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Empire! Ringworld of Ayr
The Ringworld of Ayr is a setting developed by @SerakHawk, @Basil_Bottletop, @Chimi and @Colin through Microscope and this game takes place in one of the ages of the setting.
This game is an Empire! game using the MW Empire! Alpha ruleset.
For updated Geography and Approved write-ups see here
Openers & NPC Actions
Table Summaries
Rules References
- Empire!
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- Pathfinder 1e
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The Borderlands
New PBP GM, looking for mix of new and old PBP players. Perhaps even an experienced GM advisor if someone is willing! The Applications tab has more information about creating characters for this game.
The Borderlands doesn't aim to tell any specific story, but we will tell a story by the end of it (if I've done my job right).
This is a player-driven open-world adventure. My goal is to learn how to work the Play-By-Post system, and provide an enjoyable space to learn!
Using the DnD5e ruleset, I will be building out adventure scenarios for the players to deal with. I prefer to avoid pre-writing tons of plot in favor of building an interesting story collaboratively with the players. I prefer to have the players take agency, and the world with act and react.
- D&D 5e
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Cormanthyr Reborn
Once, the Kingdom of Cormanthyr was one of the greatest Empire of Elvenkind since the Crown Wars. Once, the humans of the Dalelands and the Elves of Cormanthyr signed the Dales Compact and raised the Standing Stone, marking peace and cooperation, even unity between the elves of Cormanthyr and the humans of the surrounding lands. Once, the city of Myth Drannor was a mighty, cosmopolitian city of wonder and wealth, the beating heart of Cormanthyr.
Then it all came to an end - though officially the Kingdom of Cormanthyr didn't die until 1344 DR, with the declaration of the Retreat, the loss of Myth Drannor after the Weeping War in 714 was the death knell for the Kingdom. Slowly, the elves abandoned more and more of the forest, and eventually left entirely. Humans and monsters began to move in, as did Drow of all stripes, but especially the followers of Vhaeraun. Sembia and the Zhentarim could eye the Dales without fear of elven interference.
And then, in 1374 DR, amidst a war against the demon-blooded elves of House House Dlardrageth, elves returned to Myth Drannor en masse, sparking a yet wider war that drew in Lolthites, followers of Vhaeraun, the Zhentarim, Hillsfar and Sembia.
The year is now 1377 DR and an uneasy peace now reigns in Cormanthyr. All sides now spent by bloody war, everyone jockeys for position and influence. Cormanthyr has ruined settlements and sacred spaces to reclaim, loose monsters and demons to clear out, and hostile or suspicious neighbors to watch. Even the Dales, once the closest friends of Cormanthyr, are not all enthused about their old neighbors and benefactors returning. A new Coronal, Ilsevele Miritar, reigns for the first time since before the Weeping War, but the Kingdom is still rebuilding, rather than rebuilt. Tensions within and amongst elvenkind boil under the surface, and no one 'defeated' in the Cormanthyr War - nor others with their eye on the region - is content to do nothing while a potential new threat to their interests and goals grows more powerful in the forest of Cormanthor.
- Pathfinder 1e
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Bad Seeds II The Prophecy
BAD SEEDS II
The ProphecyBad Seeds is a 5e homebrew interworld adventure, set on an unknown and as yet undiscovered prime world in the great expanse of the prime material plane. The world teeters on the brink of an apocalypse as good and evil battle for world domination. An adventure for characters level 10 - 13, looking for 7 players to join a adventure of mystery, violence and intrigue.
- D&D 5e
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Vale of the Fateless
The Empyrean Vale is the name it was given in the books, named for the fabled celestial giant that once called it home. No one alive today remembers when it was commonly called this though. Now it's the Vale of the Fateless, a place of new beginnings.
Several generations ago, the King-Priest of Carysand declared that those who enter the Vale become invisible to the judgement of the gods. The original inhabitants were exiles and criminals fleeing their pasts, their families or debts or the hand of justice. Those who succeed in their flight may not be pursued. As long as they remain in the Vale, their pasts are irrelevant.The Vale exists on the southern edges of the Holy Kingdom of Carysand but such is the might of the King-Priest's decree that the many smaller governments on the edge of the Vale still honor this. It is a place of second chances. Those who go against the decree and pursue a bounty or a grudge into the Vale find themselves very much in need of the Vale's protection as they will be executed if they should ever return.
Why the King-Priest made this declaration that day is a mystery to all but, perhaps, the current King-Priest. Since that decree, many have decided that those born in the Vale, born from exiles, are considered to be fateless themselves. They have no destiny. Some consider this superstition and ignore it entirely while others consider the Valeborn, the fateless ones, to be less than 'human,' and treat them quite poorly.
The Valeborn themselves are as mixed in outlook at any other sentient beings. Some consider their lack of fates to mean they don't matter to the world. Others consider it freeing, choosing to see it as being free to choose their own paths without celestial interference. Many still think it all a sham and choose to not believe in any of it at all.
Our story began in Empyrean's Rest, a mid-sized town near the center of the Vale. A mysterious new predator has been ravaging the countryside with it's insatiable appetite. The beginnings of a famine have set in and the remaining livestock in the area is being herded closer to town with people abandoning their homes, hoping to protect themselves and their animals until the creature can be brought to heel.
Meanwhile, the Lady Illuvia Xanathel and Ser Gavan Sunsetter have come to town. Construction of large manor house has begun and the pair, recently exiles themselves, have arrived from Carysand with mysterious intentions that seem to be leading towards a coup to the local order.
Update: With the famine resolved, the source being destroyed and some indebted merchants from outside sending food into the Vale to help, the party is free to focus on their own problems. They've recently woken up an ancient druid who was imprisoned before the Vale was created and has a lot questions she wants answered. You'll be joining during a fun interlude though as our party is about to go out onto a pirate hunt!
What we're looking for:
This party of six is approaching the end of it's first main story arc, a halfway point to the game's larger story. With the end of this arc, we have one - possibly two - players who are retiring their characters. This leaves us with an open spot coming up that I've decided to go ahead and get filled. Don't worry though! I plan to introduce you right away, or quickly as I can reasonably make it fit.
The party is currently level 6
Starting Stats: Standard Array - 15, 14, 13, 12, 10, 8
Allowed Classes: All 1st party classes except Artificer
Allowed Races: All characters will be made using Tasha's Custom Lineage and flavored to be the race you want it to be.
Allowed Sources: Core Rules + Xanathar's + Tasha's. Other first party content may be allowed on a case by case basis.
I will allow you to start with one uncommon magic item but it cannot be numeric power enhancer. So no +1 weapon/focus/etc but a bag of holding would be fine. Also 2 standard healing potions. We'll talk about other magic items since the party has picked up a few by now.
I do not allow PCs to fly as it does not fit in this game. This includes magic items, the fly spell and some subclass abilities. If you want a subclass that eventually flies, I am open to working with you for a suitable replacement to that ability. The only exception to this is wild shaped druids as I feel the natural limitations of those flying forms prevents it from causing the types of things I don't want to see in a game.
You are good characters. If we still used the traditional alignment chart, only those three choices ending in 'good' would be appropriate for you. I don't get into the nitty gritty specifics of that but I want characters who are generally good people and generally aren't prone to having other people solve problems for you. I'd love for you to want to actually play the game!
The game's official posting requirement is 2 posts every 3 days. I'm not typically very anal about enforcing it though so long as we are generally sticking to that rate. This game is over a year old now and has only had one or two small lulls where I had to spur the game on to keep it going. It's moving great and we all want to keep it moving great! As always, communication is the biggest key here. If you are waiting for Bob to post before you post and he hasn't posted in two days, politely mention that you're still with us and waiting for Bob. How awkward would it be if Bob was waiting for you while you were waiting for Bob? Now the game is dead! Thanks Bob.
On that same note, we all know how life can be. If things are hectic for a few days or something came up and you need to focus on that, we understand. Grab your phone and shoot us a quick message during your next poop break, "Hey guys, stuff happened, gonna be slow for the next week. Sorry." And if it's during combat, maybe just ask someone to act for you (i'd rather another player do it than do it myself out of fairness.)
So now for what we're looking for in-character! This game is heavily leaning towards social and combat with a medium lean on exploration. A character who wants to interact with other people and will take story threads or just personal threads and engage with is ideal. Some of the best moments and stories I've ever had in D&D came from players latching on to something themselves and wanting to push towards that goal.
The next arc of the story will involve a lot of discovery as we seek to unlock the origins of the Vale and what happened all those years ago. We'll also be dealing with a werewolf pandemic as well as a strange apex lycanthrope who has recently decided to cull his own kind There's going to be a death knight, an ancient druid who recently woke, an underwater dungeon (They know this IC already, it's not a spoiler) and whatever else you guys decide to get caught up in.
We don't publish our backstories in this game. They stay on their sheets and in a private section so that the nature of our characters can come out naturally through gameplay rather than just reading each other's sheets. So I'm going to explain the current cast of characters vaguely. We have:
-A human moon druid
-A half-something(no one knows) sorlock
-A dwarven 'bard'
-A half-orc half-elf life cleric
-A drow blood hunter/paladin
-A human fighter
So Saint, how do we apply? Well, I don't like to entirely judge new players by their ability to make fancy character sheets with seventeen page long backstories. Instead, post in the character creation thread (linked below) what kind of character your interested in playing, stick with the bullet points for now. Also tell me what kind of player you are. How do you like to post? Do you prefer to get straight to the point in your post or are you more of a wordy writer (there's no wrong answer here) Which pillars of game (exploration, social, combat) are most interesting to you usually?
If there is anything I, the GM, need to know to better accommodate you (triggers, language, etc) you can include that information in a private tag. This will not affect my decision. I am a very inclusive GM who insists on a well behaved, inclusive table. Things like PVP or just general OOC bullying are never tolerated.
Finally, if there is one thing I want you to know about me as a GM is I'm your biggest fan. I want you to win and to look awesome doing it. I won't always make it easy but I am never out to get my players or to punish them for a bad choice. Stuff happens, characters can die, but it won't be spiteful.
https://www.myth-weavers.com/index.php?/topic/9179-character-creation-again-new-guys-here/
- D&D 5e
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Yah gotta' start somewhere chummer. [SR5: Denver]
Denver isn't that bad of a place to live if you don't mind the cold winters, cayotes, political conflict, and oppressive Dragon Overlord. It's even better if you happen to love that kind of drek.
Looking for 4-5ish active players and a few backups. Please see the character selection topic for creation rules. The deadline for applications is end of day Jan 12th. Selections will be made by Jan 15th)
- Shadowrun 5e
- closes January 13
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Realms of Adventure 2
Clippety-cloppety, bold Jonstan the Rover
Rides misty-eyed down to the Dales again
Into forests and fields, rare beauty all over,
Land of his true loves—Aldee, Imthra, and Luthane,
Elda and Myrta, Chalantha and Araine.Will he find yet another? Or be welcomed back?
Long lasses aplenty catch his winking eye.
Is it kisses he’ll taste soon? Or scorn everlasting?
Love and laughter and soon away Jonstan will fly—
Gone again over threshold and under dawn sky.Far across Faerûn, a rover adventures free
’Til the Dales call his heart home again
To Jhaele, Sharune, Aleese and Rythree—
Warm arms and hearth and a roof ’gainst rain
’Til his wandering feet bear him away again.Climbing far mountains, riding in high clover
To Waterdeep and the shores of the Shining Sea—
“Hark! Comes now bold Jonstan the Rover?
Will he, oh will he ever come back to me?”
The Dales call back the man wedded but free.Clippety-cloppety, bold Jonstan the Rover
Comes riding down into the Dales again.
Their forests and fields, rare beauty all over,
His true love more than all the maidens in pain.
My man is riding mist-eyed to the Dales again.—
Jaladha Tshamryl,
Minstrel of Battledale,
“Jonstan the Rover”Intended as an expanse-full campaign for FR enthusiast, set in the Realms for 4-6 PCs, this game will proceed through a series of smaller adventures set in a larger campaign arc starting in the year 1368 DR. Instead of making grand promises of a long-running campaign, we'll take it one step at a time. Hopefully, we'll enjoy a long run.
- D&D 3.5e
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Kingmaker
The land rush is on! Sent south by Brevoy, the heroes have the unenviable task of venturing into the infamous Stolen Lands and annexing the territory, facing down monsters, bandits, and worse. It's hard enough to conquer territory—but does a ragtag band of adventurers have what it takes to found and defend a burgeoning kingdom from the terrors of the wild?
The Kingmaker Adventure Path takes the heroes from encounters with mysterious bandit lords and barbaric raiders through the trials and tribulations of developing and defending their new settlement in the notoriously lawless River Kingdoms. Yet when war comes to the Stolen Lands in earnest, it's up the heroes to take up a mystical blade and stand tall against the horrors of man, beast, and strange creatures more dangerous than either...
I will be looking for players to run through the 2nd edition adaption of Pathfinder: Kingmaker, with the application ending date being the 10th of November. Total number of accepted players still being decided.
- Pathfinder 2e
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Realms of Adventure
"In all our years of wandering,
We never use up the splendid store.
At each wonder and marvel pondering,
As Faerûn proudly presents us with more."
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Revendar the Far-Traveled,
"Rhyme of the Road",
Year of the Serpent- D&D 3.5e
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- Ironsworn
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An Offer You Can't Refuse
The 90's were a good decade. A good decade to die.
And now an opportunity has come up to get out from being a pawn in amongst all the levels of elder politics. The prince of Savannah has put out word that he is welcoming kindred of a certain age to come to Savannah and be given a seat on the council of ancillae, which for a vampire that has only been embraced for a trio of decades is certainly a step up in status.
Why is he doing this? Well, it seems that while he was on a year long visit to the court of Buffalo, something happened in his city, and a vast quantity of the vampires... went missing. The rumors are generally certain that something performed a purge of the kindred in the city, but whatever did it, was very careful to leave no trace... and no botched jobs.
This will be a Vampire 4e(20th anniversary) WoD game set in the modern day in Savannah. It will be a sandbox with interweaving threads, an emphasis on survival, politics and establishing your character in the chaos of an apparent power vacuum.
- Vampire: The Masquerade 20th Anniversary (4e)
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TRELLUNND
Welcome to Trellunnd
The name means 'Three Lands' in Old-Giantish. It is a name passed down from ages long past when Giants and Dragons fought for dominion over the world.
In the present, Third Age of Trellunnd, however, few civilized folk believe either was ever anything but myth.
But now ominous omens have been spotted, strange times are rising and many missing pieces from the past must be uncovered before it is too late.
GAME DESCRIPTION:
The world is medieval in nature, with sailing ships, cities, and trade, akin to the 'Age of Sail".
Characters will continue an epic journey to unravel an overarching mystery of grand proportions, whilst completing side quests for favor and/or profit. You will work together to survive in a variety of harsh environments, both environmental and political.
Geographic and historic exploration are major themes, but all knowledges will prove valuable to the learned and all skill sets will be utilized.
The game will include widely diverse themes, conflicts and settings. All unique and intriguing character applications are welcome.
Players with a fondness for creative and descriptive writing are encouraged to apply.
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For more information about the world, please refer to the SETTING page. It will be further filled out as players ask questions and characters discover more about the world as they journey along.
STORY SUMMARY
Two weeks ago, you awoke, inexplicably, in the middle of a harsh and barren desert with almost no memory of your former lives. You vaguely recall having spent the past several months or possibly years in a non-descript 'Facility' of some kind...
Besides the loss of memory, you share a common trait with your companions. Like the tolling of a bell, you can not escape one, crystal-clear, reverberating thought upon which you feel compelled to act...
"STOP THE DOOMSIRE"
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In the harrowing days that followed your inexplicable awakening, you and your companions struggled to trudge your way out of the inhospitable desert.
You were forced to fall back on primitive means to fight off wild animals and endure the unforgiving climate. Miraculously, when nearly all hope was lost, you were rescued and brought to a vast and remote military fort city.
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Feel free to read Chapter One, about how one group survived the ordeal.
*Completely optional read.
**Much of the latter half of the chapter was separated into private texts as the party became split and therefore may be confusing to read after having removed the private labels
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CHAPTER TWO
A Tenday has passed since arriving at the fortified, military-encampment.
You are in the merchants' quarter of what is more like a sprawling tent-city. There, you have been allowed to slowly recuperate from the desert's toll on your health.
You have regained much of your memory in the preceding days and can finally recall details about your former lives.
You cannot, however, account for the vague recollection of the "facility", nor how you came to find yourselves in the middle of a desert.
You are without money or possessions and are now indebted to those who have given you aid.
Above all else though, you feel compelled to heed the incessant, tolling call to... 'Stop the Doomsire'!!
The journey must continue, lest all becomes lost...
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All old applications have been moved to the Archive.
If you would like to reuse an old character application, let me know and I will move it back to the Applications page for you to continue working on.
Otherwise, you are welcome to make a new application.
One character from Chapter 1 (a rogue) has been preselected for the coming journey.
The other remaining spots (4-5) are available.
Application Deadline is:
Please submit new applications here.
- Pathfinder 1e
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Barrowmaze
Ages ago, an unknown people settled near a great moor. Following their custom, they built a village and constructed burial mounds and underground tombs to lay their dead to rest. Some were buried in simple alcoves, while others were entombed behind sealed doors and guarded by deadly traps. This continued for centuries, and the tombs grew into an immense complex of maze-like complexity.
Then, something changed. An evil has come to the region, and Chaos has infected the Barrows. The dead have woken and hunger for the living.
... and, according to legend, they guard the wealth of ages.
What is Barrowmaze?
Barrowmaze is a sprawling megadungeon and the centerpiece of this campaign. If you can defeat it and claim the dark artifact that lies at its heart, you win.Be warned: Barrowmaze isn't just a cavern or lair. It's an ecosystem that shifts, changes, and adapts to your actions. To defeat it, you will need to learn its secrets and face its dangers.
Barrowmaze is huge but it's more than just a dungeon with many rooms. Its history has shaped its regions and some of the monsters within have settled into factions. A savvy adventuring party will learn from their explorations to improve their odds of success.
There are dozens of entry points in the Barrowmounds, a few of which lead directly to some of the deadliest areas of the dungeon. Fair? Not remotely. Forget balanced encounters. In Barrowmaze, survival is your responsibility.In Barrowmaze, you'll need to manage time and resources or risk becoming lost in the dark. The halls are filled with deadly traps. Monsters will be hunting you as you explore, and you'll need to weigh your options at every turn. Attempting to sleep in the dungeon might not be the best idea.
Undead hordes? Barrowmaze has them. Bottomless pits in the middle of random hallways? Yes. Green slime and other old-school dungeon hazards? Absolutely. If you don't know the lost art of the dungeon crawl, you're about to learn it.
Back to Basics
We will play this campaign using the Basic Fantasy RPG system, which is very similar to B/X Dungeons and Dragons. BFRPG, however, offers more character options and some quality-of-life improvements, like ascending AC. The Basic Fantasy Core Rule Book is available as a free download from the BFRPG site, as are all the rule options and character classes we'll use in this campaign.
It is unnecessary to have experience with older editions of D&D to play. If you've been curious about them or the OSR movement, this is an excellent opportunity to see what they are all about.
Death Is No Escape
Lose a character? No problem! This particular campaign features a unique mechanic for leveling up players in addition to their characters. Players will level up whether their character meets with success or a grisly demise. These player levels offer new character options, free experience points, treasure, and other advantages.
Of course, you can only use your levels if your character meets their fate. Luckily, making a new Basic Fantasy character only takes a few minutes.
Get Ready to Become a Permanent Resident
I'm looking for 4 - 6 players who can post several times weekly. While this campaign will feature combat and exploration, there will be opportunities for role-playing during and between expeditions and while carousing back in town.
Do you want to know more about what to expect in this campaign? Be sure to watch the Barrowmaze Trailer.
Anyone up for a challenge is welcome.
- Basic Fantasy Role-Playing Game
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- D&D 5e
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Cape City Heroics
Take ahold of your destiny as the newest in the line of superheroes defending Cape City from all manner of foes and ne'er-do-wells. Establish a legacy in a setting inspired by the classics, while unrestricted by the overwhelming canon those settings have accompanying them.
- Mutants & Masterminds 3e
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Rise of the Jade Regent
露と落ち
露と消えにし
皆が身かな
浪花のことは
夢のまた夢
(玖峩 瞬)Appearing like dew,
Vanishing like dew—
Such is all life.
Even the splendor of wave's blossom
Is but a dream within a dream.— Setsuna Kuga
- Pathfinder 1e
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Eyes On The Prize
Prepare yourself for a battle of wits, power, and magic against one of the most iconic monsters in all of RPGdom...The Beholder!- Pathfinder 1e
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Rin’s Storm King’s Thunder
Rin’s Storm King’s Thunder
What to Expect
If I begin to think the party has wandered too far away from the main plot, Harshnag will help steer you all back to the main story. Faction members can also re-instill a sense of growing urgency and point you all in the right direction.
Combat
In order to facilitate the speed of the game, I offload a lot traditional DM responsibilities on to you. I will post the statblocks of whatever your fighting along with their hit points. You will be expected to roll the enemies’ saves against your spells, and you’ll know instantly if your attacks have killed them.
Maps
I post battle maps. You will be expected to give me your location in your post as a Letter-Number coordinate: e.g., M23, Z6, A15, etc., unless you didn’t move, in which case, an em-dash (—) is fine. Diagonal movement is 1-2-1.
Deadly Encounters
One of the reasons that I want big parties, allow characters to roll stats, and have extra feats is that I also like to throw more stuff at them. The less I have to worry about a TPK, the more fun we can all have, and the less work I have to do carefully balancing encounters.
Introduction
You are about to embark on a great adventure that pits heroes against giants bent on reshaping the world. Storm King’s Thunder is a Dungeons & Dragons adventure for four to six player characters. You will start the adventure with a 1st-level character. The characters should reach at least 11th level by the adventure’s conclusion. Because giants figure prominently in the story, at least one character should be able to speak and understand the Giant language.
The adventure takes place in the Forgotten Realms, specifically in a region known as the Savage Frontier, in the northwest corner of the continent of Faerûn.
Adventure Background
The Savage Frontier (also known as the North) is a cold, rugged, sparsely populated land of snow-capped mountains, rocky hills, sprawling forests, and foggy vales. Isolated strongholds, ancient burial mounds, and the ruins of many forgotten empires dot this vast landscape. Bounded by the Sea of Swords to the west and the desert of Anauroch to the east, the Savage Frontier extends as far north as Icewind Dale and as far south as the town of Daggerford. Old roads stretch across this great expanse, linking the dwarven strongholds and mines in the mountains to the coastal settlements, frontier towns, and fortified outposts of humans and other folk. These roads are long, lonely, or poorly defended, making them dangerous to traverse. In fertile valleys, towns and cities have sprung up, separated by dozens if not hundreds of miles of untamed wilderness haunted by bandits, barbarians, and monsters.
Giant RunesEvil dragons stirred into action by their dark queen, Tiamat, threatened the settlements of the Savage Frontier for a time. Ultimately, they were defeated and forced to withdraw to their lairs, while Tiamat was banished to the Nine Hells. Fear of the dragons’ wrath has faded quickly with the coming of a new threat: giants. The peoples of the North are no strangers to giant incursions. Frost giants have long claimed the Spine of the World as their demesne, and hill giants are known to scrounge for food in the untamed hills. But now, in the past couple of months, giants of every kind have emerged from their strongholds in force to threaten civilization as never before—and not just frost giants and hill giants, but also stone giants, fire giants, and cloud giants. All of the giants are in an uproar. Reports of giant attacks throughout the North have reached the coastal cities of Luskan, Neverwinter, and Waterdeep, stoking fears that the giants are waging war against humans, dwarves, elves, and other small folk.
The Ordning
Giant society (such as it is) is defined in large part by the ordning, a caste system imposed upon the giants by their gods, chief among them Annam the All-Father. The ordning determines where a giant stands among his or her ilk. Traditionally, storm giants have stood at the top of the ordning. Tall and powerful, they struggle to keep the weaker races of giants from despoiling the realms of small folk and sparking conflict. The greatest storm giants are powerful seers, skilled at identifying and interpreting cosmic signs and divine omens. The aloof and aristocratic cloud giants, one step below the storm giants, rarely condescend to deal with lesser giants or small folk. Extravagance defines their culture and their place in the ordning. Below them are the tyrannical, warmongering fire giants and the merciless, predatory frost giants. Fire giants rank themselves by their forging skill, whereas frost giants rank themselves by their martial prowess. Near the bottom of the ordning are the xenophobic stone giants, who mostly live underground and regard the surface world as a realm of dreams. How well they sculpt stone determines their place among their peers. The lowest and smallest of the true giants are the hill giants, as gluttonous as they are loathsome. Hill giants are dullards who live in fear of their more powerful giant cousins. In hill giant society, the biggest rule.
From Left to Right: King Hekaton, Queen Neri, Mirran, Nym, and SerissaDragons are the ancient enemies of giants. Thousands of years ago, the last great empire of giants—Ostoria—fell after a long and brutal conflict with dragons. Little of Ostoria remains in what is now called the Savage Frontier. The civilizations of small folk have taken over the land once ruled by giants. Although evil giants make occasional forays into territory settled by small folk, their ambitions have long been curtailed by their lack of cohesion and the imposition of good-aligned storm giants and cloud giants whose memories of ancient, glorious Ostoria have faded over time.
The recent efforts by dragons to bring Tiamat into the world (as told in the adventures Hoard of the Dragon Queen and The Rise of Tiamat) and the attempts by small folk to thwart them so upset the giant gods that Annam the All-Father shattered the ordning between the giants to break his “children” out of their complacency, pitting the six giant types against one another while keeping some semblance of order within each type. In so doing, Annam has spurred cloud, fire, frost, stone, and hill giants to challenge the established hierarchy and reforge their destiny. All the giants sensed the upheaval instantly, and now the giant types fiercely compete against one another, striving to create a new ordning through their deeds and accomplishments. These giants’ calamitous endeavors have not only put the settlements of humans and other small folk in jeopardy but also attracted the attention of the giants’ ancient enemies—the dragons—who will not abide the rise of another giant empire.
Small folk can only speculate as to the cause of the giants’ unrest. It remains to be seen whether the old ordning between the giant types will be restored, or whether a new hierarchy will replace the old one, knocking the storm giants from their lofty perch.
From Left to Right: Iymrith, Chief Guh, and Thane KayalithicaFactions in the North
The giants’ plots have far-reaching consequences for the Savage Frontier and the peoples who live there. Giant castles in the clouds have been seen drifting overhead, casting ominous shadows on the settlements of the North. Caravans and farmsteads have come under attack. Frost giant longships have begun terrorizing the Sword Coast. Various organizations throughout the North are justly concerned, and some have important roles to play in events yet to unfold.
The Emerald Enclave
The Emerald Enclave is a group of wilderness survivalists who preserve the natural order by rooting out unnatural threats. They struggle to keep civilization and the wilderness from destroying each other, and they help others survive the natural perils of the Savage Frontier.
As sightings of giants become more common, members of the Emerald Enclave begin to realize something is afoot. Hill giants laying waste to vast tracts of forest, stone giants leveling homesteads, frost giants endangering mountain passes, and fire giants rounding up slaves and putting grasslands and forests to the torch are enough to invoke the enclave’s wrath.
Goals
- Restore and preserve the natural order.
- Destroy all that is unnatural.
- Keep the elemental forces of the world in check.
- Keep civilization and the wilderness from destroying each other.
Beliefs
- The natural order must be respected and preserved.
- Forces that upset the natural order must be destroyed.
- Civilization and the wilderness must learn to coexist peacefully.
Member Traits
Members of the Emerald Enclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance.
Ranks
- Springwarden (rank 1)
- Summerstrider (rank 2)
- Autumnreaver (rank 3)
- Winstalker (rank 4)
- Master of the Wild (rank 5)
The Harpers
The Harpers are spellcasters and spies who covertly oppose the abuse of power, magical or otherwise. Working alone or in small cells, they gather information throughout Faerûn, discern the political dynamics within each region, and help the weak, the poor, and the oppressed, acting openly only as a last resort.
The Harpers were instrumental in defeating Tiamat and ending the tyranny of dragons, and with reports of giant attacks on the rise, they see giants as an emergent threat to peace in the North. The Harpers don’t know why the giants are becoming so active all at once, or what their ultimate goals are. As yet, no major towns or cities have come under attack, although the Harpers expect that situation to change. Harpers are eager to recruit adventurers to help them combat the giant threat.
Goals
- Gather information throughout Faerûn.
- Promote fairness and equality by covert means.
- Thwart tyrants and leaders, governments, and organizations that grow too powerful.
- Aid the weak, poor and oppressed.
Beliefs
- One can never have too much information or arcane knowledge.
- Too much power leads to corruption. The abuse of magic must be closely monitored.
- No one should be powerless.
Member Traits
Harper agents are trained to act alone and rely on their own resources. When they get into scrapes, they don’t count on their fellow Harpers to rescue them. Nevertheless, Harpers are dedicated to helping one another in times of need, and friendships between Harpers are nigh unbreakable. Masterful spies and infiltrators, they use various guises and secret identities to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. Although most Harpers prefer to operate in the shadows, there are exceptions.
Ranks
- Watcher (rank 1)
- Harpshadow (rank 2)
- Brightcandle (rank 3)
- Wise Owl (rank 4)
- High Harper (rank 5)
The Lords’ Alliance
Various settlements of the North have banded together to form the Lords’ Alliance, a shaky coalition that proactively eliminates threats to their mutual safety and prosperity. Alliance leaders are often contentious, while their operatives seek honor and glory for themselves and their respective lords. Key representatives of the Lords’ Alliance include the canny Lord Dagult Neverember of Neverwinter, the resplendent Lady Laeral Silverhand of Waterdeep, the grave Lord Taern Hornblade of Silverymoon, and the willful Queen Dagnabbet of Mithral Hall.
With the aid of adventurers, the Lords’ Alliance thwarted Tiamat and her dragons. Alliance members aren’t about to let giants run roughshod over their settlements and plunder their farmsteads. Alliance members call on adventurers of every stripe to attack and kill giants on sight, promising rewards of 200 to 500 gold pieces for each giant head brought to their gates.
Rumors that the Lords’ Alliance was behind King Hekaton’s disappearance have not yet reached the alliance leaders. Were the alliance to learn of these rumors, its leaders would quietly investigate the veracity of the claims while publicly dismissing them.
Goals
- Ensure the safety and prosperity of cities and other settlements of Faerûn.
- Maintain a strong coalition against the forces of disorder.
- Proactively eliminate threats to the established powers.
- Bring honor and glory to one’s leaders and one’s homeland.
Beliefs
- If civilization is to survive, all must unite against the dark forces that threaten it.
- Fight for your realm. Only you can bring honor, glory, and prosperity to your lord and homeland.
- Don’t wait for the enemy to come to you. The best defense is a strong offense.
Member Traits
To seek out and destroy threats to their homelands, agents of the Lords’ Alliance must be highly trained at what they do. Few can match their skills in the field. They fight for the glory and the security of their people and for the lords who rule over them, and they do so with pride. However, the Lords’ Alliance can only survive if its members “play nice” with one another, which requires a certain measure of diplomacy. Rogue agents within the Lords’ Alliance are rare, but defections have been known to occur.
Ranks
- Cloak (rank 1)
- Redknife (rank 2)
- Stingblade (rank 3)
- Warduke (rank 4)
- Lioncrown (rank 5)
The Order of the Gauntlet
Members of the Order of the Gauntlet seek to protect others from the depredations of evildoers. Placing their faith in deities such as Torm, Helm, and Tyr, they bring the strength of their faith, their hearts, and their weapons to bear against villainy.
Knights of the order and their loyal squires can be found throughout the North, gathering information on the giants, searching for their lairs, and aiding in the defense of settlements.
Goals
- Be armed and vigilant against evil.
- Identify evil threats such as secretive power groups and inherently evil creatures.
- Enforce justice.
- Enact retribution against evil actions—do not strike preemptively.
Beliefs
- Faith is the greatest weapon against evil—faith in one’s god, one’s friends, and one’s self.
- Battling evil is an extraordinary task that requires extraordinary strength and bravery.
- Punishing an evil act is just. Punishing an evil thought is not.
Member Traits
The Order of the Gauntlet is a dedicated, tightly knit group of like-minded individuals driven by religious zeal or a finely-honed sense of justice and honor. Friendship and camaraderie are important to members of the order, and they share a trust and a bond normally reserved for siblings. Like highly motivated soldiers, members of the Order of the Gauntlet seek to become the best at what they do and look forward to testing their mettle. There are few, if any, “lone wolves” in this organization.
Ranks
- Chevall (rank 1)
- Marcheon (rank 2)
- Whitehawk (rank 3)
- Vindicator (rank 4)
- Righteous Hand (rank 5)
The Zhentarim (Characters may not be members of the Zhentarim)
The Zhentarim, also known as the Black Network, is an unscrupulous shadow network that seeks to expand its influence and power base throughout the North. Its members crave wealth and personal power, though the public face of the organization appears much more benign, offering the best mercenaries money can buy. Adventurers allied with the Zhentarim are free to profit as they see fit, either by helping or hindering the giants.
The Black Network has spies and operatives in every major northern settlement, and it doesn’t wish to see its footholds destroyed by rampaging giants. As it strives to protect its holdings, the Zhentarim also wants to understand the giants’ motivations. The leaders of the Black Network are open to the possibility of establishing trade relations with the giants or bribing them, if necessary, to ensure their own continued wealth and prosperity. At the same time, the Zhentarim profits by selling the services of mercenaries to those who can’t defend themselves.
Goals
- Amass wealth.
- Look for opportunities to seize power.
- Gain influence over important people and organizations.
- Dominate Faerûn.
Beliefs
- The Zhentarim is your family. You watch out for it, and it watches out for you.
- You are the master of your own destiny. Never be less than what you deserve to be.
- Everything—and everyone—has a price.
Member Traits
A member of the Zhentarim thinks of himself or herself as a member of a large family, and relies on the Black Network for resources and security. However, members are granted enough autonomy to pursue their own interests and gain some measure of personal power or influence. The Black Network is a meritocracy. It promises “the best of the best,” although in truth, the Zhentarim is more interested in spreading its own propaganda and influence than investing in the improvement of its individual members.
Ranks
- Fang (rank 1)
- Wolf (rank 2)
- Viper (rank 3)
- Ardragon (rank 4)
- Dread Lord (rank 5)
From Left to Right: Jarl Storvald, Duke Zalto, and Countess Sansuri
Available Source BooksYou may use any most lineage, backgrounds, and class features from the following books:
- Core: Player’s Handbook
- Core: Monster Manual
- Core: Dungeon Master’s Guide
- Supplement: Xanathar’s Guide to Everything
- Supplement: Tasha’s Cauldron of Everything
- Supplement: Fizban’s Treasury of Dragons
- Supplement: Mordenkainen Presents: Monsters of the Multiverse
- Supplement: Bigby Presents: Glory of the Giants
- Setting: Sword Coast Adventurer’s Guide
- Special: Because I really like the Investigator background and the Rogue Inquisitor subclass, those are both available from Van Richten’s Guide to Ravenloft, even though none of the other options are.
If an option occurs in more than one book, you must use the most recently published book. For example, both SCAG and MPMM list the Genasi lineages. You must use the MPMM version.
- D&D 5e
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Chains of Asmodeus
Welcome to the Nine Hells
Asmodeus. A conniving master of many schemes, and the Lord of the Nine Hells. You knew that he often plotted to corrupt and win souls through the use of infernal contracts. You never thought that you would be one of his targets.
Now, you live with the loss. A hollowness where your soul should be or the fierce grief-ache of a stolen family member. If Asmodeus could not convince you yourself to sign a contract, he went after those closest to you.
Since then, you have been searching desperately for a way to recover what you lost....
- D&D 5e
- closes December 10
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- Pathfinder 1e
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- Pathfinder 1e
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We Dwell Between
"You can feel it, can't you? The itch behind your eyes, the burning in your chest. Reason abandoned, desire demanding. It might hurt, it might even kill you. But you still have to know, don't you? You have to know."
We Dwell Between is a game of occult investigation set in modern times. Seek out old secrets, unearth hideous and forgotten truths. Discover how far you are willing to fall to obtain the unknowable. Open your eyes to the darkness, and drown in its loveless embrace. The gods will be watching.
Maximum Group Size: 4 Player Characters
System Specifics: (New) World of Darkness (First Edition). Only the core system and books relevant to the core system will be used (No V:tR/W:tF/etcetera). No prior experience with the system, or resources are required.
Playstyle: Collaborative Narrative. There are no dungeons to be crawled, and combat encounters will be rare, quick, and, in most cases, horrifyingly lethal. Help us craft a story you want to be a part of.
Tone: We're going to be poking around with scary things that most definitely go bump in the night. However, brevity has a place in all things, and is welcomed here. That being said we're aiming for more of an X-Files/Twilight Zone feel, and not Scooby Doo.
Inspiration: The themes and style of the game are based loosely around The Magnus Archives. There will be no actual occurrences in relation to characters or events in the Magnus Archives, and no prior knowledge of its narrative will be required.- World of Darkness
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Age of Worms 5e
In a sullen mining town called Diamond Lake, cultists beholden to the Way of the Ebon Triad walk widdershins around an ancient pool, chanting time-lost rituals to summon a tripartite god. Three days to the south, where the hills meet the fetid shores of a great swamp, a tribe of lizardfolk gathers to raid a human fortress, whipped into frenzy by a zealous black dragon. The hills crawl with undead creatures infested with wriggling green worms. Hulking abominations in the distant Rift Canyon undulate with paroxysms of near-forgotten obedience to a long-absent lord. They sense with excitement the impending return of their wicked sovereign. Kyuss stirs in his prison outside reality.
The Age of Worms is at hand.
Can you and your fellow adventurers stop the Age of Worms from happening?
Travel to a ghost-haunted jungle city, a bloodsoaked gladiatorial arena, and a tyrannical bandit kingdom. In a metropolis of wizards and thieves you’ll square off against a mad mind flayer and his doppelganger thralls. Other villains follow—enraged giants, hideous ulgurstasas, the inscrutable avolakias, and of course dragons (sometimes more than one at the same time).
In the end, the characters will have averted a major disaster, and you the player will have memories that you will cherish forever.
Yet as with most complex and brilliant plans, the future holds plenty of opportunities for disaster.
What will your future hold?
This now becomes your story....
Join us for this epic level 1 - 20 adventure.
Theme: High Fantasy Epic
Campaign World: Greyhawk
Starting Level: 1st“The joys of the rich man are nothing, as they who hang around with sinners, scoffing at the simple paths of righteousness. Their delights are a pittance compared to eternity, and their rewards shall be devoured by the wriggling powers of darkness. They seem as trees along a riverbank bearing luscious fruits, but I tell you: they are plagued from within by blind, consuming things that eat without mercy and leave nothing behind. Not a one of them will be safe on the day of final judgment, when the slithering darkness feasts upon them. We tread toward a red day, full of writing doom and a dread feast of bloated, ravenous hunger. Dark times is coming. Slithering times, when the clouds snuff the sky and the austerity of flesh is the path of salvation. Be ready, and prepare your body for the coming Age . . . an Age of Worms . . .” - Jierian Weirus, Priest of St. Cuthbert.
Welcome friends to Age of Worms. The Age of Worms Adventure Path (or simply Age of Worms) was the second Adventure Path for the Dungeons & Dragons role-playing game, published over twelve installments from July 2005 through June 2006 in Dungeon magazine. A campaign designed to take player characters from 1st to 20th level, Age of Worms was given an Honorable Mention in the "Best Adventure" category of the 2007 ENnie Awards.
Before we get into the details of the campaign, I would like to lay out my expectations.
- 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. Age of Worms is notorious for being a hard AP. 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.
- Unless I tell you otherwise...assume you can play with the 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 & Play Guidelines
Get the File by Clicking Here
Age of Worms Player's Guide
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.Application Deadline: February 9th, 2024 midnight (US Central Standard Time)
Post Requirements: Minimum posting rate of two to three times per week.
Party Size: Looking for 4-6 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