, hard choices, and fights that can turn deadly if the party ignores warning signs. I use safety tools and clear table expectations so we can explore horror, paranoia, and moral tension without losing sight of player comfort.
Homebrew rules
I love homebrew. But it has to be well-designed homebrew. And everyone at the table should agree of its inclusion at Session 0. In some cases, however, we'll all collectively agree on some house-rules as the game progresses. There are so many possible house-rules that we can't possibly cover them all at Session 0.
Equipment needed to play
Computer
Headphones
Microphone
Webcam
Platforms used
Safety
How Tom creates a safe table
Player safety and trust are essential. Before play begins, I will provide a few safety documents (such as Lines and Veils and Monte Cook) so players can privately share topics they do not want included, topics that should fade to black, moments that should be retconned, and etc. You can also tell me themes you're excited to explore. We will also go over tone, expectations, boundaries, and safety tools during Session 0. Nothing's set in stone. I'll curate the content of our sessions according to what's safe to include. Aracnophobia? All Spiders will be removed. You don't like Zombies? No Zombies will ever be featured. Certain political topics remind you too much of the real world? Say the word and they'll never appear in the campaign. I use several safety tools: • Lines and Veils before the campaign begins. • X, N, and O signals during play. Players may post them in chat, say them out loud, or message me privately. • Open Door policy: players may step away from the game at any time, for any reason, without needing to explain. • Regular check-ins during intense scenes. • Session 0 discussion of PvP, romance, horror intensity, character secrets and intra-party conflict. • Private messaging is always available if a player is uncomfortable or wants something adjusted. • No one needs to justify a boundary. If something is not okay, we move on. After emotionally intense sessions, I like to leave a little space for decompression. We may do a short debrief, discuss highlights, check whether anything felt too heavy, and adjust future sessions if needed. I want players to feel excited, respected, and safe enough to take dramatic risks with their characters. I'm a very caring GM. Or at least that's what people say. You being comfortable and joyous is very important to me. I believe in open communication. But I don't want anyone getting exposed either. PM me with any of your concerns and I'll guarantee my utmost discretion.
Content warnings
Safety tools used