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It's Always Sunny in Brancalonia
For the bounty!
Enter Brancalonia, a land full of pitfalls and money-making opportunities for a band of knaves operating out of Tutti's Tav, a rundown bar owned by their booker, Franco Rinaldis, a portly middle-aged man with thick spectacles who dons an unconvincing black toupee. All they want are some well-paid jobs and perhaps to deliver a fist-and-fork buffet to those who have it coming. Once theyโve collected a tidy sum and somewhat climbed the ranks, theyโll be ready to try their luck in that final job that could enable them to go out in a blaze of gloryโฆ
After all, what could possibly go wrong?
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Although the core D&D 5E rules are the default system, the below list includes some of the new rules and changes that supersede that system:
- New playable races, in addition to the Human, are taken from Italian tradition and folklore.
- New overhauled Classes give meaningful choices at each level and encompass the exploration and social pillars of play, each adapted to the Bounty Kingdom.
- New Backgrounds where traits, bonds, and flaws are replaced with aย Drive.
- New Feats that are typical of Brancalonian Knaves.
- Knack Diceย that add granularity to advantage andย Ability Check Criticalsย that add random effects to the lowest and highest rolls.
- New Skills includeย Cultureย andย Engineering. Skills also includeย Skill Specialties.
- New setting rules include Dens, Misdeeds, Notoriety, Knave's Rest, Brawls, Dive Games, Prophecies, and Shoddy and Counterfeit equipment.
- New exploration pillar that includes Journey Rules, Journey Events, and Journey Activities.
- New Equipment, including ways to customize them.
- Combat includes Basic Combat Manuevers that everybody can do that require a saving throw vs. your Basic Maneuver DC.
- Mooks are a new creature trait that represents weak foes that usually die once they take damage.
- New spells and some updated spells that all include newย Spell Schools.
- New conditions include rattled, doomed, confused, bloodied, and slowed.
- Exhaustion is split into Fatigue and Strife, representing physical and spiritual strain.
- D&D 5e
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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.ย
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.
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Read the character guidelines, submit something for approval, maybe even offer to run a mission or two.
ยFun and adventure awaits you at the Realm Folded Tavern!
- D&D 3.5e
- closes December 31
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SEARCH FOR HUMAN CREATOR RACE 6 years running!!!
ย Calling all space adventurers those that are looking for meaning in their life. Our group has found the origins of the human race . In fact we found that the multiple locations where humans have evolved across the universe were genetically prepositioned and our whole solar System has been created to perfectly house the human race at its infancy.
We are in the search for our creators which will take us to multiple different human settings or game systems. Some that we may visitย star trek Star Wars war hammer farscape mass effect robotech really any sc fi setting out there.ย
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ย This is our main quest: The captain found a billion year old artifact that when investigated was the 1st piece of a compass to the creator races home world.
From the information we got from the COLLECTOR on Nowhere there are many other pieces of this scattered across the universe. Mostly on human earth planets. We found that our Solar System was artificially placed in multiple locations across the universe. Each Earth had humans evolved with different local physic rules. These alternate earths are the various system settings that are published for role playing.
Our mission is to visit these earths and find the artifacts which seem to be the catalyst of the creation of the Solar System so they are in the center of the Solar System normally on Earth. Once we've collected the compass we can then use that to point us to the creator race that have not been seen billions of years. We are sure a great treasures and technological advances will be found on their homeworld many have tried to find it none have succeeded so far will we be the ones?
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The twist? The captain is a undead demi power lich that pushes us to become immortal as this quest will take many human lifetimes.ย His offer is undead others are looking for other ways uploading to machines, using magic or tech to extend life ect. Soon the captain will leave to return on a god mission leaving party to continue until he returns which could be man years he says.
- D20 Future
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- Pathfinder 2e
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Tales from the Twilight of the Third Age
(Art credit: Gianna Michรจle Kaye)
โIt's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.โ
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It is the year 2950 of the Third Age. Smaug has been defeated and the battle of the Five Armies has been won. It is the dawn of a time of prosperity and hope. The dwarven kingdom of Erebor has been reclaimed; the descendants of Durin the Deathless are wealthier than ever before. Dale and lake-town have been rebuilt. Agents of King Bard are now roaming the Wilderland, eager to lead Men into a golden age. In the forests, the elves of the woodland realm can again venture deep into what once was Greenwood the Great, while the Woodmen see their holdings expand for the first time in centuries. To the west, Beorn the Skinchanger has abandoned his solitude, and now leads all sorts of brave, stout-hearted folk to patrol the Misty Mountains. Further to the west, the remarkable stories of Bilbo have spread throughout the Shire, inspiring many young hobbits. This is a time for trade, exploration, travelling and all sorts of adventure.
Yet the Shadow, although defeated, has not been truly vanquished. It still lingers in places where no elf or mortal dares set foot. The Enemy awaits in hiding, scheming his returnโฆ for if the Free Folks do not unite to hold back the Darkness, the Shadow is certain to grow stronger and envelop the whole of Wilderland.
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The campaign
(Art credit: Jon Hodgson)
This game started in 2016 on the original Myth-Weavers website (here). We've had three game masters, dozens of players and about ten adventures over the years. The game moves at a casual but consistent pace; most active participants are in it for the long haul.
We draw heavily from published material, especially from The One Ring (1st edition). In particular, we have ran adventures from Tales from Wilderland, The Darkening of Mirkwood, fan-made content or our own homebrew creations. For a list of our adventures thus far, click here.
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The setting
(Art credit: Jeff Murray)
This is Middle-Earth in the twilight years of the Third Age. In particular, the game has so far focused in Wilderland (Rhovanion), though there are plans to potentially expand to other regions as we progress along the Tale of the Years.
The tale begins at 2946 T.A., five years following the death of Smaug and the Battle of the Five Armies. These are the last good years for the peoples of Wilderland; they are not fated to last for long. We are currently in 2950 T.A.
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Tone and mood
(Art credit: Jon Hodgson)
This is, first and foremost, a game of grounded fantasy. Player characters are not great heroes (at least not to begin with). They are normal peoples with normal lives, thrust into situations that are greater than them. While the game is not necessarily always grim or dark, those aspects are certainly present, and the tone is for the most part serious.
The world itself is also low-magic (or at least, low overt magic), as befits the Third Age of Middle-Earth.
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The systems
Initially, the game used The One Ring (1st edition) rules. More recently, we have been experimenting with Ironsworn as well as the second edition of The One Ring. The plan is to employ additional systems and subsystems to run side-stories, with mechanics carefully selected to reinforce the mood of particular narrative arcs.ย
Familiarity with the mechanics is not a requirement. We are a friendly bunch, and happy to teach them to anyone interested in the game. Similarly, ownership of the rulebooks is not required.
- The One Ring
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The Sea of Swords
The Sea of Swords
Era of Upheaval
1364 DR - Year of the Wave
Located along the Sword Coast, including the port city of Waterdeep, the Sea of Swords is part of the Trackless Sea that covers the western side of Faerun. It harbors trecherous storms and chill weather that blows from the north. It is also home to the Moonshea Isles, the Northlander Isles and the dreaded Nelander Isles to the south. Many ships navigate the sea ways for trade along the Sword Coast from Amn in the south to Luskan in the north.
Passage may also be sought to the Moonshea Isles, who some claim to be the jewel of the Sea of Swords, where mines produce a rose gold found no where else on Faerun. It has been ruled by a dynasty of Kings who maintain relative peace and stability and thrive on trade with the mainland. Between the Moonshea Isles and the dreaded pirate Nelander Isles to the south, is the underwater kingdom of the Sea Elves. Not many ships are brave enough to sail it's waters from fear of Ship attack by the bloodthirsty Nelander pirates or undersea raids from the Sea Elves.
This is a land and sea adventure for heroes of Faerun who find themselves in Waterdeep during a year of drought. Times are harsh in the port city as political unrest, heat, shortages of food and water cause chaos. Monsters plague the countryside as drought takes it's toll. Trade prices have also skyrocketed lately.
At a portside tavern in Waterdeep a notorious pirate's bosun has been spotted setting up shop, and the word on the street is tonight he's recruiting for ship hands, with a gold coin and a free mug of ale as a down payment for any who sign up as crew. Alternatively paying passengers may also be an option to go somewhere for a price.
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- D&D 5e
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Dread Realms: Falkovnia
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- D&D 5e
- closes September 30
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Local Legends
There are tales of chosen ones, people with ancient magical power, geniuses of a generation and master warriors. This is not one of those tales. You were not born with magical blood boiling in your veins, you did not pick up a magic tome and learn wizardry. You were never picked up and trained, imbued, or chosen. Instead you are still in your hometown: Cindun (Sin-done). Cindun has (generously) 400 people including all of the outlying farms and you've only ever been here. Maybe to the local barony, but the world beyond is at best in books. Cindun is a quiet town, with a forest nearby and many many farms around. It is the second highest point within the valley, and most folks who are in the valley stay in the valley and never meet someone from away.
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And then Adventurer's came through town. They were bright, colorful, weird, and eager to discuss what their tragic upbringings, and overall seemed like characters out of the stories. However they didn't stay long. They did not look to the forest, did not look to the towns history and didn't even look at the tavern's basement. Instead they bought supplies and left, leaving the valley with their colorful tales, that people are still talking about months later.
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However, there IS something in the forest. The Tavern DOES have something in the basement. And the town's history DOES have a problem. But there are no heroes to be had... Only you. And with the autumn festival approaching, others have developed an interest in the town. Hopefully they'll leave too.
- D&D 5e
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Dragonlance: Shadow of the Dragon Queen
The world has ended, and it's ending again.
Three hundred years ago, the Cataclysm brought ruin to the world of Krynn. In a single day, an age of wonders came to an end. Countless innocents died, the face of the world was reshaped, and the gods themselves faded into legend. Through ages of struggle, the people of Krynn survived, but the world isn't what it was. Those nations that remain linger in the shadows of their ancestors' wonders. Only slowly have they begun to push back centuries of darkness and rediscover how the world has changed.
Then came the Dragon Armies, legions of soldiers devoted to the wicked god Takhisis the Dragon Queen, and the world faces ruin once more. The War of the Lance has begun, and in a conflict between gods and dragons, a wounded world hangs in the balance.- D&D 5e
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Spheres of the Multiverse: A Planar Gestalt Spheres Game
Hello everyone and welcome to Spheres of the Multiverse, a gestalt planar game designed from the ground up for those kindred spirits who love the Spheres of Power, Spheres of Might, Spheres of Champions, and Spheres of Guile subsystems for First Edition Pathfinder.
Players in this game will assume the role of Gatewalkers- individuals from across the multiverse who possess the mysterious and seemingly innate ability to create portals that allow them to traverse the planes- and are employed by the Realmwardens of the planar hub city known as the Nexus. The Realmwardens that the party will be working for are a loosely-organized multiplanar organization of no small renown that began as an adventurer's guild and its members take on both paid requests from across the many worlds, as well as the occasional private contract from the organization itself that involve safeguarding the stability of the planes.
This game will be episodic in nature and the party will be able to choose which contracts to take on from a list that will be updated after each adventure; this means that you, the players, will have a great deal of control over both what planes you visit and what stories you explore. I have labored to ensure that there is a lot of variety in both environments, enemies, stories, themes, and tones between each of the contracts and players can expect everything from traditional high fantasy to grimdark sci-fi horror and everything in between. A baker's dozen contracts will be available for the party to choose from at the game's outset and this will at least double as the game continues; a list will be included in the subforum that details a few of each so that everyone can get a feel for what options will be available for both early and late game adventuring.
*Currently under construction, but most of the pertinent information for creating a character is complete.
- Pathfinder 1e
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Northern Journey
Northern Journeyย is an epic adventure in seven main parts that takes place in theย Forgotten Realmsย campaign world. The journey begins in Neverwinter and Silverymoon in the Savage Frontier of the North and gradually draws the PC's eastward through the Backlands of the Sword Coast, Sunset Vale, Cormyr and the Dalelands, across the Vast and into Impiltur and the Great Dale and at last into the cold lands of Damara and Vaasa.
NJย belongs to the group of adventures that one usually categorizes as a problem-solving campaign, a think campaign, etc. It will focus heavily on character development and group interaction. Yes, there will be plenty of action to be had, but if you are a player that prefers more of a hack-and-slash campaign, the kind where the PC's kill lots of monsters, wipe their swords, holy symbols and spellbooks clean, collect treasure and head for the next dungeon,ย NJย probably will not be your cup of tea.- AD&D 2e
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Hell Comes For Us All
A dual offer from @athediaย and @iantruesilver!
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Oh, quanto parve a me gran maraviglia,
quando vidi tre facce alla sua testa!
l'una dinanzi, e quella era vermiglia;
l'altre eran due, che s'aggiugiรจno a questa
sopr'esso il mezzo di ciascuna spalla,
e sรจ giungiรจno al loco della cresta;
la sinistra a vedere era tal, quali
vegnon di lร onde il Nilo s'avvalla.- Pathfinder 1e
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Letter of Marque
Twenty years ago, the rival nations of Andaron and Iverina exhausted themselves in a fruitless decades-long war. Without the funds to rebuild their navies, Iverina focused on rebuilding its treasury with maritime commerce, while Andaron began to commission private ship-owners to fight for it. The High Queen of Andaron issued Letters of Marque and Reprisal authorizing these individuals and their crews to harass Iverinan shipping, capture and sell ships, and ransom prisoners.
Melara Zentaru is the elven captain-owner of the Swift Vengeance, an elven wingship of great renown among Andaroni and great infamy among the Iverinans, rumoured to be the one who influenced the High Kingdom of Andaron to establish the privateer system in the first place. She is currently hiring new crew, including daring adventurers to be her officers, her boarding party, her away team and troubleshooters.
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This is a 9th level gestalt 3.5e game with quite a few house rules, which you should skim first to see you find them palatable and then read in detail as you work on your character. See the character creation rules, and subscribe to the Announcements thread. Once your character thread is reasonably complete, head over to The Purple Dolphin Inn for a pre-game IC that will help me decide if I like the things you post; after your character checks in with the First Mate, you'll get a private interview with the Captain.
Game closes to new applications at the end of the official application period. Players who have created a character thread by that time will have time to complete their applications and engage in the required pre-game IC.
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- D&D 3.5e
- closes March 15
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Bad Seeds
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a n . I n t e r w o r l d . a d v e n t u r e
BAD SEEDSยIt was a dark and stormy night over a small farming hamlet high up in the hills. A small boy awakened to the loud boom of thunder and looked out the small window next to his bed...
High above in the chaos and darkness of a terrible storm an epic battle was being waged between the forces of good and evil. Sheet lightning lit up the sky revealing a moment in time where angels were fighting devils and demons of all types. Bolts of lightning crackled down from the heavens above through the gleaming swords of angels smiting large swathes of the dark enemy before them.
The small boy looked on with wide eye's in fear and trepidation as he saw there was far too few beacons of light in the sky amidst all the darkness. It was not long before one of the bright nimbus' of light was consumed by the darkness surrounding it.
There was too much darkness...ย
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- D&D 5e
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Skulls and Shackles 2e
"Let me tell you a tale, of high seas and plunder, of when a group of lowly swabs became some of the most feared pirates of the Shackles, about wars with the seas, the leviathans, the Hurricane King. A tale of the Shackles, that island chain where pirates reign supreme, where every sail on the horizon heralds danger, where every sandy cove hides buried treasure"
Hello everyone, and welcome to a Skull and Shackles campaign set in the 2nd edition Pathfinder ruleset due to a very extensive and well-done campaign conversion byย Stephen Bandstra. You will be briefly press-ganged members of the crew of Captain Harrigan, having wanted to pursue your own piratical careers for reasons your own, before your forced servitude in his crew. Soon however you will escape, and be able to make your own names on the seas of Golarion.
The number of people I will be accepting is indeterminate as I have no issue with running for multiple groups and will have a firmer number as we get closer to the end date to accept applications, which I will for now set at one month this ad going live in order to make your character.
A few notes for this game, the first one being do not feel like you need to know the ins and outs of the 2e Pathfinder ruleset perfectly to apply, this is a learning experience on my end as well and I do not mind inexperienced players. The second is that the campaign has some issues in its first couple of modules. The first module has the group be press-ganged into service onboard a pirate ship while having to RP out 21 days of serving on the ship and winning other members of the crew to your side, which is both very long, very robbing of player agency, but most importantly unbalanced as under the old rules the act of drinking Grog had a decent chance of killing you. The major dungeon of the module involving a lot of swarms did not help. To the end of making the experience better for all involved, I will be abbreviating portions of the first module, and integrating the first module of Serpent's Skull, Souls for the Smuggler's Shiv. In addition, I'll be merging parts of the independent adventure module Perils and Plunder with the second module, Raiders of the Fever Sea.
There is a link to the Character Creation thread here:ย https://test.myth-weavers.com/index.php?/topic/5642-character-creation/
In it I mention that you should pick a Background from the Player's Guide, their adaptions for 2e PF are listed here:ย https://test.myth-weavers.com/index.php?/topic/5640-players-guide/
Welcome to all you smugglers and swashbuckler who choose to apply.
- Pathfinder 2e
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Deos Ferrum (In Machina)
I hunt in darkness,
The stars as my guide.
The memory of you sings in my blood.
I seize the gift,
Carry it to your bower,
And lay at your feet the hearts of my enemies.- Pathfinder 1e
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Strength of Thousands
School's in session! The newest students at the venerable Magaambya school of magic must begin their academic careers with tests of their skill and resourcefulness. The heroes can learn much from their teachers and fellow students, but must beware of mysterious secrets and sinister plots. The rigors facing any Magaambya students are steep, but the heroes must also contend with strange infestations and supernatural intruders in the school's ancient halls. Education is far from easy at the oldest and most prestigious magic academy in the world!
This AP used the optional Free Archetype rules to allow player characters to have some magical abilities. Archetypes are limited to Druid and Wizard so if you wanted to play a Wizard you'd have to take the Druid archetype and vice versa. In addition I'm using the Gradual Ability Boosts optional rules
- Pathfinder 2e
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- Homebrew
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Rinโs Dragonlance: Shadow of the Dragon Queen
War Comes to Krynn!
ย ย ย The world has ended, and itโs ending again.
ย ย Three hundred years ago, the Cataclysm brought ruin to the world of Krynn. In a single day, an age of wonders came to an end. Countless innocents died, the face of the world was reshaped, and the gods themselves faded into legend. Through ages of struggle, the peoples of Krynn survived, but the world isnโt what it was. Those nations that remain linger in the shadows of their ancestorsโ wonders. Only slowly have they begun to push back centuries of darkness and rediscover how the world has changed.
ย ย Then came the Dragon Armies, legions of soldiers devoted to the wicked god Takhisis the Dragon Queen, and the world faces ruin once more. The War of the Lance has begun, and in a conflict between gods and dragons, a wounded world hangs in the balance.
- D&D 5e
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- D&D 5e
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The Rise & Fall of Vecna
The Rise & Fall of Vecna - A D&D 5e Saga (levels 3-20)
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Welcome to a dark chapter in the history of the Forgotten Realms. A chapter in which you are destined to play a starring role. Through your actions, the Realms will find salvation. Or doom.
The Doomed Forgotten Realms imagines a world where all the various catastrophes threatened in a Wizards of the Coast hardcover adventure have come to pass. It is an acknowledgment that for every successfully completed campaign, likely a dozen more have fizzled out or failed. This adventure serves as a tribute to these failed campaigns. As described in Rise of Tiamat, โNations and kingdoms shatter, civilization collapses into bloody war, and chaos reigns supreme... Such dark times need not mean the end of your campaign, however... The new goal is to bring peace to the world once more.โ
In the Doomed Forgotten Realms, the never-ending parade of apocalypses that have wracked the Sword Coast are not an improbable coincidence. They have, instead, been purposefully masterminded or exploited by the archlich Vecna so that he might conquer the Forgotten Realms. For those not familiar with Vecna, he is an iconic villain that has haunted Dungeons & Dragons since its earliest days. His relevant background has been briefly summarized, but for those interested in a deeper exploration of Vecnaโs history, it can be easily found online.
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Faerรปn has changed dramatically in the years since Vecnaโs conquest. Tiamat holds court over the dragons of the Realms from atop her Soaring Citadel. Zariel wages war over the cratered ruin that was once Baldurโs Gate. The drow elf Jarlaxle, one of the last hopes for a dying realm, rules over the sailing city of Quโmadosfan Delmah. And the Frostmaiden Aurilโs arctic grasp expands ever outwards.
Imagine a world where good has lost and evil prevailed.
Will you rise to the challenge? Or, will you too, fall before the might of Vecna?
For those brave enough to play Rise & Fall of Vecna in its entirety they can expect to:
- Exterminate a gang of mephits amidst the streets of Mirabar!
- Take a nightmarish trek through an underground highway haunted by the fiendish Dem'ghot'nec, He Who Wears the Flesh of the Dead!
- Make a cross-continental journey along the Sword Coast, witnessing firsthand the ravages of a world without heroes!
- Race through the streets of Helm's Hold in an infernal vehicle, before facing off against the dread purple worm, Gigantus!
- Assault a tribe of slime-worshipping bullywugs laired within Thornhold, before braving the keep's trap-riddled catacombs in hopes of making an unlikely ally!
- Infiltrate Grudd Haug, the mountain giant capital, to steal a magical conchshell from the monstrous Chief Guh!
- Battle the infamous Krakolich amidst the ruins of the Maelstrom, with the fate of the Realms hanging in the balance!
- Embark upon an impossible mission to break into the impregnable Hosttower of the Arcane!
- Traverse the dread domains of Ravenloft in search of Vecnaโs darkest secrets!
- Descend into an undersea chasm within the Scarlet Marpenoth to battle Urthuyn, an ancient kraken!
- Hijack the adamantine titan known as the Vonindod!
- Ally with the Mad Mage of Undermountain!
- Rescue the missing Bruenor Battlehammer from the Elemental Plane of Earth!
- Smuggle themselves into Skullport, sneak into Waterdeep, and battle the archlich Vecna before his impending apotheosis and the consequent destruction of the Realms!
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What rulebooks should I use?
You can use non-optional rules found in the Playerโs Handbook, the Basic Rules, and all the books listed below. If a rule has been reprinted in a newer resource, you must always use the latest printing.โข Fizbanโs Treasury of Dragons (FTD)
โข Mordenkainen Presents: Monsters of the Multiverse (MPMM)
โข Sword Coast Adventurer's Guide (SCAG)
โข Xanatharโs Guide to Everything (XGE)Additionally, the following variant or optional rules are available:
โข Chapter 6: Customization Options (PH)
โข Variant Human Traits (PHB)(Absolutely no flying races will be allowed)
Startin Level: 3rd
Alignment Requirement: No Evil
Starting Equipment: You will start with the basic equipment given to you by your class and background plus one moon-touched weapon of your choice and two healing potions. Moon-touched weapons count as magical but offer no bonuses and shed bright moonlight in a 15' radius and dim light another 15' beyond that. Casters can opt to start with two 1st level spell scrolls in the place of a moon touched weapon if they so choose.
Ability Scores: Ability scores can be generated using the 27 point buy as featured in the PHB.
Hit Points: Maximum at 1st level, average each additional level.
Backgrounds: Any from the source books listed above or any from the material in the Character Creation tab. Customizing backgrounds is allowed but must be approved by the DM, same with any player built custom backgrounds.
Backstories: I don't want to spoil anything for you here, but you should make your backstories as if none of the bad events from any of the 5e hardcovers has happened yet. The last thing you should remember is attending Vance's Academy of Adventure (a grand and prestigious finishing school for young adventurers), and graduating in the year 1451 DR, just prior to the Mt. Hotenow eruption. So everything was still all good at the time.
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.
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Application Deadline: July 1st, 2023 midnight (US Central Standard Time)
Post Requirements: Minimum posting rate of two to three times per week.
Party Size: Looking for 4-6 players.
Other Requirements:
- I want players who give detailed and interesting posts. Not one-liners and blocks of speech text. The rule of three applies here. What is your character thinking, doing and saying.- 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.
- I'm a story teller, 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.
- Unless I tell you otherwise...assume you can play with the scenery to help craft the story.
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!ย
- D&D 5e
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Redemption Redux
The most important battles a man fights, he fights alone, in the privacy of his own heart. Redemption is claimed or lost not through swords, words, or external miracles, but by the results of these battles, sometimes too small to discern.
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So almost 15 years ago, I ran a fabulous unique campaign here called Redemption. I want to try again today with the same campaign, sort of.ย
This campaign will be different from most PbPs (just like the original campaign) because this is less a D&D campaign (even though it'll be set in the Forgotten Realms) and more a collaborative story. I'll still be the GM, but there will be less dice rolling, especially at first, and more exploring characters. We won't be eschewing dice rolling completely, but I'll let players know when dice rolling will be required.
What I am looking for:
- Players willing to go with a slower burn story and still stick around to contribute. What I mean by this is that there may be long periods of time where you are not posting because the current scene is not focused on your character, but you are still active on the OOC thread and don't ghost the campaign when it's your turn.
- Players who are committed to a long term story. I expect this will take a couple of years, and I'd love to have the same players at the end as when I began. That being said, I recognize life happens and I will have escape hatches set up, so if you need to duck out temporarily or permanently, we can do it as long as I have a little warning.ย
- Players who are good writers! Proper punctuation and grammar, able to do more than just a sentence or two. You will have some storytelling power to create environments and reactions from others, and we are looking for good engagement for those reading the campaign with us. Quality is more preferred than speed, though both is even better, especially in rapid fire scenes.
- Players willing to create characters who are deep and real and creative. Tropes don't need to be avoided, but the more common the trope, the better executed the character should be. I will post a list of questions I want answered for each character to help develop them in ways outside of the normal D&D style.
- Along those lines, stretch your creative muscles and don't feel constrained by many of the normal D&D rules for race or class. You might choose to be a mage but your magic works differently from normal mages or something. This isn't a contest for who can make the most OP character, just looking for fun and flavor and depth. Gimmicks won't be accepted, but unique approaches with a realistic personality attached is what I am looking for. Plan on your character's personality to develop over the course of the story. If they are the same at the end as when we started, both the player and I as the GM have failed. Let me note that I am looking for depth, not breadth, meaning I don't want a party full of crazy races (though I'm not opposed to well written characters along those lines), I want your creativity to not be limited to race/class/power styles.
- This will be a PG story - no explicit scenes of any type, though we don't have to pretend sex doesn't happen. We just don't need to see details on stage.
- This won't be an evil campaign and I definitely don't want any murderhobos. Well executed characters that might be evil but are willing to play nicely with the party might work, but edgelords of any alignment are right out.
Caveat: Writing-wise, I tend to be more of a tortoise than a hare. I'll definitely have bursts of speed at times, but I typically only have time to write during the day when I am at work in between calls. if I'm getting slammed, I have less time. Nights and weekends frequently have little to no spare time, so the story can continue within the framework I've set up, but will have to wait when I'm not at work. Same goes for holidays - you'd THINK I'd have MORE time to write when I'm off work, but that is totally not true. I might, but it's sporadic and unpredictable. That being said, I will do my best to prioritize the campaign in my offtime to keep things moving, and I am nothing if not very consistent on a daily basis. Me even posting this means I know I am committing to a long term game.
I don't have a hard start date for the campaign, but I'll tentatively say around the first of the year. I want people to have plenty of time to work up characters and run them by me with my feedback for any changes before we start.
I would enjoy having a co-GM to bounce ideas off of and help run things behind the scenes - if you are interested, let me know and we can chat about that possibility.ย
If you are interested in being a player, please send me a written backstory! Specifically, I want a story to see your writing skills, not just a few paragraphs. [Edit: Since I am wanting to see your writing skills, make sure you don't just give me a backstory, but you write a scene or two or an anecdote so I can get a feel for how you write, how your character feels, thinks, approaches things, etc.] I will want the following questions answered, though they don't all need to be in the written backstory - any you don't have in the backstory can be answered directly by copy/pasting into a PM. Also, DO NOT post anything beyond a basic concept for a character in this thread. I want details contained in private threads so that no one but me knows them. Feel free to put everything into a google doc and share a link with me. I'm happy to provide my email address for that purpose if you desire. Just let me know and I'll PM it to you. (I may add to this list of questions as I choose, and other DMs are free to yoink this for use in their campaigns in whole or in part.)
- Why is this character an adventurer? Adventuring is dangerous, and even downright deadly at times. Most people have no desire to risk their lives so deliberately, so any PC had better have a DARN good reason to be out risking their lives as an adventurer.
- How does your character feel about the gods and religion? Just because the gods are active doesn't require them to have faith, though religion/faith is a massive driving force for a large number of real people, so fantasy people won't be any different.ย
- How does your character view wealth/power/fame? Desirable? Undesirable? Why? Why not? Is it a primary goal, a secondary one, or something to be avoided? Or something more complicated?
- Where do they sit on the trust/mistrust scale with acquaintances/strangers/friends/family? Do they trust easily? Do they trust wisely or foolishly? Have they been burned by trusting poorly, and did they learn wisdom from it or did they start mistrusting everyone more?
- Related to trust is how they view relationships in general. Are they sought after or avoided? Why or why not? What benefit or threat do relationships bring to your character? I'll note that a people-hating character that cannot play nice with a party will not be accepted, though there's plenty of room for introverts and extroverts alike. In fact, tell me if they are introverts, extroverts, or ambiverts (a lot of both in different ways).
- Tell me about their family and their relationship with them, as well as any other important relationships they have (anything not in the backstory can be included as a direct answer to this question).
- Everybody has something surprising about them - some skill or knowledge or experience that would seem out of character to someone trying to pigeonhole them. What surprises does your character have?
- All people believe something that is not true, both about the world around them (โThe world is a dark, hateful place, and anybody who seems happy is just faking it.โ) and about themselves (โI'm a very forgiving person - these grudges I carry don't mean I don't forgive.โ) What lies/untruths does your character believe about themselves and the world around them?
- Everyone also has at least one fear. It could be spiders, or it could be a fear of failure. What is your character afraid of and why?
- What really bugs your character? Pet peeves and annoyances?
- Hobbies! What does your character do for fun in their off time?
- What does the CHARACTER view as their general strengths and weaknesses? This is beyond simple class roles.
- What does he perceive his major problems to be? What does he perceive the solutions to those problems to be? Let's say, a magic wand was waved and all his problems were solved. What then? What does he really *want*? If he were totally free of his issues, would he look for love and settle down? Maybe start an art gallery? Or a focus group for paladins wrestling with their blackguard side having troubles fitting into society?
- Related to that, as the writer of your character, how accurately does your character perceive their strengths and weaknesses? What S&Ws are hidden from their view but might be plain to see to those around them?
- Give me at LEAST one good story hook to draw on for use! This should DEFINITELY be in the backstory!
- What do they see as the reason to live? Why do they do what they do? What are their core motivations? This may have been answered already by other questions, but I want this explicitly laid out. Note that THEY may not know this, but YOU should.
- What is the coolest thing about your character that you see as the creator of them? Or in other words, why should I accept them into the campaign?
I think this will be very cool and a different sort of story than typically gets told in these parts, and I am excited to see what possibilities you present! If I don't accept you as a player up front, I may still use you as a replacement if another player has to drop or as a recurring NPC along the way. No promises, but I will use all the quality I can!ย
I will accept no more than 6 players. We will be using 5E as the basis, but I'll houserule on stuff along the way, and at the end of the day, the story is more important than the rules. Make your characters around 5th level or so. The Forgotten Realms will be the basis of the campaign, but don't feel constrained to be FROM the FR. However, I don't plan to accept a party full of extraplanar PCs, so be cautious when choosing that path.
If you desire to work up and submit multiple characters, feel free to do so as long as the quality doesn't suffer!
Let me note that anyone who was a full player in my last run of this may NOT be a player in this one, but you are welcome to check with me behind the scenes and we may give you a recurring NPC role. ๐ If you were a recurring NPC in the last campaign, you are free to apply as a player. (If you're not sure where you stand here, ask me and I'll clarify!)
Due to the more intensive nature and longer duration of this campaign, I fully expect all of us to become real friends IRL! Looking forward to making new friends!
Also, the original campaign was so long ago, all the threads are gone, so don't bother looking them up. ๐
Ask me if you have any questions! Let's have fun!
PS - Post in here if you have any interest so I have an idea of how many might be applying.
[Edit: As this has come up a few times, let me clarify. I am looking for depth, not breadth. The more far afield the character concept is, the better the backstory and writing need to be in order to be accepted. While I am open to odd race/class combos or ideas, the execution of that idea had better be stunningly good if they are really distant from the vanilla options. And honestly, some if the best characters are the ones with vanilla class/race combos that drive deep into fascinating personalities, like the human warrior who was small, but learned from difficult life experiences how to get up every time he was knocked down. He was never pretentious, but struggled to feel as though he belonged anywhere.
That was one of the PCs from the last campaign and he was fabulous. Depth, not breadth, but you can have breadth if your depth makes it such a compelling character that I couldn't NOT have them in the party. That being said, I won't accept too many far afield character concepts into the party - I don't want a collection of circus freaks, so to speak, as the entire party. I might accept 1, maaayyybe 2 of those types.]- D&D 5e
- closes January 1
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The Wild Lands
The Green is the plane of growing things. Like a great twisting growing tree, it stretches out through the cosmos connecting to anywhere that life flourishes, sinking its tendrils into all life giving lands. The Green sustains life, and is in return sustained by life. But what could cause the Green, or at least portions of it, to recoil in fear? To recoil so jarringly that it tears lands away from their worlds, depositing them on new ones?
Welcome to Orona - a large, wild continent on a new world. Players will play characters from one group or another that have recently been uprooted and transplanted to a new world. Some of these groups are large provinces, once part of massive empires, and some mere villages, but they all find themselves in a new world recovering from the upheaval that took them here; rebuilding, healing, and exploring.
Join a crew of chartered explorers. Explore the wilderness. Find resources, fearsome beasts, treasure, and fame! Defend and support fledgling settlements, and build relationships with the people there.
- Pathfinder 2e
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Phandelver and Further
๐ฎ๐๐๐๐๐๐๐ ๐๐ ๐๐๐ ๐พ๐๐๐๐ ๐ฎ๐๐๐๐! ย
๐ฒ๐๐๐๐๐๐ ๐ฝ๐๐๐๐๐๐๐๐๐ ๐๐๐๐ โ ๐ฐ๐๐๐๐๐๐๐๐๐๐๐ ๐ฐ๐๐๐๐๐๐๐๐๐๐๐๐๐. ๐๐๐ ๐๐๐๐๐๐๐๐๐ ๐๐๐ ๐๐๐๐๐๐๐๐๐ ๐๐ ๐ ๐๐๐๐๐ ๐๐๐๐๐๐๐๐๐. ๐ด ๐๐๐๐ ๐๐๐๐๐, ๐๐๐๐๐๐๐, ๐๐๐๐๐๐-๐๐๐ ๐๐๐ ๐๐๐๐๐๐๐๐๐๐๐๐๐-๐๐๐๐๐๐ ๐๐๐๐๐๐๐๐๐๐๐ ๐๐ ๐๐๐๐ ๐๐ ๐๐ ๐ป๐๐๐๐๐๐๐๐ ๐๐๐๐๐ ๐๐ ๐๐๐๐๐๐๐๐ ๐ฟ๐๐๐๐๐๐, ๐น๐๐๐๐๐ ๐๐๐ ๐ด ๐๐๐๐ ๐๐๐๐๐๐๐๐ ๐๐๐๐๐๐ ๐๐๐๐๐๐๐๐๐ ๐๐๐โฆ๐๐๐๐๐๐๐๐๐๐. ๐๐ ๐๐๐ ๐๐ ๐๐๐๐๐๐๐๐๐ ๐๐ ๐๐๐๐ ๐๐๐๐๐๐๐๐๐๐๐ ๐๐๐๐ ๐ด ๐๐ ๐๐๐๐๐๐๐ ๐๐๐ ๐๐๐ ๐๐๐๐๐ ๐๐๐ ๐๐ ๐๐ ๐๐๐๐ ๐๐๐๐๐๐๐ ๐๐ ๐๐๐ ๐๐๐ ๐๐๐๐ ๐๐๐๐๐ ๐๐๐๐๐๐๐๐ ๐๐๐๐ ๐น๐๐๐๐๐๐๐๐๐๐ ๐๐๐๐๐๐ ๐๐ ๐ญ๐๐๐๐๐๐โ๐ ๐ป๐๐๐๐๐๐๐๐๐ ๐๐ ๐ป๐๐๐๐๐๐๐๐. ย
๐ฟ๐ ๐๐๐๐๐ ๐๐๐ ๐๐๐ ๐๐๐๐๐๐๐ ๐ด ๐๐๐๐๐๐ ๐๐๐ ๐๐ ๐๐๐๐ ๐๐ ๐๐ ๐๐๐ ๐บ๐๐ ๐ท๐๐๐๐๐๐ ๐ด๐๐ ๐๐๐ ๐๐๐ ๐๐๐๐๐๐๐๐๐๐๐ ๐๐ ๐ ๐๐๐๐๐๐๐๐. ๐ฑ๐๐ ๐๐๐ ๐๐๐ ๐๐๐โ๐๐ ๐๐ ๐๐๐๐๐๐, "๐ป๐๐๐๐๐๐? ๐๐๐๐โ๐ ๐ ๐๐๐๐๐๐๐?" ๐ฌ๐๐ ๐๐๐๐ ๐๐๐ ๐๐๐ ๐๐๐๐๐ ๐๐, ๐ฒ๐๐๐๐๐๐ ๐ฝ๐๐๐๐๐๐๐๐๐, ๐๐๐ ๐๐๐๐๐ ๐๐๐ ๐๐๐๐๐๐๐๐ ๐๐๐ ๐๐๐๐๐๐ ๐๐๐๐๐๐๐๐ ๐๐๐ ๐๐๐๐ ๐๐๐๐ ๐๐๐๐๐๐๐๐๐๐๐ ๐๐๐๐๐ ๐๐ ๐๐๐๐! ย
๐ฒ.๐ฝ โ ๐ฐ๐ฐ (๐ฐ๐๐๐๐๐๐๐๐๐๐๐ ๐ฐ๐๐๐๐๐๐๐๐๐๐๐๐๐)
ย
Content Warning:
Besides the usual disclaimers (magic, monsters, bad guys, possible violence, misdemeanors, and role-playing) this adventure also has a fair amount of possible horrific elements including mind control, body horror, alternate dimensions, evil gods and beings, tentacles, and weird/disgusting enemies.
- D&D 5e