Game: D&D 5e Group type: Online, through DNDBeyond Forums Experience: Veteran, I've been playing DND since 2008, and running campaigns since 2010. Location/Timezone: Time zone doesn't matter, because this is Play-by-Post. Just play when you can. But I am in US, Central Time. Schedule: I prefer my players to check in at least every other day. You don't have to post that frequently if you have nothing to add, but at least check in to see if you have something to add. Roles sought: Players (I'm seeking 2-5 players, level 8. This game has been ongoing since February 6, 2025, so there's a lot of pre-existing lore for you to catch up on.) Game style: The game has a plot, but it's mostly sandbox. It's set in Dragonlance, shortly after the Chaos Wars. You are a member of a guild, called Dawnbound, who has set up a guild hall in Santekh, an old fortress ruin that has been repurposed into a rebel military base fighting the advancement of the Green Dragon Army alongside the Hachakee. For the most part, Dawnbound has been aiding refugees and helping stabilize the burgeoning rebel base, while fulfilling bounties that the currently untested militia can't handle. As with most PbP's it's mostly roleplay. But there are plenty of dungeon dives and skill encounters for the players to enjoy. I'm generous with XP and loot, so levelling up comes fairly quickly. You have access to a Bastion (as a guild hall) which can be used to craft items without occupying your downtime, sell items at peak cost, and purchase items at discounts. It also earns you a passive income, and boosts your renown within Santekh. And, if you need a specific talent that your party lacks, you can always bring along an NPC member of the guild to fufill that roll. They don't have class levels, but they do gain experience when travelling with you, so they can take on class levels. The campaign is largely survival as well, as you'll travel long distances over desert wastelands, where resources may be hard to find. At level 8, survival is less the issue though. Build Rules: All classes and races are open, Legacy and 2024 is fine. Use Standard Array and count encumbrance (including gold). I don't care if you use fixed HP or roll for it, but there are no takebacks. If you want the gamble of rolling, you get what you get. If you pick Human, and wish to check Dragonlance lore, there are various races to chose from. Pick a race or tribe to belong to, and you'll get certain social advantages and disadvantages to chose from. Dragon-blooded races are a risk, because they are hunted for their hides and intrinsic magical components. Even sorcerers will experience a certain degree of prejudice due to the claim that they descend from draconic heritage. The three most populous species in this setting are (in order of population): Elf, Kender, Dwarf, but anything you have access to is fine. Your alignment choice matters... but not in a conventional way. Play how you like. Your alignment works more like a Reputation Score, as it effects how NPCs who don't know you personally will perceive you. I've taken the morality aspect out of the G-E alignment category. It has exclusively to deal with how you value the preservation of life. Good aligned characters prefer non-lethal options, and do not kill. Evil aligned characters could dessimate an entire army of soldiers and sleep just fine. This is true for NPCs and creatures as well. Most of Santekh is CE aligned, because they are at war against the authoritative Empire of the Dragon Armies. Feats are not allowed. When you reach the point that you can add a feat, take the varient rule and add an Ability Point instead. Feats in my campaign are used by rolling Ability Checks. The DC to use a Feat is 10+ (number of Prerequisites) to get one usage of that feat ability. The feat has to be physically possible for your character to use. If the feat has a requirement that your Class/Species combo does not allow, you can't use it. But other than that, roll your dice!
Below is a setting summary and breakdown of most of the rules:
Mere years after the War of the Lance, 351 AC, the people of Khur are seek shelter from, or alliances in, the struggle against The Green Dragon Army. But safe lands are few and shrinking in numbers each year. A dust-shrouded trail leads exhausted refugees north along the foothills of the Khalkist Mountains towards Ak-Tubal, a small town said to still enjoy some level of peace and prosperity where food, water, housing, horses, and work can be found. Your party has been hired as part of a mercenary band to escort the refugees safely as far as an old ruin along the path commonly known as Santekh where the refugees would rest and refresh before continuing the next leg of their journey.
During the course of the march, the mercenary troupe comes to believe that you can be trusted and confides in your party that they are more than just sell-swords. While this particular trip is a peaceful one to escort refugees, they also run a supply line to the Santekh ruins, which is being established as a chokehold against The Green Dragon Army's expansion. You also discover that the people you are travelling with are mostly members of the Hachakee Tribe, who have been resisting the advancement of the Green Dragon Army since the beginning.
"Ibahalii Vriwhulth, the Reaper of Glory" uses the Dragonlance Setting and takes place on Krynn, in a land called Khur: after the age of the War of the Lance, but before the Age of Mortals, during the Chaos War. It's a time of immense violence and unrest. Food, water, and shelter remain in short supply. But treasure and magic remain plentiful. All races can be found in Krynn, but the most populous races are (in order): Elves, Dwarves, Kender, Humans, and Gnomes. Warforged and metallic Dragonborns are exceptionally rare. And metallic dragonborn hides fetch a high price on the black market.
Build Notes & House Rules
The game starts at level one and is expected to take the characters to level 12.
All players use the D&D Beyond app to build your character, and link to this campaign. I will update the game log after each session. Please check in after I update and see if anything needs to be added.
Use standard array, and count all encumbrance (including gold).
You may use fixed HP, or rolled if you're feeling lucky, but no takebacks. If you roll low, thems the breaks.
All playable races exist in Krynn, but the most populous races (in order of population) are: Elves, Kender, Dwarves, Humans, and Gnomes. Warforged and Metallic Dragonborn are exceptionally rare, and metallic dragonborn hides fetch a high price on the black market.
Humans can be found on all parts of Krynn, but if you choose to play a human and choose to be from Ansalon, you're welcome to choose a place of origin from the Dragonlance Campaign Setting. Your origin will effect how other races and nationalities react to you (sometimes to your advantage and sometimes to your disadvantage). Below is an excerpt of the description for the humans of Khur.
NEW: You may use the 2024 Expanded rules or Legacy rules as you prefer.
Khur. The nomadic human tribes of Khur inhabit a harsh, rocky land. These groups have been forcibly united under the local leader Salah-Khan, who allied his people with the Dragon Armies. A robust resistance, centered at the trade hub of Khuri-Khan, opposes the invaders.
Session 1 will start at Santekh, where you will be paid 100 GP each for your services.
Resources are important in Krynn, and you will need to be resourceful. Skill checks will be a ubiquitous part of your game play.
Back stories are important and will be integrated into the story when/if possible.
Combat will be played on a grid, and terrain is interactive. You can use skill checks to gain Advantage or Inspiration. Flanking grants the attackers Advantage against the flanked target.
Called shots are rolled with "Emphasis". Roll 2 d20s to determine your attack result. The result that is closest to 1 or 20 is your result, and applies a condition to the target creature(s). If no appropriate condition can be applied, the damage is doubled.
Skill checks should be called out in order. I will ask each of you one at a time and message you your results. Skill checks do not automatically succeed or fail. A low may result in unexpected, unintended, or unreliable results. But most checks fall within a 1-20 range, with 5-15 being the most common DC.
Alignment is different in my games: Law to Chaos references a creature's opinions on authority. In modern terms: Law (insists on crossing at crosswalks), Neutral (speeds a little to go with the flow of traffic, shoplifts gum for kicks), Chaos (ACAB) Good to Evil references a creature's opinions on the sanctity of life. Good will refrain from dealing lethal damage unless all other options have been exhausted. Neutral will kill to protect themself, their principals, or people they value, but do not necessarily take pleasure in killing. Evil loves the glory of lethal combat, and may even take pleasure in taking the lives of others.
Skill checks have many hidden purposes in 5E, and here is a list of a few alternate uses for skill checks.
Players don't get feats in my campaign. But you may use a skill check to see if you can use a Feats ability for one usage, pending DM approval unless it's already established on the Sheet document provided for alternate skill uses.
Still going! Welcome aboard! Do you have any questions before I send the invite link?
You can create a character or borrow a dossier from an NPC guild member who "suddenly got 8 levels in something."
Whatever your backstory is, it'll include that you're a member of Dawnbound, sent as reinforcements. They're currently exploring an abandoned Blue Dragon's Lair that's gone haywire with chaotic magic. It's a fairly low CR dungeon crawl, and will be a good starting place for you to gel with the existing party by getting to fight alongside them, solve puzzles and riddles and such. And, as with any dragons lair, the quest giver has already assured the party that there's a massive horde inside. So there will be a chance for you to catch up on loot and gold.
Hello, I'm also interested in joining this play by post campaign, if its still open and a player slot is available
Love it! Welcome aboard! We're about a year into this campaign, so there's a lot of lore to catch up on. You don't have to know about the whole game, but (as mentioned above) you belong to a guild called Dawnbound. They have a Bastion in Santekh, and you've been sent as reinforcements. If you have any questions, please ask them here, in case another prospective player has the same questions.
We're playing mostly out of Santekh, but it's open-multiverse. Krynn is the primary setting, but Khorvaiire, Abeir-Toril, and Oerth are all also accessible. In certain circumstances, so are other elemental planes, if you know where to look. You're not "stuck" in Santekh, but the party has definitely laid roots there. I have a Renown Score that affects your level of influence in each location. Dawnbound's reputation is starting to spread, but the guild is largely unknown outside the immediate region. Setting up more guild halls throughout Krynn will help with that, as will simply adventuring. Your exploits will get you more attention, which means more influence in allied forces, but also, more infamy with the Dragon Armies and its allies.
Currently, one of the characters has caught the attention of the hellish planes. So... random encounters with demons and devils are a possibility. Santekh itself has no shortage of plot devices, but the whole world is up for grabs with plot hooks everywhere. This campaign is designed to take you to level 12, and I'm already working on a spin-off campaign if the party wants to keep it going. There are no limits. You can ascend to godhood if you play long enough. Not even TPK is a game ender. I have afterlife plotlines arleady planned in the event everyone dies. But Dawnbound already has thousands of diamonds stored up in their vault in their guild hall in case you wish to revive a character.
There is! I'll send you the invite link. We're getting close to full. I could probably take in 2 more players after you. But after that, I'll close recruitment. So get your character ready! Level 8, please.
Okie dokie! The three of you who have signed up are all welcome to join. I've sent you join links already. Once you've joined, I'll send you the OOC link, and you can introduce yourself. After your character sheet is finished and I've added my DM notes, I'll send you the IC link, and we can get this party started.
But from this point on, recruitment is closed. No further applications will be accepted.
But to reiterate, Equill, TheBeanestOfBeans, and cmbrock201390, you're in. Just finish off those character sheets and join the campaign when you're ready.
Game: D&D 5e
Group type: Online, through DNDBeyond Forums
Experience: Veteran, I've been playing DND since 2008, and running campaigns since 2010.
Location/Timezone: Time zone doesn't matter, because this is Play-by-Post. Just play when you can. But I am in US, Central Time.
Schedule: I prefer my players to check in at least every other day. You don't have to post that frequently if you have nothing to add, but at least check in to see if you have something to add.
Roles sought: Players (I'm seeking 2-5 players, level 8. This game has been ongoing since February 6, 2025, so there's a lot of pre-existing lore for you to catch up on.)
Game style: The game has a plot, but it's mostly sandbox. It's set in Dragonlance, shortly after the Chaos Wars. You are a member of a guild, called Dawnbound, who has set up a guild hall in Santekh, an old fortress ruin that has been repurposed into a rebel military base fighting the advancement of the Green Dragon Army alongside the Hachakee. For the most part, Dawnbound has been aiding refugees and helping stabilize the burgeoning rebel base, while fulfilling bounties that the currently untested militia can't handle. As with most PbP's it's mostly roleplay. But there are plenty of dungeon dives and skill encounters for the players to enjoy. I'm generous with XP and loot, so levelling up comes fairly quickly. You have access to a Bastion (as a guild hall) which can be used to craft items without occupying your downtime, sell items at peak cost, and purchase items at discounts. It also earns you a passive income, and boosts your renown within Santekh. And, if you need a specific talent that your party lacks, you can always bring along an NPC member of the guild to fufill that roll. They don't have class levels, but they do gain experience when travelling with you, so they can take on class levels. The campaign is largely survival as well, as you'll travel long distances over desert wastelands, where resources may be hard to find. At level 8, survival is less the issue though.
Build Rules: All classes and races are open, Legacy and 2024 is fine. Use Standard Array and count encumbrance (including gold). I don't care if you use fixed HP or roll for it, but there are no takebacks. If you want the gamble of rolling, you get what you get. If you pick Human, and wish to check Dragonlance lore, there are various races to chose from. Pick a race or tribe to belong to, and you'll get certain social advantages and disadvantages to chose from. Dragon-blooded races are a risk, because they are hunted for their hides and intrinsic magical components. Even sorcerers will experience a certain degree of prejudice due to the claim that they descend from draconic heritage. The three most populous species in this setting are (in order of population): Elf, Kender, Dwarf, but anything you have access to is fine. Your alignment choice matters... but not in a conventional way. Play how you like. Your alignment works more like a Reputation Score, as it effects how NPCs who don't know you personally will perceive you. I've taken the morality aspect out of the G-E alignment category. It has exclusively to deal with how you value the preservation of life. Good aligned characters prefer non-lethal options, and do not kill. Evil aligned characters could dessimate an entire army of soldiers and sleep just fine. This is true for NPCs and creatures as well. Most of Santekh is CE aligned, because they are at war against the authoritative Empire of the Dragon Armies. Feats are not allowed. When you reach the point that you can add a feat, take the varient rule and add an Ability Point instead. Feats in my campaign are used by rolling Ability Checks. The DC to use a Feat is 10+ (number of Prerequisites) to get one usage of that feat ability. The feat has to be physically possible for your character to use. If the feat has a requirement that your Class/Species combo does not allow, you can't use it. But other than that, roll your dice!
Below is a setting summary and breakdown of most of the rules:
Mere years after the War of the Lance, 351 AC, the people of Khur are seek shelter from, or alliances in, the struggle against The Green Dragon Army. But safe lands are few and shrinking in numbers each year. A dust-shrouded trail leads exhausted refugees north along the foothills of the Khalkist Mountains towards Ak-Tubal, a small town said to still enjoy some level of peace and prosperity where food, water, housing, horses, and work can be found. Your party has been hired as part of a mercenary band to escort the refugees safely as far as an old ruin along the path commonly known as Santekh where
the refugees would rest and refresh before continuing the next leg of their journey.
During the course of the march, the mercenary troupe comes to believe that you can be trusted and confides in your party that they are more than just sell-swords. While this particular trip is a peaceful one to escort refugees, they also run a supply line to the Santekh ruins, which is being established as a chokehold against The Green Dragon Army's expansion. You also discover that the people you are travelling with are mostly members of the Hachakee Tribe, who have been resisting the advancement of the Green Dragon Army since the beginning.
Map of the trail to Ak-Tubal
"Ibahalii Vriwhulth, the Reaper of Glory" uses the Dragonlance Setting and takes place on Krynn, in a land called Khur: after the age of the War of the Lance, but before the Age of Mortals, during the Chaos War. It's a time of immense violence and unrest. Food, water, and shelter remain in short supply. But treasure and magic remain plentiful. All races can be found in Krynn, but the most populous races are (in order): Elves, Dwarves, Kender, Humans, and Gnomes. Warforged and metallic Dragonborns are exceptionally rare. And metallic dragonborn hides fetch a high price on the black market.
Build Notes & House Rules
Law to Chaos references a creature's opinions on authority. In modern terms: Law (insists on crossing at crosswalks), Neutral (speeds a little to go with the flow of traffic, shoplifts gum for kicks), Chaos (ACAB)
Good to Evil references a creature's opinions on the sanctity of life. Good will refrain from dealing lethal damage unless all other options have been exhausted. Neutral will kill to protect themself, their principals, or people they value, but do not necessarily take pleasure in killing. Evil loves the glory of lethal combat, and may even take pleasure in taking the lives of others.
She/her, DM and Player.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord)
My Characters:
Krik-tul, Thri-kreen monk
Im interested in this campaign if its still open
Still going! Welcome aboard! Do you have any questions before I send the invite link?
You can create a character or borrow a dossier from an NPC guild member who "suddenly got 8 levels in something."
Whatever your backstory is, it'll include that you're a member of Dawnbound, sent as reinforcements. They're currently exploring an abandoned Blue Dragon's Lair that's gone haywire with chaotic magic. It's a fairly low CR dungeon crawl, and will be a good starting place for you to gel with the existing party by getting to fight alongside them, solve puzzles and riddles and such. And, as with any dragons lair, the quest giver has already assured the party that there's a massive horde inside. So there will be a chance for you to catch up on loot and gold.
She/her, DM and Player.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord)
My Characters:
Krik-tul, Thri-kreen monk
I do not have any other questions and I will make a character
Hello, I'm also interested in joining this play by post campaign, if its still open and a player slot is available
Love it! Welcome aboard! We're about a year into this campaign, so there's a lot of lore to catch up on. You don't have to know about the whole game, but (as mentioned above) you belong to a guild called Dawnbound. They have a Bastion in Santekh, and you've been sent as reinforcements. If you have any questions, please ask them here, in case another prospective player has the same questions.
We're playing mostly out of Santekh, but it's open-multiverse. Krynn is the primary setting, but Khorvaiire, Abeir-Toril, and Oerth are all also accessible. In certain circumstances, so are other elemental planes, if you know where to look. You're not "stuck" in Santekh, but the party has definitely laid roots there. I have a Renown Score that affects your level of influence in each location. Dawnbound's reputation is starting to spread, but the guild is largely unknown outside the immediate region. Setting up more guild halls throughout Krynn will help with that, as will simply adventuring. Your exploits will get you more attention, which means more influence in allied forces, but also, more infamy with the Dragon Armies and its allies.
Currently, one of the characters has caught the attention of the hellish planes. So... random encounters with demons and devils are a possibility. Santekh itself has no shortage of plot devices, but the whole world is up for grabs with plot hooks everywhere. This campaign is designed to take you to level 12, and I'm already working on a spin-off campaign if the party wants to keep it going. There are no limits. You can ascend to godhood if you play long enough. Not even TPK is a game ender. I have afterlife plotlines arleady planned in the event everyone dies. But Dawnbound already has thousands of diamonds stored up in their vault in their guild hall in case you wish to revive a character.
She/her, DM and Player.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord)
My Characters:
Krik-tul, Thri-kreen monk
Hello, Im also interested if there is space left.
There is! I'll send you the invite link. We're getting close to full. I could probably take in 2 more players after you. But after that, I'll close recruitment. So get your character ready! Level 8, please.
She/her, DM and Player.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord)
My Characters:
Krik-tul, Thri-kreen monk
Okie dokie! The three of you who have signed up are all welcome to join. I've sent you join links already. Once you've joined, I'll send you the OOC link, and you can introduce yourself. After your character sheet is finished and I've added my DM notes, I'll send you the IC link, and we can get this party started.
But from this point on, recruitment is closed. No further applications will be accepted.
But to reiterate, Equill, TheBeanestOfBeans, and cmbrock201390, you're in. Just finish off those character sheets and join the campaign when you're ready.
She/her, DM and Player.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord)
My Characters:
Krik-tul, Thri-kreen monk