Gods of the Forbidden North: An Old-School Epic
Explore a brutal arctic frontier, delve ancient ruins, and challenge forgotten gods in a deadly OSR campaign where survival is never guaranteed.
$20.00
/ Session
Details
Weekly / Monday - 12:00 AM UTC
Session Duration / 3.5–4 hours
3 / 8 Seats Filled
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About the adventure
Gods of the Forbidden North is a full-length Old-School Essentials campaign set on a harsh arctic frontier at the edge of the known world. The characters begin as fragile adventurers scraping out a living among isolated settlements, ancient ruins, and unforgiving wilderness. Over time, their choices pull them deeper into a web of forgotten empires, rival factions, and buried horrors, culminating in the exploration of Castle Thar-Gannon, one of the largest and deadliest megadungeons ever written for OSE. This is a deadly, player-driven campaign in the classic old-school tradition. Exploration, careful planning, and creative problem-solving matter far more than optimized builds or scripted encounters. Combat is fast and dangerous, retreat is often the correct decision, and character death is a real possibility. The world reacts to player choices, factions pursue their own goals, and there is no guaranteed right path through the story. The campaign is presented as a complete trilogy with a clear beginning, middle, and end, but it is not railroaded. Play balances wilderness exploration, dungeon delving, and long-term consequence-driven decision-making. This game is best suited for players who enjoy high stakes, emergent storytelling, and the satisfaction of surviving and eventually challenging things far greater than themselves.
Game themes
Meet the Game Master
About me
I’m a storyteller at heart and a worldbuilder by trade — literally! I’m a published freelance writer for Pathfinder, and I bring that same creative energy into every game I run. Whether I’m expanding on a published setting or crafting a universe from scratch, I love giving players a world that feels alive, textured, and ready to explore. My tables lean narrative-first, with a focus on character, story, and meaningful choices — but don’t worry, I can run a crunchy, tactical combat with the best of them when the system calls for it (and I actually enjoy it!). I run regular campaigns both in-person and online, and I love welcoming new players and helping them find their groove, whether it’s their first session or their hundredth. I’m a system polyglot with a passion for variety. Right now, I’m deep into Traveller, Forged in the Dark games, Spire, Call of Cthulhu, and Delta Green, but I’ve got deep roots in old-school D&D and both Pathfinder 1e and 2e. If you’re looking for a GM who’s excited to tell great stories, teach the game, and help your character shine, you’ve found your seat at the table. Let’s play.
View Profile →Character creation
Creating your character
Character creation uses the Old-School Essentials Fantasy Player’s Tome. Players may choose from a full set of pre-generated characters, one for each class, or create their own character during play. This campaign assumes that character creation happens collaboratively as part of the opening session. Instead of completing every step before the game begins, characters are created gradually as the party plays through the campaign’s opening scenes. Background details, equipment, and early choices are woven directly into the story as it unfolds. This approach keeps character creation active and engaging, especially for players who are new to Old-School Essentials. All characters begin at 1st level. Ability scores are generated using the standard Old-School Essentials methods outlined in the Fantasy Player’s Tome. The table will review options together before play begins so everyone starts on equal footing. Characters are created together, either live during the first session or by selecting a pre-generated option and stepping directly into play. Only material from the Old-School Essentials Fantasy Player’s Tome is used for character creation. No third-party classes, races, or optional subsystems are required. This keeps the focus on player decision-making, table play, and the shared experience of surviving the frontier rather than system mastery or build optimization.
What to expect
Preparing for the session
Before the first session, players should be ready to use Discord and Roll20. No additional software or paid accounts are required. After signing up, players will receive a Discord invite link. Discord will be used for voice during sessions, coordination between games, and answering questions as the campaign gets underway. Players should have a working microphone and be comfortable using voice chat. Roll20 will be used as the virtual tabletop for maps, dice rolling, and character sheets. Players should have a free Roll20 account created before the first session. Familiarity with Roll20 is helpful but not required, as guidance will be provided during early sessions. Players do not need to prepare a completed character in advance unless they wish to review the Old-School Essentials Fantasy Player’s Tome ahead of time. Pre-generated characters will be available, and character creation will be handled collaboratively during play.
What Michael brings to the table
Players can expect a well-prepared, consistent campaign built around exploration, investigation, and meaningful choice. Sessions are structured to keep play moving while allowing space for careful planning, player discussion, and problem-solving. The focus is on presenting a dangerous, reactive world and letting player decisions drive the story forward. I use minimal character voices, primarily to distinguish important or recurring NPCs. Most roleplay is delivered through clear description and conversation rather than performance. I do not use ambient music or sound effects. The tone is set through pacing, consequences, and description rather than audio cues. Combat is fast, dangerous, and decisive, as expected in Old-School Essentials. Encounters are not balanced to ensure victory, and avoiding a fight is often the smartest option. I prioritize rulings over rules when needed, aiming for fair and consistent interpretations rather than strict mechanical optimization. Clever ideas, preparation, and creative problem-solving are rewarded. You can expect a campaign that respects player agency, treats character choices seriously, and allows both success and failure to have lasting consequences. Survival, adaptation, and hard-earned victories are central to the experience.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Michael creates a safe table
Player safety and comfort are taken seriously throughout the campaign. Expectations, boundaries, and communication norms are established early and revisited as needed. During Session 0, we will collaboratively develop Lines and Veils as a group. This process allows players to set clear boundaries around content they do not want included or want handled off-screen. Session 0 will also be used to discuss tone, themes, and the kinds of characters players hope to explore so that expectations are aligned from the start. An X, N, and O system will be available during play. Players may signal discomfort or adjust content either verbally or by messaging in chat. These signals are respected immediately, without requiring explanation, and the game will shift as needed to keep everyone comfortable. Open communication is encouraged throughout the campaign. Players are always welcome to raise concerns or questions between sessions via Discord. The goal is to create a table that supports intense, high-stakes play while ensuring everyone feels safe, heard, and respected.
Content warnings
Safety tools used
