Tides of Chaos
Dungeons & Dragons 5e on Roll20
Price per player-session
About the adventure
Tides of Chaos is a high level, high fantasy exploration of Faerun, East of Silverymoon and West of Anauroch, in a castle known as Drake's Rest. A powerful band of adventurers have recently thwarted the plans of a clan of dangerous mindflayers, and have been awarded the castle from the local dwarven King and Queen of Citadel Felbarr, King Morinn and Queen Tithmel respectively. Kept on retainer from the local regents, the adventurers have been tasked to watch over the land in exchange for the gift, and protect the peoples from dark powers that threaten the realm. However, what was once though to be situated only in Neverwinter, a madness has seeped into Citadel Felbarr and the surrounding lands, including Silverymoon. Fearing the worst, the adventuring band have been commissioned to investigate the madness, and put and end to it if possible. Taking an alternative approach, the heroes will hunt and destroy those who create madness more than seeking the source itself, straining to make themselves more and more powerful in order to prevent the madness from spreading. To the East lies the Anauroch Desert, a frigid, unforgiving land filled with the remnants of an ancient power, and their journeys will often take them into that desolation and beyond. Tides of Chaos is a level 10-20 adventure where powerful heroes, stationing themselves from the perch of a castle given as a reward for their deeds, will attempt to curb the rise of madness in the land and destroy any creatures which perpetrate such. Powerful magical items, alliances, and magics will be sought after, and the adventure will not be held in one plane alone, as the heroes must seek the source of the madness as well. Our game will be a mystery, filled with acts of great heroism, trials, and deadly encounters, where knowledge, wit, and guile will be needed to survive against the agents of chaos!
How to prepare
Players should have some basic core knowledge of how to operate Roll20, and if they have none, it will be provided in a session 0 tutorial. There will be a full 2-hour session 0 to cover every topic that can be addressed in regards to rules, code of conduct, and expectations as a Dungeon Master and as a Player.
What I provide
I will be making maps by hand in most scenarios through Inkarnate, and Dynamic Lighting will be provided through Roll20.
Each session will follow a format of progression based on the actions taken by the party in the previous session. Action in terms of combat, stealth, roleplay, or other solutions to challenges will be based on the choices of the party. Combat will not be ignored, however, and some interactions will involve combat which cannot be bypassed without subduing your enemies. A character who is fleshed out with major motivations for adventuring is paramount, but they must also be willing to defend themselves from the evils of the world in some capacity. Combat will be detailed, yet streamlined, and roleplay will include rolls to change dispositions of NPCs if need be. Each session I give a pre-cap of what I intend to happen in the session, if combat is expected, and what content I was able to implement fully into the game.
Safety tools used
How will character creation work
Our game will be starting at 10th level, where your adventurer has already acquired much power. 5,000 gold, a rare magic item, and three uncommon magic items are at your disposal as well. A session 0 will be held, and I will work with each individual player to try to craft a full backstory that works for them, that fits the setting, and most importantly makes them happy. I will work extensively with each player to answer any questions they may have, and to make sure that their ideas fit the setting and that their goals for character growth and failure will be met in equal spades.
Players can expect
- Combat/Tactics: High
- Roleplay: High
- Puzzles: Low
- Experience Level: Intermediate
Player reviews (21)
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