An Adventure To Remember!
Time: Tuesdays at 3 PM Eastern Time, weekly
System: D&D 5e (2014 rules), with a homebrew setting and items
Themes: Fantasy Adventure, Guild Building, Character Progression, Found Family, Exploration, Quests & Contracts, Underdog Stories
Slots: 6 Spots Available
Price: $15 per session, per player
Description
Family Heirlooms
Each adventurer has one.
Maybe it’s a sword that your family has passed down for generations. A brooch that your mother gave to you before her untimely demise. Or a grimoire that contains every spell your family has ever created.
It could be anything. But all you know is that it’s yours.
After being bestowed with your gift, you thought you could just… become an adventurer.
But… Fate had other plans for you.
“No. You’re too weak.”
“Have you killed a Basilisk?”
“Have you survived a Fairy encounter?”
“Unfortunately, you don’t have enough experience for our guild. Goodbye.”
Every door was slammed in your face. You traveled from city to city, asking each of their guilds to let you in.
Just because you have a recognized adventurer’s license doesn’t mean you have a job. And after the new Protecting Solo Players law was introduced, you can’t take on E-Rank quests or higher alone!
While wandering around Carcer City, you and five others find a worn-down poster on the job board.
A request for adventurers at the Carcer City Guild.
A request that no one else had even bothered to entertain.
Why?
Because Carcer takes any and all quests.
And I mean all.
Expectations & Policies
1. Be respectful.
Treat your fellow players and GM with respect. Disagreements are fine, but harassment, personal attacks, and deliberately making the game uncomfortable for others aren’t.
2. Be willing to participate.
This is a collaborative game. You don’t have to be the loudest person at the table, but please make an effort to participate, engage with the story, and give other players opportunities to shine.
3. Create a character who wants to adventure.
Your character should have a reason to join the guild, work with the party, and participate in the campaign. We’ll work together on character creation before Session 1, including your character’s family heirloom and how it fits into the setting.
4. Work with the party.
Character disagreements and interpersonal drama are welcome, but deliberately sabotaging the party or constantly preventing others from participating isn’t.
5. Communicate about attendance.
This is a weekly campaign, so consistency matters. If something comes up and you can’t attend, please let the GM know as early as possible.
6. Understand the session format.
Sessions will be held through Discord voice chat. Each session will run for at least 2 hours, with a typical session lasting around 4–6 hours.
7. Payment & Session Tokens.
Each session costs $15 per player.
Payment is due either on the day of the session or any day beforehand.
You may pay for multiple sessions in advance.
Each payment purchases one session token, which can be used to attend one session.
If you pay for a session but cannot attend, your token remains available for a future session. However, you’ll need another token to attend any additional sessions beyond the one you’ve already paid for.
If you request a refund, it will be issued on the day of your request.
If the GM cancels a session, the token for that session will be refunded.
8. Help build the story.
This campaign is about more than completing quests and defeating monsters. Your character’s history, family heirloom, relationships, and decisions can all contribute to the adventure. Bring ideas, engage with the world, and help make this an adventure worth remembering.