A 5e campaign you play after your character has died. Your character has lost something, but they have also gained something, They have a chance to return to life, after they defeat whats in the Cinders.
Small one shots every time they step into the darkness, the camp is where your party always finds themselves at end of the adventure. Once they have proven themselves they are sent back to their lives having regained their memories, their possessions, and take a bit of what they experienced in The Cinders with them.
Create a 3rd level character, their backstory, how they died. List their greatest strength and weakness.
Zee's a herbalist, fresh out of apprenticeship. Their master got word that High Rannoc is looking for a new village witch, and so here Zee is, wet behind the ears and looking to make their way in the world.
You and your friends gave up the adventuring life long ago, the best decision you ever made. You were on a quest for... something. It's hard to remember back that far. You aren't sure how long ago. But then you came across this cute little town in the middle of nowhere.
The town only had one inn - the Kozy Kobweb. Luckily, they had vacancies. You had one of the best meals of your life, a fantastic time chatting with the locals, and enjoyed sing-a-longs over mugs of expertly crafted ale. You slept well and woke up refreshed and happy. You even told the owner - Ms. Alice - about how happy you were there and how you were sad that you had to leave and continue your quest.
But Ms. Alice told you there was no need. Several of her staff had just retired, and she offered you all jobs on the spot. You instantly accepted, the quest forgotten.
Now you spend your days working and socializing with your friends. You still have plenty of time to relax. All of your old weapons and equipment are packed away in the cellar - who needs them? Rather than the constant travel and danger of your old lives, you have endless peaceful days, one fading into the next.
And you couldn't be happier. Everything is just perfect.
The Web of All-Torment is a one-shot module from the DCC Horror line, and it is not for the faint of heart. This is one disturbing adventure, ladies and gentlemen, and character death is far from the worst thing that can happen. It is dark, twisted, and gory, and the PCs will be thrust right into it. None will escape unchanged.
All PCs will be third level, which is the equivalent power level of fifth or sixth-level PCs in a D&D system. Not that it will save you.
The adventure is short enough to play through in a couple of months of PbP, so it's the right length for a spooky-season game.
Adventures in the Black Spire Outpost is set between the end of Return of the Jedi and the beginning of The Force Awakens. Both the Empire and the Sith have been largely destroyed (there have been Imperial holdouts and warlords spread across the galaxy, but the New Republic has generally had a handle on them) and the Jedi are all but non-existent (some hold out hope that they will return, but the last known Jedi has gone into hiding).
Long ago, Batuu's Black Spire Outpost was a popular stopping point for those heading out to the Unknown Regions. Unfortunately, with the advent of hyperspace routes, it eventually lost popularity. Eyes are once again starting to cast their gaze at the Outpost, as a very organized Imperial remnant calling itself the First Order has come out of the Unknown Regions and established itself on Batuu. The New Republic has responded by secretly establishing a base of "resistance" fighters on Batuu to keep an eye on the First Order and their activities in the Outpost.
As a resident of Batuu and regular of the Outpost, you find yourself in the middle of a tense situation. Will you join the First Order, intent on rebuilding a Galactic Empire? Or will you join the New Republic "resistance" fighters, insuring the First Order does not succeed in their mission? Or will you straddle the fence, working for the highest bidder, regardless of their plans?
Got a character race, class, build combo you want to test but don't want to commit to a full game? Got some homebrew that you've been cooking that you want to see in action but you can't because someone won't let you play that? You trying to learn the latest D&D but don't have a safe space to practice? Well folks the name SMARTAgentKC and I'm here to help you all out on that and much more, Come on in, grab yourself a mage armor enhanced lab coat, and a set of lab dice and let's get to work.
A Haunted Forest...
An Abandoned Manor...
A Mage Gone Missing...
A Desperate Steward...
An Implacable Foe...
A Menacing Friend...
What could it all mean???
Come, Noble Adventurers, break your fast and rest from your travels at the famous Korova Inn (Also known as The Golden Gear), home of the refreshing, pale liquid known as Korova Cream, a drink that goes down easy and smooth, but makes it tough for you to get back up again.
A roaring fire, a fine meal, and an evening's light entertainment await you.
<Dr Nick Voice>HI EVERYBODY!</Dr Nick Voice>
So, I've been away from MW for awhile now, due to a combination of burnout, personal issues, and (for the last couple months) BG3 eating my brain (as it's probably done to many of you ).
Ironically, it's the latter that's brought me back to MW. I was watching a liveplay with the VA's from BG3, and it got me so inspired, that my PbP motor just kicked into fifth gear with no warning...and here I am.
So, rather than do what I usually do, which is come up with something complicated, baroque, and stupidly over-powered, I've decided to go with something a bit more simple, accessible, and, most importantly, easy to get off the ground.
As such, I present to you "At The Sign Of The Golden Gear", based on an old (like, seriously OLD) D&D module. It's one I've run before (many years ago), both in TT as well as here on MW, but it's one that I never managed to get all the way through, in either instance. So, I'm hoping to change that.
Here's the basics: One group. Four players. Five (Gestalt) Levels. Spheres classes ONLY (or vanilla classes with Spheres archetypes).
There will be a few (though only a few) other specific house rules, but those are my standard ones. I'm otherwise aiming to make this as uncomplicated as possible, so that I can get a game going, and hopefully get back into the swing of things in a relatively simple manner.
And, while this adventure will most definitely NOT be a "traditional" dungeon crawl, it will contain many similar elements (tricks, traps, puzzles, and a decent amount of combat) that the characters will need to be able to deal with. Keep this in mind when creating your character.
That said, I'm not expecting any single character to be able to handle every situation on their own. You will be part of a team, and once the final group is chosen, I'll allow folks to make tweaks to their characters, should they wish to.
So, if you're interested, come check out the forum, stop in at the Golden Gear for a Korova Kream (or your favorite adult beverage of choice), check out the Character Creation Rules, or even pose a question in the Creation Rules Q&A Thread (though please do read the Creation Rules in their entirety first...while I dont mind if multiple people ask the same question, since threads tend to get too long to conveniently search rather quickly, I do get...grouchy if the answer to your question is clearly marked in the Creation Rules).
Oh, quanto parve a me gran maraviglia,
quando vidi tre facce alla sua testa!
l'una dinanzi, e quella era vermiglia;
l'altre eran due, che s'aggiugièno a questa
sopr'esso il mezzo di ciascuna spalla,
e sè giungièno al loco della cresta;
la sinistra a vedere era tal, quali
vegnon di là onde il Nilo s'avvalla.
Welcome to the world of Tans'tafel, a setting that's been in the back of my head since 2008. The setting is very much based around the mid 1700s real world map, but with some significant changes. A High Fantasy world where people can be born with strange hair, and develop strange abilities at a young age, Powerful Elites keep the peace between nations via threat of MAD with mutual defense pacts reducing the risk of alpha strikes to take one country's elites out. "There be monsters" is an absolute truth in Tans'tafel, with some species originating from other planes or Dungeons Breaks loosing breeding populations into the wild.
In The Old World the codification and sharing of magical traditions several centuries before the current setting caused a magical revolution. As the growth of magic through shared knowledge occurred the people of the Old World began to explore across the oceans as well. The people of the New World (not the term they use) were vaguely accepting of the newcomers, but they made it clear to the newcomers that they too had high level Elites who could wipe out large settlements if pushed. The newcomers themselves could not afford to keep their own high level Elites, as the nations back in the Old World relied on them to keep the peace between them.
At great personal risk, and no small financial hardship to myself, which I mention not to guilt my editor into reimbursing me for costs incurred, but simply to impress upon you, dear reader, the hard-won veracity of these stories, I bring to you, the clever and well-informed readers of The Elendel Daily, the most up-to-date stories of the most wonderful world that Harmony, and of course the Survivor, has blessed us with. Do not think these to be the same as those stories of Allomancer Jak! I do not write of my own escapades, nor seek my own aggrandisement beyond that which is fairly accounted to me, but instead think of me as a nameless fly on the wall of great events, for truly I am merely a bug compared to the the Harmony blessed, and Survivor gifted, heroes of these stories, so please read to your fullest in the knowledge these stories are not only entertaining but true.
"Even with the cobblestones of Argent Avenue and the foliage of Aria Park still wet from the morning’s light rain, dozens of Kintargans have gathered along the facade of the opera house to protest the city’s new lord-mayor, Paracount Barzillai Thrune. The city’s new leader was appointed by Her Infernal Majestrix, Queen Abrogail II, in the wake of the previous lord-mayor’s sudden flight from the city - an event that still has local rumormongers whispering furiously. In a scant seven days, Paracount Thrune has instituted martial law, a curfew, and seven outlandish and polarizing proclamations. These actions and more have called many of Kintargo’s dissatisfied citizens here on
this overcast morn. There’s been no sign yet of Barzillai Thrune himself, and the opera house’s doors remain tightly closed—as they have since the man chose the landmark as his new home—but judging by the growing sound of the protesters, he surely can’t ignore the scene on the streets below much longer".
Hell's Rebels is an adventure path about resistance and revolution. The PCs turn up at a protest, things turn violent, they make a new friend, and from there on.... the real game can begin.
It's the year 1936 -- in 1666, the Thirty Years War ended when the 1,000 megaton Ethereum Nuke known as the 'Götterdämmerung' was dropped by unknown forces on the Princely States of Germania and brought widespread devastation to the old world.
The western hemisphere continent of Northern Laurasia was not unaffected -- the Götterdämmerung's explosion was followed by the Three Days of Darkness -- a portentous event when the Veil or Gauntlet, the barrier between this world, the astral planes, and the nether regions, was eviscerated.
To the east, the far-off realms of Sahul and Sunda, including the Elemental Conclaves of Siam, were also affected -- terrors from the Elemental Strongholds and the Avici Hells of the Yama Kings poured forth in a tidal wave of infernal power, overwhelming many of the ancient cities of Siam, Khmer, Cathay, and Nippon.
The lost realms of Atlantis, Mu, and Lemuria resurfaced, respectively, in the Atlantic and Pacific Oceans, and the inner tropics of the Antarctic were freshly unveiled -- the great ice wall that had hidden them from the world having cracked during the cataclysm.
The world of Ehrth is like and unlike our own -- the alchemy of the Ancient Greeks, reportedly inherited from an earlier civilization led to the creation of the mutant-animals, the greatest friends, servants, and tools of the Empires of Man. The Library of Alexandria was never burned, and the survival of ancient Atlantean wisdom through the Roman Empire led to the early development of remarkable technologies comparable to, but different from, those of Earth. Vril-energy rifles, flying golden palaces known as Vimanas, ornithopters diving through the skies of etherum-powered mega cities like Londinium and New Amsterdam.
Now, the Continent of Laurasia is contested between few remaining arcologies of the Empires of Man, as well as the new political powers of the mutant animals that have arisen in their wake. Among these is the Empire of the Golden Circle, a vast slaver empire that embraces the Gulf of K'uk'ulkan to the south of the United Dominions of New England and the Capetian States of the mid continent. This cruel, avaricious realm, whose power was built up upon the whip-stricken backs of its legions of enslaved magic-users and elementals is now facing a surprisingly tenacious revolt within its Mesoamerican territories. Rumors abound that the ancient powers of Aztlan -- the blood-soaked realm of the camazotzt, the mutant animal vampire-bats who once ruled this region -- seek to take advantage of the new disunity and reassert their power, rising from their places of refuge in the deep earth. Other reports herald that the fabled Fountain of Youth has been located -- the brightest jewel of Moctezuma's lost treasury held in the fabled glistening city of El Dorado. If either the sanguinomancers of Aztlan, or the psionic slavers of the Golden Circle were to locate the Fountain, the fallout could lead to the conquest of the entire continent by one of these baneful powers. Enterprising heroes with a talent for subterfuge are needed to infiltrate the mysteries of the Valley of Mexico, rendezvous with the beset cells of the revolution, and keep the power of the fabled lost city from the hands of evil doers.
Hello all myth weavers again (long-time since i was last here... heh)! Welcome to "Ethereal Odyssey - The Polarodduhss Paradox" an adventure set in the distant future of the year 2625 AD. -- yeah, a new game that I'm basing it on my upcoming book of the same name, so it has quite a developed universe around it...
In here we are going to take part of the colony crew of Pioneer's Hope, decelerating from warp space to land at Polarodduhss, a lush jungle world filled with untold secrets. This epic campaign combines elements of science fiction, ancient mythology, and cosmic spirituality. Are you ready to unravel the mysteries of Polarodduhss?
The journey starts on board Pioneer's Hope, a cutting-edge spacecraft designed for colonization and exploration. They are en route to Polarodduhss, a terraformed planet twice the size of Earth with a higher gravity field of 1.4 G, that sports 12 artificially added moons. Originally a rogue, sunless world drifting through interstellar space, it was captured by the Terran Union and placed in orbit around the orange dwarf star, August XCZ447, also known as Kayathaar's Blast. The location of the star is very near the outer rims of the central galactic bulge of the Milky Way Galaxy.
Though it took around 2 centuries, Polarodduhss now thrives with exotic jungles, towering canopies, and enigmatic ruin-like pillars of rock—making it a haven of scientific wonder and potential dangers. You are among the few selected to explore this newfound paradise and shape its future.
The year is 2625, and you are among the crew and pioneers aboard the massive exploration and colonization ship, Pioneer's Hope. After what feels like an eternity traversing through warped hyperspace, you are finally approaching your destination: the star system of Kayathaar's Blast and the mysterious planet named Polarodduhss.
Your mission is seemingly straightforward — disembark on this untamed, artificially seeded and terraformed, jungle planet, twice the size of Earth and graced with a gravity of 1.4 G, and lay the foundations for a new human city. The planet's vast, bioluminescent jungles and towering rock formations present their own challenges, but so does the unknown.
As you descend towards the planet, you can't shake the feeling that you're about to step into a much larger world, one filled with wonders and dangers you can't yet comprehend. Your captain speaks of building a new home for humanity, but what waits for you in the depths of those glowing jungles?
The ship's engines hum as you enter the atmosphere, and for a moment, you wonder what stories you'll be able to tell when this is all over—or if you'll even be there to tell them. The celestial drama above fades as you touch down, replaced by the immediate, pressing concerns of survival, exploration, and the haunting question that gnaws at the back of your mind: what else is out there?
How we will begin:
First scene will happen as it will happen in the book. We are all in the process of decelerating from warped hyperspace (a different approach i took to interstellar travel that is a bit more dramatic), then after character introductions and interactions with some of the main characters of the book, the ship will begin it's descent on Polarodduhss to begin the colonization efforts.
Oh, yeah, I'm looking for a starting crew of 5 players, but the game may begin at 3 active and approved players.
I will be closing the gate at 8 maximum or when the advertising time stops.
Also if you feel like you can manage two or maximum 3 character, that would count as occupying two seats or max 3. So i'm all for daring players that have the skills to manage multiple character arcs 🥳
Update: 2 Seats left, and then whomever joins may still show interest and remain, in case anyone of the first players decides to leave, but for now we are nearly a full table.
As this book is nearly finished, what we do here will have no impact what-so-ever on the already developed universe and lore, but it is instead a sorts of fan-fiction based on the adventures that will take place in there.
So as to not cause undue expectations and worries, nothing here will become part of the book, nor will any characters be mentioned in the actual book as it will screw with the entirety of the already established flow of the story.
Ownership: All game content, including but not limited to characters, settings, and story elements, is the sole property of Danny089-Eridmius/Odeoron.
User Agreement: Participation in this game implies an understanding and agreement that players will not use the game's copyrighted elements for any purpose outside of personal enjoyment through playing this game. This includes refraining from using these elements in their own works, whether these are written, digital, or other forms.
Idea Submissions: While we welcome player engagement and ideas, please be aware that any story suggestions or character concepts contributed by players will not be incorporated into future publications of the book or the game. This is to avoid any legal complications concerning the ownership of these ideas.
Distribution: This game or any portion thereof may not be reproduced or used in any manner whatsoever without the express written permission of the copyright owner, except for brief quotations embodied in reviews or discussions.
Thank you for respecting the hard work and creativity that has gone into crafting this universe.
Besides the usual disclaimers (magic, monsters, bad guys, possible violence, misdemeanors, and role-playing) this adventure also has a fair amount of possible horrific elements including mind control, body horror, alternate dimensions, evil gods and beings, tentacles, and weird/disgusting enemies.
Adventurers, Explorers and those who want to become such,
Find your way to the village of Greyreed and become part of an expedition into the misty swamp.
The renowned traveler, author and explorer Madri is looking for brave souls to accompany him on his latest expedition to find what is lost in the ever lasting mists.
Hey everyone. If this short blurb got your attention, and you feel ready to head out for the expedition, that's great. And if it wasn't enough, here is some more information for you.
So, here's a little bit about me. I have been mostly caught in the position of forever GM for the last ten years, so I got a little bit of experience with this. For the last five or so years I mostly played Dungeon World, which I would call the big brother to the System we will be using for this adventure. I also have some experience with pbp, mostly being a player in an anime forum roleplay. So if anything happens, that might be due to this, feel free to give me some advice.
World of Dungeons with modified exp system.
World of Dungeons is a really rules light powered by the apocalypse system usable for classical and deadly fantasy adventures. The use of only a single move in combination with really simple classes makes this one great for the type of narrative game I like to run, as there are little rules to bog down the game. For this game, I changed some of the rules, such as using dungeon world style XP on a miss, or quantum gear I stole from wodu remix. As all the rules fit onto a single page, it shouldn't be to hard to understand them.
And now, some more details regarding the adventure.
This adventure was created as a oneshot, and I ran it successfully at least three times. It's all about exlporing the misty swamps, a region that is held in a constant state of thick fog and houses some secrets.
The explorer Madri, who is looking for the next opportunity for some important discovery, to get even more famous than he is at the moment is organizing a small expedition consisting of him and the player characters, after he has found some hints about something that's hidden in the swamp. But as every good explorer would, he doesn't tell you what it is, as he fears you want to steal his fame.
For all that wonder, Madri is an NPC, who is both the quest giver, as well as an companion to the group, but don't be afraid of some DMPC saving the day stuff, as he is not quite as useful and adept in exploring, as the books he has written and tales told about him would make you think.
So if you decide to join the adventure, you'll be part of a crew that explores the misty swamps, on their way to old ruins and long lost treasure to be found.
This adventure is good for up to four characters, and the window for application is till one week after posting this, or until four players have successfully applied. For application, please have a look at the Characters tab. There are the rules for creating a character as well as a character sheet template and the general rules for the game.
If there are any questions, feel free to post them in the OOC Tab
Tales are told throughout Golarion of shadowy figures that lurk in dark corners—sstoris recounted at children’s bedsides feature bestial creatures that come out only when the moon is right, and fireside legends speak of otherworldly beings beyond reckoning, whose very existence is more than the human mind can bear to know.
These are the legends that explain where the blood of the family cow went, and why clerics spend so much time ensuring the proper Pharasmin rites are observed at gravesites throughout the Inner Sea.
One can write them off as simple, scary stories in Absalom or Westcrown, but in Ustalav, everyone knows the truth of the things that go bump in the night.