The Blood Crown

The Blood Crown

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Price per player-session
You will be charged when a session starts


  • Duration: 3.5 to 4 hours
  • Number of players: 2 to 6 players
  • Experience required: Beginner
  • Price per player-session

    About the adventure

    This is a gritty sword-and-sorcery setting, with a serious slant toward as much "realism" as one might find in a fantasy world. Think more Dark Ages then high medieval, sort of Westeros meets the Hyborian Age of Conan. Here, humankind prevails in the Age of Man, though giants and dragons - and the gods themselves - once dominated the Earth-world. As such, this game system, and game sessions set within it, cater mostly toward players wanting deeper explorations of character motivation, political intrigue, deadly combat, and mysterious sorcery set within a low-magic backdrop. Non-human characters are possible, but they typically very rare or dying races, creatures such as the Duergar, the Sidhe, and the serpent-like Sslir.

    Professional Game Master

    Mike Yow

    41 years as a TTRPG player

    4 years as a Game Master

    1 game hosted

    Brings Savage Kingdoms 3e core rulebook, plus books from older editions of the game. Dice and a ton of imagination and energy. to the table

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    Additional Details

    How to prepare

    Players will be sent a free digital copy of the Savage Kingdoms III core rulebook, after they have signed-up and paid, which they can freely peruse to learn a bit about the game system and the highly detailed setting.

    What I provide

    As mentioned above, I will email a free copy of the SK III core rulebook as well as any necessary "lore" and other background information needed to start the campaign.

    Gameplay details

    Savage Kingdoms plays fast and immersive with but the roll of a single d20 for action resolution. It's an "exploding die" system, so if you roll a natural 20, you roll again and add that result to the previous total. A result of 20 or more over the DL (Difficulty Level) scores a critical success on whatever task you were attempting. Critical failures are also necessary, but they are relatively rare, perhaps as they should be. SK is a non-class system, although there are Callings, which yield some class-like flavor to players preferring such. Race and culture determine more about your character and his/her background than in most tabletop RPGs, and talents, weaknesses, and skills help to round-out a character's abilities. Magic, often referred to as sorcery, is fairly rare and ritualized spells are the norm, although "battle magic" (casting in combat) certainly exists too particularly among player-characters. In combat scenes, a single roll of a d20 determines both "hit" and "damage", with possibilities for special maneuvers given critical successes and special battle talents.

    Safety tools used
      How will character creation work

      Pre-generated characters will be used for the first session, so we can kick off the adventure with a bang, with the opportunity for players to advance those characters, given survival and enough earned XP, or possibly to even create their own between sessions if so desired.

      Players can expect

      • Combat/Tactics: Medium
      • Roleplay: High
      • Puzzles: Medium
      • Experience Level: Beginner

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