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Shadow of the Empire: Spynet Commandos - Star Wars 5e
The galaxy is engulfed in darkness under the oppressive rule of the Galactic Empire. The Jedi have all but vanished, resistance is scattered, and the Empire’s reach extends to every corner of known space. Amidst this tyranny, a secret war is waged from the shadows—one fought not just with with blasters and starships, but with also information, subterfuge, and asymetric warfare.
You and your team are part of the Bothan Spy Network (Spynet), a elusive and resourceful organization dedicated to the art of espionage and sabotage. Renowned for their intelligence-gathering capabilities, the Spynet plays a crucial role in keeping hope alive, feeding vital information to the budding Rebellion and striking at the heart of Imperial operations. But this is not a safe job. The costs are high, and many Bothans—and others—pay the ultimate price for the information that could turn the tide of galactic history.
As Spynet Commandos, your unit is comprised of specialized operatives, chosen for your unique skills in combat, stealth, and sabotage. While many are Bothans, the Spynet recruits skilled individuals from across the galaxy, regardless of species or background. Your mission: to infiltrate Imperial facilities, sabotage key operations, recover secret intelligence, and, when necessary, eliminate high-value targets. These covert operations carry unimaginable risks, but success could cripple the Empire’s war machine and give the galaxy a fighting chance at freedom.
From the bustling underworld of Coruscant to the barren wastelands of Tatooine, from top-secret research stations to heavily-guarded Imperial installations, you will face deadly foes, uncover dangerous secrets, and make harrowing sacrifices. Whether infiltrating the halls of power or engaging in guerilla warfare, the fate of entire star systems could hinge on your actions.
Features of the Game:
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Covert Operations: You’ll be sent on secretive missions deep into enemy territory—sabotaging Imperial projects, liberating prisoners, stealing valuable assets, kidnapping, counterintelligence, assassinations and uncovering hidden truths about the Empire’s most sinister schemes.
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Character Variety: While the Spynet is led by Bothans, members from all species are welcome. Players can create characters from any background—hardened mercenaries, former Imperial defectors, tech specialists, ex-criminals or expert pilots.
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The Cost of Sacrifice: The Spynet’s operations come with high risks and costs. Players will face morally grey decisions, balancing the value of information vs the well being of others.
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Dynamic Galactic Politics: As the Empire tightens its grip, the galactic underworld, Rebel factions, and criminal organizations all have their own agendas. Players may find themselves making unlikely alliances or taking risks to survive in this constantly shifting landscape.
Will you be the heroes who turn the tide, or will your mission end in the dark halls of the Empire’s dungeons? The galaxy’s future is in your hands, but freedom comes with a cost...
Character creation:
Please create a thread including the character name, specie, background and classe(s) in the Character Creation topic.
In the thread, the first post is all the details about the character. Note that these info will be major in the consideration of your character in the game.
- Name, class, alignment, background
- Appearance description + picture (not optional)
- Personality profile
- Backstory (where they come from, what they did before becoming an operative for the Bothan Network, and what brought them to be selected as Commandos).
- A little about yourself.
- A 30 minutes roleplay example.
In the second post, please make your character sheet in any format you prefer. You may use the expanded rules.
For the crunch, here the details:
- Ability scores: Point buy (27 points)
- Background: Any
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Classes: All permitted, but only one of the Force Using Classes will be considered for game (including the archetypes of other Classes if they get force related abilities). This is including any character with the ''Force Sensitive'' Feat. If you are making a Force Using character, please send me a private message first pitching your concept, and I'll decided if I allow it or not. Also please note that if you are accepted with a force using class/archetype, I'll use the rule of HuntedHunted
In some eras of Star Wars history, forcecasters are a rarity, and are hunted across the galaxy by the likes of Inquisitors, or if they’re unlucky, a Dark Lord of the Sith, in an attempt to crush any foreseen threats to their rule. Should you want your forcecasting players to experience this additional level of drama and suspense, here is an alternate rule to implement:
Whenever a player casts a force power, others in the Galaxy may detect their presence through ripples in the Force. Each player has a pool of Disturbance Points. This pool of Disturbance Points increases every time a force power is cast by a number of points equal to the level of the force power used (at-will powers are treated as Level 0).
After each combat, roll a percentile dice for each player that used a force power. If you roll a number equal to or lower than the players Disturbance Pool, they are detected by Jedi Hunters of your determination, who begin to hunt the player they detected.
During each long rest, decrease each players pool of Disturbance Points by an amount equal to their level. from the SW 5e Player's handbook Variant Rules. - Species: Anything that fit the era of the game (19 BBY – 5 BBY) and would work fine for the Bothan Spy Network. Please note that positions of authority are filled almost exclusively by Bothans. (Almost - I'm open to let the door open if it fit the backstory or the character create his own opportunity during the game).
- Alignment: Light or balanced. No dark
- Equipment: All background equipment, up to 2 items from your class starting equipment. Then, you have 7500 credits to spend (or save for later). Please note that in all time, your character have access to provided equipment from the Network (see the Spynet Agents Primer post in the Other topics for reference).
The other posts may be used for discussion about your character/build/or use the space for anything you need.
Once the character is completed, please place a prefix ''ready for review'' in your post and notice me Character Creation Discussion thread (@Roguish_Bloke). Once I confirm your character is reviewed, I'll mark it as is and the only last step will be to create a posting template in your character thread, which is mandatory.
I plan to close the character application period around the 10th of November depending on the amount of character app, then start the game the next week after (17th ish) if possible. I'll update in the Announcements section if there is any changes.
- Star Wars 5th Edition
- closes November 10
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- D20 Future
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- Miscellaneous
- closes November 25
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- The One Ring
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The 100 Acre Woods
Someone who didn’t know they had a wish spell active feel asleep after reading about the Adventures of Christopher Robin. Winnie and company show up at a tavern while looking for a picknick site and think they are lost as they can’t find the path back to the 100 Acre Woods. They get sent on an adventure by the tavern keeper who doesn't know what else to do with them.
PCs are either animals, were-creatures without humanoid forms, or anthro PC-races. (not cute bunny/cat girls.)
Winnie might be a dire-polar-bear, but he is yellow and has INT 8.The wish/dream didn't produce consistent results, so the party may be diverse in terms of level and style.
Level 3ish but you can use a more powerful monster classless.
Poo: Bear, were/dire or other wise. INT 8. Skill focus: diplomacy
Piglet: See above, just pig. INT may be above 8. Skill focus: craft (any) for free.
Tiger: As above, just tiger. INT 10 or less. Skill focus acrobatics/jump/climb for free.
Rabbit: Whatever rabbit critter you can find. Skill focus Knowledge: gardening & profession: gardener for free. No, you can’t make a bunny-girl.
Owl: Whatever owl creature you can find. Owl bear ok. INT 12 or Higher. Bardic knowledge for free (3.5 style if it matters).
Gopher: Pathfinder has pretty much everything, but use a wombat or a woodchuck or a dire hamster if you have to. Skill Focus Dungeoneering and Engineering and Craft: structural.
Kanga or Roo: I’m sure there is an Australia Fauna book around here somewhere, or just add a pouch to a rabbit. Skill focus: Mothering/domestic tasks or ...what would Roo be good at?
Eyeor : Awakened donkey/mule or asswere. Depression for free. Skill focus: philosophy and psychiatry
Race: standard HUMAN or standard halfling if you are using a template. Otherwise use the entry from a monster manual.
Class: no monks. Standard core/PHP only. No archtypes or class feature substitutions. Class not required. Cleric Religion: Pseudo Christian monotheistic (access to all "good guy" domains) .
Level: Classless monster manual entry, or 3 class levels at player’s choice. Multiclassing allowed. Stack or gestalt class and racial hit dies at player's choice. (no complaining later. Worry about having fun instead of "game balance". )
Ability generation: Elite array, or monster manual entry. If the creature has animal level INT, set it at a reasonable level for how the book/cartoon character behaves.
Equipment: What is listed in the monster manual entry, or what is listed in the example for the character class. Also, the group has a honey pot, gardening tools, a blanket, a floating balloon that can hold up a bear, pencil and ruler, a scarf, carrots, Knitting needles and a ball of yarn, bibs, diapers, washcloth, handkerchiefs, a kite, t-shirts, sweaters, mittens, and Eyeor can have roller skates.
Setting: Generic fantasy with throw-away references to whatever TV show I'm watching. Watersdeep is between King's Landing and Rivendel, or whatever. Players will be in a rural/wilderness/farming area with kobold/goblin raids.
Leveling up/XP: GM fiat as it seems appropriate. By class or Hit die at player option. (Don't spend a day working out your progression path. Just make a character in 1 hour. This is Winnie the (dire-were)Poo, not a munchkin build competition.)
Playstyle: Comedic romp, kabold/goblin bashing. Might be using Kobold King as the base adventure.
How to apply: Submit a character sheet along with a request to play. This might be a screen shot of a Monster Manual page with a few notes or a full sheet. First come first served as to character choice. You may submit a second choice as a backup, and if we don't get enough players you might run 2 characters.
Pre-emptive FAQ:
5e doesn't have Skill Focus? Your character does. Choose +4 to the check or Roll at advantage.
Can I use spears? Yes. Long, short, half, and javelin. Standard proficiency rules apply.
Can I use Spheres? No.
Can I get around this feat/skill tax? Sit over there until the auditor comes.
Can I use this template? If the creature is the example for the template. OR it is thematically appropriate.
Can I use this homebrew? No.
Flaws/Drawbacks? If you want, but you can’t get a bonus feat for them.
PF traits? 1.
PVP? Only by GM direction (confusion spells, going bezerk) . Be a good player and party member.
Can I use a monster/race from one edition with a class/template/feat from a different edition? Probably, but write a paragraph length description or bullet points for how you think it would work and submit it with the request.
How are you going to handle rules interaction X? You worry about the fighters, I’ll worry about the towers. A lot of the rules stuff people worry about never actually come up.
- D20 System
- closes October 19
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Chanting Vision (5e)
There is no detailed description this time.
- D&D 5e
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- Powered by the Apocalypse
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Frozen Realms
The Frozen Realms chronicle is about your circle of Exalted, exploring the North direction of creation, dealing with problems along the way and also finding out about the condition of the Empire of the Bull of the North. You heard that many people have been summoned to help cure the Bull.
The circle will be mostly composed of Solar, Lunar and possibly Sidereal. Celestial-level Exigents are a possibility but as of right now, Janest is the only celestial prewritten Exigent available.
The Northern expanse is a land of winter and cultures working together to survive or travel the frozen North.
The game starts in Fortitude, a city ruled by gangs and often doing raids in the North. Your intervention might help or change the situation in Fortitude, it's quite possible the raids from Fortitude have affected you or people that you know.- Exalted 3e
- closes October 25
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CyberFate
Okay Edgerunner, it's time once again to strap on your gear, take a job for too little eddies and too much risk, but your augments won't upgrade themselves. Dive into Delta City, a megalopolis built on the bones of Old Detroit that is filled with risk and opportunity and raise yourself from grinding poverty into the halls of decadence. In this one we solve a murder of a most unusual kind. There will be action, battles and mystery.
I have three players already locked in. I am looking for two or three more to fill out the group.
- Fate: Core
- closes November 1
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Lasers&Feelings: ISS Raptor
You are the crew of the interstellar scout ship Raptor. Your mission is to explore uncharted regions of space, deal with aliens both friendly and deadly, and defend the Consortium worlds against space dangers. Captain Darcy has been overcome by the strange psychic entity known as Something Else, leaving you to fend for yourselves while he recovers in a medical pod.
You are investigating rumours of increased pirate activity in this sector when you pick up the signal of a distress beacon in a large and dense asteroid field and chart a course to intercept. You are still three hours out from the estimated location of the beacon, when a ship appears on your scanners...
- Miscellaneous
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To Worlds Unknown
To Worlds Unknown
- Starfinder
- closes October 27
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Escape from the Zoo.
Edit: I have started the game with a dire wolverine and a dire ape on Gitp. They have a posse of racoons, a bag of penguins, and a pair of bamboo followers with them.
I could use another couple players.
Escape from the Zoo. 4-6 players.
You are escaping from a zoo.
After being inadvisably awakened and released from your cages by eco-terrorist, you have formed an ad hoc tribe of bears and apes and are attempting to avoid destruction or recapture.
Posting frequency: Twice a day for 2 weeks, then once a day there after. I have a 2-week school holiday starting Friday. It is ok to wait for the GM. I’m in Burma.
Adventure flow (expected):
Chapter 1.
1. Killing and eating eco-terrorists.
2. Tribe “election”/dominance competition.
3. Fleeing
Chapter 2.
1. Hiding
2. Level up/acquiring class levels by divine/magical intervention (or not)
3. Deciding where to flee
4. Fleeing
Chapter 3.
"Adventure in the great big world." Dungeon crawl or shipwreck exploration while searching for a place to settle.
Races: Any primate, bear, or bear-like or primate-like creature.
Includes: Bears, Apes, Monkeys, Lemurs, Panda, Red Panda (The taxonomists are confused and China gave the zoo a package deal), Racoon (“dwarf bear” housed in the monkey exhibit), Coati (was in the cage next to the raccoon), Wolverine (Do you want to argue with him that he isn’t a bear?), Tasmanian devil (I ain’t arguing with it), Koala, Dire sloth, owl bear, penguin (If they somehow keep up, we can eat them later.), Girallon, Gorilla Bear, Tigrilla. Cave and Dire varieties thereof. Nothing gargantuan or colossal.
Excludes: PC races and ape/bear like demons or devils, were-critters.
System: Dnd 3.0, 3.5, pf1, 5e. It’s a blues rift in B, watch me for the changes, and…try to keep up. I can handwave the differences in d20 systems for a Zoo Escape game with animals.
Build and submission rules:
1: Take the page from the monster manual/srd. (or Tome of Horrors and Creature Collection)
2: Roll 2d6+6 for INT, WIS, CHA. If the roll is less than what the creature usually has, add 1 to the original score. Adjust modifiers for skills using INT, WIS, CHA. Add Language: Congolese. (Those Eco terrorists shouldn’t have gotten that Staff of Awakening from a witch doctor who didn’t speak Common. You understand each other and a few words of common like “down” and “banana”.)
3: Write some kind of name.
Either screen shot the monster manual page and write over it, or transcribe to a sheet. Share the sheet or send a picture to the GM. That's it. Send a "sheet" and request to play.
Really, character creation should take 20 minutes once you find the page with the monster entry. YOU ARE PLAYING THE MONSTER MANUAL PAGE WITH ADJUSTED "MENTAL" ATTRIBUTES. You might pick up a class level later, or not. Leveling/xp by gm fiat "when it seems appropriate". Don't over think this. Throw poop, roar and eat bananas.
Setting: Like Shrek but more human centric. Like the police are Knights.
Tone: Comedic or horror or Planet of the Apes meets Madagascar, depending on player behavior.
Alignment: Probably Neutral Annoyed. You are probably tired of kids yelling "Daddy! Make it do something!" and getting pelted with peanuts.
Game balance? Abandon all hope, ye who enter here. No complaining if your pygmy marmoset has 3 hp and his dire megatherium has 160. Choose what you want to play and have fun.
Posting frequency: Twice a day for 2 weeks, then once a day thereafter. I have a 2 week school holiday starting Friday.
Preemptive FAQs
Starting equipment and gold? You can steal a t-shit and a hat from the gift shop. Sack of popcorn or peanuts if you want… you can have a unicycle... You are a monkey or a bear.
Can I use Spheres or substitute… NO!
Can I use this pc race of panda people? No.
Can I use this template? Only if the creature is the example for the template.
Can I use a yeti or a wampa? OK.
Can I use a wookie? Don’t push it.
Can I use a homebrew? Only if it is a PlatypusBear or a wuzzle.
Hey, I always wanted to use this Pallidum/Runequest monkey monster… Eh? Give me a sheet.
Game launches Friday or Saturday. 11-12 OCT.
- D20 System
- closes October 18
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Blue Star Breakout
This is a pf2e excursion, module length. I hope to run a fast passed game that will level the PCs up quickly with lots of choices and combat. Although you will start with minimal equipment (warm clothes, tattoo that provides protection from cold weather, a pick or shovel, one week food rations, water) please pick out appropriate 4th level equipment including consumables and assume your character will receive these soon.
Four to five 4th level PCs are held at the Blue Star Volcano, captives of the local Winter Witch. A giant steam geyser that regularly spits out valuable blue tinted ice diamonds, the volcano is mined for diamonds including fallout collection in the surrounding area. The complex nature of the volcano and the need for specialized workers has made the Blue Star Volcano a destination for valuable and/or skilled captives. You are enslaved at BSV. That means you are valuable enough to be sent here where death tolls are low compared to other slave assignments. You might be a captured noble lady or a princess from Tian Xia; a court jester gnome or frost fey here on temporary punishment for a crude ill-timed joke; an android that was found frozen in ice with no memory; perhaps you are good at mining or cooking, do well outside in searching for holes in the snow that could result in an ice diamond? all these could be reasons you have found yourself captured here for at least 7 months.
Overseer Greymuzzle is a witchwaurg priestess of winter. She took over as your taskmaster six months ago. The bejeweled wolf ruled with a light fist at first, leaving you captives alone in your dormitory for days, even allowing supervised visits to the many hot water pools after a good harvest. That all changed when her mate showed a month ago. Brizzlebite is a massive, cruel witchwaurg with filthy matted fur and a permanent snarl. He reveals in your misery, threatening you regularly.
Character Creation
I've got two players already in the game. One a Tanuki (Steadfast) Bard and the other a Skeleton (Compact) Monk. I will be accepting 2 or 3 additional players. Please submit no more than a single application. There is no preferred template as long as what you submit is clear and readable its fine. Remember, we highly support copying templates here so if you like one feel free to copy it and use it for your character application! If you wish to use Pathbuilder or another generator for your character mechanics that is acceptable as well just make sure you include the link in your application. Remastered preferred.
Starting Level: 4th
Ancestries: I'd like to see the following ancestries. Although others are acceptable they are less likely to be accepted:
- Androids
- Kitsune
- Kobolds
- Gnomes
- Leshy(pine)
- catfolk
- elf
Classes: Preferred class choices although others are acceptable but less likely to be selected:
- Oracles
- Druids
- Monk
- Sorceresses
- Rangers
Choices least likely to be picked are:
- Humans
- Clerics
- Champions
- Rogues
Character Creation Optional Rules
- Free Archetype - yes.
- Automatic Bonus Progression - no
- Stamina Rules - not to start (dependent on what party wants to do and the party build)
- Ancestry Paragon - yes
- Gradual Ability Boosts - your choice
The amount of story you give your character is up to you but please copy any description / backstory / motivations / connections to your sheet for reference.
Example Starting Setup
Your overseer, a priestess witchwaurg named Greymuzzle, shadowed by her massive enforcer Brizzlebite, approach you quickly. Burdened with heavy packs, the wolves don't even stop before Greymuzzle blurts out, "White Dragons have invaded the fortress! The vile creatures that will kill all given a chance. We must secure the vaults, preventing the wyrms from accessing them if they haven't already. Those who survive will flee with Brizzlebite and I down the escape tunnels." Approaching the group of indentured servants might appear desperate but your taskmaster knows how capable you all are and how afraid most are of her oversized mate.
Looking to your fellow prisoners- you all have but seconds to respond before you are risking a snapping jaw full or freezing breath.
Do you fight the two overseers, taking some vengeance for your incarceration, or do you accept their orders, hoping to stem what could become a veritable disaster for the area, and follow them deeper into the volcano? Skill checks may influence PC choices at this point. What do you know of the vaults? The surrounding geography? White dragons and their habits?
What do you do?
Additional details -
We are 200 years in the future of Golarion. The BSV emerged from the glaciers in north Irrisen. Starting as a smoking glacier the volcano revealed its self by melting the surrounding ice and snow. It was quickly occupied with a fortress and mining operation installed. The remote location made it a perfect spot to hold valuable prisoners.
Queen Tatiana Szark rules Irrisen from her palace in Whitethrone. Her White Witch daughters, the Jadwiga Szark, rule the 5 major provinces. The northwesternmost province is Bleakmarch, its capital is the towering city of Algridheart on the Rhimeflow River. Ariel the Azure Devil Duchess of Bleakmarch is owner of the BSV. Resulting from a tryst with an Ice Devil, Tatiana's only Tiefling daughter is named Ariel Jadwiga Szark. Keeping the greedy frost giants and white dragons away from the lucrative mining venture is often seen as her top priority. Tatiana is as cruel as most Queens of Irrisen though it is rumored that she favors Ariel.
- Pathfinder 2e
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- Pathfinder 2e
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Fantasy AGE RPG 1st Edition: The Curse of the Ashlords' Corsairs
War and Darkness rest heavy upon the troubled Lands of Helémas. Know, oh noble traveler, that it is the Age of God's Insult, the 14th year following the Third and Final Civil War between the Eastern and Western partitions of the Exalted Duchy of Kaylexsia. The ensuing peace was hard won, but the frontier regions of the Shrouded Coast of the Continent of Sethar-Eshurana may not long hold their deeply-paid-for respite from the terrors of war...
For the distant southern continent of Uzanyr-Orgoroth has been overrun by demonic forces that pour forth, without ceasing, from the mysterious cyclopean edifices known as the Three Gates or the Three Doors of Doom.
The central and greatest of the Three Gates of Uzanyr Orgoroth is the Gate of Steel Truths and Golden Lies, beyond whose immense arc lies the terrible realm of the Dark Host of the Netherworld of Akertamenthesamenti.
Foremost among the sinister lower dimensional emigrees from this blighted half-world of fire and death into the Lands of Helémas are the godlike dragon-demons known as the Ashlords and their legions of malign servitors. These mysterious reptilian entities were fashioned by dreadful sacrifices performed upon the witchiron iron and blood grainte altars of the Devil Lords Set-Sutekh, Inpu, and Upuat wherein the bones of ancient crimson dragons were violently invested with the spirit of a fallen serafim, cherubim, or ofanim. With blazing countenances of inscrutable aspect, these maleficent draconic entities direct their marshalled invasion forces from the topmost spires of their iron palaces, vast edifices whose molten red gables flicker ominously over the Lake of Everburning. Here, on the blackened shores of the fire-waters of this the vast ocean of infernal illumination on the far side of the Gate of Steel Truths and Golden Lies, the Ashlords erect their great war camps and prepare to execute the dread desires of their dark masters.
The fevered servants of the crimson-scaled Ashlords spread abroad with increasing rapidity, apparently little-diverted from their warlike procession by the long aquatic passage across the Lanternlight Sea to the Lands of the Shrouded Coast.The black and red garbed corsairs of the Ashlords have begun to press aggressively to control the major waterways of Sethar-Eshurana. The inhabitants of the frontier city of Thunder Falls, also known as Selinhant, have been unsettled since a recent rash of kidnappings have conspired to disturb the hard-won peace of the Flint Plateau and the surrounding Forest of Chert following the Third and Final Civil War of Kaylexsia. These dual geographic barriers of the jagged heights of the Flint Plateau and the thorn-laden morass of the Forest of Chert together form a significant part of the war-torn hinterland of the Exhalted Duchy of Kaylexsia.
However, the origin of these kidnappings is far from clear...
Indeed, the anxious shopminders and innwardens of the Riverfront District of Thunder Falls pass fearfully-whispered rumors in hushed voices -- the avaricious Cobalt dragon demigod Barbarushbarasphababa'alazabbabbabur, vilest spawn of the Cold Hell of Al-Zamharīr and the supreme lord of the so-called 'topless peak' of Mount Kolzdagar, and Arch Minister of the Ministers of the Shale Crown, a sinister cult of slavers that carry out the god-dragon's dread designs, have purportedly wormed their way into the underworks of Thunder Falls. In seeming answer to these disquieting rumors, sinister porcelain statues of Barbarushbarasphababa'alazabbabbabur have been discovered by spelunkers investigating the twin ruins of the ancient strongholds of Khaar-Bhranth and Amun-Suel which stand ominously on the far shore of the broad curve of the Fleetwaters, a 30 mile wide river that divides the Great Duchy into two roughly equal halves. In particular, the sinister ruined fortress of Amun Suel -- the so-called 'Mount of Magic and Mystery' -- has recently stirred to unsettling life on the heights overlooking the riverine city of Thunder Falls. Enterprising adventurers are needed to investigate.
Other, darker rumors hold that the mysterious ruins of the ancient 'Pale Men' known as the S'zuunites, sealed deep beneath the labyrinth paths of the city's extensive sewers, have been reopened. Horrors from the ancient Ages of the Pale and Black Suns have crawled forth from the lightless depths of the Utter Deep and the purportedly bottomless shaft known as the Throat of the Endless Hollow to trouble those who live beneath the sun.
Finally, in the surrounding forests, the ambitious jade dragon Saritsavitthawansrisatitithanasukolwittrivisvavet, also known as the Queen of Talons, seeks to establish an empire in the inner reaches of the vast temperate rainforest known as the Forest of Cinnamon, the shadowed bows of which overhang the broad roads leading forth from Thunder Falls. The dragon's vicious raiding parties of gnolls, flinds, ghouls, and ghasts have already begun to disrupt trade along the famed Road of Gems and Jewels. Enterprising heroes are needed to reconnoiter the mysterious depths of the Forest of Cinnamon and its ancient ruins and ultimately extirpate this new draconic threatThe truths of these and other dark matters shall only be uncovered by those brave enough to plumb the terrors to be discovered in the darker places of the world...
Seeing if there's any interest in a PbP game with Fantasy AGE 1st edition (that's the edition I own and I'd use). Here's the book if you want to check it out: Fantasy AGE RPG (1st edition) Core Rule Book
Fantasy AGE is basically a simple d20 system that uses 3d6 instead of a d20, so the results are more of a bell curve distribution. There are stunts like in the Storypath system or Exalted where high results on dice allow you to do 'extra' things' with results. Armor is damage reduction.
Other than that, it's a class, attribute, health pool system with initiative and combat rounds like D&D, and there are features that are similar to skills/proficiencies and subclasses. It has generic classes with broad archetypes with subclasses rather than dozes of base classes.
In terms of format and posting expectations, the game would be on Discord with asynchronous posts 1/day during the week and extra if you felt like it during the weekend. Maps on a combination of canva, lucidraw, and tableplop.
More setting information -- the homebrew Lands of Helémas are a sword and sandals aesthetic fantasy setting (think an aesthetic continuum between classical Greek/Rome and the Byzantine Empire and Romanesque architecture of the Late Antique Period, such as the Ostrogothic kingdom of the Amal Dynasty) --- I'll have a bunch of maps and additional setting detail, though I'd largely like to reveal the world and develop character 'histories' through actual play -- i.e., you'll give me a brief blurb for the character background like 'character is a slightly surly lone wolf type that has the personal goal of avenging their parents' assassination by the local slaver's guild' and we'd build on that together in-game. I'm more intending to reveal the world through in-game posts than have you read a lore document beforehand. Most of the world detail will be revealed through descriptive posts and in-game compendia entries -- such as books or other written artifacts that are uncovered in-game. There will also be a lot of space for contributing to the world-building by pcs.
The significant 'distinctive' elements of Lands of Helémas are as follows:
(1). An exceptional number of dragon and dragon-like creatures. I'm going to use a lot of the dragon types from Sawyer Lee's highly imaginative exoplanet/xenobiology thought experiment the Dragonslayer Codex. For example, the starting wilderness area is going to have include nest of these nasty fellers: Sicklemouth species (Dragonslayer Codex) by SawyerLeeArt on DeviantArt. There will be a lot of additional dragon species and evolutionary adaptations to dragonkind, such as neanderthal/ogre/hill giant tribes with Strangler Giant by SawyerLeeArt on DeviantArt war beasts.
(2). Each of the main continents is going to be a self-contained ecosystem like prehistoric Madagascar/Australia/Indonesia/South America where there will be unusual flora and fauna and climactic zones unique to those biomes.
(3). The cosmology of the world is going to be that of Monte Cook's Beyond Countless Doors -- i.e., the outer planes consist of an infinite number of dimensional 'bubbles' located in some kind of higher dimensional 'bulkhead'. There are infinite numbers of infernal and paradisical, as well as elemental worlds as opposed to just one 'Nine Hells' or 'Plane of Earth'.
In terms of format, I'm imagining this as being fairly open-ended like an ubi-soft open world game (think the Assassin's Creed rpg trilogy -- Origins, Odyssey, Valhalla). There would be a broad over-arching story, but a lot of freedom as to how you want to go about interacting with it or achieving your characters' goals. There would be a lot of incidental world building detail like architectural details, local culinary customs and clothing styles etc. I'm looking for players that enjoy that kind of thing and like to read and write at length.
I'd imagine 1/day during the week, and extra posts on the weekend as optional (but expecting substantive posts that develop and move the story forward -- stuff like 'I make a perception check' wouldn't count towards that posting expectation).
The best way to conceptualize this format, for me, would be that we'd be writing a long 'archive of our own' (Home | Archive of Our Own) story collaboratively, and also rolling some dice to help influence story direction. This is definitely not a good fit for a 'Friday night firefight' or 'beer and pretzels' kind of game. Pbp is slow, and the benefit of the format is to have time to address worldbuilding details like the shape, size, aroma, etc. of flora and fauna, regional architectural styles and cultural habits, character speech patterns and personal tics etc. If you don't find any of that kind of stuff especially engaging (and I'm not saying that's the only way to enjoy D&D or that's 'bad fun', just that that's what this game is going to focus on, so it's important to be aware of that going into the experience), then this won't be a good fit style-wise.
- AGE
- closes November 3
-
- D20 System
-
Star Wars: The Old Republic
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appened.%0A%0A%5BB%5DQ%3A%5B%2FB%5D%20%20Do%20force-using%20races%20such%20as%20Felucians%20and%20Miraluka%20count%20towards%20the%20limit%20on%20the%20number%20of%20force-using%20characters%20that%20will%20be%20selected%20for%20the%20group%3F%0A%5BB%5DA%3A%5B%2FB%5D%20%20Yes.%20%20The%20limit%20is%20specific%20to%20the%20group%20as%20a%20whole%2C%20not%20just%20on%20Classes.%20%20If%20this%20limit%20on%20force-using%20races%20was%20not%20applied%2C%20it%20would%20open%20the%20door%20to%20more.force%20users%20than%20I%20wish%20to%20have%20in%20the%20game.%0A%5B%2FFIELDSET%5DStar Wars: The Old Republic
- Star Wars 5th Edition
- closes October 15
-
- D&D 5e
-
PC name | 1-on-1
Readable by everyone (this may change), invitation only for established player.
- D&D 5e
-
Angel's Fall
Devils have always plagued humanity just as demons have. Yet most couldn't tell you the difference between a devil and a demon. Most common folk only know they're after your soul. For common folk it only matter that both are after your soul. Even scholars don't know the full details. Only the most learned people know the dark secret that Asmodeus himself was once an angel. An angel fighting against the dark chaos of the rifts. Unfortunately as time went on he grew corrupt and had to be expelled as an angel. Now he seeks revenge against Heaven as he holds of an invasions from the Abyss. Even now these fallen angels plot to gain influence in the mortal realm to acquire souls and advance their own agendas in not only the blood war but the war against Heaven.
- D&D 3.5e
- closes October 31
-
Rosewood Heights
✅Open for Applications
A Halloween-time game of Vampire: the Masquerade taking place in a fictional city.
Players will be chosen from people in the Myth-Weavers Discord server.
Information is available in the Game Overview thread.
- Vampire: The Masquerade 20th Anniversary (4e)
-
A Crown of Fetters
Game details:
The year is 1661, well in the Age of Piracy. Player characters have been dragooned from the prisons of St. Kitts into serving on the ship of one Theodosius Malachi, a notorious captain better known for performing the underhanded tasks the movers and shakers of the Caribbean set him to, no questions asked. As they begin serving their sentence, a delivery of unknown cargo to the island of Whispering Cay, they begin to discover that things are not quite what they seem....A Crown of Fetters will be run using the free GURPS Lite rules, with some Basic Set rules (particularly combat rules) added in as I see fit. Players new to GURPS are more than welcome to join!
Character Creation:
The scenario comes with six pre-generated characters, built using GURPS Swashbucklers, and can be seen here. Anyone interested in playing as one of these pre-gens (recommended for newbies) can simply nominate themselves to play one that strikes their fancy (or any, in which case I will select for them).For anyone wishing to build a new character (or replace a dead one...):
- 100 points, 30 points of disads and quirks (max of 5 quirks). Note that the pregens are not quite built to the same standard, but are close enough that they can be used as a reference.
- Lite or Basic Set costs can be used. Genre-appropriate elements from GURPS Swashbucklers or Horror can be brought in on an item-by-item basis.
- All starting PCs are prisoners of the governor of the island of St. Kitts, which should be kept in mind when considering their background, abilities, and starting possessions. Whether the character is actually guilty of the crimes for which they have been imprisoned is up to the player.
- There are light magical elements in the module, but characters should not be able to natively cast spells. Familiarity with occult rituals or folk magic (e.g. voodoo) is OK.
- PCs can be any gender, and all gender identities will be treated equally
Game Themes and Expectations
As this is a horror game, there will be violence, death, undeath, body horror, grotesqueries, blasphemies against God and nature, violations of social norms, cats and dogs living together (quelle horreur!)... I will not be going into particular detail on any of these, but they will be present and sometimes in the forefront of the action - think PG-13 to a light R rather than a hard R.I'm looking for team players who are willing to push the story forward, potentially at the cost of their character (in keeping with the theme). Even though the characters are (potentially) self-serving cutthroat criminals, I expect players to find justifications for their characters to work together, not stab each other in the back, and adhere to sailors' social conventions. Be excellent to each other, OOC if not IC.
Expect roughly three GM posts a week, with players posting at the same frequency or above. I will move on to the next GM post after 72 hours, earlier if everyone has responded before then. Don't feel like you have to contribute a meaningful response to every GM post if it doesn't make sense, but a simple "my character stays silent/keeps doing what they were doing" would be helpful.
About me:
I've been playing PBP for well over a decade now, with a long break in the middle, and experienced in a wide variety of systems. I'm still a fledgling GM, so apologies in advance for errors, mistakes and potentially some backtracking on my part. I will do my best to listen to the opinions of the players when it comes to rules/rulings, so while any rulings are final, don't be afraid to speak up and constructively point out potential errors or issues.- GURPS
-
The Ruined Tower/Crypt of the Smoke Dragon. Retro Simplified 2e.
Edit: We have a fighter. Need Wizard and Rogue.
A 3d6/d10 "Fast Play" AdnD 2e game.
I found my old thumb drive hiding in my dice-bag.
It has my collection of old low-level starter modules on it, giving me a hankering for "old school" play experience.Back in the day, TSR published "fast play" modules to give the Dnd experience to people who don't have d20's laying around.
These use simplified rules and a roll over 3d6 "to hit" system with a 3d6 roll under save system, and a d10 skills system for the thief.Player AC is listed with the monster descriptions as what each monster has to roll to hit each character.
Players have "To hit" numbers they have to meet or exceed to hit the monsters.Except for mixing the pre-gens from the 2 modules, I will be running these adventures "as is". Players will select from the pre-generated characters provided in the modules. That is the ONLY character creation rule.
Player posting frequency every other day. Let's call it Tuesday, Thursday, Saturday. I'm in Burma so I'm probably half a day ahead of the players.
First player to post each day is the "caller".
Rules set will be "very simplified" as provided in the module.
Characters available are human fighters (melee or bow based), Halfing rogue, Elf rogue, and human wizards. edit: I forgot the dwarf priest.
Up to 6 players. One player must play a rogue and one must play a wizard, otherwise the modules aren't winnable.
If the group wants to continue after the 2 published adventures we will discuss how to level up.
Edit: I forgot to change the game system from the default "13th Age". It should now say "Adnd 2e".
- AD&D 2e
-
Zeitgeist: The Gears of Revolution (PF2E)
-=-=-=-=-
Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow the choking products of industrial forges into the fey rainforests that dot its knife-toothed mountains. Since the earliest ages when the people of Risur founded this city, they feared the capricious beings that hid in those fog-shrouded peaks, but now as the march of progress and the demands of national defense turn Flint into a garden for artifice and technology, the old faiths and rituals that kept the lurkers of the woods at bay are being abandoned.
The Unseen Court, the Great Hunt, and the many spirits of the land long ago conquered by Risur’s kings no longer receive tribute, but they cannot enter these new cities of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of this new urban labyrinth. Even their modern religions have no defenses against these fiends.
Times are turning. The skyseers – Risurs folk prophets since their homeland’s birth – witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age. The zeitgeist.
-=-=-=-=-
Campaign Trailer
Campaign Primer
A Step Away from Classic Fantasy
In the Zeitgeist adventure path, your characters serve in the Royal Homeland Constabulary of the nation of Risur, protecting the country and its citizens from foreign threats lurking within its borders. During missions of espionage and assassination, your duty will be to root out hostile spies and pursue international conspiracies. As you learn more of your homeland’s own secrets, however, your loyalties may be tested, may even be turned, and you may find that it is you whose hand controls the gears of the turning age.
Humans and the Great Nations
Humans rule three of the five great nations of the continent Lanjyr. Their ascendance in the past two thousand years toppled a mighty eladrin empire and has provoked belief in doomsday millennialism among many dwarves. The campaign begins in Risur, and every PC should have a strong loyalty to the nation, even if the character does not hail from there.
Eladrin, Devas, and the Great Malice
Long ago elves known as the eladrin built an empire of magical wonders. Then five hundred years ago the death of the eladrin goddess Srasama caused nearly every eladrin woman to perish. Those few who survived were often claimed as trophies by human conquerors, though a handful of free matriarchs head their own family lines in the ruins of the old empire.
Mortals present at the death of the eladrin goddess have continually reincarnated in the following centuries as devas, as if a sliver of Srasama’s divine spark has granted them a semblance of immortality.
Tieflings, Technology, and Dead Magic
When the eladrin goddess died, an entire other nation became a dead magic zone, and some in that land were marked by a curse, turning them into tieflings. In the centuries since, however, the tieflings have come to rule that nation, and in the last few decades they have begun a revolution of industry and mighty science almost as powerful as the magic they lack.
Dwarves, Doomsday, and Nihilism
The major dwarven nation is bleakly resigned to an imminent doomsday, when ancient horrors will claw free from glaciers and engulf the world in a frigid death. Adherence to duty is so ingrained in their culture, however, that the dwarves continue to toil in their forges even as they prepare for the world’s end.
Savages, Primitives, and Peace
Freed from the yoke of toppled dragon tyrants, the youngest of the great nations formed from an alliance of several monstrous races which now live in an uneasy peace as their rulers seek to force the disparate peoples into the modern age.
Piety and the Planes
The heavens possess an undeniable hold on the world’s religions, its people, and its very structure. In Risur, skyseers believe that the movements of the night stars foretell the future and direct the fate of the world. More enlightened scholars study distant planes of elemental and temporal power to understand how the flow of their energies affects the fundamental nature of reality. The eladrin people have begun to withdraw into the Dreaming, and the bishops of the high church of the Clergy invoke condemned spirits from the Bleak Gate to frighten sinners into worship.
The Astral Plane, the Elemental Planes, and the Far Realm exist only as postulations, and there are countless other theories on the nature of reality. No one in this world has ever traveled to these planes, and even travel between the known worlds of the night sky is brief, with summoned beings never remaining more than a few minutes.
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Welcome
Hello and well met. I am ChaosCowboy, and I have a very fond connection to this campaign. For little under three years, I ran a 4th edition version of this campaign on roll20 and got about two thirds of the way through it before life split the group asunder and I fell in love with Pathfinder 2nd Edition.
There is a conversion of the first eight adventures (out of 13) online, and serves as the basis for this campaign. Given rate of play by post games, it will be some time, and quite a feat should we outpace what material is already available and by that time I can convert the rest as necessary.
There are a number of documents related to this campaign, as well as some additional character options and setting considerations, all of which can be found in the threads within this forum. If you are curious about this game, I highly encourage you to download the ZEITGEIST Adventure Path Extended Player's Guide (Pathfinder RPG) for 1st Edition, and any additional setting or mechanical details related to the conversion to 2nd Edition will be found within the theads of this forum.
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- Pathfinder 2e
- closes October 25