A Tale of Orithan: Medreth (Tuesdays
Dungeons & Dragons 5e on Roll20, Discord
About the adventure
A Tale of Orithan: Medreth is a High Fantasy game that I've been running for close to three years now, editing and improving it along the way. The aim is to provide a living, breathing world with rich lore and history as well as an encouraging platform for roleplay and creativity. Of course, there's plenty of fighting for you warriors and evocation specialists out there! The stories told within Orithan are typically about your heroes vs your villains, though I like to write flawed heroes and villains with understandable motives. But, there's plenty of room for the moral grey areas, you need those in stories too. I tend to believe in fun over rules, though I do think some rules are important to make things fair and relatively balanced. Here's the introduction I've written for the campaign: Orithan was once a united land, the proud domain of three ageless beings known as the Regula-Trim or “Rule of Three” in Celestial. However, since their death at the end of the Ancient Era at the hands of Tarthran the Defiler, Orithan is a cluster of barely connected realms each acting as individuals, only being brought together in rare moments of dire need. Now is one of those times; the Orcs of the Vast Wastes have mustered together once more and are carrying out raids on the other realms and there are fears that a full invasion may come in the future. As a result the leaders of the other realms have sent their forces to defend against the Orcish assault, which has led to an unexpected boon for the adventurers and sellswords. With many of the soldiers off fighting the Orcs, the borders are practically unguarded allowing much freer travel in Orithan. Beyond that, the realms and it’s people turn to sellswords to deal with problems the military would typically deal with, creating more work for those of the adventurer lifestyle. That is where the campaign begins for you, on a ship known as The Ol’ Slugger bound for the Human Kingdom of Eshax’s capital, Yurith. You’ve convinced the Captain, Yentorin, to allow you free passage in return for free work and you’ve spent the last six months on this ship as it follows its current course, stopping to drop off and pick up cargo. Soon Eshax shall be in sight, though the capital is still a long way off yet. Who knows what adventures shall come your way when you arrive…
How to prepare
All I want from you to prepare is to create your characters and get a copy of the Players Handbook, I can send a link to a free download of the PDF if you need one.
What I provide
I'll bring everything else, as the game is digital the maps will be on Roll20 and the like. I can send images of the world maps I've drawn too should you want one.
I tend to like to be as hands off as possible, giving the players as much room to do whatever planning, exploration and roleplaying as possible. When things reach the natural end I'll move things on, but until then I leave it to the players. I prefer to focus on roleplay as much as possible, but there's usually one combat encounter per session, though on rare cases there are more. Because combat can be dull, I try to add as much room for flavour as possible. Though I usually forget to encourage my players, when you do play feel free to flavour each hit how you'd like. I also use the Critical Role "How do you wanna do this?" for the final hit of each fight to give them an epic ending. In terms of exploration, for smaller areas I'll make maps for you to explore. But for larger areas that I can't make maps for I'll use a percentage table to see what you encounter, whether it's a random fight, a treasure trove or a bit of lore. I won't promise this every session because we all have limitations, but I will promise to work my hardest to give reasons to explore as much as possible. When it comes to the planning, I mostly listen. If there's an NPC there they might chime in or if I need to chime in OOC I will, but for the most part I give the players the stage when it comes to drawing out plans.
Safety tools used
How will character creation work
If you feel comfortable enough by all means make the character without me there, though run any additional material by me first and send me the sheet before play time so I can look over it and make sure everything's fine. If not, I'm happy to run through character creation with you. I roll for stats, my rolling rules are: 4d6d1 in order (Roll 4d6 and add up the highest 3 dice) with three individual stat rerolls (e.g. one reroll for strength). These rerolls can be used anytime before the character is introduced into the game, so long as I'm told about them. You're welcome to use harsher rolling rules if you're feeling brave of course.
Players can expect
- Combat/Tactics: Medium
- Roleplay: High
- Puzzles: Medium
- Experience Level: None
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