The Keep on the Cauldronlands - Beginner Friendly
A beginner-friendly sandbox of wild magic, ancient vaults, and dangerous fame. Bold choices shape legends—or end them.
$15.00
/ Session
Details
5 players following this game
Weekly / Wednesday - 11:00 PM UTC
Session Duration / 1–2 hours
Campaign Length / 1+ Sessions
0 / 5 Seats Filled
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About the adventure
The Keep on the Cauldronlands System: D&D 5e/2024 Tone: Quirky, dangerous, bureaucratic, and filled with mysterious cult activity Format: One-shots in a persistent sandbox setting Level Range: Levels 1–5 to start (new characters welcome!) 🐇 "Reports indicate the rabbit had a horn. A single horn. The wrangler screamed something about paperwork before he was eaten. It might’ve been metaphorical." — Incident Log 3-17-VC, filed by the Beastmasters of the Keep 🛡️ Campaign Overview Welcome to Vaereth Calduryn — a grandiose name for a half-abandoned dungeon near a crumbling outpost that everyone just calls "The Keep." Inspired by The Keep on the Borderlands and Into the Unknown, (B2, and B1 Red Box) this 5e compatible D&D 2024 campaign setting is tailor-made for new characters looking to make their mark on a weird and winding world. This is a sandbox of connected one-shots, where each session wraps with a clear sense of progress, even if the larger mystery remains unresolved. Whether you're unearthing jungle cult secrets, dodging cursed magical experiments, or negotiating with anarchist factions squatting in haunted ruins, there's always something strange to discover — and survive. The Keep draws adventurers from across the realm. Most don’t stay. Some can’t leave. You? You might be the kind who changes everything. 🎲 Play Style One-shots with continuity – every session is designed to stand alone while feeding into a larger sandbox narrative. Achievement-driven play – each game ends with a satisfying milestone or twist. Great for new characters – try out a fresh build or test the waters with a new party. Roleplay-forward – your choices shape the world. Allies remember, enemies evolve, and your legends grow. Campaign setting – Greyhawk, northeast of the Azure Sea. Rich with ruins, cults, cursed pools, and unexplored wilds.
Game style
Combat Heavy
Hexcrawl / Exploration
Roleplay Heavy
Rule of Cool (RoC)
Sandbox / Open World
Theater of the Mind
Game themes
Meet the Game Master
About me
I enjoy all kinds of board games and RPGs. As a GM I prefer theater of the mind to very detailed simulations. I enjoy puzzles and narrative arcs that are not simply combat based. I've been playing for many years. I enjoy virtual table tops but I tend to use very simple elements, I think sometimes virtual table tops make RPGs feel too much like an arcade game. I'm told I bring a lot of humor (mostly not twisted), to even the darkest most dangerous encounters and story arcs without robbing the story of their emotional heft.
View Profile →Character creation
Creating your character
Character Creation: A Process Both Noble and Slightly Confusing Level: Start at Level 1 — anything higher may raise questions at the Bureau of Administration We're in Greyhawk near the Azure Sea. Stats: Use standard array or point buy — balance is encouraged, min-maxing is tolerated on creation but actively discouraged during advancement. We aim for immersion, not spreadsheets Creation Timing: Please make characters before the first session. One-shot players may “tweak” their characters before play begins Campaign players should come prepared with a backstory and a short start-of-session introduction. Tools: D&D Beyond’s character builder is most common — digital, paper, parchment, or mystical rune. Just bring something legible Allowed Sources: Rules will be D&D 2024 (2014 compatible) Older materials or homebrew are welcome with approval — the GM reserves the right to issue polite confusion responding to individual player requests. Avoid anything that would cause a dimensional rupture in Session One unless you’re very funny about it Characters begin in or around The Keep — a fortress of opportunity, mild concern, and aggressively archived intentions. Whether you're a local hopeful or a bewildered outsider, your story starts here. The rest is paperwork.
What to expect
Preparing for the session
Email, a decent broadband connection, a camera with a mic (we would like to see your face during role playing encounters). I use discord a lot when people need "out of game" assistance. You should be familiar with the Dungeons and Dragons Combat and Adventuring rules.
What Larry brings to the table
What You Get (Besides Mild Peril) Fully prepped virtual tabletop sessions — maps, monsters, and mayhem are ready to go Custom visuals that match the tone: weird, evocative, and occasionally suspicious Character tools and quick references to keep things moving (and reduce panic-rolling) Flexible adventure structure — easy to jump in, bow out, or pick up the story mid-chaos Deep setting lore for players who like to ask “wait, why is this like this?” — and actually get answers GM Style I run games like a good heist: tight, character-focused, and always a little off the rails. Expect: Moments of glory earned through panic Lore that rewards curiosity (and punishes hubris) Fast-paced action scenes with cinematic flavor Rules as structure, not shackles A world that reacts like it’s watching... because it is If you're here to explore, scheme, or scream in the wilderness with paperwork stapled to your fate — you're in the right place.
Equipment needed to play
Computer
Internet
Microphone
Pen & Paper
Physical Dice
Webcam
Platforms used
Safety
How Larry creates a safe table
I try to run a lighthearted game but it can a little intense so we always want to keep everyone safe and in a space where they are relaxed and having fun. We use Lines and Veils with an X-Card pause and discuss mechanic. This is documented here: https://drive.google.com/file/d/19QDs_uczFx10luuQ-V_pm7bXU6uDjlSU/view?usp=share_link
Content warnings
Safety tools used