Garden Guardian

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43 posts. Alias of Dalton the Thirsty.




Hi all! My campaign's been running on these boards for a year as of the 13th of this month, and as is natural with Play by Post games, we have lost some players to attrition. I have three awesome party members - a cleric, a paladin, and a thief - but we could use some new blood. If you're interested, we'll put our heads together and find a way to bring you and the party together.

'Brief' synopsis of the story so far:
Our world is winding down. The Gods, they say, have turned their backs on us, dismissing us as a failed experiment. There's a new natural disaster every month, somewhere. Entire societies and cultures, stripped of almost all their creature comforts, have turned on one another in endless wars, both abroad and within their own borders. Magic, long the servant of all intelligent races, has bucked its collar in some regions and run amok. The resulting maelstrom of unstable energies left behind broad swaths of land that are completely uninhabitable by everyone except oozes and similar monsters.

A cadre of 25 wizards, clerics, and druids have put aside their differences in order to save the planet they all share. By putting their heads and resources together, they have managed to create a self-contained, orbital space platform that can only be accessed through a series of magical way-gates in various protected locations. This group of spellcasters have named themselves Gaia's Hand, and have dedicated years to the pursuit of returning your troubled world to the peace and prosperity it once enjoyed, independently of all world governments and powers.

The players in this campaign are working for Gaia's Hand as her agents, traveling through time to prevent the catastrophe of the future from afflicting their world.

Now, the players are in the far-flung future, a time of technology and desolation, centuries after the destruction of much of the planet's surface. One city remains as a bastion of civilization in a savage world - Terminus. Despite being a dystopian example of society, it's this timeline's last hope.

Bolus, Olivius, and Dambreth are trying to infiltrate a valley that belongs to an orc tribe, on intel that points to a nether-beacon there. They mean to blow it up, and save their crapsack world from destruction.

The game uses Dungeon World rules. Dungeon world has an SRD that you can flip through to get familiar with if you're not. I WELCOME PEOPLE WHO HAVE NEVER PLAYED DUNGEON WORLD - it's the simplest pen and paper RPG system I've come across yet, and very welcoming to new players.

Basic gist of it is that the DM doesn't roll anything - he merely tells the players what's going to happen and asks what they do. The players tell the DM what they want to do in response. If that action requires a roll, roll 2d6+the relevant stat.

Roll 2-6: You fail, mark an experience point and something bad happens according to the fiction of what's happening at the time.

Roll 7-9: You fundamentally succeed at what you're trying to do, but there's a complication of some sort - the DM tells you what.

Roll 10+: You succeed at your task!

And that's the basics of dungeon world. There's your basic classes you can find on the SRD I linked above, and there's also other available classes made by third parties, since DW is a system that is quite easy to hack and make modifications to.


OOC questions go here!


Chief Meatsnacks: "Gobbo Warleaders, REPORT IN!"


Hi everyone. I'm looking for a few players to represent the elite commandos of a Goblin warband. The Goblin Chief, Chief Meatsnacks, is ambitious and has tons of goblins to spare on suicide missions against Drow, kobolds, humans, elves, whatever! It's going to be real casual, no heavy plot or story, just for funsies! Like Borderlands, only you're the psychos. Also: FULL DISCLOSURE I WILL KILL YOU WITHOUT MERCY. Be prepared to roll up another character if you die. Don't worry though, it's really quick and easy with Dungeon World.

Dungeon world has an SRD that you can flip through to get familiar with if you're not. I WELCOME PEOPLE WHO HAVE NEVER PLAYED DUNGEON WORLD - it's the simplest pen and paper RPG system I've come across yet, and very welcoming to new players.

Basic gist of it is that the DM doesn't roll anything - he merely tells the players what's going to happen and asks what they do. The players tell the DM what they want to do in response. If that action requires a roll, roll 2d6+the relevant stat.

Roll 2-6: You fail, mark an experience point and something bad happens according to the fiction of what's happening at the time.

Roll 7-9: You fundamentally succeed at what you're trying to do, but there's a complication of some sort - the DM tells you what.

Roll 10+: You succeed at your task!

And that's the basics of dungeon world. There's your basic classes you can find on the SRD I linked above, and there's also other available classes made by third parties, since DW is a system that is quite easy to hack and make modifications to.

In addition to the base classes found in the SRD linked above (the Bard, Cleric, Druid, Paladin, Fighter, Thief, Wizard, and Ranger) there are also additional classes that have been released that I'm willing to use. Among them are:
The Barbarian, made by the original authors of Dungeon World,
and the Alternative Playbooks - Mage, Priest, Templar and Artificer. I humbly think that the Mage, Priest, and Templar in this PDF are superior to the Wizard, Cleric, and Paladin that they are similar to. More open-ended.

Character creation rules:

You're evil. You're a goblin, or hobgoblin. If you choose paladin, flavor it as an antipaladin. Ignore the racial moves on the character sheets, you get these racial moves instead:

Goblin racial move:
Roll 3d6 instead of 2d6 when you sneak. Choose the two highest dice as your result.

Hobgoblin racial move:
When you are reduced to 0 hit points, you may take a number of additional actions equal to your Constitution modifier, ignoring all pain, before your Last Breath roll. Take +1 to your Last Breath rolls.

If you choose a class that doesn't have Evil listed in its alignment options, let me know and I'll give you a houseruled one.


Hello everyone, I'm DM Frogfoot, and I run homebrew campaigns. Currently I'm actively DMing a campaign in the Dungeon World setting. Dungeon world has an SRD that you can flip through to get familiar with if you're not. I WELCOME PEOPLE WHO HAVE NEVER PLAYED DUNGEON WORLD - it's the simplest pen and paper RPG system I've come across yet, and very welcoming to new players.

Basic gist of it is that the DM doesn't roll anything - he merely tells the players what's going to happen and asks what they do. The players tell the DM what they want to do in response. If that action requires a roll, roll 2d6+the relevant stat.

Roll 2-6: You fail, mark an experience point and something bad happens according to the fiction of what's happening at the time.

Roll 7-9: You fundamentally succeed at what you're trying to do, but there's a complication of some sort - the DM tells you what.

Roll 10+: You succeed at your task!

And that's the basics of dungeon world. There's your basic classes you can find on the SRD I linked above, and there's also other available classes made by third parties, since DW is a system that is quite easy to hack and make modifications to.

Campaign Setting Description: A Stitch In Time Saves Everyone

Our world is winding down. The Gods, they say, have turned their backs on us, dismissing us as a failed experiment. There's a new natural disaster every month, somewhere. Entire societies and cultures, stripped of almost all their creature comforts, have turned on one another in endless wars, both abroad and within their own borders. Magic, long the servant of all intelligent races, has bucked its collar in some regions and run amok. The resulting maelstrom of unstable energies left behind broad swaths of land that are completely uninhabitable by everyone except oozes and similar monsters.

A cadre of 25 wizards, clerics, and druids have put aside their differences in order to save the planet they all share. By putting their heads and resources together, they have managed to create a self-contained, orbital space platform that can only be accessed through a series of magical way-gates in various protected locations. This group of spellcasters have named themselves Gaia's Hand, and have dedicated years to the pursuit of returning your troubled world to the peace and prosperity it once enjoyed, independently of all world governments and powers.

My party of players are Agents of the Hand of Gaia. Working with their arcane contacts in space, they seek to return to the past, to undo the future that is Aku they seek to travel around history to various points in time, to prevent the world from embracing entropy and summoning a horrific void beast from beyond the stars.

The Story So Far

Whew, how to summarize this...

Chapter 1: Party climbs the sacred mountain Haujobb, is granted an audience by a servant of Gaia, the earth spirit. Thanks to an intervention from Chronus, God of Time, who took pity on Gaia, the Hand of Gaia was sent back in time.

Chapter 2: Pre-history island of primitive natives. Friendships are made and broken, treachery is exposed, and the Hand of Gaia faces loss, but ultimately triumphs. They time travel to the future just as the volcano the island is formed from, Numaloyo, erupts and destroys the island.

We're now in Chapter 3, the far future. Magic has run amok, and entropic forces have transformed the once-verdant planet into a wasteland of chaotic energies. One city remains as a bastion of peace and civilization: Terminus City, the homeland of one of the newest party additions. One problem? The party members are wanted for a murder they didn't commit, by the same person who betrayed them on the prehistory island.

Now the party seeks the aid of Professor Hardworthy, currently under house arrest for defying the will of the Archaeology Guild. We're currently at a roster of 3 consistent posters and 1 NPC:

Sinathel, the druid, an elf with a deep and abiding connection to the animals and the elemental spirits,

Olivius, the thief, whose near-death experience in Chapter 1 rocked his character to his very core,

Bolus, the paladin, who joined the party when it was discovered that the scientist he was assigned to protect was a betrayer,

and Yala, a pearl diver from the prehistoric island who followed Olivius to serve the great Earth spirit (and because she thought he was amusing).


Hello all,

I DM 3 campaigns on these boards:

Shapeshifter Apocalypse
A Stitch in Time Saves Everyone
and The Tower of Light.

I like to keep my campaigns organized and put together on the same website, so I'm really reluctant to leave Paizo's excellent forum system even though none of my games are using Pathfinder rules. I find Pathfinder to be too "crunchy" for my tastes; I prefer to focus on the story and adventure rather than modifiers and obscure feats.

So this is just a clarion call in case anyone notices; I'm looking to be a player in a DW campaign, if anyone's playing one. Please hit me up. I love DMing, but I want to be a player too.


Gameplay thread! Post coming soon.


Discussion thread!

If any of you want to have prior association with one another in your backstories, discuss it here.


Hey everyone, I'm DM Frogfoot and I DM homebrew campaigns. I'm looking for a small group of players to start up a new campaign in Tarn, my world afflicted by a shapeshifter curse.

First, "crunchy" stuff. Fluff is coming in the next post.

Dungeon World is a very simple system that focuses on the narrative over remembering a bunch of skill modifiers. This link explains the basic gist of how the game works; I'm happy to field any questions as well. The basic idea is:

Roll 2d6+relevant stat (Dex if dodging, Strength if pushing, Cha if Diplomacizing) and if you get a 6 or less, you fail and gain 1 XP. If you get a 7-9, you partially succeed but the DM introduces a complication to your success or makes you make a hard choice. Roll 10 or above and you succeed!

The SRD linked above also explains how the different classes, like Fighter, Thief, Wizard and Cleric (among others) work. One class per party.

As an added twist, all players are shapeshifters. You can choose your favored shapeshifter animal during character creation. Each different type of were-animal gains benefits when shapeshifted that are unique to their form.

As a general note about me, I'm very laid-back when it comes to rules interpretation. My number 1 rule is the Rule of Cool - which is if it sounds awesome, I'm probably going to allow it, or at least find some other way to make it possible for you.


First


First


Hello everyone, I'm DM Frogfoot, and I run homebrew campaigns. Currently I'm actively DMing a campaign in the Dungeon World setting that I am having a ball with. It's called "A Stitch in Time Saves Everyone,". I'm starting up another campaign to play casually with some others on these boards, just for funsies!

Dungeon world has an SRD that you can flip through to get familiar with if you're not. I WELCOME PEOPLE WHO HAVE NEVER PLAYED DUNGEON WORLD - it's the simplest pen and paper RPG system I've come across yet, and very welcoming to new players.

Basic gist of it is that the DM doesn't roll anything - he merely tells the players what's going to happen and asks what they do. The players tell the DM what they want to do in response. If that action requires a roll, roll 2d6+the relevant stat.

Roll 2-6: You fail, mark an experience point and something bad happens according to the fiction of what's happening at the time.

Roll 7-9: You fundamentally succeed at what you're trying to do, but there's a complication of some sort - the DM tells you what.

Roll 10+: You succeed at your task!

And that's the basics of dungeon world. There's your basic classes you can find on the SRD I linked above, and there's also other available classes made by third parties, since DW is a system that is quite easy to hack and make modifications to.

In addition to the base classes found in the SRD linked above (the Bard, Cleric, Druid, Paladin, Fighter, Thief, Wizard, and Ranger) there are also additional classes that have been released that I'm willing to use. Among them are:
The Barbarian, made by the original authors of Dungeon World,
The Lore and Lords pack, which contains rules for the Monk, Shaman, Vampire, Trickster and Hunter classes,
and the Grim World pack, which contains rules for the Battlemaster, Channeler, Necromancer, Templar, Slayer, and Skirmisher.

Lots of classes available, let me know if you have any questions.

Now on to the actual story - The Tower of Light. I'll parse it into another post for easier reading.


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Hello everyone, I'm DM Frogfoot, and I run homebrew campaigns. Currently I'm actively DMing a campaign in the Dungeon World setting. Dungeon world has an SRD that you can flip through to get familiar with if you're not. I WELCOME PEOPLE WHO HAVE NEVER PLAYED DUNGEON WORLD - it's the simplest pen and paper RPG system I've come across yet, and very welcoming to new players.

Basic gist of it is that the DM doesn't roll anything - he merely tells the players what's going to happen and asks what they do. The players tell the DM what they want to do in response. If that action requires a roll, roll 2d6+the relevant stat.

Roll 2-6: You fail, mark an experience point and something bad happens according to the fiction of what's happening at the time.

Roll 7-9: You fundamentally succeed at what you're trying to do, but there's a complication of some sort - the DM tells you what.

Roll 10+: You succeed at your task!

And that's the basics of dungeon world. There's your basic classes you can find on the SRD I linked above, and there's also other available classes made by third parties, since DW is a system that is quite easy to hack and make modifications to.

Campaign Setting Description:

Our world is winding down. The Gods, they say, have turned their backs on us, dismissing us as a failed experiment. There's a new natural disaster every month, somewhere. Entire societies and cultures, stripped of almost all their creature comforts, have turned on one another in endless wars, both abroad and within their own borders. Magic, long the servant of all intelligent races, has bucked its collar in some regions and run amok. The resulting maelstrom of unstable energies left behind broad swaths of land that are completely uninhabitable by everyone except oozes and similar monsters.

A cadre of 25 wizards, clerics, and druids have put aside their differences in order to save the planet they all share. By putting their heads and resources together, they have managed to create a self-contained, orbital space platform that can only be accessed through a series of magical way-gates in various protected locations. This group of spellcasters have named themselves Gaia's Hand, and have dedicated years to the pursuit of returning your troubled world to the peace and prosperity it once enjoyed, independently of all world governments and powers.

My party of players are Agents of the Hand of Gaia. Working with their arcane contacts in space, they seek to return to the past, to undo the future that is Aku to prevent the world from embracing entropy and summoning a horrific void beast from beyond the stars.

The Story So Far:

The Agents of the Hand, Si-Yi the Irascible, Olivius Telraven, Hawke, Sinathel, Dambreth and his pet panther Scram have climbed the sacred mountain of Haujobb. Atop this holy peak, they were greeted by the spirit of the mountain, who took the form of an ethereal dwarf lord. With Haujobb's assistance and Gaia's blessing - plus a little meddling from Chronos, Lord of Time - the party was sent forward a decade from their current time, and witnessed the end of the world at the hands of a void beast from space the size of our moon. After bearing witness to their world's doom, they were given the opportunity to save it. But first, they must prevent certain events that have already happened from happening.

Now, they have been sent back thousands of years to an unknown time period early in Earth's history, to an island. The island is volcanic, and there was a dinghy on the beach they landed on. They've been following the set of footprints leading away from the boat, trying to get a handle on the situation. Well, they found him - and got themselves in a pickle at the same time.

This is where I was thinking you would come in. You would be an inhabitant of the island, a native of that ancient era, who joins the party for reasons that you may decide yourself. We have a Fighter, a Druid, a Ranger, a Thief and a Barbarian in the party currently - room for one more.

Note: since the setting (an ancient-era island) can be a little limiting on character creation ideas, I'd be more than happy to discuss applying an "ancient era paintjob" to an existing class. For example, it wouldn't make sense for a Wizard to be living in this ancient era, before they discovered writing - unless you reworked the Wizard to be less tied to the trappings of civilization. Just an example. I'm a DM who lives by the Rule of Cool - if it's cool, I'll allow it.


Dungeon World SRD

Hi all, I'm Frogfoot. I'm currently DMing a Dungeon World campaign on these boards, titled "A Stitch in Time Saves Everyone". I've been loving the system and its simple rules and emphasis on storytelling, but I have the itch to be a player too.

I know this is a long shot - these boards aren't even about Dungeon World - but if someone would be willing to DM a campaign for me, or let me join one that's running, you can be assured I'd be an active, interesting player who keeps you on your toes as only a former GM could.

I should note that I had only played DW once in a one-shot IRL campaign before starting up DMing one. DMing DW is really quite easy - the DM never has to roll any dice, monster and loot management is really intuitive, and you have lots of options to screw with your players in really fun ways.

Basically the way it works is this: it's a 2d6 based system rather than 1d20. You have the stats that all PnP RPGs have - Str/Dex/Con/Wis/Int/Cha - and they give you a -2 to +3 bonus on your 2d6 roll.

On a 10+ you succeed at whatever you set out to do, with few consequences - though on an attack roll for example, you can add extra damage at the cost of extra risk of retaliation from the DM.

On a 7-9 you get a partial success - you basically achieve what you set out to do, but there's a snag or complication that happens that is up to the GM's whim.

On a 6-, you earn an XP and fail whatever you set out to do.

Anyway, that's the system in a nutshell, everything is built around that and making tough choices in the fiction. Message me if you've got any questions.

In case you're curious about my DW campaign so far, you're welcome to read it here.


Discussion thread here - sorry for the wall of text in the gameplay thread ^_^;


Our world is winding down. The Gods, they say, have turned their backs on us, dismissing us as a failed experiment. There's a new natural disaster every month, somewhere. Entire societies and cultures, stripped of almost all their creature comforts, have turned on one another in endless wars, both abroad and within their own borders. Magic, long the servant of all intelligent races, has bucked its collar in some regions and run amok. The resulting maelstrom of unstable energies left behind broad swaths of land that are completely uninhabitable by everyone except oozes and similar monsters.

A cadre of 25 wizards, clerics, and druids have put aside their differences in order to save the planet they all share. By putting their heads and resources together, they have managed to create a self-contained, orbital space platform that can only be accessed through a series of magical way-gates in various protected locations. This group of spellcasters have named themselves Gaia's Hand, and have dedicated years to the pursuit of returning your troubled world to the peace and prosperity it once enjoyed, independently of all world governments and powers.

You are Agents of Gaia, recruited by Gaia's Hand for...field work. Altogether, you have been working as Agents for a little over a month.

You weren't recruited by accident or through a posting on a cork-board somewhere. No, your talents were known and recognized specifically by the Hand. Name one or more contacts within Gaia's Hand that you have past history with, and whom recruited you to the task. It can be a druid, wizard, or a cleric, but it's a powerful and experienced spellcaster regardless.

As Agents, you have been traveling for the past month to gather strange devices whose purposes are unknown to you. They include:

4 small metal tubes (0 weight) that almost resemble strange flutes without valves, only with the mouthpiece in the center of the rod and a button on the opposite end of the mouthpiece. Pressing the button allows you to breathe clean air through the mouthpiece.

4 cloaks (0 weight) fabled by the northern elves to never allow the wearer to grow cold.

And one Immovable Rod.

Immovable Rod; 0 weight:

A funny metal rod with a button on it. Press the button and the rod just sticks. It freezes in place—in midair, standing up or lying down. It can’t be moved. Pull it, push it, try as hard as you like, the rod stays. Maybe it can be destroyed, maybe it can’t. Push the button again and it’s free—take it along with you. Might be useful to have such a stubborn thing along.

Your struggles were significant, yet they pale before your next task. Grimly, the Hand has informed you that your final destination for your quest is atop Mount Haujobb, the Sacred Peak of the World. The monks who normally inhabit the monastery halfway up the mountain have been driven out or worse by unknown enemies, and it's one of the only ways to the peak.

The Hand has informed you that your quest has the best hope for success of any other avenue for restoring the world, but that you must travel into the past to do it. Mount Haujobb is where you must go to accomplish this. As you climb the sacred mountain you feel that there is great majesty and power to this place. If you ever look behind you as you climb, you see a vast jungle behind you - Haujobb is the highest and most regal of a long range of mountains that form a natural fence between the Darkened Jungles and the desert beyond.

On your journey up the slopes of the mountain, you have seen bodies of men wearing monks' robes lying broken and bloodied alongside the goat trail leading up. The bodies appear to have been severely disrespected and mistreated, with ragged smiles carved into their faces with dull-looking blades. The bodies also appear to have fallen a great distance, despite the lack of any trees or tall cliffs nearby. They appear to have been dead several days, and some have been partially eaten by local scavengers.

Continuing on your trek, your party has approached the conquered Haujobb Monastery. When you see the enormous structure it nearly takes your breath away - two tall, benevolent-looking statues of a men bearing simple staves flank an enormous door in the front of the monastery.

Focusing your gaze to the door itself, you see several monks standing around outside, apparently on sentry duty. Their movements are listless, and they look tired - but stranger still, they are bearing weapons. Heavy clubs, wicked-looking axes, and even bows are in the hands of the five monks you see standing guard. This is so strange because this sect of monks are peaceful, known far and wide as pacifists.

What do you do?


Discussion thread!

First topic: pre-campaign PC connections. Which of you knew each other before this moot, and how? I'm focusing especially on the relations between the two Witchwolf b@*@+es we have as well as the two Coldborn, but I'm interested to hear other PC connections as well, even inter-tribal.


Gameplay thread!

First we'll be getting official character introductions out of the way. We'll be doing this by giving the other players a window into your meeting with your tribal leaders.

Our Coldborn and Witchwolf party members can decide for themselves whether they spoke together, at the same time, or not, when they were summoned by their tribal leaders to give their opinions and thoughts regarding the upcoming moot.

First player to post is the first player to introduce themselves via this scene. :)


Hello everyone, my name is DM Frogfoot, and I've got the itch to start yet another online campaign. As you can see if you visit my profile, I'm an active member of these boards, currently DMing three games directly and participating in two more as a player. Because I am apparently a masochist and an addict, I want more, so I'm firing up another recruitment thread.

Like my two tiefling campaigns currently active, I intend for all players in this campaign to hail from the same race. Also similarly to the tiefling campaign, that race will be interesting enough to cover a broad spectrum of player ideas - this time, it's Skinwalkers. From the SRD:

"Skinwalkers resemble humans much of the time, but they possess the uncanny ability to transform into bestial humanoids who combine the most fearsome aspects of flesh and fur.

Outwardly human, skinwalkers are virtually indistinguishable from others of the ethnic group into which they are born. Those rare skinwalkers who have bred true for generations tend to have dark eyes, straight dark hair, and richly colored skin. Skinwalkers' features vary greatly when they shapechange. They gain a bestial visage evoking the creatures they emulate; the snout elongates, teeth become more prominent, claws emerge from fingertips, and skin toughens into hide. Despite their shapechanging abilities, they are not immune to infection from full lycanthropes."

Here's my idea for the adventure hook. The setting: The Riverlands of Varisia. I'm only using the barest canonical guidelines for the setting, though - primarily just the map and city and general political atmosphere. Beyond that, it's homebrewed.

Each different variety of skinwalker belongs to a tribe, large or small, of other members of the same half-lycanthropic family. You as players will be members in prominent positions within your respective skinwalker tribes.

These tribes are coming together for a great council of the tribes' leaders. The reason? To determine how best to counteract the threat of outsiders. For the past few years, settlements belonging to humans and other races have begun encroaching on lands formerly dominated by the skinwalker tribes. Different tribes have related differently to these invaders depending on their temperaments, but the results have been the same - the humans keep on coming, in their superior numbers. Thus, the convening of all the local tribes of all the different species of skinwalker has been called by Lord Temmeruk, of the werebear clan. You are all now traveling with your tribes to his home in the Sterval Plateau - unless you are a werebear, and you await the arrival of the other clans.

Your characters will have been lifelong members of whichever tribe you belong to, and have accomplished mighty deeds in the name of your tribe that have earned you great respect in the eyes of your peers. (Include whatever it was that you did in your backstory, possibly tying you to another PC, even another PC from another tribe.) Mechanically, this means you begin play at level 3. Thus, what advice you choose to give your chieftain will affect how your tribe will vote to act regarding the human situation. Will you promote a more measured, diplomatic approach, as some of the wererats have been suggesting? Or will you push for war, like some of the wereboars? Perhaps a mixture of the two strategies, or neither? The choice is up to you, and will affect the direction the campaign goes.

Basic mechanical character creation guidelines
Race: Skinwalker. Pick for yourself which animal you can shift into.
Point buy: 25
Disallowed classes: None - but they must make sense within the context of the tribe you belong to, and I reserve veto power on what class you choose. Ninja werebears - as cool as they sound - would not make sense. I'm going for thematic accuracy here, people. :)
Average starting gold for level 3 characters.
Fast track XP progression.
2 traits.
Post at least a sentence once a day. Preferably more. Let us know when you won't be able to for a few days. Don't drop off the face of the planet.

Let's hear your ideas, ladies and gentlemen.


Discussion thread! OOC comments, DM questions, rules debates, they all belong here.


Discussion thread! OOC comments, DM questions, rules debates, they all belong here.


Gameplay thread - more to come later today.


Gameplay thread - more to come later today


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I may be crazy for even considering doing this...but I have the time and interest, so AVANTE!

Hi, my name is DM Frogfoot. I do homebrew campaigns set in Golarion. I am currently fortunate enough to be employed at a job that gives me enough free time to regularly check these forums, and so...even though I am an active player in 3 PbP campaigns and DMing one PbP campaign on this board already, I am considering adding one more small thing.

I love when a group of players enters into a campaign with a network of interconnected backstories. I find that it enriches the roleplaying experience tremendously when that level of trust - or at least, prior knowledge - is there between PCs. One of the coolest ways of achieving this, in my eyes, is to have a party comprised of all the same race, coming from the same local community. We Be Goblins is a fantastic adventure path imo for that reason alone.

I'd like to set up a small, casual PbP campaign in which all the players involved are the same race and from the same community - or at least are a relatively known outsider. Here's the twist. I'm allowing my applicants to decide what race they will all be.

Ground rules:
25 point buy. I like more the direction of high fantasy adventures than gritty realism and E6-type gameplay - though I definitely have an appreciation for that as well. This campaign is going to be something I'm doing in addition to a few other things, so I'm going to be adding a lot of extra flash.

Starting level 4, average starting gold for that level.

Two traits, from different categories.

Posting requirement - at least once a day, even if it's a one-line post letting me know you're still active, just busy.

Banned races:
gillmen, they're pussies.
humans, bah, we're all humans already, let's pretend here.
Fetchlings, Vishkanya, and Wayangs - I don't know enough about them to make up a story about them on the fly.

That's it. No other race or class restrictions as long as it's not third-party - sorry, no psionics. I have nothing against them but I'm not familiar enough with their rules and I don't want to bother learning them right now. One special rule that I have: the more optimized your character is in combat, the more I expect you to roleplay in the right situations. I like creativity and flavor in my campaigns - no posts that consist solely of die rolls, please.

But yeah, I'll make up a homebrew story involving the characters of the people I accept. Include your suggestions for what race you think the party should be in your application post. Also, acknowledge my posting requirement please.

I'm also open to taking the direction of whatever story I decide to use in unusual directions. Want to play a party of scholarly halflings in a Lovecraftian horror setting (Ustalav)? Want to play tiefling missionaries preaching elemental worship in the fringes of Vigil? Duergar mercenaries in the deep underground? A group of ratfolk with aspirations of creating their own thieves guild? Let me hear your most creative ideas!


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Hello, I'm DM Frogfoot. My homebrew campaign set in Golarion, The Wastes of Belkzen, has had a few players drop off the face of the earth. It's a sad state of affairs, but not uncommon to play-by-post campaigns. Ordinarily I would want to just soldier on until they return, however, this time it's affecting their ability to move forward with the story.

SO! I am opening recruitment for two or possibly three more players to join our team of 4. You would be a deputy for the sheriff of Freedom Town, a haven for thieves and malcontents who fled the authority of the city of Vigil. The roster of our team:

Suny, a Sea Elf Fighter from the southern coasts, who wandered up the Flood Road to Freedom Town in search of adventure and joined the law on a whim. She fights with great skill in melee, and is extremely difficult to land a strike on - but outside of combat, you can not find anyone with a sweeter, more friendly disposition.

Arwen, an Aasimar Scion of Humanity urban barbarian, the only remaining deputy who was a local of Freedom Town before the campaign began, who switches weapons for different situations, fights selflessly for his fellow deputies, and favors a simple, direct solution to problems.

Caln, a human cleric of Pharasma who was guided to Freedom Town by prophetic dreams that told him of a great need there. He is still troubled by these dreams, which warn of a great calamity, and has been warned by a shadowy individual to trust no-one in Freedom Town.

and last but not least, Jethro, whose true race is a mystery even to him, but resembles a tallish gnome. His arcane art is a secret to most, and manifests as tattoos on his skin. He joined the sheriff's department as a way to have a steady job, being a drifter who wandered into Freedom Town. He usually fills the sarcastic deadpan humor role in social situations. ;)

So, read the list of players and decide for yourself what would be the best fit for the party, both roleplaying wise and combat wise. I try to keep an even mix of RP and combat in my sessions, giving equal time to both. I also try to make skill checks important and varied, with real consequences for failure. So keep that in mind too.

I have a posting requirement of one post per day. This requirement must be acknowledged in your application post, please. It's very important, as it helps keep the campaign flow going.

You're starting at level 2, with 1,000 gold. I'm pretty sure that's in-line with what the other deputies have in terms of wealth - players, correct me if I'm wrong there. Regardless, you'll be starting with the same amount of gold as they have had access to, whatever that is.

Two traits, of different types. No evil please.

All classes and races are allowed, just make sure it's explained properly in your backstory. Here is a list of known NPCs. Feel free to include them in your backstory if you choose to be a local or new in town.

Known NPCs:
Marshall Oswald, Ratfolk Gunslinger, Sheriff of Freedom Town

Lewis Faelorn: Lewis is not actually as old as he looks, merely defeated. He was a former soldier for Lastwall's armies, fighting orcs in the mountains to the southwest of here. When the orcs were sacking Ironhearth Foundry, Lewis was chastised for leaving his post to fight in the battle. He fought alongside the dwarves there, for he knew some of them and called them his friends. They all perished when Ironhearth was sacked by the Steel-Eaters. When he escaped, he bitterly returned to Vigil and made an impassioned attempt to "Get those scum-sucking vermin to answer for their crimes." He doesn't elaborate further on what it was he attempted to do, but he was exiled for it and has been drinking away his sorrows ever since.

Leonard Truffe: The tall man identifies himself as Leonard Truffe, and he walks around the countertop as he identifies what Suny is after. By the time she's finished paying, he's standing directly in front of her - looming at a height of almost seven feet. Arwen and Marco know as residents that Truffe's reputation as a gentle giant is well-deserved - any trouble that happens within Freedom Town's limits hardly ever touches his Inn.

Orsain: A traveling human merchant with connections in Vigil, he and his travelling companions were captured by the Gnarltusk tribe and rescued by the Freedom Town deputies.

Leora: a half-elf girl who was travelling with Orsain's merchant caravan when it was captured by the Gnarltusk tribe. Has a crush on Gryndar Grogslayer.

Melisa: a human woman whose son, Trent, was killed in the escape attempt from the Gnarltusk tribe.

Erwin: A human druid, operating for some unknown reason in the Hold of Belkzen region. With his animal companion Hierodotus he works to undermine the orcs in the area in their nefarious schemes. Has past connections with Oswald.

Also, you're about to be dropped into an ambush encounter once recruitment ends. So, yeah. Be ready for that.

The gameplay thread is here. After you apply, familiarize yourself with the events of the past few pages, because you're going to be retconned right into it.

Cheers folks! Have fun creating a deputy for me :)


The orc still lies bleeding out behind you in the dirt. Gryndar Grogslayer and Rikkak'ch stand over it with their arms crossed, looking as casual as if they were waiting for their scheduled carriage to arrive. Looking down at it, you find that you don't recognize the style of armor it wears, but before you're able to get a good look, the sound of the back door of the Tributory building draws your attention to Marshall Oswald expecting you to follow him.

The inside of the Tributory building is well-worn. There are gouges and slashes and impact craters on various places in the wooden walls, and more than a few burn marks. It's common knowledge (no check needed) that Freedom Town still survives today in part because of its willingness to bribe some of the surrounding orc tribes - this is where the leaders of the tribes meet with the appointed representative for Freedom Town. This is usually handled by Marshall Oswald himself, as there is no higher authority in town.

As you enter the building, you see a small, dirty-looking human youth slowly standing up from behind a weathered-looking desk and looking questioningly at the sheriff. With a contemptuous gesture, the sheriff signals that all is well, and the youth's expression hardened into a frown the moment he knew the coast was clear.

Oswald doesn't give the boy a second glance as he makes directly for the stairs, which are gated. He opens the gate with a key, and holds the door for whomever followed him in first.

At the top of the stairs is a wide-open room with a modest desk on the far side that is covered with poster paper. There are three rifles on a rack on the left-hand wall. On the far side of the room, a door opens out onto a sniper's perch that overlooks the main town square. There's a map of the Hold of Belkzen on the right-hand wall, above numerous pieces of paper that have been stuck to the wall by thrown daggers. A closer look reveals that the papers are missives imprinted with official-looking seals that bear ornate sigils.

Knowledge: Nobility DC 13:
The sigils are of the government of the city of Vigil.

When you first reply to this post, you will be expected to begin complying with my posting guidelines as of that post. Meaning post every day!


Here's your discussion thread - roleplay your introductions here!


Full Disclosure: I have never DM'd a Play by Post campaign. I have DM'd two campaigns in real life, and both campaigns lasted 10+ months with no replacement of players.

About Me: I'm graduated from college and in a job. The job takes up a lot of my time but there is going to be time available at my computer each day. I am currently participating in a PbP campaign on these forums as a player, in Duboris' Carrion Hill campaign. I have over 100 posts on that alias.

About the Campaign, and restrictions:

You will begin at level 1, using the average starting gold.

The campaign will begin in Freedom Town, a small settlement within the Hold of Belkzen that is a haven for the lawless, near the border of Lastwall. It is known that Freedom Town exists, but within Vigil, the capital of neighboring Lastwall, their lawless ways are viewed as a minor nuisance. After all, the orcs, bandits, and undead that infest the Hold of Belkzen will destroy them within a few years or so. The population of Freedom Town is largely made up of smugglers, former adventurers, exiles, criminals, and any free-spirited individuals who dislike living under too much governmental authority. You will be working for the Sheriff of Freedom Town, the ratfolk gunslinger Marshall Oswald, as his deputies, and he will be tasking you with assisting with matters of Freedom Town security and interest.

All non-evil alignments are allowed, but keep in mind that you will be working for a "legitimate authority figure," and in order for the campaign to work the way I'd like it to, you must genuinely have regard for the deputy job.

All races are allowed.

All classes are allowed. Yes, even synthesist summoners or psionics. I ask that you please do not try to munchkin your character too much. I am far more impressed with creativity and roleplaying than amazing numbers. Guns are common.

What I expect: I've seen numerous PbP campaigns fail due to lack of activity on the part of the players or the GM. To avoid this, I will be holding myself to a requirement of (at least) one post a day, and I hold the same expectation of my players. Even if what is happening in the session does not directly involve your character, I ask that you post SOMETHING every day to maintain activity and keep people coming back to the thread. It can be as simple as a one-line post indicating that your character is rolling Profession (dressmaker) and singing quietly to yourself for a week. Cupcake.

PLEASE ACKNOWLEDGE MY POSTING REQUIREMENTS IN YOUR APPLICATION POST.

As for the party, I am willing to accept a group of no less than 3 and no more than 6. I will also be archiving EVERYBODY who applies, so that if someone leaves the campaign or stops posting they can be easily replaced. If that happens I will be introducing the new character via retcon.

Finally, the combat style will be "cinematic" - meaning that it will flow more from descriptions than "I move from my current location to hex A6." If you're uncertain whether what you want to do in your next round is possible due to the landscape, put a little extra effort into describing it so you make it sound cool. If it sounds cool I'll likely allow it.


Hello! Name's Matthew, and I'm looking for a group of individuals and a DM to play Pathfinder with! I'd be happy to do any homebrew campaign or an adventure path, though it must be stipulated that I'm not familiar with the adventure paths, and have never explored the region-specific traits and stuff like that. I'm familiar with the world of Golarion enough to write a good backstory and character bio.

Regardless! I am experienced at playing martial, skill-monkey, arcane, and divine classes in the past, and have been playing Pathfinder or other D20 RPGs since 2007. I'd be willing to make a character to fit any setting, and fill any role that is needed (though my preference would be for a martial character or an arcane character, or a psionic class if that is allowed).

Thanks for reading, and hope to find a good group soon!