Looking for players › Teen campaign, looking to start a new campaign!

Teen campaign, looking to start a new campaign!

Dungeons & Dragons 5E
Dungeons & Dragons 5E
Online
Roleplay focused
Conversation, character and story take up most of the table time.
Newbie friendly
New players are welcome, and nobody expects you to know the rules beforehand.
No paid games
On a player profile - you are looking for free games and are not interested in paid ones.
Homebrew
House rules, a custom setting, or a system the Game Master wrote themselves.

Description

I've been a dungeon master a few times now and feel comfortable enough to explore some new stories. I will run a homebrew campaign and am allowing homebrew races and backgrounds (feel free to ask me about other homebrew things as well). I have some stories in mind and would love to ask my players which one they are most interested in. I am okay with long sessions, though I plan to have most session be around 2-4 hours long. If you're interested, send me a message on Discord or on here (I'm more likely to respond on Discord). I try to run a chill campaign, and I allow for a lot of leeway for actions. More Details Schedule: Weekdays from 5pm-10pm, or weekends from 12pm-12am. Any time in between these works for when we can start. Age Range: 14 - 19 Time zone: Only accepting people in the U.S., specifically I am CST. Play Style: Casual Looking for 3-5 players. Software: Foundry and DNDBeyond

Dungeons & Dragons 5E

View library page
Save to favorites
  • Location: Online
  • Game frequency: Weekly
  • Timezone:
    CST
    Central Standard Time (GMT/UTC -6)
  • Virtual tabletop platform: Foundry Virtual Tabletop (Foundry VTT)
  • Weekday: Saturday
  • Starting time:
    Evening
    17:00 – 21:00
  • Organizer: RandomSomeone
  • Discord: Log in to view
  • Players: 3/5
  • GM: 1/1
  • Language: English
  • Added: 18. September 2026
  • Last edit: 19. September 2026
Share this post:
Facebook
Reddit
X
Bluesky

Games you might also be interested in

Tabletop RPG
Tabletop RPG
DND5E
Dungeons & Dragons 5E
Online
West Marches / Living World
The beginning of a revolution
Players
13
Dungeons & Dragons 5E
en English

The beginning of a revolution

Homebrew
House rules, a custom setting, or a system the Game Master wrote themselves.
Newbie friendly
New players are welcome, and nobody expects you to know the rules beforehand.
Elaria: Breaking the Chains Elaria is a land of powerful kingdoms, ancient magic, and prosperity built upon slavery. Humans, orcs, beastkin, prisoners, and countless others are bought and sold while those in power grow wealthy from their suffering. Within the slaves social circle classes have been established, the house slaves see themselves as better then those who work the grounds and so on. The party begins as ordinary adventurers with no army, rebellion, or grand destiny. But as they travel across Elaria and witness the cruelty of its kingdoms, they will have opportunities to fight back. You will not start in a inn or town, it will be a suprise Freeing a few slaves can become rescuing a village. A rescued village can become allies. Allies can become soldiers and soldiers can become a rebellion. The players will build that rebellion themselves—recruiting allies, establishing bases, gathering resources, liberating territory, and deciding how far they are willing to go to end slavery. Eventually, Elaria's kings will learn their names. The only question is whether history will remember them as heroes, rebels, or something far more dangerous.

Read more

Save to favorites
Tabletop RPG
Tabletop RPG
DND5E
Dungeons & Dragons 5E
Online
Campaign
|| THE SCOURGE OF THE SANGUINE MIST ||
Players
0/4
GM
1/1
Dungeons & Dragons 5E
en English

|| THE SCOURGE OF THE SANGUINE MIST ||

Homebrew
House rules, a custom setting, or a system the Game Master wrote themselves.
Roleplay focused
Conversation, character and story take up most of the table time.
A dark archipelago of dangerous waters, unforgiving weather, and ruthless people, ruled by a cold and powerful Empress. The realm fell into despair when a deadly plague known as the "Sanguine Mist" or simply the “Red Mist” as it’s known colloquially, swept over the dark waters, causing a painful and gruelling end as symptoms include; visible, bright red veins, frequent bleeding from nose, mouth, or eyes, fragile skin that bruises and cuts easily, oddly liquid looking pupils and most notably, the constant coughing and hacking up a bloody, crimson mist that eventually causes the infected to suffocate, before reanimating their corpse as a mindless, siren-like zombie. Life here is tough, but the people are tougher, and there’s been an odd sense of routine that has formed since the first signs of the infection. Many make their living hauling or pilfering parts of the dead and dying, and while a vague sense of normalcy has returned, there remain a few who continue to search for a cure.

Read more

Save to favorites
Tabletop RPG
Tabletop RPG
DND5E
Dungeons & Dragons 5E
Online
Campaign
grounded: the helix organizations mistakes
Players
5/10
GM
1/1
Dungeons & Dragons 5E
en English

grounded: the helix organizations mistakes

Homebrew
House rules, a custom setting, or a system the Game Master wrote themselves.
Newbie friendly
New players are welcome, and nobody expects you to know the rules beforehand.
The Helix Initiative was introduced to the public as a revolutionary leap in environmental adaptation, biological medicine, and survival science. Officially, the organization claimed it was developing new ways for humanity to survive ecological collapse, disease, and resource shortages. Behind closed doors, however, Helix operated hidden research divisions dedicated to experimentation far beyond legal or ethical limits. Somewhere deep within those divisions, a scientist identified in surviving records only as Dr. W██d████ T████ developed a machine capable of shrinking living organisms to less than an inch tall. The technology was presented internally as a breakthrough in resource efficiency and medical research—but many of the subjects brought into testing were children between the ages of eight and sixteen. Most never returned. You are one of the survivors. After undergoing the procedure, you awaken inside an ordinary city park that has become an impossible wilderness at your scale. Blades of grass tower like trees. Puddles become lakes capable of drowning entire groups. Ants patrol the dirt like armored soldiers, while spiders transform sections of the park into web-choked death zones. Every inch of terrain matters. Every storm is catastrophic. Survival depends on learning how to weaponize the environment itself—crafting tools and defenses from thorns, sap, insect shells, broken plastic, roots, and scavenged debris left behind by previous miniature civilizations that clearly did not survive for long. As you explore deeper into the park, you begin discovering abandoned outposts, collapsed shelters, and fragmented Helix logs detailing increasingly unstable experiments. The records reference attempts to create “evolutions chosen suvivors” capable of evolving beyond normal biological limits. Again and again, one phrase appears alongside heavily censored personnel files: MARROW SYNDROME. The disease slowly destroys the body in stages—first decaying bone tissue, then muscle structure, and finally flooding the lungs with blood. Somewhere among the corrupted files are hints that Dr. W██d████ T████ never joined Helix out of loyalty. Some logs imply he infiltrated the organization to expose its corruption, free the surviving test subjects, and continue researching a cure for a terminally ill child connected to the syndrome. Whether those rumors are true remains uncertain. Helix officially denies the existence of both the disease and the scientist. Not every strange thing in the park comes from Helix laboratories. Survivors occasionally encounter a bizarre figure known only as Rock—a hyper-muscular talking bee obsessed with shouting “MUSCLE” at every possible opportunity. Most groups dismiss him as insane until they realize he understands far more about the park than he should. One moment he acts like a reckless coach forcing terrified children to become stronger, and the next he casually references erased facilities, failed experiments, or “previous attempts” that nobody else remembers. Near the edges of abandoned Helix sectors, Rock sometimes becomes unusually quiet, staring into empty space before muttering warnings that sound less like jokes and more like genuine fear. HE IS WATCHING YOUR EVERY MOVE...

Read more

Save to favorites