The doors of the Realm Folded Tavern are always open to those adventurers who seek it out!
The RFT is a D&D 3.5E community where participants take part in, and hopefully also run their own, missions and adventures of all lengths and concepts. It is not an 'anything goes' game, but we are pretty liberal in our character building limitations. There is no PVP in the Tavern itself, and it is frowned upon in missions; but if you want to test your skills we have an Arena too.
The original RFT has been running for 8 years now, with hundreds of players and characters over its life, and we have now moved all new missions to the new RFT here on the new MW site.
Read the character guidelines, submit something for approval, maybe even offer to run a mission or two.
Fun and adventure awaits you at the Realm Folded Tavern!
The D&D Adventurers League is an ongoing official campaign for Dungeons & Dragons. It uses the fifth edition Dungeons & Dragons rules, and features the Forgotten Realms setting and now Eberron. You can play D&D Adventurers League games literally anywhere. Players use the fifth edition rules to create a character and bring that character to games anywhere D&D Adventurers League play is happening.
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.
"But stories are like people, Atticus. Loving them doesn’t make them perfect. You try to cherish their virtues and overlook their flaws. The flaws are still there, though." - Lovecraft County
H. P. Lovecraft is a Jerk! Or avoiding all the -isms
Let’s start by getting the obvious out of the way. Even for the time, Lovecraft was a massive racist and antisemitic, and the 1920s wasn’t exactly a bastion of progressive values. Thankfully over the last century others have taken what he created and reinvented it to better reflect the more progressive world we have today.
The aim is not to accurately model the worse parts of the ‘20s but rather to try to capture the feel of the spirit of the age, a theme park version of the Jazz era if you will! Think of it as how such things are handled in an Action movie set in the era.
Jazz Age Scion heroes facing down the threat from the Elder Gods of the Cthulhu mythos! We'll be following the plot of the classic Mask of Nyarlathotep, at least the prologue we'll see how we'll go from there. For anyone that already ventured into the behemoth that is Mask obviously things will be a little different as we're dealing with characters will massively different power levels, plus they'll know more about the way the world works. Basically, the characters will be trying to stop Scion of Nyarlathotep from summoning a Titan that could destroy the world.
To keep things a little more grounded, but not too much, the super and preternatural are an open secret, people know such things exist but you won't find a centaur hanging out in the big city. People go to church and pay their proper respects, but they also leave gifts so as not to upset the brownies and other old ways. Think of the television forms of American God and Sandman for a general feel of how the supernatural exists alongside the mundane more or less trouble-free.
You'll be creating characters as per the standard rules for Scion Heroes, with all the Pantheons from the official books. The only ones not allowed are those not yet officially published, Dragon and, ironically, Masks of the Mythos. No fan works or the such like please, we're just sticking to the basics.
As well as the character history, pre and post-visitation, you'll need to explain how and why the character ends up in Peru at the start of 1921. About a paragraph for each will be more than enough to get a general feel for the character.
Finally no lone wolves or such, I want characters that will happily work with each other and can complement each other.
Any question you have about the process can be asked here, I'm not an expert by a long shot but I'm sure that I, or someone else, can provide you with an answer to the question.
Post Rates and everything else!
In general, I try to at least post once a week, and if something happens then I will try and let people know. Especially with something like this the players really need to be proactive, especially if we get to the adventure proper when the character will have choices as to where they can go at any time in the story.
Looking for a player to join an ongoing Lost City campaign. This is using 5e rules for a Goodman Games Reincarnation Adventure based on the AD&D module of the same name.
If you're interested, please create a 3rd level character, but know that we currently have a rogue, a monk, a wizard and a ranger in the party. I'll be inclined to give the spot to a player whose character doesn't match one of those. Below are the character creation rules:
All races/classes from the PHB are just fine, and if you want to ask about others from other books you can go ahead and make a request. I've got Xanathar's Guide, but that's about it as far as the others go. If you want a class or race from another book, you'll need to give me a rundown on everything about them so I can make a determination. Just cut/paste at the end of your Character Sheet or something.
As far as formatting your character sheet, this is my preferred style - please do your best to craft something similar. That way I know where everything is without hunting all over the place for abilities, feats, saves, etc. It'd be much appreciated and will certain make your character more likely to be chosen if I get a lot of interest in the game!
For attributes, let's use the following rules:
1) Roll 4d6 for each and drop the lowest result from one of those dice. You can place them anywhere you'd like. If you are REALLY unlucky and wind up with a total of +2 or less for the sum of your modifiers, go ahead and roll once more. But only once! Then you can go to option 2 below.
2) If you don't like your results from rolling the dice, go ahead and create a character using the point buy system.
3) If you've got a RANDOMLY rolled character with a total of +2 or less for the sum of your modifiers, but you want to go ahead and play them, I'll let you choose a bonus feat as a reward!
That's all I've got so far... More questions are certainly welcome!
The name means 'Three Lands' in Old Giantish. It is a name passed down from ages long past when Giants and Dragons fought for dominion over all the world. In the present day, few believe either was ever anything but myths. But ominous omens have been spotted and strange times, indeed, have risen.
Come discover who you are and what role you have to play in the fate of TRELLUNND.
EXPLORATION AND DISCOVERY are the major themes of the game. Not only discovering the nature of Trellunnd's geography, culture, politics, and deep history but also discovering who your characters were before finding themselves without their memories and what their purposes are in the great saga of this land. It is a savage and dangerous world and ominous times are on the horizon. Your characters find themselves thrown into a crucial position to change the future of Trellunnd for the better or worse.
PLEASE BE AWARE that I've taken some liberties to create what I feel is an unorthodox and unique gaming experience. As such, character creation options are very limited at the outset. They will expand as the game goes forward.
The characters awoke in a harsh and inhospitable desert, with nothing but vague memories of having spent their past many months or even years in a non-descript 'facility', of some kind.
They have almost no memory of their former lives or even of the world in which they find themselves, save some vague dreams.
What they do have and share, however, is a singular, compelling, and inexplicable thought that reverberates through each of their minds.
"STOP THE DOOMSIRE"
With no supplies nor access to water, the group has struggled and been forced to fall back on primitive means to make their way out of the desert and toward some semblance of safety.
THE GAME MASTER
That's me. I try to do good things. Sometimes it works out.
I'd reluctantly call myself a roguish combination of a monk and a ranger. I have an affinity for outdoorsy things, meditation and have lived what might be described as an alternative lifestyle.
Life is mysterious and that is all I can claim to know.
I've been playing RPGs in person and on the Weave for about 10 years. I initially got involved because I was an avid chess player and I enjoyed reading fantasy fiction. RPGs seemed like a fun fusion between those things. (Boy, was I........mostly correct.)
Setting: The world of Elsver is a vast and diverse realm, but at its heart lies the untamed wilderness known as the Crosslands. This is where your epic RPG campaign begins, a land of uncharted territories and ancient mysteries, where the line between civilization and the wild blurs. As adventurers, you find yourselves drawn to this chaotic frontier, where legends are born and heroes rise amidst the rugged beauty of the natural world.
Quest: Your party's quest revolves around the enigmatic order known as the Direwardens, charged with keeping the Crosslands stable and making it accessible to all the kingdoms of Elsver. As you delve deeper into this campaign, you'll uncover ancient prophecies, lost artifacts, and hidden sanctuaries. Your mission is to aid the Direwardens in their noble cause, protecting the Crosslands from threats, uncovering its secrets, and forging alliances with the diverse factions that call this land home.
Challenges: The Crosslands are a land of peril and wonder, filled with dangerous creatures, unexplored ruins, and rival adventurers seeking fortune and glory. You'll need to navigate treacherous swamps, ancient forests, and rocky terrain, all while deciphering cryptic clues and facing off against mythical foes. Decisions you make will impact the balance of power in the Crosslands and the fate of its people.
Character Development: Your characters will grow and evolve as they uncover the secrets of the Crosslands. Gain new abilities, forge alliances, and uncover your own unique storylines as you delve deeper into this untamed frontier. Will you become revered heroes, feared conquerors, or wise protectors of the wilderness?
Campaign Themes: The Crosslands Chronicles explores themes of nature vs. civilization, duty and sacrifice, and the blurred lines between heroism and ambition. It's a campaign of exploration, mystery, and high-stakes adventure in a world where the wild and the mystical hold sway.
The Egocrashers are a small organization in the solar system's underworld that are primarily involved in the theft, sale, development, and trafficking of dangerous and forbidden weapons and technologies. They are known among transhumanity's criminal elements for hiring individuals with unique backgrounds to undertake dangerous jobs that pay very highly.
Recently, the group put out an advertisement on a midnight-marked job board looking for highly motivated and skilled individuals to "liberate one of nanotechnology's greatest minds from slavery in Jupiter's orbit." The potential payout listed is jaw-dropping, but so are the supposed risks. Potential TITAN exotech? Hungry nanobot swarms? Cyborg bodyguards? Space pirates? Unlikely. Besides, how hard can it really be to kidnaprescue a scientist?
System: Eclipse Phase, Second Edition (free rules availablehere). No prior familiarity with the system required! The system is fairly crunchy, but I am willing to help you learn.
Posting Frequency:Ideally, an average of 2 times per week to keep things moving, but historically we've averaged about once a week so far.
Game Type:This mission is a medium-length investigative mission that is part of a longer campaign involving uncovering the secrets of the Egocrashers.
At the same time, all forms of AC and DC electricity ceased to function
Lights... Running Water... Batteries... Phones... Satellites... ALL OF IT.
Panic set in immediately among those left alive and the world burned in crazed pandemonium.
Half of the human survivors didn't make it through the first Winter.
After the initial devastation and ensuing chaos,
a very small fraction of survivors began experiencing bizarre anomalies in themselves.
Their appearances began changing, sometimes drastically, and many developed strange and powerful abilities.
In some places, these people became known as"The Corrupted"...
If the world weren't in enough turmoil already, this new development certainly added fuel to the fire.
Fear and prejudice ran rampant. Corrupted and non-corrupted humans, alike, began banding together
into groups and factions with others of similar natures and interests.
One faction, whose people found a common interest in their zealous hatred for The Corrupted grew
larger and faster than any others. They quickly spread to other cities and established themselves as
the dominant force in the Western U.S.
This faction calls itself, "The People of the Real Earth" or simply "The PURE".
The PURE believes the world will return to normal only when
all of The Corrupted are completely exterminated.
They hunt and kill The Corrupted wherever they can be found.
It has been almost two years since The Turning.
In Tucson, Arizona, like most places,
the dead still lay where they fell, now in various stages of decomposition.
Bodies, both whole and mutilated litter the streets and buildings.
They stare, marble-eyed, from vehicles lining roadways and alleys.
They lay doubled over keyboards and desks, in office buildings and in schoolhouses.
Some lay in half-burnt piles, where folks thought to be rid of
them, only to have lost heart, eventually abandoning the daunting task.
At one moment, they were all just people, living their lives, thinking about
plans and deadlines, and talking among themselves about
some curious or frivolous intrigue.
In the next moment they weren't but macabre, petrified monuments to a fast-forgotten legacy.
It has become a quiet world of imminent threats from
roving gangs, desperate individuals, and diminishing resources.
Groundwater wells have become a precious resource in the desert, where
it is hot and dry, and they are closely guarded.
The PURE's most zealous and elite soldiers patrol the streets at all hours.
You and a small group of other Corrupted have taken up
refuge in a house, less than a mile from the Downtown area.
Some of you have been holed up there for days, awaiting the arrival of the others.
Each of you was beckoned from near or far by a "calling" of some kind.
You hear it clearly but do not quite know what it is.
Since it began, just a few months before, you have felt connected to one another, even
over great distances.
You see one another in your dreams.
You've been urged and prompted by this calling... to travel to this place... to come together at this time.
It is a binding, to a common fate...
and a heralding of a rising darkness.
It is a summoning to a terrible andwrathful vengeance.
ABOUT THE GAME
💀 I'm inviting 4-6 players to join me for a sandbox-style apocalypse survival game, set in modern times.
💀 I believe a unique and irreplaceable quality in role-playing games arises when players legitimately think they might die at any moment. (Think Dead Souls) My objective is to make a game that is DEADLY and which perhaps carries an element of fear and suspense at all times, while hopefully remaining both playable and enjoyable.
I realize one may develop certain unfavorable "feelings" for a DM who so recklessly
slaughters their beloved characters.
So, should yours meet such a fate, I only ask that you remember that it's nothing personal...
It is the year our lord 1666 -- London is in flames.
In this alternative timeline of Palladium Books' post-apocalyptic mutant animal rpg After the Bomb, the world was rocked by an etherum bomb disaster which occurred during the latter days of the Thirty Years' War. The resulting landscape is a steampunk-puritan-ghosts of Appalachia-post-apocalyptic-horror show. The lost continents of Atlantis, Lemuria, and Mu have returned as a result of the dimensional rupture of the 'Day of Darkness' when the ether bomb was dropped on central Europe. Dark creatures of legend roam the streets at night, and the veil between the nightmares of the astral planes and the world of the living have become thin and tattered, allowing the easy ingress of mythic horrors.
The European colonies of the Americas have become largely self-sufficient and independent as a result of the catastrophe. The various breeds of mutant animals, once loyal servants of their human masters, have increasingly established their own civilizations and communities in the wreckage of the old order. The storied orders of the Knights Templar, the Witch Hunters, and the Vampire Slayers have emerged from the shadows to combat the new threats to civilization - among their most competent adherents are the mutant animals who have maintained their faith in the cause, even if they have thrown off the shackles of their previous servitude to the Empires of Humankind.
This setting will adopt elements of After the Bomb, the Savage World's setting Rippers, and the Adventures of Solomon Kane, among other inspirations. One of my players came up with the tag 'Colonial Atom Punk' to describe the setting. In this world, the historical technology of the 1600s is considerably supplemented by steampunk etherum tech more reminiscent of 1800s-based steampunk images and concepts -- witch iron clad battleships, etherum canons and handguns, ornithopter-type flying vehicles. The ambience would be similar to Val Helsing, Witchhunter: the Hidden World, and the Adventures of Solomon Kane and would involve a party of humans and mutant animals that are part of esoteric orders that hunt down demons, devils, vampires, witches, and other cryptids threatening the ashes of civilization on the East Coast and the ruins of Europe.
Using the After the Bomb Mutant animals rules for a race/r.c.c., there are at least three different options for making characters. I am allowing players to have both an r.c.c. (in this case, mutant animal), and an o.c.c. or similar additional element to open up additional character concepts like mutant animal black cat witches.
(1). Use a mutant animal as your race, and pick an o.c.c. from Rifts, Fantasy, or another Palladium game line.
(2). Pick another, compatible r.c.c or r.c.c-type chassis like a Nightbane or an anti-monster (Rifts: South America).
(3). Make a mutant animal 'super hero' by combining the mutant animal rules with the super powers in Heroes Unlimited.
There is no SRD for this system, so you'd have to get access to the books somehow on your own (I own a hard copy of the core book, so I really can't help on that front).
The current setting/plot is a town called 'Kamden' in the mutant animal state of New-new Jersey that is currently in the grip of a 'Witch Hunter Terror' caused by apprehensions of infernal forces from Hades and Dyval increasing in their activities in the region. Outlying farms have been attacked. Larger bands of zombie 'roamers' have begun to move into the region. Law-abiding citizens of Kamden have been abducted a night under mysterious circumstances, never to appear again. These circumstances have led the Town Council to set up a Witch Hunter Inquisition to attempt to ferret out the malevolent elements that have infiltrated their society. The result has been a dramatic increase in the number of public executions at the Town Square, but persistent rumors hold that the Inquisition has become a terror and has had little impact on the true sources of the region's recent troubles.
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.
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.
This game is a pure Western with no paranormal elements. It will use TSR's Boot Hill 2nd edition rules. The rules section will include all you need to start a character. If you have the rule book you may notice some differences with attribute labels and the way a few things are handled. These changes have minimal effect on the mechanics of the game, most are cosmetic.
Boot Hill 2e is very much a combat simulation game. This means that the rules really stay out of the way of role-playing. Combat and Gambling are the only hard rules, though we may add a few if there is a real need.
This game is borrowing heavily from the 1950's and 60's TV show of the same name. Your characters will be professional problems solvers for hire working out of late 1870's Denver Colorado. You work for a mysterious organization known as "The Firm". Your characters will be given missions from your contact/higher-up in The Firm. Each mission will begin with the player character's arriving at or near the location of the job with a task or tasks to perform. It will then be completely up to your characters how you solve them. Members of The Firm are somewhat above the law once you leave the area, though agents who appear to enjoy being overly brutal or destructive are severely frowned upon, especially if collateral damage is excessive.
I am planning on making GM posts on Tuesdays and Fridays. I will answer questions more frequently. Beyond that I am looking for creative players who will ask questions and work to figure out the situations they are thrown into.
This game system is deadly, even when compared to other old school systems. It is best not to get shot, stabbed, blown up or hit in the head with a shovel. So players should look for ways to be at an advantage when the crap hits the fan. It will hit the fan, a lot. Characters all need to be combat ready in one form or another and ready to get dirty. There is not a lot of room in this game for dance hall girls and piano players. There is no skill system so if you want to say your character knows how to play the piano in your backstory... he or she does. The only skill that is left to the dice is gambling. So feel free to elaborate.
I am looking for up to six characters that will fit in well with the theme.
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.
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.
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.
"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.
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).
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.