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Of Oaths and Vows
Takhisis the Dragon Queen has returned to the world of Krynn. Across the land, her armies of fanatical draconians wage a brutal war of conquest. As the Dragon Armies march on the unprepared nation of Solamnia, only a disgraced order of knights and feared mages stand in their way. But the Dragon Armies want more than just to crush their foes. An ancient evil in the Dragon Queen's service seeks a magical weapon that could allow Takhisis to dominate Krynn forever.
- D&D 5e
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Curse of the Crimson Throne
Welcome to Korvosa, a city that pulses with the echoes of ancient conflicts, its streets a living testament to the weight of destiny. Perched on the edge of a wild frontier, this city has withstood the tempests of history, its foundations forged in the crucible of fire and blood. It stands as a beacon of civilization in a realm of chaos, a place where the past and the present intertwine in a dance of intrigue and adventure.
Today, Korvosa stands starkly divided, a city of stark contrasts and glaring contradictions. In the affluent wards, ostentatious displays of wealth and power reign supreme, while in the crowded streets of Old Korvosa, poverty and desperation lurk in the shadows. The vast gulf between the haves and the have-nots, a chasm of inequality, colors every aspect of city life, shaping its culture, politics, and soul.
But amidst the turmoil and uncertainty, there is a beacon of hope. A band of heroes, their hearts filled with courage and determination, gather to confront a familiar foe and save the city from ruin. With strange magic and prophetic visions guiding their path, they embark on a journey that tests their courage, strength, and resolve.
In the face of anarchy and chaos, the fate of Korvosa teeters on a knife's edge. Will the rule of a new monarch bring about a new age of glory, or will it unleash a reign of terror and despair? The city stands on the precipice of disaster, waiting with bated breath for heroes to rise and legends to be born, the outcome uncertain and full of anticipation.
- Pathfinder 1e
- closes April 30
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- D&D 5e
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The Dead City of Nortonia
A Pathfinder 1e game of stealth and might, brains and brawn.
- Pathfinder 1e
- closes April 29
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Realms and Rulers
Run a small state within a medieval empire while befriending or contending with fellow vassal. A rules-light collaborative game of war, diplomacy, and intrigue.
Disclaimer:
While I will act as a moderator, there will be no fixed GM. I am looking for this to be a highly collaborative game with players who are willing to contribute and go with the flow. Be aware that the rules are minimalist and not locked in stone at the present, and no setting work has been done.
- Homebrew
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Ronin
This is a relaunch of a game from ogMW. The game kinda lost steam during transfer, so only a single original player remains. The original recruitment thread is here: https://og.myth-weavers.com/showthread.php?t=542416
I'm not going to start over, I'm going to start anew. So in the original setup, you were soldiers returning from a bad defeat by Lumia, a break-away province in the Empire of Tûul-Abban. That's no longer the case. Instead, you'll be starting as indentured workers - more precisely oarsmen on an underground riverboat operated by a motley crew of dwarves, a goblin and an orc. The game will start with the encounter that frees you, so don't worry about that. You'll have no possessions except the ragged shirt on your back, but again - the first encounter will include loot with which you can equip yourselves.
Important info: This game is open world, and it is plotless.
I mean that in the most literal sense: You can go, and do, whatever you like. Things will happen around you, but there isn't any type of plot, no end goal, no BBEG. You can chose to fight for the Empire (which is frankly sorta morally deficient), join Lumia, or chose to travel the world, build a business. That means you need some personal initiative. I'll be more than happy to work with any ideas you have - but you do need to work together as a group. Conflicting goals or whatever will need to be hashed out. Or agreed upon, or something.
One caveat: Acts of evil are allowed, but will attract unwanted attention. Evil acts within the party are entirely untolerated. So no pvp.
How to character:
Characters in this game use standard array. You'll be starting at level 4.
Generally speaking, I only GM what I own, but I own only the PHB - so feel free to make suggestions. If I cannot look it up somewhere, however, it's a no-go. Also definitely no dragonborn, and no gloom stalkers. I'm afraid harengon are also going to have a hard go at it. They just don't fit in the setting.
You'll be starting as slaves. You will, however, find gear in the very first encounter, which is the opening of this game. If you need some particular bit of gear to be part of that loot, let me know. It's a pain to make a sword and board fighter only to find no shield got supplied. Or similar.
This game does not have a gold-to-power mechanic. You cannot buy magic items. Or, there are brokerages, but you cannot walk into the Ye Olden Magic Shoppe brand store, and walk out 10 minutes later with a suit of leather armor +1 and a dagger of poison.
For that reason, it makes sense to have some other idea what you want gold for.
Finally, I'll say this again: This game is open world. You can go anywhere, and do anything. It also has no plot, although it may feel as if a kinda plot unfolds before you where ever you go. But it means that you need to take initiative. If I present npc's like Sgt. Bromm or Prince Ashteen, you can work with either or none. It doesn't matter to me, but if you chose to work for Prince Ashteen, the job Sgt. Bromm had doesn't get done, or get's done by others. I ... try to make the world live.
Someone asked a clever question, and get's +1 Inspiration:
Hitpoints: Max for level 1, average +0,5 - that is to say, 4 on a d6, 5 on a d8, 6 on a d10, right? - for all subsequent levels.
Obviously, this is just so I can hit you harder =)
Why are you a slave?
Well, I leave that entirely to you. The Empire in which you live have numerous ways to wind up in slavery. No one is born a slave, however, and by law, no slavery is indefinite. So there is debt slavery, where you become a slave for a set period in exchange for having your debt paid. There is slavery as a sentence for certain crimes. And there is self-slavery, where you sell yourself into slavery, typically to pay for your family's well-being, or little Timmy's college education.
You decide why you are a slave, what you were before, and what you want to do when free - just moments from now, although your character doesn't know that.
Whatever the reason, you are an oarsman on an underdark river barge. It's manned mostly by dwarves, but operated by a goblin and an orc. They are, btw, Pashgir the captain, and Krgh'âahn the first mate. There is also a begoggled gnome, who hasn't been introduced.
The Empire, and Lumia:
Much of the known world is part of The Empire of Tûul-Abban. The Empire has been around for a long time, more than a thousand years, and is relatively benign. It does however allow for slavery, as you may have noticed. It also makes use of Deadmen - contract undead who serve in the military after the cessation of their bodily life functions.
The Empire has a state religion - The Nine - which is a rather strange religion, in that the gods are secret, there are few if any clerics (this is actually unknown), and the various cathedrals are empty, basically all the time. Two annual holidays are the exception to this, when it is mandatory for everyone to visit the cathedrals, say a short prayer, and leave a small sacrifice.
The Tûul-Abban heartland is a 'promised land' highland plateau, protected by tall mountains and narrow passes, which is a huge, mild-climate grassland with plenty of rain - unlike the surrounding countries which are mostly hot and dry.
The former Province of Lumia:
Lumia was the fourth region to be conquered by the Empire. It has been part of the Empire for over 800 years. Recently (6 years ago), in a sudden and unexpected coup, a well organized liberation force kicked out the Imperial officials, soldiers and so on, and declared independence. A large Imperial force was gathered and dispatched to bring it back in the fold. They failed rather miserably, and were sent back home with their tails between their legs, shattered pride and broken ego's.
Lumia is a theocracy, but with democratic undertones. In other words, the leader of the rebellion, Leora, has now been sainted and made queen. She does however have a freely elected council to advise her.
Ghazzad:
Where the original game started, and below which you are. Ghazzad is a large port city in the Province of Arcaeon. While it isn't any of those places, it has similarities with Ankh-Morpork, Mos Eisley and Lankhmar. It is a city of opportunity, but also of misery and poverty.
The Empire of the Shoals and the Depths:
Sahuagin control the oceans. They are quite, quite numerous - like fish in the sea, one might say - and ... difficult. Negotiations are ongoing, and treaties are in place, but the Sahuagin are so powerful on their own turf that it's challenging to make them feel any real obligation towards words on a page they signed off on.
Recently, there was a festival in Ghazzad, during which the Empress visited the city to meet with Prince Ashteen. This is something that happened, and not to be mistaken for a plot =)
- D&D 5e
- closes January 31
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Salvaging Calixis
It is 009.M42.
Things are not going well for the Imperium.
It has been discovered by the High Lords of Terra, thanks to ancient data-vaults deep within the Imperial Palace itself, that there are assets that are required for the Imperium to continue located in what was once the Calixis Sector, as well as the Koronus Expanse and the Jericho Reach. The only way to access any of those regions is through the screaming heresy, horror, and Chaos of war that devoured the Calixis Sector a little under a century before.
You are the first veteran Inquisitorial troubleshooters available to the High Lords of Terra. You were gathered by the Inquisition Special Missions Ship Door to Abundant Joy (better known--to those relatively few that are cleared for the information--as the Joy Door) and delivered straight to Holy Terra. You got to know the other Throne Agents and Inquisitors aboard, as well as the carefully-selected Imperial Guardsmen that were also commandeered in the year-long trip.
You now all find yourselves seated in a conference room deep within the Imperial Palace on Holy Terra, awaiting something...
The Party, through some very successful misadventures, is now in 817.M41, is now (mostly) accepted by the Calixian Conclave and free (so far) to go about their official mission of collecting relics as well as their personal side missions as they can fit them in.
There has now been a Temporal Offset Displacement Wave...in other words, someone else altered the past--for the better--and now The Party has to adjust to a significantly changed Imperium and personal circumstances.
- Dark Heresy
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1+1 Page Dungeon: Forest of the Dragon's Eternal Call
Player Count: Four to Six
Style of Play: Adventure, with exploration and combat, not many puzzles
Character Creation: Make a character thread, complete with a character sheet!
Backstory: Long enough to cover the important bits, short enough to keep me interested.
Experience: 5th-level
Wealth: Standard WBL (no crafting allowed)
Ability Scores: Roll seven 4d6s, drop lowest or 20-point buy.
Hitpoints/Health: Max at 1st-level, and a choice to roll or take half at subsequent levels (no backsies)
Other Notes:- I'm taking a one-page adventure from Tyler Monahan's 'One-Page Adventures' and combining it with yet another one-page adventure. Simple, easy, fun! Players will face a series of skill challenges and events on their way to the adventure's site(s), whose failure and successes will affect the final confrontations! The adventures are, admittedly, linear but can be solved in multiple ways (stealth, social or strength-of-arms!).
- Mapping is done on roll20 and roleplay/dice rolls will be done on Myth-Weavers.
- Pathfinder 1e
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Star ORE
I was going to do a fancy faux title crawl, but that would undermine the way I'm planning to run this game. So, dry, out-of-character introduction it is.
Hello, all. This is a game using StarORE, a microgame using the One Roll Engine, set in the Star Wars universe.
Haven't heard of it? Reasonable. It's old, and also tiny — at a mere 14 pages. I did say microgame. But it is also free, and you can check out its PDF o'er here.
So what is this, then? Well, obviously, I am running a game of StarORE. It will be play-by-post, and hosted entirely on Myth Weavers.
The game is set in-between the fall of the Old Republic and the start of the first movie, a time of tumult, tyranny, and also bold, go-getting heroism. The specifics of time, place, and story will be determined by what you, my prospective players, are interested in. A story of jedi apprentices dodging the Empire's extermination squads? Stormtroopers shaking off their conditioning to break free of the Empire and make their own path in life? A smuggler crew making ends meet at the edge of known space? It's all possible.
I'm hoping for a group of between 3 and 5 players, and aim to retain a steady posting rate. At least a couple posts per week, more (but smaller) when we're in combat.
When making your character (which you can do over here) I want you to pitch me who you want to play and what story you want them to be a part of. Is your idea only a slice of a wider story, or worthy of the main plot? Would you rather ride along on someone else's adventure? Regardless, that will just be the seed. I'm sure once we get going all kinds of craziness will happen.
If you have questions, you can ask them over here.
This'll be my first time running a game on the new site. Apologies if I do not know how everything works, I'm doing my best.
- Miscellaneous
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Waking Dreams and Sleeping Reality (OGMW Port)
This will be an asynchronous Mage: The Awakening game (1e) set in a modern day New York. By asynchronous I mean that there is no specific expectation that the PCs will be a cabal or working together. Each character will be experiencing their own story that may or may not cross paths with any or all of the other PCs. New York is a city that is constantly in motion, and this game will be as well. There are likely going to be events that all of the PCs will need to react too, but they will not necessarily be directly involved in the specific actions around that event.
Some characters will be mundane and just being Awoken to the truth of the world. Some may be young mages aware of their power, and looking to establish a foothold. Some may even be established powerhouses or significant figures within the various orders within the city. Each will be pursuing their own Path to Truth.- Mage
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Cyberpunk Red
While the dissolution of Corporate structures would have been ideal after the 4th Corpo war, the world governments and non-governmental organizations were caught in a position where they were unable to function without the critical infrastructure that the corporations had developed and controlled over the last half century. While much of this infrastructure had been devastated by significant corporate military action, these corporations and their funding were fundamental to the rebuilding. Because of the role that President Kress and the NUSA government played in abandoning Night City during the first half of the century, the politicians in the city declared independence, throwing their lot in with Arasaka & the multitude of other corps that the NUSA (and therefore Militech) had blamed for the nuclear bomb that had been set off, which killed millions, and displaced millions more. With such uncertainty looming, the world and its players see opportunities; Fixers all around night city fight tooth and nail for contracts with desperate corps and other denizens of Night City willing to pay anything to get what they want.
Mercs Wanted!
Listen up Night City, this is a broadcast to any of you Solos, Culture-Vultures, Deckheads, Joytoys and any other gonks with downtime looking to make an eddy, if you got a skill, I want it. I got contracts to close and you need the jack, so throw down your line and get out there on the streets.
Hey Chooms, I've planned this game out to be pretty open to players, kind of a pick up game for people, it's initially going to start off as multiple one shots, and hopefully according to player interaction and decisions, develop the world around the choices made. I'm looking for around 12 players that will be running missions in groups of 4 meaning that people can do different games depending on if their characters are able to at that time, but it could expand into more in the future.
- Cyberpunk
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- Vampire: The Masquerade 20th Anniversary (4e)
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Frontier Bound
The Milky Way after SECCOM is a dangerous place, as ThirdCom tries to reestablish ties to lost colonies. Out on the frontiers, rebels, pirates, and corporations constantly battle it out while the Union tries to bring peace and prosperity back to their far-flung descendants. To accomplish this several Union organizations banded together to create a special paramilitary Lancer unit: The Peregrine Syndicate. Operating completely autonomously to give them the tactical flexibility of a pirate squad, but dedicated to bringing peace and safety back to the frontier states, the Peregrine Syndicate (or PERSYN) sends its Syndis out on dangerous missions to combat pirates, fight back corporate control, and bring colonies back into the fold.
You are the first PERSYN unit ever created. With narrow access to resources your job is to prove that PERSYN will work and can bring peace back to the Frontier. It's a daunting task but you were picked because you seemed to have the grit, the courage, and the dedication to do it. Can you prove the Union right?This is a hybrid PbP/Voice Chat Discord game made for the Lancer system, and a return to Gming for yours truly.
The above is the basic set up of the game. You are a member of PERSYN, the Peregrine Syndicate, a paramilitary organization founded by members of Union seeking to bring the prosperity promised by ThirdCom back to the lost frontier colonies. Your goal is fighting pirates, leashing out of control corporations, and reestablishing contact with lost worlds.
The downside is that PERSYN doesn't have very much official support just yet, but if you prove yourselves on the frontier by completing missions then hopefully that support will grow.
CLOSING DATE: The Ad will close on November 1st, 2023. On that day I will make final character and player selections. People not selected may be called on later to fill any positions lost over time, so don't throw out your characters!
Game Structure: THIS IS A HYBRID GAME. This means the game will not be played solely on the play-by-post forum, it will be played on Play-by-Post as well as over discord voice chat, and Roll20. As such, the abilities to use discord voice and Roll20 chat are a requirement.
- The Briefing, Preparation, Missions, and Debriefs will occur on voice chat. As Lancer has a complex combat system that relies on specific measurements, its easiest to handle missions in real-time. Discord will be used for voice chat, and Roll20 will be used to handle the battle mat.
- Downtime will be played on the Myth-Weavers forums. This allows for more free role-playing during downtime and the free-form/narrative portions of the game.
- In-Universe mission summaries, documents characters receive, and other paraphernalia will be posted on the Myth-Weavers forums. This gives us a convenient, central location to access everything, as well as a record for missions.
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There will be a mission every 2 weeks, on Fridays between 6 and 8pm MST. The specific Fridays will be selected once players are chosen. Scheduling conflicts happen, especially around holidays, so some flexibility will be required. However, in general I expect players to try and accommodate the 2 week rotations.
- This means any between-mission downtime MUST be completed in those two weeks! This is a very big, very important point. You must maintain at least enough posting regularity to complete your downtime before missions so that you have any reserves or upgrades prepared narratively by the next mission.
Application requirements:
Your character application should include all of the following:
Name: Your character's name.
Background: The background you've chosen or created for your character (custom backgrounds are allowed, within reason).
Biography: A brief, in-universe biography of your character, such as might be seen on a dossier in the PERSYN files. It should include a general description of your pilot, the name of the system and planet (or ship, or space station) your pilot is from, any living family members or close contacts, and why your character chose to join PERSYN.
Psychology: A brief psychological overview written in an in-universe style. This shouldn't be more than a paragraph long. It should not list myers-briggs personality types or specific mental illnesses. It should include descriptions of how you envision your pilot approaching high-stress situations, personality traits that may cause conflict or concern in the mission, and ways in which your character excels as a mech pilot.License Levels: Your initial license level is 0 until the game starts. As always, you start with a license for all General Massive Systems gear, and one license for the GMS-SP1-Everest frame.
Pilot Combat Stats: This will always be (until the game begins): HP 6, Size 1/2, Evasion 10, E-Defense 10, Speed 4
Triggers: The four +2 triggers from your Background.
Mech Skills: Your one +2 Mech Skill, or your two +1 Mech skills.
Talents: Your three Rank 1 talents.Mech Statblock: A name and a stat-block for your mech's basic load-out. This may change as the game progresses, but it gives me an idea what kind of combat role you'd like your mech to fill (at least initially).
Lines and Veils: A list of Lines and Veils for you as a player. This may be put in a private tag so only I and moderators can read it, if you aren't comfortable openly sharing (though I would encourage you to share them openly). If you do this, when the game is started I will anonymously list your Lines and Veils alongside everyone elses in the master list so that all players are aware of them.- A LINE is content that absolutely, under no circumstances, can come up in the game.
- A VEIL is content that might come up in the game, but will be handled "off-screen" or fade-to-black.
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When choosing Lines and Veils, keep in mind that a good deal of content already has to be veiled due to Myth-Weavers code of conduct (such as explicit sexual acts, hard drug use, torture, ultra-violence, etc.) That said, I would encourage you to list those things anyways if they are particularly sensitive for you, just so all of our players are on the same page.
- Lancer
- closes November 1
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Tyrant's Bloom
Premise/Setting: Every fifty years, in the treetops of the Florid Sepulcher, a titanic carnivorous flower born in blood, hope, and death blooms. It pushes its way up through the tangle and thrash, from a source deep in the Darkness-Under-Eaves. The legends that surround this bloom are myriad, but all agree that it will grant those who find it, and avoid being consumed by it, immense power.
Recently, a terrible rootquake shook all of the Florid Sepulcher as the mile-high treetops that its inhabitants call home rearranged themselves in the first sign of the Blooming: the Shudder. From all across the reach, and from far distant, hopeful explorers are gathering to claim the prize for themselves, their motives as varied as the legends surrounding their goal.
You are one of these explorers, come from either near or far to Verdurance, one of the central ports of the Florid Sepulcher. Before setting out to find and claim the Bloom, you need to find a crew—one that you can trust, won't leave you for dead on the rustling waves, or steal the Bloom all for themselves—and acquire a ship to take you across the Wildsea, that forest that engulfed and forever reshaped the world three hundred years ago in a single night.
As sailors set sail in their chainsaw-powered ships to search for the Bloom, you prepare to join them, risking life and limb to find a legend, for whatever reasons you may have...
System: The Wildsea RPG (free rules available here). No prior familiarity with the system required! The system is narrative-based and easy to learn.
Posting Frequency: Ideally, an average of 2 times per week. There will be at least 2 updates per week to keep things moving.
Length: As a GM, I find it difficult to run short games, so this will be a medium-to-long campaign. However, I am open to players dropping in and out as need be (within reason).
- Miscellaneous
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- Pathfinder 1e
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- Legend of the Five Rings 4e
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Shadows of the City
Shadows of the City
Shadows of the City is a three part adventure in the Dark Champions setting using the Hero System 6th edition "Champions Complete". Characters will be built on 300 points with up to 60 points of complications. Active Points: 50 - 60 with an average of 20 PD/ED Defenses.
This adventure is a 'street level' style adventure in the vein of the Netflix Marvel Series The Defenders (Daredevil, Powerman, Iron Fist, Jessica Jones and The Punisher, though the Punisher wasn't in Defenders). Let the big, powerful four color super heroes protect the world. You are protecting this city and its innocent citizens!
- Champions
- closes April 13
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The Sword of the Dales
Eager for an opportunity to become legendary adventures, your band has traveled to Shadowdale to answer a call for aid from Lhaeo, scribe to Elminster, the infamous sage of Shadowdale. Instructed to meet Lhaeo at the Old Skull Inn, whereupon additional information will be provided, you have chosen to rise to the call. Lhaeo has decided to entrust the future of Daggerdale to your band of adventurers--its fate, along with that of Randal Morn, lies in your hands.
The Sword of the Dales is an Advanced Dungeons & Dragons 2e module set in the Forgotten Realms. It is designed for three to six characters, and provides a very nice balance of social encounters and puzzles with a relatively low amount of combat. Your ability to communicate and work together will prove more valuable than your ability to whack a goblin with a sword.
As an established band of adventurers, the assumption is that you know one another at the start and have worked together before. I encourage you to perhaps collaborate and come up with a name for your band, maybe even choose a leader. In any case, your exploits would be well known to one another and to those around you. Certainly Lhaeo would have heard of your actions in the Dalelands. Please include a brief description of one such exploit when you create your characters that would be known to the group.
This is the first of a trilogy of adventures, I would very much like it if we continued on once this first adventure is complete! Please read below, and if you have any questions, please let me know! Thanks!
Posting Rate: I post from work during the week, but realize that not everyone has that luxury. For a game to succeed, it has to proceed at a reasonable rate. I will post most days, I expect characters to post at least 3-4 times per week to keep the game moving.
Starting Experience: 5,000 XP plus any applicable bonuses for prime requisites. The module is designed for characters of 1st through 4th level, this will start most characters around level 3 while also allowing some flexibility for multi-class or even dual class characters.
Attributes: Roll 4d6 dropping the lowest die, scores may be arranged to taste. If the result is completely unplayable (I trust your discretion), then you may scrap the scores and roll again.
Sources Allowed: Player's Handbook, Tome of Magic, Forgotten Realms Adventures.
Starting Gear: Roll for initial character funds as usual. Multi-class characters use the most advantageous die range of their classes.
Show Spell Acquisition:
- Bards: Bards who reach 2nd level receive a spellbook with 1d4 spells (intelligence checks must be made to see if the bard can learn a given spell), additional spells must be acquired through play.
- Wizards: Wizards begin with a spellbook containing 3d4 1st level spells, two of which must be read magic and detect magic, which all wizards learn as part of their training. The remaining spells may be chosen by the player (intelligence checks must be made to see if the wizard can learn these additional spells). At each level beyond 1st, the wizard may choose a new spell for their spellbook (intelligence checks must be made to see if the wizard can learn these additional spells).
- Specialists: Specialists follow the same rules as wizards, except whenever a specialist reaches a new level, he automatically gains one spell of his school to add to his spellbook (no roll for learning the spell need be made). Note that specialists receive +15% when learning spells from their school and -15% when learning spells from other schools.
Show Optional Rules:
- Proficiencies: Rules for proficiencies are not in effect. If your character would possess a certain skill set, we can explore it through background and roleplay. Weapon specialization is available to single-class fighters only.
- Encumbrance: I'm not interested in tracking encumbrance, but rely on common sense.
- Initiative: Standard initiative procedure is in effect, I think it's particularly well suited to pbp. Players declare actions prior to initiative being rolled. Casting times for spells apply. For characters with multiple attacks, the standard rules apply.
- Hovering on Death's Door: While I hope it won't come into play, the rules for hovering on death's door are in effect. Not trying to kill you guys, trying to have a great time.
- Hit Points: Maximum hit points at first level, roll for any additional levels. This helps increase survivability a bit.
- AD&D 2e
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- Pathfinder 1e
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- Pathfinder 1e
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Wild Wild Wasteland 2
Rerecruiting for lost player. We have one slot to fill.
Fair warning, this is a Penchant game so you know what you're in for :D
This is a genre mashup of Wierd West, Dieselpunk and Aetherpunk. It takes place in a fantasy world of my own creation. This is not Tolkien fantasy in the least. No elves, dwarves, etc.
A team of Imperial Marshalls are charged with bringing Law to the lawless West. You will represent the long arm of the Empire. Adventures will be episodic and centered around bringing in warrants and killing monsters.
Discord is going to be used for Out of Character discussions.
Some players have already been selected. Open spots will go to open applications.
- Pathfinder 1e
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Fast Times at Fortuna High
Fast Times at Fortuna High will use the Kids on Brooms TTRPG system--a spinoff of Kids on Bikes--to tell a story about a group of inexperienced teachers faced with the sudden disappearance of the senior faculty of their magical school. It will be set in a world much like our own, albeit with a few key differences. For example, World Wrestling Entertainment went out of business in the mid-2000s, Disney scrapped its planned Star Wars sequel trilogy... oh, and superheroes exist. It's sharing a world with an ongoing MASKS game, and characters and events may sometimes cross over.
We're hoping to find a couple of players looking to become borderline obsessive about a group of young professionals who are in way over their heads and to tell a collaborative story where dice are rolled occasionally. Once we're rolling, the game's post rate will likely be fairly intense by PBP standards: potentially as high as a post per day or even more. (We're an enthusiastic bunch of weirdos.) I can't guarantee that sort of post rate, but it's been known to happen. If this sounds enticing instead of like a huge, obnoxious hassle to keep up with, here are the application instructions.
As far as tone and content: think Abbot Elementary, Cobra Kai, Brooklyn Nine-Nine, the Dresden Files, and the later Harry Potter books. We're aiming for an adult-oriented workplace comedy that occasionally dips into more serious fantasy drama. Cursing and adult subject matter are fine within the boundaries of MythWeaver's rules and what everyone's comfortable with.
We'll be primarily using Discord to communicate OOC.
If you have any questions, please feel welcome to DM me!- Miscellaneous
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StarFall
Starfall: Shattered Reality
Intro:
Welcome to the game, this is where the world of adventure and exploration awaits. Mysteries you might never get to see and some you might wish you never did. Curiosity killed the Tabaxi as they say. Our game begins in a town named Highmount. There are few nations who have some conflict that has led to the Occupation of Highmount by Emprin (a Powerful South-Western Empire). Thanks to this however, the economy of the town is Booming and trade, construction/expansion, and and security are all at an all-time high. Things seem great on the surface if it weren't for the strange number of armed soldiers patrolling every corner of every street in suits of almost Mechanical Heavy armor. No matter, Highmount has begun Celebrating with a Festival. It seems the festivities are coming to a close in the next few days. Though rumors are spreading that they might extend it for reasons unknown. Interestingly enough, A Dark Entity had been slain...The Nightmare. A being from the Astral Sea who found its way to this plane and began to not-so-secretly construct multiple bodies out of junk from a building site. This was kept under wraps and thankfully the town goes about its Merry Celebrations none the wiser. So... How shall you react to this news and who shall you shall you trust with it?
Our Current Story
Starfall: With the Town in enveloped in their Vice's, the Nightmare defeated and secrets currently being kept. A small mercenary Guild is the main focus of this attack, at least where you could find a lead. Rumor says a Dark Mage may have conjured this creature though, so rumor is sketchy.
- Money talks and nothing says more than the clinking sound and shining gleam of Platinum and Gold. There is a Massive reward for anyone thos who can uncover the one behind this. That is what was promised by the mayor Kondoc Kindizok
- While all may seem peaceful, there is still Tension between the townsfolk, Emprin Vanguard, and Giants of the Northern Wall City Numania who have agreed to an uneasy truce. Everyone has their little secrets; especially in a small town like this. Word gets around so a lid can't be kept on Secrets for too long.
"The Star returns...Darkness approaches, what will you do?"
- D&D 5e
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The Dragon's Demand II
BRIEF GAME DESCRIPTION (THE PITCH)
Hey, remember The Dragon's Demand? That was an old adventure that took players from 1st to 7th level as they faced off against a young green dragon and his minions, who had come to the small village of Belheim to demand an enormous tribute that the tiny town could never afford to pay. The PCs, having already proven themselves, take up arms and agree to find a way to kill the dragon. Anyways, one day I found myself sitting here and I thought, "You know, I'm a bit of a drama queen, what if a much more dangerous dragon made a much bigger demand of a much bigger City?" And thus the quest to write, design, one day complete "The Dragon's Demand II" was born. An adventure designed for four 3rd level gestalt characters that will take them up to a hard level cap of 7th.
In this story, the players take on the role of young and relatively novice Pathfinders who are attending their initiation rites to become full members of the Pathfinder's Society when disaster strikes. An incredibly powerful dragon-mage appears over Great Absalom and proceeds to unleash horrific chaos and destruction. With a magically altered voice that booms across the City, he makes his Demand... to surrender a treasure that the City will never willingly part with, a great power which cannot be given to a tyrant. As newly inducted Pathfinders, you join the expedition to find and slay the dragon! As the adventure progresses, you will lay claim to powerful relics and ancient weapons as you seek to gain any and all advantages on your dragon-slaying quest, while the many minions of the Dragon Tyrant harass and pursue you across the Inner Sea.
The PCs, newly inducted full members of the Pathfinder's Society, face themselves with a tough choice and an impossible challenge. Should they attempt to defend the divine star-stone in it's cathedral fortress, or should it be handed over to prevent the destruction of Great Absalom? Others call for the dragon's death, for a preemptive strike. But who can kill a dragon, let alone one who is planning on toying with a divine power? Yet how can anyone with a decent heart just leave the great elder city of civilization to the whims of a tyrant? Will you stand up for the people as a noble hero? Or perhaps your hungry eyes gleam at the prospect of taking the dragon's head and laying claim to the treasure horde he likely protects?
This and much more is left for you, the players, to decide. Just one thing.Clock's ticking.
CHARACTER CREATION AND GAME RULES
Number of PCs: Four. Five. No, four. Six? No, four! Dear Lord give me strength....
Hook and a Note on Backstory: You are Pathfinders who find yourself called upon to help protect and perhaps even avenge Great Absalom after a dragon attacks and threatens to destroy the City, lest we surrender the almighty Starstone to the dragon, from which the mortal species have produced no fewer than four newborn deities. There is no telling what this psychotic being might accomplish with the Starstone at hand, and so he must be stopped no matter the cost. Beyond this hook, there is no requirement for character hooks and a very open door in terms of what sorts of characters can appear in this game. Of course, you CAN include your own character hooks, elements of your backstory or personality that could easily generate a side quest or three down the road. I am open to that sort of thing. After all, the Pathfinders pride themselves in attracting an extremely diverse and wide-spread standing army of treasure-hungry adventurers, the likes of which just so happened to have saved the world on numerous occasions. Regardless of one's exact moral/ethical alignment, nearly anyone motivated by coin, knowledge, power or wander-lust can find a home within the Society.
Trading a small portion of one's autonomy for access to the Chronicles and the many experienced mentors within the Society? That's an easy bargain that many different types of folks could make.
But there is definitely no requirement that you are in fact some kind of hardcore disciple of the Pathfinders or some kind of expert in the history and heroes of the Society. Your relationship with the Society could be far more distant, or "merely professional". Hell, maybe the Pathfinders are nothing but a means to an end for you. Maybe that relationship changes over time. Maybe you come to add to that definition yourself, helping to shape what it means to be a Pathfinder. Or... pretty much whatever else you decide!
The only backstory requirement is that you explain the basic, 1st level adventure that led to you becoming a fully fledged lil' 3rd level gestalt character, include how that adventure/event impacted you emotionally and psychologically, and explain how it ultimately led you to be invited to join the Society in earnest! Where possible, you can also explain the impetus for acquiring some of the skills you possess, and your ambitions for your own future in that regard. This story and over-view of your characters past, present and hopeful future does not need to be a massive undertaking, as long as you are able to making a compelling pitch I do not need the fine granular details.
(in our version, Pathfinder status is bestowed in rites, ranks of initiation, the very first of which is actually an aspirant hoping to become a member, and not a proper rank itself. You have now just ascended from hopeful aspirant to ordained first-rite Pathfinder. This event is then, with the dark comedic timing of an evil god, capped off by a deadly dragon attack that annihilates the Pathfinder Lodge... with you standing just outside!)
Starting Level: 3rd, Gestalt
E7, Gestalt: This game will not progress beyond 7th level. Characters will transition to a model that rewards special powers, static bonuses and extra feats at key story moments instead. Players should choose two (and only two) classes as per gestalt rules.
Starting Gold: 1,500 GP, but no more than 300 GP on any one item. You must spend at least half of your gold.
Ability Scores: 25 Point Buy
Races: Anything 16RP or less should be fine. Happy with a fairly exotic combination, whatever happens, not forcing anything so if we end up with nothing but humans and elves, so be it. But I am certainly willing to look at some other options including an entire party most exotic and strange. I am hoping that the generous feat structure and the gestalt rules will encourage people to explore race and class combinations that are at least somewhat more inventive and uncommon than your most traditional fantasy party. Nothing too cheese please! Also, only small or medium sized creatures. Also to help celebrate the release of Baldr's Gate 3, this Dragonborn is available.
Classes & Sources: Fairly open sources as found on D20PFSRD. You may access sources such as the original Core and Base classes, the Gunslinger ("commonplace guns" rule) Dreamscarred Psionics, Path of War, Spheres of Might/Power/Etc., and Occult Adventures. That should give us PLENTY of space to create a band of characters with zero overlap and characters with niche specialty. You should not use more than one class from each source - so only one Occult class, only one Path of War class, only one Base class, only one Spheres class, etc. Initiating Archetypes for base/core classes can count as either base/core or Path of War for this purpose.
I just want to see some fairly non-traditional characters and have players take time to explore mechanics as story telling tools. This should give us the right mixture of versatile characters with a broad range of abilities to form a party for this game. Any combination of sources is permissible and I encourage you to consider a few different builds before proceeding. Again, I cannot stress this enough, with your classes, it is unusual, intriguing, flavourful, thematic combinations will be consider over gish-y "I can do everything" characters. That doesn't mean you HAVE to select two arcane spellcasting classes or two martial classes, but it does mean we're trying to avoid the "I can do everything and I need no one else" cliche and instead to focus in on "this character has one or two strong central themes". At the same time, please don't read this rule in an overly oppressive voice. The rule of cool applies here.
Multi-classing: Turned OFF for character creation. After that, we can chat. But also, probably no.
Feats: Gain four feats for becoming 1st level. You must meet all prerequisites. Gain two feats at every level after that. (two at 2nd, two at 3rd...) Please clearly denote which levels you are gaining these feats, keep everything orderly on your sheet, help me help you. We're going to use the original v1.0 Elephant In The Room feat tax rules found in the linked blog. Nice and simple.
Skills: Use the regular Pathfinder skill set with gestalt considerations. You gain the combined class skills of your two classes and the most skill points awarded by the best progression between your classes, with all normal rules otherwise applying.
Some info about the DM & Story Expectations: Been sitting around tables and happily roleplaying online for many, many years now. An old D&D 3.X junkie. Here is what I am all about. I'm interested in telling collaborative stories with interesting and sometimes bombastic characters, where the ultimate hero of the story is the entire party and everyone in it. I like players who can share the spotlight and understand that the glory will in fact be spread around in time. I really, really like players who feel a positive feeling when someone else on their team gets a cool piece of loot, or their character is celebrated for some distinct reason.
I like dark and gritty fantasy where people get murdered and where magic is sometimes terrifying and haunting. I like "realistic fiction" where death and destruction are still abnormal and meaningful. I like strong singular themes that help define a character in a straight forward manner, similar to Marvel heroes or Magic the Gathering's Planeswalkers. Obvious strengths, obvious weaknesses. If you're a wizard, you're a certain kind of wizard and the specific kind of wizard you are, the spells you know, are a direct reflection of your past and your personality. The two inform one another!I love a band of characters so diverse and unlike one another that they haphazardly blend and bend genres and themes, yet still find a way to work together, if not for the greater good then at LEAST for their shared and mutual self-interest. A properly motley crew, a five man band, we are almost aiming at Guardians of the Galaxy by way of Lord of the Rings. Ya feel me? Beyond this, I like characters who are honest about their personal motivations (at least on the character sheet) and who rarely claim to be the good guy, because white knights bore me and don't really exist. I mean, alright, clerics and paladins have rules they have to abide by... but... Feel free to live in the grey, IF YOU WANT, as long as you're the type who can figure out how to work with others so the story doesn't collapse like a dying star.
The overall shape of the Party should still say, "potential heroes". But anti-hero is definitely on the table.
A Mythical Journey: PCs are required to choose a mythic path from either the traditional paths or the spheres paths. You will not start the game with any of these abilities and the system will be HEAVILY modified for our story-telling purposes, but this will give me more of an idea of what kind of character you would desire and where the path to power might take you, as well as serving my purpose of asking for iconic, single-theme characters instead of gish-y all stars who don't need friends. You are The Archmage, The Genius, The Trickster. If you really want to make my day, you can get a little creative and thematic with it. You can even consider an alternative name or theme for this mythical path that lies before you. You can even stylize it differently, maybe a short phrase instead of a single word? Instead of "The Hierophant" maybe it's "I Walk A Path of Divine Burdens" and it takes on an eternal suffering servant type of vibe. Whatever you want to do.
But hopefully you can see the sort of creative liberties I am welcoming you to take across your whole character, as long as you do not modify the actual mechanical rules without my permission. But do not bother picking up mythic abilities or building your "what if" scenario mechanically because, as I said, the system will be modified, simplified and re-made for our game and our story.
Instead, accept the following definition for now: "Mythic power is like shoddy plot armour mixed with temporary creative liberty over the story, bestowed by a wide range of different supernatural sources". I can't stress enough that you won't be gaining access to these powers any time soon, and they mostly serve as a story-telling device.
Think of this like the Avengers, they're not any good at anything the others can do, or rather, the skill-set overlap is minimal. But when a significant challenges presents itself, they can all ramp up the effort and achieve extraordinary feats that are still tightly themed for each character. Thor can summon lightning and command the weather and he can ramp up those powers in spectacular ways. But he still can't handle a pistol or conduct a political assassination the way Black Widow can. I like that. We can achieve that, you can have a Technician/Gunslinger man of science teaming up with a Wizard/Occultist who calls upon the spirits of the dead to enrich his power. Some might argue that one is slightly more powerful than the other, but the truth is that both of them face constraints, the action economy still binds them both, they have clear and obvious weaknesses as well as domains of specialty that the others lack. Perfect!
Some other notes... Don't be afraid of some competition, may the best application win! Make a character you could truly see yourself enjoying, your own budding Avenger yet to be tested. Alignment Restrictions are mostly turned off, except in the case of say, Paladins and their oaths or Clerics and their articles of faith. But again, I am mostly just trying to emphasize the creative liberty aspect here, I want people to view mechanics and class ability choices as analogous to part of the story we're telling, and therefore I want you to understand that you can play around with the typical expectations or traditional lore of basically any classes in almost any way you can imagine in order to create what you want, and almost any theme, style or genre of character will be considered, as long as I can reasonably believe that they existed somewhere on Golarion. Some of the best characters I've seen are the ones that mostly dispense with the typical lore surrounding their chosen class(es) and instead focus on telling your own story with those mechanics as an aid, often while paying homage to the great archetypes of stories already told - man of the future, world-class criminal investigator, master thief, a fey-touched child witch, the noble royal spy, edgy teenager possessed by demons, mutant freak with nightmare-based psychic powers.
Sentient cleaning bot. The Big Guy With The Big Hammer. Super-man. Ya dig?- Pathfinder 1e