Tales from the Moonsea 🐉 Dragons, Cults & Demons!

Tales from the Moonsea 🐉 Dragons, Cults & Demons!

Dragons, demons and elemental cults stalk the Moonsea. Come along wyrmlings, someone has to make a mess of their plans.

TYPE

Campaign

LEVELS

1–12

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
3 NEEDED TO START
$20.00

/ Session

Details

Weekly / Monday - 9:00 AM UTC

Session Duration / 3–4 hours

Campaign Length / 45+ Sessions

0 / 6 Seats Filled

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

Welcome to the Moonsea, wyrmlings. It’s a lovely place, if you ignore the dragons, cultists, demons, political scheming and alarmingly frequent threats to civilisation. Tales from the Moonsea is an episodic Dungeons & Dragons campaign built from classic Adventurers League adventures, following your party through three very different cities of Faerûn. Your journey begins in Phlan, where growing unrest and draconic threats cast a shadow over the city. From there, adventure carries you to Mulmaster, a harsh city of intrigue where strange elemental forces and dangerous cults begin to stir. Finally, the road leads toward Hillsfar, as darker influences creep across the Moonsea and threats from beyond the mortal world begin to make themselves known. Each city has its own story, characters and challenges, while your heroes, relationships and choices carry forward throughout the campaign. Expect a classic D&D mixture of exploration, colourful NPCs, mysteries, social encounters and dramatic combat, with plenty of opportunities for questionable plans and unexpected solutions. New and experienced players are both very welcome. You don’t need to know the lore of Faerûn or the Moonsea beforehand; we’ll discover it together as we play. Bring a character you’re excited about, a willingness to work with the party, and preferably some dice that haven’t betrayed you recently. Come along, wyrmlings. There are stories waiting across the Moonsea.

Game style

Rule of Cool (RoC)

Rules as Written (RaW)

Roleplay Heavy

Combat Heavy

Meet the Game Master

Less than a year on StartPlaying

Highly rated for: Inclusive, Rule of Cool, Beginner Friendly

Average response time: 14 hours

Response rate: 100%

About me

I’ve been playing and GMing tabletop RPGs for over 12 years, and somewhere along the way “I’ll just run one game” turned into a long-term love of building worlds, inventing NPCs, and watching players immediately derail my carefully prepared plans in the best possible way. Most of my experience is with Dungeons & Dragons, but I’ve also run or played FFG Star Wars, Daggerheart, Monsterhearts, Vampire: The Masquerade, Starfinder, the Cosmere RPG, and plenty of other systems. I tend to fall in love with fictional settings as a whole. I’m the sort of person who wants to know the history, factions, strange little bits of lore, and who that suspicious person in the corner of the tavern actually is. That carries into my GMing. I enjoy creating worlds and characters that feel like they exist beyond the immediate adventure. Outside of RPGs, I’m a big board game fan. Dominion is my favourite, but Battlestar Galactica, Catan, and Talisman all get plenty of love too. I’m also into sci-fi, fantasy, anime, and video games. Basically, if there’s a cool world to get lost in, I’m probably already halfway down the lore rabbit hole.

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Character creation

Creating your character

Every good adventure needs a hero, wyrmlings, and preferably one you’re actually excited to spend a lot of time with. Before the campaign begins, I’ll arrange a short one-on-one call with each player to chat about your character, help with creation, answer questions, and make sure your idea fits comfortably into the campaign. Experienced players are welcome to build ahead of time, while newer players can absolutely lean on me for guidance. No need to wrestle the rulebook alone. We’ll be using the 2024 / 5.5e rules as our main foundation. If there’s a 2014 option, subclass, species, or feature that perfectly suits your idea, bring it to me and we can discuss it. I’d much rather help you make the character concept work than shut down a fun idea without a conversation. Characters will begin at Level 1, use Point Buy for ability scores, and will be created and stored in Roll20. You’ll also meet members of Faerûn’s five major factions throughout the campaign: the Harpers, Zhentarim, Order of the Gauntlet, Emerald Enclave, and Lords’ Alliance. Joining one isn’t required, but if your character catches their attention, an invitation may come your way. So bring me your heroic knight, suspicious wizard, charming disaster, or whatever else you’ve cooked up. We’ll make sure they’re ready for the Moonsea.

What to expect

Preparing for the session

You’ll need Discord for campaign communication, session planning, announcements, and general party scheming between games. We’ll use Roll20 to play and to create/store your character sheet, so you’ll need a free Roll20 account before the first session. If you don’t already have access to the relevant rules or character options, don’t worry, I’ll make sure you have what you need to get started.

What Vyridia Wyrmweaver brings to the table

So, what do you actually get when you sit down at Vyridia’s table, wyrmlings? A little structure, plenty of creativity, and hopefully at least one NPC accent that wanders across three different countries before the session ends. We’ll use Roll20 for character sheets, battle maps, handouts, notes, and keeping all those important clues you definitely won’t forget about three sessions later in one place. I also like adding background music and ambience where it suits the scene, and I’ll happily attempt character voices and accents, with confidence generally exceeding accuracy. My games generally stay fairly close to Rules as Written, particularly so newer players can build a solid understanding of how the game works. That said, I’m a huge fan of reflavouring. Want your Magic Missile to look like spectral ravens? Your Barbarian’s rage to manifest as draconic flames? If the mechanics stay the same, I’m usually very happy to help make your abilities feel uniquely yours. And when something particularly creative, dramatic, or ridiculous happens, the Rule of Cool is never very far away. I love giving players room to roleplay, make choices, and help drive the story, but there’s absolutely no pressure to perform. Speak in character, describe what your character says, or just tell me what you’d like to do out of character, it’s all equally welcome. You don’t need to be an actor or improv expert to belong at my table. Combat should be engaging, dramatic, and fun, rather than feeling like a competitive tactical war game. I’ll use interesting battle maps, enemies, environments, and objectives where appropriate, while also reading the room. If the group loves tactical challenges, I can turn the screws a little tighter. If you’re more interested in cinematic heroics and story, I’ll lean that way instead. Ultimately, I want the rules, maps, music, NPCs, and encounters to support the most important part of the game: you and your characters having a memorable adventure together.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Vyridia Wyrmweaver creates a safe table

Player comfort comes first, wyrmlings. Adventuring should be dangerous for your characters, not uncomfortable for the people playing them. Before the campaign begins, we’ll discuss Lines and Veils during our one-on-one pre-game chat. Tell me your Lines and we simply don’t cross them; tell me your Veils and those topics can exist in the world, but we’ll keep them off-screen. This also gives you a private opportunity to ask questions and for me to flag any potentially sensitive themes that may appear in the campaign. If something unexpected comes up during play, we’ll also use the X-Card. You can simply say “X,” type it in chat, or message me privately. We’ll stop, change direction, and move on—no explanation or justification required. I also keep an open-door policy throughout the campaign. If something about the story, another player’s behaviour, or something I’m doing as GM makes you uncomfortable, you can come to me privately at any time. I’m always happy to listen, adjust where needed, and work with you on a solution. If we have a particularly intense or heavy session, I’ll also check in afterward to make sure everyone is doing okay before we pack away the emotional damage and start planning the next adventure. The goal is simple: everyone at the table should feel safe, respected, heard, and able to enjoy the game.

Content warnings

Death
Fire
Kidnapping
Murder
Racial Profiling
Spiders
Violence
Blood

Safety tools used

Frequently asked questions