Launch a D&D Fantasy Startup | Lvl 3+ D&D 5e Homebrew Campaign

Launch a D&D Fantasy Startup | Lvl 3+ D&D 5e Homebrew Campaign

Once an ordinary player, you're reborn in a world where D&D is real and you're the expert. Will you and your fellow co-founders survive to reach lv20?

TYPE

Campaign

LEVELS

3

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
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$15.00

/ Session

Details

2 players following this game

Weekly / Wednesday - 3:00 PM UTC

Session Duration / 3–4 hours

3 / 6 Seats Filled

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This game will begin once 4 players have joined

Meet your party members

3/6

About the adventure

—Your DM is gone. The world they built is now real, and you're stuck inside it. *** It was an ordinary night. You, your friends, and the same homebrew campaign you had been playing for years. Your level 20 hero is finally standing over the final boss. One more roll and it's done. Then something unexpected happens. And suddenly you wake up in another world. You know that treeline and that river. Yeah! This is your campaign, and you are now inside it. No one here but you and your fellow players. Amidst noble kingdoms and vicious warlords, you find out very quickly that surviving here is not gonna be easy. So you do what you do best. With everything you know about D&D, you turn yourself into a hero. THE HERO. It's not enough. Every spell, every skill, every martial technique has to be rediscovered. This world is stuck at level 3, but you push beyond that. Yet research costs money and materials you do not have. And there is only one way to get them: sell your secrets to the kingdoms around you. They are strong, they are greedy, and they want everything you know. Keep them at bay. Build your fantasy startup. Never let a client become your master. Hold on to your freedom, and above all, survive long enough to see yourself succeed in this unfriendly new universe. Your best ability score is your role in the company: Strength sells, Dexterity dodges legality, Constitution commands operations, Intelligence researches, Wisdom envisions the product, Charisma markets it. *** A fun D&D campaign where combat and politics meet business and diplomacy.

Meet the Game Master

4.9

(15)

Educator
Voice Actor
Game Designer

Less than a year on StartPlaying

14 games hosted

Highly rated for: Storytelling, Rule of Cool, Inclusive

Average response time: Under 1 hour

Response rate: 50%

About me

I'm a writer, a teacher, and an entrepreneur. And at the table, all three show up: worlds built with a writer's care, rules explained with a teacher's patience, and sessions that actually run on time. My love for fantasy and sci-fi spans a lifetime. My D&D journey started four years ago, and about a year ago I began DM-ing worlds of my own — fictional universes I'd been building for decades. My campaigns are story-driven: deep lore, secrets that reward the curious, and NPCs you'll remember by name. Fighting is great, but oftentimes the right social interactions might get you one step further. You, the player, are my most important focus, and my greatest joy is that you will have a fun, amazing time at the table. We will work together to get YOUR character into the universe in a way that you can be satisfied with, and you will be able to shape your journey as per your own preferences. I look forward to having you in the party!

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Character creation

Creating your character

Make your character before we start, or build one with me in your session zero. Level 3. Any race, any class. Every class works. Prepare a background for your character: one for the person playing D&D on Earth, one for the character they played as. Stats: standard array or point buy. Rules: D&D 5e 2024. You do not need to know D&D. Your character knows the rules exactly as well as you do. Confusion is in character, never a handicap. Use D&D Beyond, a Roll20 sheet or a PDF, whichever you like. Send it to me before the first group session.

What to expect

Preparing for the session

1. Make a free Roll20 account. 2. Once you sign up here, you'll receive an invite to our Discord community and to your table's private group. Confirm your seat there and follow the instructions. 3. Have a working mic and webcam. 4. Book your free session zero with me. It is private, about an hour, and there is no commitment afterwards. 5. Make your character, or tell me you'd like to build one together in session zero.

What Andrei brings to the table

A weekly campaign, same day and hour, 3-3.5h sessions, with 4-5 players (3 minimum to continue). A free private session zero for every player, about an hour, one to one: we play your last day on Earth, your death — it is allowed to be stupid and funny — and your arrival in a world where D&D is literally the physics. A world that stopped climbing. Most people here are level 1, the finest champions in any kingdom are level 3, and they have been for centuries, because nobody ever kept researching. You start at level 3 too — as strong as the best warrior these kingdoms have ever produced, on day one. The difference is that you know it doesn't stop there. Three pillars every week: travelling to find out what people actually need, researching and building what nobody here can, and selling it to warlords who would all rather own you than pay you. Your own company between sessions: a hidden base, staff, production, contracts. Run with the official downtime rules, so the week between sessions is part of the game. Roleplay first, fights second. Negotiation, politics and problem-solving carry as much weight as combat, and warlord armies are never something you beat head-on. Theatre of the mind. A battle map comes out only when a fight starts. Character voices and music. The music tells you when the scene shifts from talk to a fight. Rule of Cool. Pitch a wild idea, and if it makes the moment better, it can bend a rule. Beginner friendly, and this campaign means it mechanically — see character creation. Comedy that curdles. It starts as medieval Silicon Valley: absurd clients, pitch meetings with warlords, modern instincts hitting feudal reality. It gets grim later, and the grimness is competitive, not moral: embargoes, rivals, being hunted.

Homebrew rules

The world is homebrew; the mechanics are not. The setting's physics literally is D&D, so I look for the official rule before inventing anything. Warlord relations use Renown, research uses the downtime and Research rules, and your customers getting stronger is just their stat block improving. Don't worry if any of this is confusing, I'll explain everything as we go. What you sell is always a specific capability in the fiction: a technique, an alloy, a spell nobody had written down, never "a level" off a shop menu. Ask to roll anything, any time: Perception, Insight, Arcana, whatever you think fits. A business skill uses the ability that fits the fiction. Drinking a potion or using a found object is a bonus action.

Equipment needed to play

Internet

Computer

Microphone

Webcam

Safety

How Andrei creates a safe table

Before we start, a five-minute check-in: I say what's on the table, and you tell me your lines (never) and veils (off-screen), out loud or privately on Discord. X, N and O cards at any time, typed in the Roll20 chat or sent to me privately. No explanation needed. X: stop this, and we skip or rewind. N: steer away from this soon. O: this is great, keep going. Take a break whenever you need one. Leave any time. No hard feelings — in an ongoing campaign, tell me when you can so I can write your founder out gracefully.

Content warnings

Violence
Death

Safety tools used

Frequently asked questions