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Rise of Takhisis
The Queen of Many Colors and None is dead.
She is not widely mourned. Even her dark consort, Sargonnas the God of Vengeance, sheds no tears for her. Briefly, she was mourned by Mina, her most devoted follower. However, even Mina has come to learn the depths of Takhisis' deception and has forsaken her former queen.
Across Ansalon, mortals curse her name, for her fall from heaven also unseated the Platinum Dragon, Paladine, who now walks the earth in the form of the elf Valthonis. The Walking God chose mortality to preserve the Balance and preserve life on Ansalon. His former followers mourn his sacrifice and devotion, honoring his memory. Of the two great dragons, only one is mourned.
But there are those who would see Takhisis restored. Her ogres struggle to find purpose without her guidance, even as they still blame her for their ancient fall from grace. Goblins and draconians might flock to her banner again, as they did of old, if only someone would raise it. And there are those, lurking in the shadows, who have begun to put a plan into motion. For should the dead god rise, the Balance would be destroyed. Darkness would cover the face of Ansalon, and a new Age of Dragons would begin to replace the Age of Mortals.
Eons ago, in the Age of Starbirth, the Queen of Dragons poured her power into a great artifact, the Mask of the Dragon Queen, which she used to corrupt the first dragons to her cause. Now, her last cultists seek to reunite the scattered pieces of this artifact. They hope to use the divine power stored within to return Takhisis to life and power. Even now, in the Solamnic province of Southlund, the Cult of Takhisis begins to stir, putting their fell schemes into motion.
The Queen of Many Colors and None is dead... for now.
The Rise of Takhisis- D&D 5e
- closes April 19
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GreyPath
Attention thrillseekers!
Remember the good old days of Greyhawk?
They're back! Experience the classic setting in a new light, using Pathfinder 2e (Legacy)!
This campaign is inspired by classic modules from years past, along with custom original material to help get you going!
Actively seeking six stalwart adventurers!
- Recruitment will last until 6pm EDT Monday 22 April 2024. This may be extended depending on the number of applications.
- Selection will take place by 6pm Friday 26 April 2024.
- Looking for a launch date of 1 May 2024.
(This advert will likely be edited/adjusted as we go.)
- Pathfinder 2e
- closes April 22
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The Realm Folded Tavern (RFT)
The doors of the Realm Folded Tavern are always open to those adventurers who seek it out!
The RFT is a D&D 3.5E community where participants take part in, and hopefully also run their own, missions and adventures of all lengths and concepts. It is not an 'anything goes' game, but we are pretty liberal in our character building limitations. There is no PVP in the Tavern itself, and it is frowned upon in missions; but if you want to test your skills we have an Arena too.The OGMW RFT ran for over 8 years, with hundreds of players and characters over its life, and we have now moved everything to the new RFT here on the new MW site.
Read the character guidelines, submit something for approval, maybe even offer to run a mission or two.
Fun and adventure awaits you at the Realm Folded Tavern!
- D&D 3.5e
- closes December 31
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- Pathfinder 1e
- closes December 23
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Curse of the Crimson Throne
Welcome to Korvosa, a city that pulses with the echoes of ancient conflicts, its streets a living testament to the weight of destiny. Perched on the edge of a wild frontier, this city has withstood the tempests of history, its foundations forged in the crucible of fire and blood. It stands as a beacon of civilization in a realm of chaos, a place where the past and the present intertwine in a dance of intrigue and adventure.
Today, Korvosa stands starkly divided, a city of stark contrasts and glaring contradictions. In the affluent wards, ostentatious displays of wealth and power reign supreme, while in the crowded streets of Old Korvosa, poverty and desperation lurk in the shadows. The vast gulf between the haves and the have-nots, a chasm of inequality, colors every aspect of city life, shaping its culture, politics, and soul.
But amidst the turmoil and uncertainty, there is a beacon of hope. A band of heroes, their hearts filled with courage and determination, gather to confront a familiar foe and save the city from ruin. With strange magic and prophetic visions guiding their path, they embark on a journey that tests their courage, strength, and resolve.
In the face of anarchy and chaos, the fate of Korvosa teeters on a knife's edge. Will the rule of a new monarch bring about a new age of glory, or will it unleash a reign of terror and despair? The city stands on the precipice of disaster, waiting with bated breath for heroes to rise and legends to be born, the outcome uncertain and full of anticipation.
- Pathfinder 1e
- closes May 15
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- D&D 5e
- closes April 19
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Rultmoork
AS ABOVE ...
... SO BELOW
Explore wasteland ruins and uncover mysterious clues to the past.
The adventurers investigate a solitary spire of stone in on the edges of the barren mountain
wastelands. According to legend, water once sprung forth from this spire,
blessing the land with life.
Now, the land is dry, the ancient site in ruins, and a wondrous waterclock
is stagnant. This stagnation infuses all beings, from the strange cultists on
the surface to the former elemental guardians.
It is up to the adventurers to defeat the ancient evils within Rultmoork,
restore the waterclock, and bring life back to the land.
CAMPAIGN FEATURES
- Playstyles for all player types such as roleplaying, ruin exploration, investigation, riddle and puzzle solving, extreme combat, and dungeon delving.
- Wasteland Archaeology: Explore ancient ruins, marvel at murals, decipher a lost language, and piece together clues (some of which are magic items!)
- Visions of the Past: Travel through time and become priests living 1,000 years in the past to conduct a roleplaying-rich murder investigation
- Brutal, unique monsters that require both brains & brawn to defeat.
- Three nightmarish bosses to challenge even the most experienced groups .
- Logical environments reward players for paying attention and engaging with the wonders of Rultmoork.
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New Language: Grekian! Riddles and clues appear in a runic language players must decipher using the lexeme amulet (via a handout wheel) or by devising their own cipher.
A WORD OF WARNING
Rultmoork is a challenging and deadly adventure intended for veteran players.
Only the truly skilled and fearless should dare venture into this place.
GAMEPLAY DETAILS
Theme: Complex Fantasy
Campaign World: Midgard (Kobold Press)
Starting Level: 5th
Ending Level: 10thWelcome friends to Rultmoork. I would like to lay out my expectations up front.
- Expect your actions to have consequences. Don't be stupid. Play smart. If I give you lots of hints that opening the box will unleash fiery death. Don't open the box and expect to live. Rultmoork is an incredibly challenging adventure designed for the veteran player. It will take all your wits to survive.
- I'm a storyteller, the rule of cool applies. If it's cool, cinematic and epic, screw the rules- I'll probably allow it. If this grates against your rules lawyer soul...we are not meant to play together. I also allow a lot of Kobold Press 3rd party material to give my players more options than what is allotted by the base 5e system.
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Unless I tell you otherwise... assume you can play with all the beautiful scenery to help craft the story. I expect each of you create interesting scenes, don't just walk into a room, roll the dice, and ask what you found. Tell me what you are saying, and doing, and what your ultimate goal is. If I need a dice roll, I will ask for one.
CHARACTER CREATION
Character Creation & Play Guidelines
Get the File by Clicking Here
Character Submissions: You will also need to start a thread in the applications area for your submission. If you have any questions about my rules for character building, any thoughts about character backgrounds, or to request that I review your character then you can do so by Clicking Here.5th Level Characters: Since this campaign starts at 5th level, each character will receive an additional 400 gold pieces on top of their starting equipment and can select one magic item from the list below:
- +1 weapon
- +1 shield
- +1 rod of the pact keeper
- +1 wand of the war mage
- +1 all-purpose tool (TCE)
- +1 amulet of the devout (TCE)
- +1 arcane grimoire (TCE)
- +1 bloodwell vial (TCE)
- +1 dragonhide belt (FTD)
- +1 moon sickle (TCE)
- +1 rhythm-maker
TECHNICAL STUFF
Application Deadline: April 20th, 2024 midnight (US Central Standard Time)
Post Requirements: Minimum posting rate of two to three times per week.
Party Size: Looking for 6 players.
Can I submit more than one character?
No. I'm going to go ahead and limit it to one character submission per person. That being said, feel free to change your character concept as much as you want between now and the close date!- D&D 5e
- closes April 20
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- D&D 5e
- closes May 1
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The Dead City of Nortonia
A Pathfinder 1e game of stealth and might, brains and brawn.
- Pathfinder 1e
- closes April 29
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Total Havoc!
Themes: Antiheroes, Action
Theme Music: Astor Piazzolla
Looking For: 3-5 Players
Your team is a group of talented criminals whose schemes almost always devolve into guns and explosions, car chases, daring escapes and other brushes with death.
The plan has always been to steal stuff and get rich, but your heists often inexplicably line up with even bigger bad guys doing even badder things at the same time, and you've been the only ones who were able to stop them.
Today, you've entered the lair of Queen Heqet, an ancient Egyptian queen who rose to power in the modern world through sheer cunning and ruthlessness. You aim to stop her before she can conquer the world in the name of the New Egyptian Empire.
This game is a single combat scenario. It is not a full campaign. It isn't even a one-shot.
How to Apply
- Your character sheet is your application
- The Character Creation thread has character sheet templates with suggestions based on relevant heist-character tropes
- When you're ready to start building your character sheet, copy the template character sheet code provided and start a new thread in the Applications folder of the game forum
- The deadline is end-of-day April the 22nd
- Fate
- closes April 22
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The Crystal of Tarrasque
In the realm of Eldoria, a land shrouded in mystery and magic, the ancient town of Ravenswood stands on the brink of chaos. For centuries, the town has been protected by the Guardians of the Glimmering Forest, a secretive order of rangers and druids who maintain the balance between the forces of nature and the encroachment of civilization.
As the Harvest Moon rises, an ominous feeling grips the heart of the forest. The Crystal of Tarrasque, a powerful artifact that has kept the legendary beast at bay, has gone missing. Without it, the barriers holding back the darkness weaken, and creatures of nightmare begin to stir in the depths of the forest.
You, a band of intrepid adventurers, have been summoned by the High Council of Ravenswood to retrieve the Crystal. Your journey will take you through treacherous woods, into ancient ruins, and across realms of the fey. You must brave the unknown, face the creatures of the dark, and restore the Crystal to its rightful place before the Tarrasque awakens and brings ruin to Eldoria.
Will you rise to the challenge and become the heroes that Ravenswood needs? Or will you falter and watch as the world plunges into an age of darkness? The fate of Eldoria is in your hands.
The ancient town of Ravenswood lies in a small valley enclosed by the lake called Luminara's mirror, known fot its crystal clear water, and the forest of Ravenswood right behind the rolling green hills.
On top of the largest hill and the one nearest to the forest overlooking the valley stands the Hall of Echoed Wisdom, a large ancient oak and known as the residence of the High Council.- D&D 5e
- closes April 30
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A Star Wars Text Adventure (Game #1) - 'A Matter of the Mind'
Hello there. 😀 Welcome to the galaxy!
Game One - 'A Matter of the Mind'
I’ve been running this specific campaign with friends for over ten years, starting way back in 2013. It will act as our 'test adventure'.
To start, I will introduce the basic mechanics of the game as we play. However, the original rule system will eventually be explained in the 'Rules & Guides' section.
We're using a Freeform Game System, so the rules will evolve significantly over the course of the adventure.
How does it work?
The game runs like a classic text adventure. Therefore, a name for each location will always be provided, followed by a simple description of the environment.
Gameplay is designed to generate an interactive fiction vibe. Hopefully, emulating this 'retro feel' will stir up nostalgia and inspire discussion. These out-of-character talks can be posted in the 'Session Zero' section.
This campaign is intended to remain a work in progress. Suggestions and requests are always welcomed, so alterations will absolutely be considered. Ideal changes will be made as needed, for flexibility has been crucial since the game’s inception.
So what’s the catch?
Ultimately, this game will be separated from others by character control. The main protagonist will be controlled by ALL players. This means text commands will be accepted from anyone and everyone. Hence, there’s no need to create a character before playing.
Occasionally, players will be asked to choose particular details about the 'shared' protagonist. These specifics will be added to the game accordingly. Controlling the adventurer can be thought of as a 'team effort'.
As mentioned, flexibility is key. It's quite possible for players to request control of specific characters. For example, an ally our adventurer meets along the way can be designated to a player, if everyone agrees.
Sharing a character?
Now, sharing a character may not be the norm, but that's the point. Players can bounce ideas off each other, or just forge ahead without consulting anyone. Also, when commands do clash, course correcting the protagonist becomes part of the challenge.
To elaborate, players can sabotage the plans of a teammate (whether intentionally or unknowingly). Some of the most amusing posts come from players attempting to 'course correct'.
Posting Text Commands
Text commands will be accepted chronologically, in order of earliest post to most recent. Remember, although this is a text adventure, your commands will be processed by a sentient being, so use your imagination and let your creativity soar. Humorous text commands are encouraged as well.
When playing, use the greater than symbol to indicate a command:
>
Any other text will be considered out of character.
Instances of the game will be posted in the 'Examples' section. Thanks for reading, and don’t hesitate to comment with ideas and/or inquiries.
May the Force be with us all.
- Freeform
- closes May 4
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Sinners
Who are you? You are a Sinner
And what is a Sinner? Well, that will take some time to explain.
Gamana, the world where we live, hasn’t always been like this, 817 years ago, at the end of the war of the gods, it was profoundly and irreversibly changed, most of the gods died and the things they had created disappeared with them; Edia and Ytar, the two remaining deities picked the broken pieces and repaired the world.
Every living being own their existence to Edia’s and Ytar’s efforts and for this we are eternally thankful but the world we live in now is not without problems and challenges, everything come at a price.
With the death of the gods, the magical energy disappeared, killing all the creatures that depended on it and bringing the world into chaos, Edia replaced the source of power, saving the day, but in doing so tied the world’s magic to one of her domains: curse.
Every act of magic inflict a curse, crafting a magical item could curse the caster, the item, or the shop, healing someone may curse the receiver, or the healer, creatures of magic develop/spread curses.
Over time people got used to this new way of magic, studied it's rules and finally adapted.
Scholars rank curses by intensity: low, medium, high and supreme , if two curses conflict with each other the one of lower rank become dormant, until they are no longer in conflict, the exception is a supreme curse, occasionally called Sinner Curse, which make all those inferior dormant all the times.
Through a ritual a person can dedicate their soul to Edia, embrace a sin and be granted the ability to absorb curses, this paired with supreme curses gave life to the figures known as Sinners.
Sinners are bearers of a supreme curse who dedicated their souls to Edia, becoming able to absorb inferior curses without ill effects, each kingdom handle sinners in their own way, in some places they are nothing more than servants, in others they are highly regarded for their services, in any case they have a key role in the modern society.
Monsters, that’s another problem that plague the life of the inhabitants of this world, there are plenty of monsters and they too are subject to curses, even more than people, they tend to acquire particularly quirky or crippling curses due to their strong connection with Edia, who is the goddess of monsters, sins and curses; since many monsters can spread curses like a disease, or carelessly cast magic, Sinners are often tasked to deal with them, not necessarily with violence, after all Sinners too have a strong connection with Edia and they can, sometimes, reason with monsters.
You are a Sinner of the kingdom of Barazin, currently living in the port city of Bewold at the south west border of the kingdom, in your country each Sinner formally belong to the Order of the Orange Glove, a knightly order created by the monarchy which allow the kingdom to call them when needed while granting them status and some degree of legal protection. Sinners are free to manage their own lives and many become professionals, running their own “cleaning” business, you are one of them, a particularly lucky, connected or successful one as you are a member of the Seven Roses, a prestigious and wealthy society of Sinners, one of the most influential in Bewold, however unfortunate events threaten to destroy the society, all your hard work and you.
Game elements:
Themes: Shades of gray morality, discrimination, everything come at a price, politics, comedy.
Starting level: 6
Map: will likely use roll20 for that
Looking for: 4-5 players, applications deadline 19/05.
- D&D 4e
- closes May 19
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Portal knockout.
You were going about your life, when suddenly a portal appeared. A hand stretched out of the portal and hit you with a club. Next thing you know, you're tied to the inside of a wagon with metal chains.
In this game, your characters will be expected to come from a variety of universes. Be they fictional, real life, or vague and ill-defined. This world has different laws of physics, and different laws of magic than most others, so a magic user or athlete from another dimension may have their skills reduced or increased, depending on the individual. Anything a character says about their home universe is automatically canon.
- Miscellaneous
- closes April 30
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Mist Unlimited
What is City of Mist?
City of Mist is a role-playing game of film noir investigation and super powered action. It is set in a modern world rife with crime, conspiracies, and mysteries. The protagonists are Gateways, ordinary people who became the living embodiment of a legend, their Mythos. While your Gateways may seek to strike a balance between the mysterious nature of their Mythos and their mortal aspirations, the powers within them always threaten to tear their lives apart. They have unwittingly become a part of a secret world of clashing stories, and soon other legends will come looking for them with demands.
Who are you?
In the shadows of shiny skyscrapers and derelict residential blocks, ancient stories and urban legends assume physical form, choosing mortal beings as their Gateways to this world. But the Mist, a mystical veil known only to a select few, prevents the unwitting denizens of the City from ever acknowledging the miracles they witness daily, hiding their true nature from one another. Distracted by their everyday hopes and fears, the people on the streets remain oblivious to the clash of mythical forces that drive and control the very life of the City.
You were an ordinary person—until the seed of the legendary awoke within you. Now you seek answers to questions about your powers, but the truth always seems to elude you. Yet at the same time, you still want what every human being wants: love, money, power, peace of mind. Together with your ragtag crew of gifted individuals, you work to reveal the powers operating in the dark smoky alleys of the City, just as those very powers seek you out for what you are. You will hit the streets in search of the strange cases, loose ends, and unsolved mysteries that will lead you to the truth, inevitably clashing with other legends in mortal form, agents of the powers beyond the Mist.
Be warned—the truth is as dangerous as the forces that hide it. Only when you find yourself sacrificing that which is dearest to you will you truly learn the answer to the ultimate question: "Who am I?" . But will it be worth it?
What this game is about?
Once, in the very beginning, there was only the City of Mist. The Mist started there, but its power and its oniric qualities could not be contained. Soon it spread with utmost speed, consuming all, like a malignant tumor. And now you live in a World of Mist. But the world did not change, everything looks exactly the same. Everyone lives their lives as before, don't recognizing the undeniable truth, that the world changed. Strange things started to happen and everybody just pretends to don't see them.
Most of them were harmless, but some dangerous, and some even lethal. Crimes and deaths of supernatural origin happen, but when the Mist intervenes, the authorities disappear, the police ignores and nobody really cares. Only you, and maybe others that have awakened like you, care. Those people that care about the state of the world founded a secret organization, the Light Beacon, the only option for those that want to know the truth. They are deeply unsatisfied with the current situation, and willing to take justice in their own hands.
You are about to embark in a journey of discovery that offers no way back.
You can find the free rules here.
Create your character at this thread after reading the guidelines.
- Powered by the Apocalypse
- closes April 28
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SMARTAgentKC's D&D laboratory
Got a character race, class, build combo you want to test but don't want to commit to a full game? Got some homebrew that you've been cooking that you want to see in action but you can't because someone won't let you play that? You trying to learn the latest D&D but don't have a safe space to practice? Well folks the name SMARTAgentKC and I'm here to help you all out on that and much more, Come on in, grab yourself a mage armor enhanced lab coat, and a set of lab dice and let's get to work.
- D&D 5e
- closes April 30
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Trouble in Glimmer Pass
You, veteran adventurers that you are, have come to the thriving port city of Avonlin due to the call for aid. Each of you have come for your own reasons, but those are irrelevant to the people of Avonlin, much less their Lord, Leonardo. He only cares that the trade route between mainland, resource-rich Avonlin, and the port-capital of Avonlin remain undisturbed, a task which now falls to you. Something has been interrupting convoys and stealing pack animals or people from them without warning or trace. Only once or twice a month, but that it's happening at all is cause for concern. How will you discover the cause, and what will you do when you find it?
A short little adventure which sprung out of an idea I had a while back, there are several options for solving this issue. hope you enjoy it.
- Pathfinder 1e
- closes April 27
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1E Starfinder Society- Official
Welcome to the (New) Myth-Weavers official chapter of the Starfinder Society organized play campaign.
The Starfinder Society Roleplaying Guild, part of Paizo’s Organized Play programs, is a worldwide science fantasy roleplaying campaign that puts you in the role of an agent of the Starfinder Society, an organization of explorers, archaeologists, and adventurers dedicated to discovering and chronicling all corners of the galaxy (and beyond). The Starfinder Society Roleplaying Guild is powered by the Starfinder Roleplaying Game.
- Starfinder
- closes December 31
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The World of Elissar
THE WORLD OF ELISSAR
YOUR GRAND ADVENTURE AWAITS!
All is not well in Hengistbury. Children have been disappearing into the Weirwood; howls of an unearthly nature have been echoing across the Fogmoor; and Three-Fingered Jake has been spreading rumors of treasure and hauntings in the ruins of Brockendale Castle. All this aside, however, tonight is a warm, balmy evening. Many of the villagers are gathered in and outside the Bleeding Heart Tavern, and troubles seem far away.Well, except for that dragon in Skull Mountain...
Welcome to the World of Elissar; where we are about to embark on a journey of epic storytelling. As we tell the tale of how a handful of brave souls saved the kingdom. Our grand tale will be told in four memorable acts!
ACT ONE
The opening act will take our characters from levels 1-3, gently introducing the players to some of the new Advanced 5th Edition rules changes as we go. This act is geared toward introducing experienced players of D&D 5th Edition to the changes presented in Advanced 5th Edition Level Up.ACT TWO
But the journey is not so simple. To get there and succeed the party must win the hearts and minds of townsfolk, best fey of all sorts, overcome the trickery of fiends, fight corruption in ancient forests, travel the tunnels of Underland, and much more as they equip themselves with powerful artifacts for the battle of a lifetime!ACT THREE
Can they find the source of primordial wickedness before it engineers an even darker age to enshroud the world? What lies ahead includes spooky sandbox settlements, several dungeon crawls, and a dangerous finale filled with intrigue.ACT FOUR
This peace is soon to be shattered however as the local dabbler of the arcane takes his studies too far, undertaking rituals that will endanger not just Holdenshire or Endora, but Elissar itself!CHARACTER CREATION Character Creation & Play Guidelines: This document has everything you need to participate in one of my games. Includes rules for character creation guidelines and much more.
Character Creation and Play Version 3.0 - Files - Myth-Weavers
Character Submissions: You will also need to start a thread in the application thread for your submission.
If you have any questions about my rules for character building, setting, or any thoughts about character backgrounds, or to request that I review your character then you can do so by using the links below.Application Questions & Answers - Applications - Myth-Weavers
Setting Questions and Answers - Applications - Myth-Weavers
Generating Ability Scores: The first post in your character thread should contain your ability score generation and nothing else. To determine your ability scores, roll four 6-sided dice and sum up the three highest rolls. Repeat this process six times to generate your stats. If you are new to Myth-Weavers a guide to how to use the dice roller is available.Dice Tower - Articles - Myth-Weavers
Allocate these rolled numbers to your desired ability scores by noting them accordingly in the first post. Should the sum of your rolled stats be below 72, you have the option to exchange them for a standard set of scores: 15, 14, 13, 12, 10, and 8. If you use the standard array instead of your rolls please note that in the first post as well.
Character Thread Template: You are welcome to use the following template. It is designed to include all pertinent details about your character for quick reference by both the Narrator and yourself as the player. By keeping this post current in your character thread, you eliminate the need for a separate Myth-Weavers character sheet. Ensure that your posting template provides a link to your character thread for convenient reference. The character template should be the second post in your application.
Character Posting Template: The third post in your application should be your posting template. I have created one that you can feel free to copy and use if you like. (See Character Thread Template link above.)
FREE ONLINE RESOURCES Main Website
Level Up: Advanced 5th Edition (A5E) (levelup5e.com)
All the Rules
Character Creation Walkthrough
Character Walkthrough | Level Up (a5e.tools)
TECHNICAL STUFF Application Deadline: May 5th, 2024 midnight (US Central Standard Time)
Post Requirements: Minimum posting rate of two to three times per week.
Party Size: Looking for 5 players.
Can I submit more than one character?
No. I'm going to go ahead and limit it to one character submission per person. That being said, feel free to change your character concept as much as you want between now and the close date!- Level Up 5e
- closes May 5
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Vaults & Vows
Vaults & Vows is a freely available hack of the free game Ironsworn. This forum is intended to help interested parties find like-minded others to play Vaults & Vows games in cooperative mode.
- Ironsworn
- closes May 31
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Chronicles of Eaetheria
CoE is a playtest of my version of an RPG the way I would like it done. This is a playtest that being said the rules may change during gameplay.
You are all in a caravan heading for the city of Yuvia. Come up with a reason for going there, Put your character Application in Hall of Heroes thread by starting a new thread, Please have your characters name and concept and the reason as part of your backstory why you are traveling to Yuvia.
- Homebrew
- closes April 22
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- Pathfinder 2e
- closes December 23
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2E Pathfinder Society- Official
Central community for Paizo's Organized Play Campaigns- Pathfinder Society, Pathfinder Society 2E, and Starfinder Society.- Pathfinder 2e
- closes May 20
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Haint Coming Back
Long after The End descended upon the Old World... humanity started to rebuild itself, albeit wretched and forlorn. Survivors salvaged what they could of government in the form of the American Lands. They rebuilt roads, though in fewer numbers and inferior quality, and they reclaimed the skeletons of buildings. Nowhere does humankind rebuild so desperately as in the humid swamps of the Backwater, where humanity battles itself and the natural elements to survive. You are a warden here—a roaming peace keeper in the American Lands—protecting order at civilization’s southern reach. You travel the Old World’s crumbling roadways among mosquitoes and snakes. You tend to every small town’s big secret, and you quell strife between old families in a new era. Here in the bogs, you keep mutation at bay, ever-watchful for the wretched cousins of ancient humanity. You protect mankind from supernatural horrors that have only started to emerge.
Your journeys have brought you to the Lowcountry, the shattered sea islands haunted by pirates, old money, superstition and, of course, ghosts. They're used to the supernatural here, they've lived beside it since before The End--it had been here since the first peopling of the land and perhaps even before that. But...but something is stirring the pot. Old spirits are being roused. The newly dead refuse to sleep. There is a storm on the horizon, felt in your soul rather than being seen by your eyes.
One of three contacts in the region have requested your aide
- Mx X.- A spy from the Unified Government and nominally your direct superior as a Warden, Mx X is under cover as Miss Amelia Brown, a secretary for the captain overseeing the local garrison. X is concerned that these supernatural events might be the rumblings of some sort of uprising or invasion from unknown forces--right now X needs people on the ground to investigate and be plausible deniability should anything untoward occur.
- Reverend Yates- A priest from The Holy City of Charleston who is fearful after a number of exorcists sent to purge the spirits have instead vanished or killed by something beyond mortal ken. Yates is concerned that the rise in supernatural activity is a sign that his flock have been led astray by something sinister prowling the Sea Islands
- Doc Possum- A root doctor and local, her ancestors have been been a part of the Sea Islands since before The First Founding-- what the idealized written records have forgotten, the oral tradition of the Gullah Geechee have remembered. Possum knows that some sort of evil witchery is at play here, angering the spirits that she and her fellows have long worked to keep at bay. Her first and foremost concern is for the people of the Islands and their safety.
Expectations
We're still deciding on the rules here. Might use a prototype system based on the Ghost Wax Podcast, might use the Backbone system originally developed for Backwater, CoC, or might use something else entirely. We're mostly interested in doing something light and focused more on playing out the scenario over mechanics.
Characters are expected to have approximately the sort of know-how that a late 19th century American might with the exception that late 21st century ruins have provided occasional Technological Marvels (and Horrors.) You likely have no idea what a computer is, much less how to use one, but you may have heard that the butler at the Beauregard estate is rumored to be a Machine Man. You've never held a weapon more advanced than a 1887 Winchester rifle, but your great grandmother said she once saw a man turned to dust after being shot with a "queer bright light."
One way or another, however, you are a professional at dealing with...problems. Maybe you are a professional soldier or a paid mercenary, a priest from one of the New or Old Religions, a doctor with their trusty bone-saw and whiskey , an "inventor" rediscovering what the Old World took for granted, a hunter whose trophies include two headed alligators and a set of rougarou teeth , or perhaps an occultist versed in one of the many facets of the supernatural.
The Wards (what's left of the American states, reorganized into larger, less densely populated regions) are largely self governed, though nominally unified from the Capital at Providence-- the mysterious blasted ruins of Washington DC exist only as a source of fear and rumor or as a sacred lost holy land for the delusional Cult of the Founders. You don't need to know much about the state of the world beyond the local Backwater ward to play-- a place of feuding old families, pirates, and religion still hold sway while the rest of us just try to get on with our lives.
- Homebrew
- closes April 30