The Quest for King McGuffin's Crown

The Quest for King McGuffin's Crown

Some seek the Crown to rule the world. Some seek to keep the Crown from falling into the wrong hands. Some seek only to kill monsters and grab stuff.

TYPE

Campaign

LEVELS

1–20

LANGUAGE

English

EXPERIENCE

Open to all

AGE

All Ages
3 NEEDED TO START
$15.00

/ Session

Details

1 player following this game

Weekly / Saturday - 3:30 AM UTC

Session Duration / 3–4 hours

0 / 5 Seats Filled

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This game will begin once 3 players have joined
About the adventure

The Quest for King McGuffin's Crown is an old school dungeon crawl using newfangled rules. Expect layer after layer of dungeon that exists mainly to house creatures who are holding on to stuff you'd like to relieve them of and whose sole reason for existing is to deny you that pleasure. Somewhere in its deepest depths is rumored to lie King McGuffin's Crown, an artifact of such power that its possessor could rule the world. This setting is intentionally lighter on narrative than most of my campaigns and focuses on exploration, combat, treasure hunting, and glorious bad decisions. If you've ever wanted to kick in a door, fight a monster, steal its stuff, and ask questions later, this is your kind of game. Heavy role play is always welcome. Clever planning is encouraged. Overthinking is strictly prohibited.

Game style

Combat Heavy

Meet the Game Master

4.8

(5)

Military Veteran
Published Writer
Educator
Multi-lingual

5 years on StartPlaying

24 games hosted

Highly rated for: Inclusive, Beginner Friendly, Storytelling

About me

I started running D&D as a kid in 1984 with a battered boxed set from a rummage sale, my brothers, and a couple of neighbors. I kept playing through the Satanic Panic years (sometimes underground), and I’m still doing what I love—helping the dice tell stories. I’ve played and run a wide range of systems, including D&D, Star Frontiers, and Boot Hill. By day, I’m a high school teacher (History, Geography, Government, and French), and by night I’m a published novelist—so clear communication, strong atmosphere, distinct characters, and meaningful choices are at the center of every game I run. I often say there are two kinds of tables: those that play a game with a story attached, and those that tell a story with a game attached. I run the latter. My style is story-forward and roleplay-focused, with room for tactics, humor, and heroics—but always with character at the center. I aim for tables where everyone shares the spotlight, which is why I cap my games at 4–5 players. My tables are inclusive, respectful, and welcoming. I’m also beginner-friendly. If you’re looking for immersive stories, shared spotlight, and a GM who treats your character as part of the narrative—not just a stat block—I’d love to have you at my table.

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Character creation

Creating your character

Create your character in D&D Beyond using the standard 5.5 (2024) rules. Happy to help if you need it. Just let me know.

What to expect

Preparing for the session

We will use either Roll20 or D&D Beyond Maps for this campaign (to be announced before game start). Links will be provided before the start of the campaign. Both platforms offer free accounts. We will use Discord for communication and voice/video chat.

What Scott brings to the table

My goal is simple: for everyone to have fun. Everything else is secondary. I run fast-paced games that keep the action moving. I enjoy roleplay and character development, but I also believe adventurers occasionally need to stop talking about the dungeon and go into the dungeon. Players should expect a healthy mix of exploration, combat, problem-solving, and opportunities for roleplay. I use character voices when inspiration strikes, though I make no claim to being a professional voice actor. My combat encounters are designed to be challenging but fair. Enemies generally behave intelligently according to their abilities and motivations. Tactical play is rewarded, but creative solutions are often rewarded even more. I lean toward the Rule of Cool when it enhances the fun of the game and doesn't overshadow other players or break the campaign. That said, the rules matter. I view the rules as a framework that helps keep the game fair and consistent rather than as obstacles to be overcome. Most importantly, I value player agency. Your decisions matter. The world will react to your actions, your victories, your mistakes, and your glorious bad decisions. Expect laughter, danger, occasional heroics, and the possibility that a perfectly reasonable plan will somehow result in a bar fight, a cave-in, or both.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Scott creates a safe table

I send out a link to my lines and veils before we start. Additionally, you can always approach me if anything makes you uncomfortable. The idea is for everyone to have fun. Behavior that crosses the line will be addressed to ensure that all are able to do so without causing trauma to others.

Content warnings

Character Death

Safety tools used

Frequently asked questions