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Two Crowns: A Second Chance

5 Reviews

Two Crowns: A Second Chance

Dungeons & Dragons 5e, Homebrew Game on Zoom

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

$20.00

Information
  • Duration: 2.5 to 2.5 hours
  • Number of players: 2 to 6 players
  • Experience required: Beginner
  • Price per player-session
    $20.00

    About the adventure

    Choose to begin your next High Fantasy adventure in the Dungeons and Dragons realm of Impiltur, a powerful northern kingdom of Faerûn within the Forgotten Realms. The 'Two Crowns: A Second Chance' Campaign consists of a session zero and 9 regular sessions. Game sessions are 2.5 hours long, focused on about 10% problem-solving, 10% setting description and travel, 30% role-playing, 40% action, and 10% random fun. School of the Mind maintains a rated PG atmosphere. PCs should act honorably and value innocent life. Please no swearing or blasphemy. This game is for you if you can commit to work with your team, to honor the choices of each member, even as you strive to live up to your common bonds as Swiftswords: Honor Tyr, Ilmater & Torm - Be Just, Be Caring, and True! No Fear in Suffering for Nation, Kin & King! Historical Context In the year 1127 Dale Reckoning (DR), King Imbrar I led the Impilturan army into the Giantspires to completely root out and eradicate the presence of hobgoblins once and for all. Unfortunately, many of the king's men were murdered and he himself was overtaken by the magic of the evil demon Lord Soneillon. Following the king's fall, his sister Ilmara was crowned Queen of Impiltur. Forty years later, in 1167 DR, Queen Ilmara wed the warrior Rilaun of Sarshel, a man half her age. Two years later the Queen gave birth to Imphras II, a son, the future king of Impiltur. Prince-consort Rilaun rebelled, however, and took up arms against his wife the Queen, attempting to eliminate the child and seize the Golden Throne for himself. The pretender-king was defeated and the Queen continued to rule over the realm until her son Imphras II came of age on his 16th birthday and was enthroned in the year 1185 DR. That was 15 years ago, now. The new king has reigned in peace, justice and righteousness, strengthening his people with benevolent protections against evil, caring for the poor and the sick, and boldly carrying out all the tenets of his religion. Like many of the inhabitants of Impiltur, Imphras II believes in the might of the Triad. The Triad consists of Tyr, the Maimed God, the God of justice; Ilmater, the Broken God, as God of suffering and compassion, and in Torm the True, the God of duty. In 1196 DR, while hunting for the needy in the wild lands, King Imphras II saw in broad daylight an angelic being attack and vanquish a horrible demon. The king believed the spectacle to be a sign from the Triad. When he returned to the capital the king began the establishment of the Most Holy Order of the Sacred Shrike, an order of knighthood that would re-establish the lost traditions of the fallen Order of the Triad. In the Spring of 1200 DR you and your company of Warswords were finally accepted into the Labyrinth, a necessary rite of passage to all intent on becoming a more crucial part of the King Imphras II's mighty force for good. Now you have advanced rank to the position of Swiftswords, an elite group of 5 sworn to protect and defend the inhabitants, boundaries and King of Impiltur, and just setting out on your first mission to the dangerous Giantspire mountains and the tribal lands of Narfell, bearing a sealed message on your way to be delivered to Captain Charles Namos, another servant of the King, who will presumably be found at the northernmost end of the Easting Reach. Come immerse yourself in an adventure setting focused on exploring an exotic world. Adventures will include mystery, puzzles, conflict, sabotage, intrigue, rescue and so on.

    Professional Game Master

    School of the Mind

    5 Reviews

    6 years as a TTRPG player

    4 years as a Game Master

    0 games hosted

    Brings Homebrew Game Systems, DND 5e DMG, PHB, MM, EK, DIP, EGtWM, etc. to the table

    School of the Mind profile

    Additional Details

    How to prepare

    Players should be familiar with basic rules of D&D 5e, but GM will have the final say and can explain most rules as they come up. Need to have access to internet, Zoom, microphone, dice or digital dice, free D&D Beyond account.

    What I provide

    Theater of the Mind, Descriptions, NPC's, Maps, etc.

    Gameplay details

    Perfect D&D 5e High Fantasy homebrew campaign for beginners as well as experts. Game sessions are 2.5 hours long, focused on 10% problem-solving, 10% setting description and travel, 35% role-playing, 35% action, and 10% random fun. Players will create a perfect team of level 5 characters during our session 0 using D&D Beyond free character creation tools. Come face the First Test of what may become years of adventure! This is a School of the Mind Level One Campaign, meaning it is focused on teaching players how to communicate professionally, work together, collaborate and co-create solutions to problems effectively. Players must be willing to work together both in and out of game to establish better life balance in at atmosphere of mutual respect and support. No swearing or blasphemy please; must be willing to maintain a respectful, rated-PG atmosphere.

    Content warnings

      (none)

    Safety tools used

      (none)

    How will character creation work

    Session 0 Character Creation, Rules Clarification & Get to Know Session Come with a free D&D account set up on D&D Beyond and some familiarity with the character creation tool We will co-create our team together during the first session, so please do not create characters beforehand. Thank you!

    Players can expect

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

    Player reviews (5)

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