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- Worlds Without Number
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- D&D 5e
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At The Sign Of The Golden Gear
A Haunted Forest...
An Abandoned Manor...
A Mage Gone Missing...
A Desperate Steward...
An Implacable Foe...
A Menacing Friend...
What could it all mean???
*************
Come, Noble Adventurers, break your fast and rest from your travels at the famous Korova Inn (Also known as The Golden Gear), home of the refreshing, pale liquid known as Korova Cream, a drink that goes down easy and smooth, but makes it tough for you to get back up again.
A roaring fire, a fine meal, and an evening's light entertainment await you.
Join us!*************
<Dr Nick Voice>HI EVERYBODY!</Dr Nick Voice>
So, I've been away from MW for awhile now, due to a combination of burnout, personal issues, and (for the last couple months) BG3 eating my brain (as it's probably done to many of you ).
Ironically, it's the latter that's brought me back to MW. I was watching a liveplay with the VA's from BG3, and it got me so inspired, that my PbP motor just kicked into fifth gear with no warning...and here I am.
So, rather than do what I usually do, which is come up with something complicated, baroque, and stupidly over-powered, I've decided to go with something a bit more simple, accessible, and, most importantly, easy to get off the ground.
As such, I present to you "At The Sign Of The Golden Gear", based on an old (like, seriously OLD) D&D module. It's one I've run before (many years ago), both in TT as well as here on MW, but it's one that I never managed to get all the way through, in either instance. So, I'm hoping to change that.
Here's the basics: One group. Four players. Five (Gestalt) Levels. Spheres classes ONLY (or vanilla classes with Spheres archetypes).There will be a few (though only a few) other specific house rules, but those are my standard ones. I'm otherwise aiming to make this as uncomplicated as possible, so that I can get a game going, and hopefully get back into the swing of things in a relatively simple manner.
And, while this adventure will most definitely NOT be a "traditional" dungeon crawl, it will contain many similar elements (tricks, traps, puzzles, and a decent amount of combat) that the characters will need to be able to deal with. Keep this in mind when creating your character.
That said, I'm not expecting any single character to be able to handle every situation on their own. You will be part of a team, and once the final group is chosen, I'll allow folks to make tweaks to their characters, should they wish to.
So, if you're interested, come check out the forum, stop in at the Golden Gear for a Korova Kream (or your favorite adult beverage of choice), check out the Character Creation Rules, or even pose a question in the Creation Rules Q&A Thread (though please do read the Creation Rules in their entirety first...while I dont mind if multiple people ask the same question, since threads tend to get too long to conveniently search rather quickly, I do get...grouchy if the answer to your question is clearly marked in the Creation Rules).
Regardless, I look forward to seeing you there!- Pathfinder 1e
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Heroes of Altea
Legends are made in the city of Altea. Nestled on the coast, protected by mountain ranges, and considered unassailable by any force, past Kings and Queens of Altea have brought peace to the continent from the safety of the city, and from the palace at its centre.
You are all adventurers of some renown, and whether you reside in Altea on a day-to-day basis, were just passing through, or even were summoned from outside the city to respond to the request, you have been hired by a deep-pocketed merchant by the name of Erasmus Weltin to wipe out a gang of criminals who have made one of his properties their lair.
Little do you know that this seemingly insignificant contract will lead you into the centre of events that will change the city - and perhaps the kingdom - forever...
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Hello everybody, and welcome to a game with a slight twist: instead of travelling all across the world as is often the case in adventures, the PCs are going to spend almost the entire campaign within the city of Altea. In addition, there will be fairly lengthy IC gaps between 'episodes' (for lack of a better term); you will therefore need to make sure that your characters have a reason to stay in the city long-term. Having a couple of major NPCs that can show up periodically as the story unfolds would also be a bonus.
On a slightly more 'meta' note, this game is, essentially, me stitching together a bunch of modules and bits of APs (some from Paizo, some from other publishers) with a hopefully-cohesive plot and changing the encounters appropriately; if you work out what AP/module we're playing through, please don't spoil events for other people.
- Pathfinder 1e
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Mörk Borg - Our Darkest Days
MÖRK BORG is a game within the OSR--Old School Renaissance. It is a depressive, overbearing, manic, crazed thrashing against the End of the World. However, unlike most OSR games, this one is rules-light. MÖRK BORG also seems to not overly care about the idea of balance once gameplay begins. In this sense, it is much like Dungeon Crawl Classics, in the idea that balance comes from randomness.
Your Warning
This game will focus on dark themes and could be triggering for some folk. While they will stay within the boundaries of the site guidelines, and faded-to-black when necessary, they will not be shied away from. Embrace your demons, ride the darkness, and see where we end up.- Mörk Borg
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Adventurer's League Games
The D&D Adventurers League is an ongoing official campaign for Dungeons & Dragons. It uses the fifth edition Dungeons & Dragons rules, and features the Forgotten Realms setting and now Eberron. You can play D&D Adventurers League games literally anywhere. Players use the fifth edition rules to create a character and bring that character to games anywhere D&D Adventurers League play is happening.
- D&D 5e
- closes December 31
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Order and Chaos
libera me, Iomedae, de morte æterna,
in die illa tremenda (in die illa)
quando cœli movendi sunt (quando cœli movendi sunt) et terra
dum veneris iudicare sæculum per ignem.tremens factus sum ego, et timeo (et timeo),
dum discussio venerit, atque ventura ira.dies illa, dies iræ, calamitatis et miseriæ,
(dies illa) dies magna et amara valde.requiem æternam dona eis, Iomedae:
et lux perpetua luceat eis (luceat eis).libera me, Iomedae, de morte æterna,
in die illa tremenda (in die illa)
quando cœli movendi sunt (quando cœli movendi sunt) et terra
dum veneris iudicare sæculum per ignem.libera me, Iomedae, de morte æterna...
libera me, Iomedae...- Pathfinder 1e
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Rin’s Waterdeep: Dragon Heist
Waterdeep: Dragon Heist
Introduction
Welcome to Waterdeep, the Crown of the North, where a wondrous tale of urban adventure is about to unfold. Our story begins with the gathering of adventurers at the Yawning Portal Inn and Tavern. Volothamp Geddarm, the famous explorer and raconteur, has a quest for them—one that entangles the characters in a bitter conflict between two nefarious organizations. If the adventurers complete his quest, Volo rewards them handsomely. Yet a much greater prize lies hidden somewhere in the City of Splendors, waiting to be claimed. Waterdeep: Dragon Heist is a Dungeons & Dragons adventure designed for characters starting at 1st level. By the end of the story, the characters will be at least 5th level.
Story Overview
Waterdeep: Dragon Heist is a treasure hunt set against an urban backdrop. The adventure’s plot can be summarized as follows:
- Half a million gold coins are hidden somewhere in Waterdeep. Many individuals know about the cache and are looking for it. Adventurers can join the hunt and prevent the cache from falling into evil hands.
- The city is threatened by escalating tension between two power groups that is on the verge of flaring into violence. The Zhentarim, a shadowy network of mercenaries, and Xanathar, the beholder crime lord of Waterdeep, are at odds, and when they clash, the characters are pulled into the conflict.
In Waterdeep, a gold coin is called a dragon.When this campaign finishes, I plan to carry the 5th-level characters over into Dungeon of the Mad Mage, if the players would like to continue.
- D&D 5e
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Kindled Magic, transferring from OGMW
Rerecruiting!
Looking for one or two people to join Kindled Magic, the first of the Strength of Thousands series.
Group B would likely benefit from a healer of some kind.
Group A might have space for another character.
Pathfinder 2e. They are currently level 3.
Game Description
The Strength of Thousands Adventure Path begins as the player characters arrive at the Magaambya at the heart of the cosmopolitan city of Nantambu. This academy of magic will be the heroes’ home throughout their adventures. Although they must remain close to the Magaambya at first to learn their initial lessons, they will soon venture far from the campus and gain greater and greater responsibilities.
Prospective students come from all over the world to study at the Magaambya, so it’s unlikely that the heroes knew each other before arriving here—but they might! Incoming students are grouped together in a cohort to support and learn from each other throughout their education. The heroes constitute one of these cohorts, and are thus expected to spend much of their time together. A cohort works best when its members have a wide variety of specializations and interests. Rather than a typical “adventuring party,” the heroes of the Strength of Thousands Adventure Path are a cohort of diverse and dedicated students.
The Magaambya is focused on gathering knowledge and using it to become wardens of the world. The school’s overall alignment is neutral good. This doesn’t mean the heroes must be neutral good, but they’ll be part of this organization and will be undertaking missions that advance its interests, so evil heroes will find themselves to be a poor fit. Knowledge seekers come in all types, though, so characters of any alignment are permitted.
Classes
This campaign focuses on a magical school, but that doesn’t mean everyone has to play a spellcaster! Members of any class will have plenty of moments to shine in the Strength of Thousands Adventure Path. There will definitely be moments of danger where having a dedicated warrior, such as a fighter, monk, or swashbuckler, will prove vital. Rangers will have opportunities to shine when traveling through wilderness or exploring old ruins, and the keen eye for detail that a rogue or investigator can provide will be very useful.
Spellcasting for Everyone
Even though any class works well in the Strength of Thousands Adventure Path, a campaign where students attend a magic school wouldn’t seem very magical unless all the heroes can cast spells! Each character in this Adventure Path gains either the druid multiclass archetype or wizard multiclass archetype to reflect the primal and arcane teaching traditions of the school, respectively. Druids must select the wizard multiclass archetype and wizards must select the druid multiclass archetype, but characters of other classes can choose either. This choice is made at 2nd level, when you become an attendant of the school, so you have a little time to decide. You don’t need to meet the ability score prerequisite for your chosen archetype, but it’s a good idea to choose the druid archetype if your character’s Wisdom is higher than their Intelligence, and the wizard archetype if Intelligence is higher.
This multiclass archetype is a free archetype, as described in the Pathfinder Gamemastery Guide. Each character receives an extra class feat at 2nd level and every even-numbered level thereafter, but can only use these extra class feats on archetype feats for the multiclass archetype you chose. This free multiclass archetype doesn’t prevent you from picking up a different dedication feat; that is, you don’t need to take two feats from your chosen multiclass archetype before picking up another archetype’s dedication feat with your normal class feats, if you find an archetype that fits your character concept.
Of course, you don’t need to pick up another archetype if you don’t want to, but suitable archetypes for you to consider for your character include halcyon speaker, loremaster, Magaambyan attendant, and magic warrior.
Ancestries
The Magaambya has a startling variety of ancestries among its professors and within its student body, so there are no restrictions on character ancestries in the Strength of Thousands Adventure Path. The people of Nantambu and the Magaambya are predominantly Zenj humans, but most are worldly enough that they’ve seen, known, and worked alongside many other ancestries in the past. Lost Omens Mwangi Expanse provides information about new and existing ancestries that are more common in the region, but students at the Magaambya sometimes come from much further away. Even uncommon or rare ancestries, if permitted by your GM, are fine choices for this campaign. People at the Magaambya might be initially put off by truly weird-looking or inhuman ancestries, but they’re quick to judge people by their actions, not their looks.
Languages
The assumption of a common language is useful for any campaign, and the Strength of Thousands Adventure Path is no different. In this campaign, references to the “Common” language refer to Mwangi rather than Taldane. When you gain Common as a default starting language, consider it to be Mwangi. You can separately learn Taldane, but you won’t have a lot of use for it. Better languages to pick up include Draconic and Sylvan. People in Nantambu have a local language called Xanmba, which you might also learn.The heroes will perform best if their party contains a well-rounded selection of skills and feats. Arcana and Nature are the most important skills for success at scholastic endeavors at the Magaambya, as its focus is teaching arcane and primal traditions of magic. Religion and Occultism are also useful, as they touch on the other types of magic. Social skills such as Diplomacy, Deception, and Intimidation are useful because Magaambyans are expected to go out into the world to serve as emissaries and diplomats, and you’ll find there are a lot of conflicts that can resolved with calm words rather than swinging blades. The best Lore skills for this Adventure Path include Academia Lore, Magaambya Lore, and Nantambu Lore, but many other Lore skills might come into play. Good feats to consider include Arcane Sense, Automatic Knowledge, Canny Acumen, Quick Identification, and Recognize Spell.
Additionally, the academia rules presented in Pathfinder 169: Kindled Magic provide you with additional skills and feats based on your branch. With the skill training you’ll get from your free archetype and the academia rules, you’ll likely end up with a character who possesses a very wide range of skills—as befits a student of the world!
A Campaign Over Years
The Strength of Thousands Adventure Path is likely to span many in-game years. You might spend an entire academic semester of downtime in just a few minutes around the table, rolling checks to see what you learn, then moving ahead with the action several months later. Your academic career will last years for your character, but as a player you’ll be graduating before you know it!
Backgrounds
Heroes can select any background they choose for the Strength of Thousands Adventure Path. People come from all walks of life to join the Magaambya, after all. The Lost Omens World Guide has several suitable backgrounds for characters from the Mwangi Expanse, and if you choose the Magaambya Academic background, you’re already somewhat familiar with the school. Among the backgrounds presented in the Core Rulebook, the best choices are acolyte, emissary, herbalist, hermit, noble, or scholar.
Most prospective students come with a recommendation or sponsorship from someone who’s already affiliated with the Magaambya. You can simply decide what that is, or take one of the following new backgrounds to define the particular type of sponsorship your character has obtained. Each background also has a recommended branch, but you’re free to choose any branch you’d like.
Sponsored by Family
Sponsored by Teacher Ot
Sponsored by a Stranger
Sponsored by a Village
Unsponsored- Pathfinder 2e
- closes August 31
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Disney Verse Adventures
Greetings Friends Welcome to the Disney Verse, where all the stories of the Disney kingdoms have been gathered and compiled into one world of existence. The world itself is stable, and the kingdoms are at peace after dealing with their villains and other troublemaking things but like all stories just because one book finishes with a 'happy' ending doesn't mean that's the end. The kingdoms continue to exist and through various envoys and ambassadors, the various kingdoms trade knowledge and other resources with each other so that all flourish, and every so often a collaboration of kingdoms results in big projects, academies of magic and knowledge, military camps for training the next generation of heroes for combat and even guilds for people to learn and practice various professions but for all this to exist there has to be something else in existence and that is the villains and their land of darkness
One thing certain people of this world have discovered is that this world has a system of magic in play that even if someone 'dies' their existence doesn't end and they are for the most part revived. This includes the various villains and other troublemakers but instead of being allowed to roam the kingdoms they caused trouble in, the villains are 'banished' to their own kingdom, the land of darkness, a sort of land of villainy that exists to balance out the various kingdoms of light and good and for the most part that even that dark land is quiet. Sure anyone who visits there has to watch their back for a thug itching for a fight or a thief just practicing their pickpocket skills but those who live in that dark land have come to a consensus, It could be a lot worse. Here they have the freedom to exist how they choose not held back by morals or social rank but can live by their own will and strength and they can respect one another for their strength. Magic sustains the land and allows people to exist without too much hardship and peace is maintained because of respect for one another. However, despite these claims of peace, One can't be too careful when dealing with a villain.
You are a resident of this world and have a dream to make a name for yourself like some of the greats both hero and villain who have come before you but one must always heed this warning, What goes around comes around.~~~
- D&D 5e
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Secret Wars - Crisis
The powerful entity known as The Beyonder observes the entire multi-verse. Fascinated by the presence of superheroes on Earth and their potential, this entity chooses a group of both heroes and supervillains and teleports characters against their will to "Battleworld", a planet created by the Beyonder in a distant galaxy. This world has also been stocked with alien weapons and technology. The Beyonder then declares: "I am from beyond! Slay your enemies and all that you desire shall be yours! Nothing you dream of is impossible for me to accomplish!"
Shortly after this deceleration, the collection of Super Heroes and Super Villains are transported to "Battleworld" - where they begin their struggle.
The Battleworld is a patchwork planet that features several elements from various planets through out the Universe including parts of earth. The various Super Heroes and Super Villains soon find themselves in both familiar and unfamiliar regions.
This Battleworld is sure to prove to be as big a challenge as The Beyonders original command of "Slay your enemies".
Now on Battleworld, the Super Villains and Super Heroes prepare to battle it out.
- Marvel Super Heroes
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Sailors on the Starless Sea (completed)
Sailors on the Starless Sea is one of the game-defining modules of Dungeon Crawl Classics. It is a beginning adventure for non-classed, zero-level characters.
This game is completed. It ran from February 13th, 2023, to May 1st, 2023.
- Dungeon Crawl Classics
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Starfinder: Fly Free or Die
“‘Take it to the EJ.’ Yeah, it’s a cool slogan, I s’pose, if you’re one of them Pact Worlders who don’t know drek from drive grease. We call it ‘livin’ on the EJ’ out here in the lanes. Sometimes, that edge is at your throat, ya know, cuttin’ time to grab that bonus. Other times, it’s skirtin’ the EJ, doin’ what needs doin’ to get the job done, no worry for proper procedure. One thing is sure as death and taxes, though: the Company always has the edge. Always. See, they make the rules, and us proles gotta live by ’em if we wanna see that next payday.”
—Gar EnGilly, EJ Corp freighter engineer
A crew of scoundrels, rogues, and misfits finds it hard to survive in a galaxy where everyone has a price. Targeted by a crime boss and his army of enforcers, preyed upon by faceless mega-corporations, and hounded by rivals, the crew of the Free Trader Oliphaunt line up the big score that will at last make them rich beyond their wildest dreams. But when their many enemies join forces and the crew loses it all, they find out there's two things in the galaxy that can't be bought: freedom... and revenge.
- Starfinder
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One-Offs & Strange-Shots
While I do have multiple game tabs here, please refrain from commenting in the ones that are not currently playing. I will launch advertisements for each game separately.
Thank you for understanding. Pardon the dust.
Currently advertising for: None. Please check back later.
- Miscellaneous
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Claremont Academy
Claremont Academy is a four-color teen superhero game in the same vein as Teen Titans and X-Men Evolution. Expect a lot of fun, humor, and some teen angst along with classic superhero themes and tropes. We’ll break out of the box a bit, but be aware that most of the game will be fairly lighthearted.- Mutants & Masterminds 3e
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A leap of faith
Looking to recruit one to two PCs. The game is set on an island in the Eye of the Eye of Abendego, the eternal storm of Golarion. There is no way off the island that the shipwrecked PCs know of. They are currently between a rock and a hard place, given that there's nowhere to run to. They are guardians and protectors of civilians shipwrecked with them... the game's economic core.
PCs are now 4th level.
- Pathfinder 1e
- closes May 3
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Legacies of a Lost Era
This game of Pathfinder Second Edition takes place in a quiet corner of the world. It is an immersive game beginning in a small fishing town that lies in the shadow of fallen kingdoms. Ruins and remains litter the fields to the north. Dangerous things inhabit the vast forest to the south. West, along the river, lie trackways steadily falling into disrepair, threatened by bandits and worse things. Eastward, the countryside steadily marches past field and forest to meet the mountains, which form an impassable barrier to the experience of most in Sunrise. Beyond the mountain-wall lie lands where rumors and myth are just as "real" as the truth itself...at least, to the people in this one little town.
What exists outside the immediate area is yours to discover. The remnants of half-forgotten legends lie within dungeons, cairns, veiled woods, and stranger places. The opportunity for challenge and reward beyond measure awaits in the wilds. Danger also lurks in the monster-haunted ruins. Heroes must rise to face it.
Theme: Legacies of Magic
Rising from humble beginnings to become an epic adventure with the very balance of the world at stake, this story centers on legacy. Sunrise sits within the remnants of two ancient kingdoms that collapsed more than a thousand years ago. Life is quiet, but mysteries lie slumbering in the green hills and the haunted forests, awaiting the turning of the cycle to rise again. Your characters are part of that cycle, and unknown to them, bear the legacies of wars fought and lives lived an age or more ago.
Perhaps now is the time for one cycle to end and another to begin. In the shadow of what was lost an age ago, now the sunrise illuminates...
Legacies of a Lost Era
- Pathfinder 2e
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Rultmoork
AS ABOVE ...
... SO BELOW
Explore wasteland ruins and uncover mysterious clues to the past.
The adventurers investigate a solitary spire of stone in on the edges of the barren mountain
wastelands. According to legend, water once sprung forth from this spire,
blessing the land with life.
Now, the land is dry, the ancient site in ruins, and a wondrous waterclock
is stagnant. This stagnation infuses all beings, from the strange cultists on
the surface to the former elemental guardians.
It is up to the adventurers to defeat the ancient evils within Rultmoork,
restore the waterclock, and bring life back to the land.
CAMPAIGN FEATURES
- Playstyles for all player types such as roleplaying, ruin exploration, investigation, riddle and puzzle solving, extreme combat, and dungeon delving.
- Wasteland Archaeology: Explore ancient ruins, marvel at murals, decipher a lost language, and piece together clues (some of which are magic items!)
- Visions of the Past: Travel through time and become priests living 1,000 years in the past to conduct a roleplaying-rich murder investigation
- Brutal, unique monsters that require both brains & brawn to defeat.
- Three nightmarish bosses to challenge even the most experienced groups .
- Logical environments reward players for paying attention and engaging with the wonders of Rultmoork.
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New Language: Grekian! Riddles and clues appear in a runic language players must decipher using the lexeme amulet (via a handout wheel) or by devising their own cipher.
A WORD OF WARNING
Rultmoork is a challenging and deadly adventure intended for veteran players.
Only the truly skilled and fearless should dare venture into this place.
GAMEPLAY DETAILS
Theme: Complex Fantasy
Campaign World: Midgard (Kobold Press)
Starting Level: 5th
Ending Level: 10thWelcome friends to Rultmoork. I would like to lay out my expectations up front.
- Expect your actions to have consequences. Don't be stupid. Play smart. If I give you lots of hints that opening the box will unleash fiery death. Don't open the box and expect to live. Rultmoork is an incredibly challenging adventure designed for the veteran player. It will take all your wits to survive.
- I'm a storyteller, the rule of cool applies. If it's cool, cinematic and epic, screw the rules- I'll probably allow it. If this grates against your rules lawyer soul...we are not meant to play together. I also allow a lot of Kobold Press 3rd party material to give my players more options than what is allotted by the base 5e system.
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Unless I tell you otherwise... assume you can play with all the beautiful scenery to help craft the story. I expect each of you create interesting scenes, don't just walk into a room, roll the dice, and ask what you found. Tell me what you are saying, and doing, and what your ultimate goal is. If I need a dice roll, I will ask for one.
CHARACTER CREATION
Character Creation & Play Guidelines
Get the File by Clicking Here
Character Submissions: You will also need to start a thread in the applications area for your submission. If you have any questions about my rules for character building, any thoughts about character backgrounds, or to request that I review your character then you can do so by Clicking Here.5th Level Characters: Since this campaign starts at 5th level, each character will receive an additional 400 gold pieces on top of their starting equipment and can select one magic item from the list below:
- +1 weapon
- +1 shield
- +1 rod of the pact keeper
- +1 wand of the war mage
- +1 all-purpose tool (TCE)
- +1 amulet of the devout (TCE)
- +1 arcane grimoire (TCE)
- +1 bloodwell vial (TCE)
- +1 dragonhide belt (FTD)
- +1 moon sickle (TCE)
- +1 rhythm-maker
TECHNICAL STUFF
Application Deadline: April 20th, 2024 midnight (US Central Standard Time)
Post Requirements: Minimum posting rate of two to three times per week.
Party Size: Looking for 6 players.
Can I submit more than one character?
No. I'm going to go ahead and limit it to one character submission per person. That being said, feel free to change your character concept as much as you want between now and the close date!- D&D 5e
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The Hollow Lord: A Grim Hollow Campaign
Set in the dark, godless world of Etharis, the gods are dead–or worse–and magic has become the domain of madness and monsters. In the Baruch Empire, an eldritch abomination known as the Beast stirs, causing monsters and apparitions to haunt the dark and shadowy corners of the country. The empire’s soldiers and village guards are wholly unprepared to handle this threat. Without magic or the power of the divine to fight the Beast, the people turned to the occult to defend their way of life.
The Society of the Occult
Welcome! You are adventurers, seeking a Swords Company in good standing with the Society of the Occult; to be paid in coin and privilege to defend the Baruch Empire against the monsters and horrors that stalk the shadows. It is a dangerous life and magic, when it is available, is rare, expensive, and always ends in madness and fire. In short, the profession is hardly worth the trouble.
Most do the job out of desperation or because of a personal grievance against a monster. At least they will save their family the coin from buying a grave and paying the coroner. A few others of the richer folk help for sport and adventure; which is healthy for the crown. We need fewer noble mouths wasting food and spewing hot air anyway. Very rarely though, you will find heroes who smile as they grab the yoke of the world and steer it towards brighter shores. I wonder, what is your reason for joining this band of adventurers?
- D&D 5e
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Phntm888's Kingmaker 2E Campaign
This will be a campaign of the Kingmaker Adventure Path, as updated for Pathfinder 2nd Edition. We will be using some optional rules for Pathfinder 2nd Edition. Despite these optional rules, this campaign will be as new-to-PF2 friendly as it can be. I will happily provide help to those who ask, and feedback to everyone when I review your character. We will also make use of the following external tools:
- Roll20 (combat maps)
- Google Sheets/Docs/Drawings (Kingdom Building/Hexploration)
I may also create a Discord for this game, as well, for OOC chatter ability.
For posting expectations, I would like to see a two to three times a week posting rate. I have some table-specific rules, as well:
- Speak to each other with respect and kindness. We're all people, let's act like it.
- No PvP. While I don't immediately expect the group to work together perfectly, I do expect everyone's characters to not actively (or passively) combat or undermine each other.
- If you will be unable to post for a period of time, please do notify me. I will do the same during periods where I will likely be unable to do so.
The advertising period has been opened for two weeks, until January 26th. Once the advertising period closes, those who have already posted a submission will have one more week to finish up their characters, until February 2nd. I will make choices the following Monday, February 5th, at which point we'll iron out some last minute details between party members and hopefully get started the first week of February. This campaign will have six players total. One spot is already filled due to that person requesting this campaign be run, so I will be accepting five other submissions total.
- Pathfinder 2e
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- Vampire: The Masquerade 20th Anniversary (4e)
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Saga of Jarnheim
(Game is currently in progress. We have three active players. I'm looking to add 2-3 more players to round out the group for the next adventure. We currently have a Shifter/Barbarian, a Rogue and a Skald. I'd love to see 1-2 classic viking warriors added to the group, I'd also like to see a seer of some sort. Willing to consider other options as well that flesh out the group. Characters are currently 5th level, so build for that, all other character creation rules apply. Look forward to seeing what you come up with!)
Introduction
I’m using the Pathfinder core rules to tell the saga of Jarnheim. This will not be like a typical D&D fantasy campaign, the setting will be based off of a variety of cultural and literary influences and will resemble the Norse/Viking culture. My list of influences includes Norse Myths, Beowulf, the Nordic sagas, Robert E. Howard’s Conan stories, The Eaters of the Dead/ 13th Warrior, the art of Frank Frazetta, etc. If none of these ring a bell or strike your fancy then this game might not be for you.
The characters will embark on bloody, heroic adventures worthy of songs and tales battling giants and slaying wyrms. There will be plenty of action as befits the setting but the story will be no mere hack and slash dungeon crawl. The characters will be dynamic and real and the story will be living and breathing. I am striving for a mixture of grim and gritty combined with heroic.The SettingJarnheim is a harsh and bitter land of high mountains, dark forests and deep fjords where jarls brood in their mead halls and peasants huddle within their hovels. Humanity’s grasp on the land is tenuous and there are vast tracts of wilderness unclaimed or spoken for in name only, in truth ruled by the beasts and the winter. The people of Jarnheim are prideful and independent admiring strength, courage and steadfastness though not all live up to the ideals, of course.
The setting is low fantasy with magic being uncommon and viewed with awe and suspicion. Jarnheim is a cold and mountainous land that is similar in nature to our world’s Scandinavia but much larger in size. The hospitable lands on the fjords and coast are divided amongst various jarls who represent an ever shifting collection of bitter feuds and tentative alliances. There are other lands to the south across the sea peopled by a myriad of exotic, decadent and weak inhabitants who are ripe for raiding and plundering when the season is right and the weather is fair.ApplicationsI am looking for players who are inspired by the setting and theme, and who value character and story above rules and ‘winning.’ I want people who I can collaborate with following a shared vision, instead of feeling like I am constantly being poked and prodded for weaknesses and loop holes. Please find the "Applications" section in the game and follow the instructions there.
The DetailsNumber of Players:
3-6- Characters start at lvl 4
- 25 points for ability scores
- 4500gp starting gold (There will need to be over sight as to how this is spent. Not all items will be a part of this setting)
- 2 traits. (Please try to find traits that are fitting to your personality and background. If you are having trouble I can give some suggestions)
- Hitpoints take half+1 of your hit die.
- Use the special rules for Background Skills
Allowed classes:
Barbarian, Bard, Druid, Fighter, Ranger, Rogue, Witch, Skald, Oracle, Hunter, Slayer, Shifter, Shaman and Brawler. Only archetypes that fit the setting, please.
Allowed Races:
Human (some other races do exist such as elves and dwarves but are rare, reclusive and powerful thus they will be encountered as npc's.)
Allowed Weapons/Armor:
• Simple light: Dagger, spiked gauntlet, sickle
• Simple one handed: club, morningstar, shortspear
• Simple two handed melee: Longspear, Quarterstaff, spear, boar spear
• Simple ranged: Blowgun, javelin, sling
• Martial light: throwing axe, light hammer, Handaxe, light pick, sap, short sword
• Martial one handed: battle axe, flail, longsword, heavy pick, warhammer
• Martial Two handed: heavy flail, glaive, greataxe, great club, greatsword, halberd, Lucerne hammer, pick axe, scythe
• Martial ranged: Long bow, short bow (str. Bonus rules will apply to these bows instead of composite)
• Exotic: bastard sword, dwarven war axe,
• All core armor allowed except that plate type armors are rare and highly valued.
Posting Requirements:
Players will be required to post 3 to 5 times a week in non-combat situations. Combat moves to once a day until the scene is resolved.Will use Roll20 for mapping if needed. We have a discord. You will be expected to use both. Possibility of meeting on discord/roll20 to resolve combat more quickly if we can coordinate it.
- Pathfinder 1e
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Expedition to Undermountain
No one knows what lurks in the depths of the mad archmage’s halls . . . But you’re about to find out.
Day, night, I can no longer tell. Gargoyles carried off the wizard while we were roping our way down Belkram’s Fall. Evendur the paladin fell beneath the axe of a blood-maddened minotaur two rests later, then Ironhewer stumbled into a magical portal and vanished screaming. We dared not follow him. It is said that these halls hide treasure beyond imagining, but even if we found Halaster’s hoard in the next chamber, we are so hopelessly lost that I doubt I would live to spend a copper of it.
- - -Underdark beckons, friend. Dare you venture in?
If you do, step over the threshold and come make a first level character.
You might just live long enough to enjoy the spoils.
- D&D 3.5e
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- Star Trek Adventures