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Exalted: Jewels of the Dreaming Sea
They are called the Dreamtears, the Prism Jewels, and the Seven Stars of Y'sala.
Once they were the Gems of Empire when the Queen of Splendor reigned with the Mandate of Law on her right and the Golden Maiden on her left. From Old Yonaca the Undiminished Light spread across the Dreaming Sea from the forest haunted shores north of Champoor to the shining water beyond Shinjok-that-Was, blessing all that beheld it.
Yet that was long ago. Who can say now if there ever were such days were from across the long years and snared as we are in the ever tangled threads of Fate? Yet the Dreamtears endured and the legend is not yet forgotten. When the Old Dragons reigned the Stars were said to be given to seven kings and queens that they might rule well and true. For those who did their blessings were multiplied many times and when the Seven Stars were brought together they could banish any trial or darkness that threatened the Sea. Yet for those who erred, as all men must err, they found those blessings turned to ruin sevenfold and the light of the Prism Jewels diminished forever. Over time the kings and queens passed and in their heirs folly exceeded wisdom and so the Seven Stars dimmed and eventually were scattered.
Yet still they endured, now regarded as symbols of the right to rule when the Great Plague passed the Dreamtears were sought by new powers. Royal Simharajala once held three in their mightiest days, some say the Ageless Emperor of Y'danna holds one still. Ysyr as well coveted the Dreamtears though to the ever corrupt sorcerer princes they could bring only ruin and were soon cast them away to curse their enemies.
Yet this too was long ago, and the last of the gems disappeared with a Simhari raja over five hundred years gone.
Welcome to Creation!
Jewels of the Dreaming Sea is a game of Exalted 3rd Edition taking place, you guessed it, primarily in the area of the Dreaming Sea. From the ever-nighted city of Champoor you will soon discover a legend you never particularly believed in, and certainly did not come to the Dreaming Sea pursuing holds not only some truth but perhaps even the power to make your wildest dreams a reality.
A major reworking of a recent Ex3 Game that fell through I have created this game to let people hopefully import their characters with minimal fuss. That said this is not an attempt to reanimate what I thought the old story may have been but tell my own with new themes. Consequently I also strongly encourage anyone new to apply. I will set recruitment open for a week, but this is only for gauging any additional interest so slap down a placeholder.
Hope to see you soon.
System: Exalted Third Edition
Number of Players Sought: 5*Possibly 1-2 more as a hedge against player loss.
Themes: High Adventure, Exploration, and Forgotten Wonders of a Bygone Age
What to Expect: A treasure hunt for Artifacts that may hold unthinkable power. This will see action, exploration, and fairly swashbuckling adventure across exotic locales. Seasoned traveler characters will do well but I won't select a Circle of just that, and Sail is very much not required. While not necessarily heroic as you will probably be branded as pirates by the powers that be, I also do not select mad reavers who slaughter their way through problems. You can also probably expect a somewhat motley crew as this adventure is open to multiple Exalts so play nice with others if you can.
What to Not Expect: This game will not be Civilization/Kingmaker style game where I expect the Circle to rule over some city while gathering forces to take back Creation. Being on the move there will not be an abundance of time for crafting, building up cults, and such. Likewise while there will be chances for social characters to shine this will not be politics heavy game focused on factional infighting or the like.
- Exalted 3e
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The Count, The Castle, & The Curse
It's almost that time of the year and I wanted to run something to do with Halloween. This module seems like a fun little thriller. Ravenloft inspired but all the serial numbers filled off. Fair warning this is my first time running Shadowdark but I've run plenty of D20 games. I only have the quickstart rules but that seems like enough to run this module.
- Shadowdark
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Chronicles of Secret Histories
I’ll be using some to tools and try to do a lot of random stuff for emergent play. I’ll be using several different systems to go through and learn and different game scenarios. And I’ll try to keep each post down to 15 minutes or so. Bitesized.
First up: Armour Astir
Other games on the list:
- Mythras
- Destined
- Beam Saber
- Galaxies in Peril
- Fantasy Age
- Modern Age
- worlds without number
- stars without number
- tiny d6 series
- City of Mist
- White Lies 2nd
- Cortex Prime
- art of Wuxia
- wulin Rivals
- Nights Black Agents
- Survive This
- Mecha (Chris Perrin)
- mechamorphosis
- battle century
- Mekton zeta
- Urban modern fantasy
- girl by moonlight
- disaster peace
- disaster wing
- hero’s journey
- agon
- hit the streets
- longshot city
- cities without number
- khnai academy
- ptd (pandora total destruction)
- forbidden lands
- Miscellaneous
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- 13th Age
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Panic at the Dojo: Punk Rock Sepulchre
Somewhere, in a hidden room, five old men sit around a table. You don't know them, but they've shaped this world since before you were born. They drew a line between the mundane world, and the terrors that lurk in the shadows. They signed blood oaths with the Vampire Primogeniture, brokered a contract with the old magi consulate, bound the more esoteric monsters with rules that limited their prey to a luckless few unfortunate souls.
Some say the Five Old Men are heroes: keeping humanity safe and allowing the modern age of technology to even happen. Others call them tyrants - enforcing human misery and death out of fear that the alternative could be worse.
Either way, their time is almost up
The world is a forever shifting thing. Corporations pursue trading opportunities in hell and experiment with the biology of unearthly creatures. Vampire galas host the rich and powerful, tempting mortals with possibilities the Primogenature are forced to deny. New religious groups outfit eager acolytes with weapons forged of the bones of ancient gods. Ambitious generals dig up ancient weapons programs, reviving long buried horrors for the modern era. Those who hold power want their power to grow. No treaty of convenience could hold that back forever.
The era of the Five Old Men is coming to an end. What follows will be an time of opportunity. For good, or for ill? That part is left to you.
The idea for this game is... basically 'anime riff on the World of Darkness'. Not literally - I'm not using their settings or lore directly, that sounds like a ton of work. Take a lot of the concepts and base ideas from those games and urban fantasy in general, and use them to tell a fun, fast paced action story that goes to the craziest extent you can think of.
Think a tone similar to early Bleach, something in the Shaman King line... Maybe Street Fighter, Kamen Rider, or perhaps a more bombastic take on the X-Files. The supernatural is real, it's (at least potentially) dangerous, and you idiots are going to have your hands full keeping folk safe. This is kinda a sucky job when you think about it. You don't have any kind of big group backing you up, while the bad guys have at least one Ancient Secret Society on their side. But it has to get done and you've got your strengths too: pluck, grit, resignation and a complete inability to process logical odds can go a long way towards doing the impossible
Character Creation
We're using Panic at the Dojo - incorporating Patched Up v5. If you're unfamiliar, this adds a level up and supermove system to the game, as well as reworking/rebalancing a lot of the core styles and forms. If you have access to the playtest, Second Strike material is also valid. Please don't reproduce rules text from it in your character sheets, but otherwise you're cleared to use it.
In terms of lore? Go nuts! Half the fun of Panic is the ability to make whatever crazy character you want, and that was key to me with this setting. Magic is a given with this setup - but secret, highly advanced science also has a place in urban fantasy. From the Technomantic Union to the forces of SHOCKER, there's precedent in the inspiration for this game. I'd like characters who are at least vaguely heroic, want to keep ordinary people safe and are able to work in a team, but that's about the extent of the limitations here.
The world's big and diverse enough that any sort of power or organization you introduce can fit somewhere. I'd caution a little against large unified hero groups - that doesn't really work here. Still, smaller ones are AOK. An isolated temple of exorcists? An underfunded government office tasked with investigating the paranormal? One legendary vampire hunter who retired and passed their legacy down? A union group representing actual spirit mediums? All these are fine. Just no Magic SHIELD. Big organizations that uphold the status quo are more a bad guy thing. The best you can get out of the magical authorities is 'doggedly neutral', and even that is due to their pact with the Five Old Men.
- Miscellaneous
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The Long Midnight (Warlock! RPG - rules lite WHFRP inspired game)
GM NOTE: The system runs on Warlock! RPG, which is inspired by WHFRP but designed to be rules lite like Fighting Fantasy.
See review of Warlock! here https://www.youtube.com/watch?v=wcneTI7N3Jc
If you do not have the rulebook or pdf I can provide relevant information to you, it is not a difficult system to learn.
"I was headed to the market with the youngest on my back and his older sister in tow when a shadow fell upon the streets. I assumed a storm was coming upon us which would have ruined our sunny day, only to gaze up not to see a cloud in the sky but a dark substance blotting out the sun. It was like a circle of black had covered the light of the gods covering us in darkness."
"I told my daughter to kneel and pray to the divines as this was a sign from heaven but the darkness never left. People began to panic in the streets some claiming it was the end of the world, others said that the gods had left this world."
"It's been 3 days I think, it's impossible to tell with no sun as a timekeeper. The City is gripped with fear, soldiers march the streets with madmen howling off in the distance. I can feel winter coming upon us, it's too early! We will surely starve if the gods have not released us."
"Word has it that the lands around us are not affected, they see a great cloud over our lands covering the sky like a mighty storm. I don't want to feel my home, we're happy here and we are safe. Foul beasts of the deep mountains have been spotted roaming the countryside, and farmers have fled their homes to come to the City for protection. We're being laid siege by an unknown force."
"Have you seen the image of the spider woman in your dreams? I saw my child wrapped in a web with small spiders chanting. My husband saw a woman in black standing by our son's crib saying the children belonged to her. My daughter was talking about a 'Nobel woman riding a carriage with spider legs' asking her to ride along."
"Please do something, I know the gods act through mighty warriors and we need one at this time."- Elwel Gesser, washer woman
The darken streets of Blavin
The Long Midnight is a small sandbox set in the region around the City of Blavin, this includes an event that begins at the start of the campaign.
Blavin is a walled city on the edge of the Stoutkin Mountains on the Northern end of the Empire. The City acts as a trading route between the lands of the Empire and the Dwarven kingdoms. The harsh winters are juxtaposed with the glorious spring and summer months, and the city is adjacent to a beautiful glacial lake.
One midday during the month of Wunda (the end of summer) a darkness fell upon the land and has never left. The tale begins with the darkness falling upon the land, the adjacent lands have not been affected but there appears to be no relief for the City of Blavin.Local map of area around Blavin
THE WIDER WORLD
The Known World exists inside a dome that was created by the Gods eons ago. There is a ring of landmass that exists outside of the dome where people do live but life inside the dome is fairly stable. This campaign exists inside the dome, within the Monoth Empire.
The Known World was created by the 6 creator God and the main religion in the Hexlateria that worships these 6 Gods.
This sandbox is part of a larger world that I have been using for the last 6 years. More information and lore is available on my Discord channel.
Posting
- I would like daily posts from Monday to Friday, no more than 2 posts a day.
- As a guideline (not a rule) 3 paragraphs tops per post.
- Use Italics for describing characters actions and fluff
- Use point form to reiterate character actions in short points.
- Use quotes for what the PC says out loud.
Characters
- Grim Dark - Late Medieval Setting.
- Low magic
- Humans, dwarves and halflings are available. Elves can be selected if a Wizard's Apprentice was rolled up for career (this is homebrew specific reasons)
- Chosen players will have to roll for starting career as stated in the rulebook. Pre-generated characters will be available for players.
- Use Fillable PDF for character sheet.
- I will provide information for players if they have questions about the setting.
Background
- Do not provide a character background with application. Character Background will be radically altered by rolled up career and player will be stuck with a backstory and starting career that doesn't match. You will have time to create the character/backstory once the starting career has been determined.
- Keep background 3 paragraphs max. I prefer PC motivations over plot hooks, character motivations are what drive your character and goals your character has.
Discord
- Out of character questions can be done on my personal discord, link will be given to chosen applicants.
APPLICATION
- Name, age, any personal information you wish to share.
- Experience with Roleplaying. (beginners welcome)
- Are you ok with using Discord for questions and OOC chatter?
- Are you ok with mature content like racism, gore or sexual themes? [the game content isn't over the top but it isn't afraid of difficult topics, this question is just here to see where people are at and not an indicator what's in the game. I won't RP sexual scenes]
About Me
My name is Matt, I am from Canada and I started DMing games over 20 yrs ago. 7 yrs ago I started playing DnD again and I have been constantly running games since. I run mostly indie and OSR games, (DCC/MCC, Stars Without Number, OSE Advanced) and this is my first play by post campaign.
- Miscellaneous
- closes October 6
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Harrowed City
Seeking one Player Character to join an existing game
I am advertising this here as homebrew -- and this is cross-posted in pathfinder 1e for possible greater visibility. Why mention it as homebrew? Because it is an original gaming world; it adds to pathfinder 1e my own vision of a religious-magical-metaphysical system, and my own homebrew gunslinger class and firearms rules. I'm mentioning here on the chance that people who enjoy bespoke self-crafted worlds might find it.
The game's page is here: https://www.myth-weavers.com/index.php?/clubs/1505-harrowed-city/
All that said, The character being replaced is a Witch/4, Oracle/1. See below for the build rules. The current party has: A Rogue, a Monk, A Gunslinger, an Investigator and a Bard. So some scholarly sort with good casting abilities would fill a gap. Given a firearms intensive setting, a spellslinger is not a bad idea. You could probably get hints and ideas from the existing players if you post in the OOC thread.
OverviewYsidra is the world’s greatest city, a sprawling metropolis of districts, populated with a teeming diversity of races and religions. Boasting a population measuring into the millions, this metropolis is a mighty nation unto itself, considered the heart of civilization from time immemorial.
The Harrower Queen is a millenia old lich who tops an organized crime hierarchy that has held the Ysidra in an ancient grip of fear and corruption. She rules through manipulating and and steering layers of cults, organized crime families, and corrupt politicians. She is a diviner par excellence. She casts harrow-readings, she deciphers the entrails of her victims in her secret abattoirs, and she reads celestial signs. Long ago her grip over fate was ironclad; she read all men’s secrets and dictated the outcomes she wished. But society progresses, and for centuries her influence has been slowing decaying.
The world is changing. With rail lines bringing in crops and materials, with steamships crisscrossing the oceans in an abundance of commerce, and with a booming and increasingly educated populace, the city is steadily slipping from her grasp. New humanitarian philosophies, concepts of democracy and just rule, and burgeoning demands for freedom from bigotry of race, religion and class: these threaten her ancient grip of terror and coercion.
Can your squad of vigilantes and freedom-fighters contribute to a final tipping point?Your leader is the aristocratic Llwenda Grant, to polite society an aristocratic patron of arts and academia. She is pale of skin, tall, green eyed, with long tumbling curls of black hair. But she is secretly known as Medusa, running a secret organization of commandos and agents united in purpose to bring about the downfall of the Harrower Queen. Medusa is a terrifying leader whose agents work in the lawless twilight, by means both fair and foul.
As you proceed, you must work with five factions: the government (with its sprawling political, military and bureaucratic wings), the three great religions, and the communist party. Each in its own way is visionary and idealistic. But their ideals are incompatible. Should one dominate and become a new tyranny, the bright young flame of freedom may be snuffed out.
(This image shown is Ysidra's northernmost Harbor District, the main expanse of the city is behind the viewer.)Trigger warning: this is a story about heroes trying to make a difference in an work where the evil powers use historical evils (slavery, demagoguery, and bigotry over race, class and religion.) As freedom-fighters, you may face some dark things. I will try to be discreet and polite about ugly topics, but if you wish to avoid these themes then please choose another adventure.
Character Creation and Rules
Basic rules: Paizo + Psionics + Occult as found here: https://www.d20pfsrd.com/. Not restricted to PFS legal. No 3rd party content (except psionics and homebrew provided on these pages). No variant rules, except as specifically called out. When in doubt, show me the URL.
Some exploits that have level-disproportionate effects will be banned, if needed.
Characters start at 5th level, 20 point buy. Hit points = Max+3-3*level.
Starting wealth: 10,500gp. 1000gp toward consumables for each consumable creation feat you have (Scribe Scroll, Craft Potion, etc.). 2000gp toward items of the category covered by each Craft feat you have (including Gunsmithing toward guns). Bonus funds not used for the specified purpose are lost. Otherwise no pre-game crafting, no pre-game purchasing with any discounts. No pre-game mundane item crafting. No crafting of custom magic items before the game starts: I'll only make case-by-case decisions on specialty crafting later. No spell trigger items with caster level greater than character level. If a trait modifies starting wealth it applies only to the base wealth, not to any bonus wealth. Characters who start with more than 500gp forfeit half the surplus.PC races are exclusively: Catfolk, Dwarf, Gnoll, Goblin, Halfling, Half-orc, Hobgoblin, Human, Monkey Goblin, Orc, Vanara. Race is irrelevant to alignment; these are people not monsters. If mixed blood, you can take cosmetic fluff from your secondary race, and count as of that race too for all prerequisites including favored class bonus. There will be game specific racial traits to reflect how each of these humanoids fits in Ysidra. See here for more about the Harrowed City races.
Classes:
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Check out the Harrowed Gunslinger, with over 100 deeds and feats and options that let other classes interoperate with it, it is an essential part of this game world. (Note that most gunslinger archetypes are allowed, but some are obsolete or banned. See that page.)
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All available classes and what religions/supernatural affinities they have is on the second post here.
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Banned classes: paladin, antipaladin, summoner, dread and mesmerist.
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Banned archetypes: any that add Sneak Attack to a non-rogue class are banned. Druidic Herbalism is banned.
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Unchained classes are in use.
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Nature classes (Ranger, Druid, Hunter) are allowed but may not fit. The Urban environment is divided into 3 terrains (Low, Medium, and High class).
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Highcaster nerf. If a class allows spells above 6th level, then 1/3 of your class levels (rounding down) must be in classes that do not stack with that class's spellcasting ability. This rule also applies to psionic classes that reach 9th level powers, namely: Psion, Tactician, Vitalist, Wilder.
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The Harrower prestige class prerequisite is only 2nd not 3rd level spells.
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Rogues: once a good class, but outclassed as the game evolved around them, here is our "rogue rescue package."
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“Trapfinding” is banned for all but Rogue, Investigator and Cryptic. Magic traps are routinely cloaked against Detect Magic & similar magic effects. Master trap makers have learned how to make their traps trace magic to its source. Find Traps & similar magic can be counter-measured, making the old fashion what of detection and disarming vital.
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A rogue can change the ability used for 2 skills.
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Non rogue archetypes with sneak attack are banned, making rogues more unique. Gear that voids sneak attacks is rare/expensive.
Alignment: respect and work with your team, don't be a psycho.
Religion is homebrew and critically affects spellcaster classes. Each religion has exclusive access to one style of magic: Arcane, Occult, Psionic and Divine. You can only use magic of one style. Pay attention because a broad swath of abilities are exclusive to each of the first three.
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Aetherism / The Celestial Sovereigns. The Arcane faith: exclusive access to all forms of planar magic (including monster summoning). Divine classes (clerics, etc) of this religion cast Arcane magic.
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Spiritalism / The Harrowed Faith. The Occult faith: exclusive access to all forms of necromancy/communing with the dead, and to druidism. Exclusive access to druidism and shamanism. (The Harrower Queen is worshiped by some in this faith, but the majority would oppose and detest her.)
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Triapsyism / The Psychic Unity. The Psionic faith: exclusive access to all forms of reading and changing minds. Clerics and such do exist in this tradition but they use psionic rules for casting.
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The Narrow Way / The Path of Light. The Divine faith: Cannot use magic to directly harm (but OK to use vs undead, constructs, evil outsiders), cannot use dark, chaos or evil magic. +1 CL using channeling, healing, light, law, good magic. Banned from using piercing or slashing weapons (so no firearms).
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Agnostic. None of the above. You can use items, gear and abilities of all styles freely, but you can’t level up in any spellcasting class.
See here for more details on the religions.
Skills:
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Used: Background skills; Skill Unlocks, Occult Unlocks
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Knowledge (local) has a different sub skill for Low, Medium, and High class districts. Knowledge (local: High) replaces and subsumes Knowledge (nobility).
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Q: Are these professional skills or background skills?
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A: f you grew up in a district or made it your long-standing home base, you may treat that district's Knowledge (local) skill as a background skill [any one of the three]. Otherwise, all three are adventuring skills and cannot be purchased with background skill points.
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Social skill will be against increased DCs and may have limited affect against relatively higher level targets, to compensate for Pathfinder allow incredibly large stacking bonuses to skills.
Feats:
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Banned: Leadership, Flanking Foil, Tumor Familiar, Sacred Geometry. Also, try to avoid exploits lest they unbalance yourself relative to a team.
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At creation, take either the Elephant in the Room Feat Tax Fix, or a bonus Feat + a bonus Trait.
Traits:
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Choose three, one being a Harrowed City Campaign Trait. No campaign traits from other campaigns. No drawbacks.
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If a trait is listed as purple on this page, it costs a feat or two traits instead. If not listed, ask.
Other miscellaneous changes:
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Multiclassing: Fractional base bonuses are used
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Large, or obviously magical, companions are banned. Doesn't fit the covert ops theme.
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Used gear sells for 25%, not 50%.
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Retraining is allowed; no trainer needed; but cost is 3x listed.
Major changes around Gunslingers and classes sharing resource pools.
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Interoperable Grit, Panache, Luck, Ki, Inspiration. These powers are all interchangeable in a common pool. You may benefit from multiple ability score boosts to this pool but only if the ability scores providing the resource are different. It is intentional that these generally lower tier classes upset the apple cart somewhat dislodge what are traditionally the higher tier classes.
Firearms rules: Guns are everywhere and firearms are a critical part of the environment. Read the firearm rules here, and consider the Harrowed Gunslinger which replaces the Paizo Gunslinger, and has 100+ deeds to choose from. Also be aware of Campaign Feats, which make firearms accessible to all classes.
FAQs: Q: Do I have to read the whole OOC starter thread? It's long! A: No, all decisions that came out of discussion are in the rules, in their right places. Other FAQs are here.
The game's page is here: https://www.myth-weavers.com/index.php?/clubs/1505-harrowed-city/
- Homebrew
- closes September 27
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Contagion
Setting: London, UK 2026 TL 9
GURPS 4E 150 Points 25 Disadvantages 5 Points Perks -5 Points Quirks
Source Books: GURPS Basics Characters/Campaigns, GURPS High Tech, GURPS Ultra Tech, GURPS Bio-Tech, GURPS Martial Arts, GURPS Horror, GURPS Zombie
Players can have two weapon skill no higher than DEX for things like knife, shotgun, rifles and pistol. It's not to hard to imagine a character background where these skills would have been learnt but due to Control Rating and Legality Class these items could not be carried easily by the character in the out-start of the campaign story line. Though those with a criminal background or similar exception may be armed.
CR4: Controlled. Many laws exist; most are for the convenience of the state. Broadcast communications are regulated; private broadcasts (like CB) and printing may be restricted. Taxation is often heavy and sometimes unfair. Access to items of LC0 through LC3 is controlled.
A real-life zombie outbreak would leave the world’s population in tatters, with fewer than 300 survivors left just 100 days into the infection, according to the University of Leicester.
Assuming a zombie can find one person each day, with a 90 per cent chance of infecting victims with the zombie infection, the students from the University of Leicester Department of Physics and Astronomy suggest that by day one hundred there would be just 273 remaining human survivors, outnumbered a million-to-one by the undead.
The students presented their findings in a series of short articles for the Journal of Physics Special Topics, a peer-reviewed student journal run by the university’s Department of Physics and Astronomy. The student-run journal is designed to give students practical experience of writing, editing, publishing and reviewing scientific papers.The student team investigated the spread of a hypothetical zombie virus using the SIR model – an epidemiological model that describes the spread of a disease throughout a population.The model splits the population into three categories; those susceptible to the infection, those who are infected, and those who have either died or recovered. The SIR model then considers the rates at which infections spread and die off as individuals in the population come into contact with each other.
As part of the formula, the students looked at S (the susceptible population), Z (the zombie population) and D (the dead population), suggesting that the average life-cycle of a zombie would be S to Z to D. They also examined the time frame over which individuals in the population encounter one another.The initial study didn't factor in natural birth and death rates, since the hypothetical epidemic took place over 100 days, resulting in natural births and deaths being negligible compared to the impact of the zombie virus over a short time frame. Without the ability for humankind to fight back against the undead hordes, the students’ calculations suggest that if global populations were equally distributed in less than a year the human race might be wiped out.However, in a more hopeful follow-up study, the students investigated the SIR model applied to a zombie epidemic and introduced new parameters, such as the rate in which zombies might be killed and people having children within the nightmare scenario. This made human survival more feasible.
The team factored in how, over time, survivors may also be less likely to become infected after having experience of avoiding or fending off zombies. They found it would be possible for the world’s human population to survive the zombie epidemic under these conditions – and that eventually the zombie population would be wiped out and the human population would recover.
Currently we have 8 PC's which is a full party, any future Character request will be put as first reserves...
- GURPS
- closes September 27
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Red Hand of Doom (PF2e)
The dry hilltops danced with fire.
Throughout the heart of the wild badlands the humans called the Wyrmsmokes, great bonfires had been kindled atop the ridges overlooking Elsir Vale. There thousands of warriors had gathered—hobgoblins in armor dyed scarlet, thick-thewed bugbear berserkers, goblin worg riders and skirmishers and archers, and the scaled ones as well, who often towered over the rest. For so long they had fought each other, tribe against tribe, race against race, engaged in the endless test of battle, feud, and betrayal.
But tonight... tonight they stood together, hated enemies shoulder-to-shoulder, shouting together as brothers. And they saw that they were strong, and together they danced and sang and shook their blades at the smoke-hidden stars overhead.
“We are the Kulkor Zhul!” they shouted, and the hills shook with the thunder of their voices. “We are the People of the Dragon! Uighulth na Hargai! None can stand before us!”
One by one the tribes fell silent. Armor creaked as thousands turned to look up to the Place of Speaking. There, a single champion emerged from the assemblage and slowly climbed the ancient stone stair cut into the side of the hill. A hundred bright yellow banners stood beneath him like a phalanx of spears, each marked with a great red hand. The warpriests holding the banners chanted battle-prayers in low voices as the champion ascended.
On the hundredth step he stopped and turned to face the waiting warriors. He was tall and strong, one of the hobgoblin chieftains, but dull blue scales gleamed along his shoulders, and jutting horns swept back from his head. “I am Azarr Kul, Son of the Dragon!” he cried. “Hear me, warriors of the Kulkor Zhul! Tomorrow we march to war!”
The warriors roared their approval, stamping their feet and clashing spear to shield. Azarr Kul waited, holding his hands aloft until they quieted again. “The warpriests of the Doom Hand have shown us the way! They have taught us honor, discipline, obedience—and strength! No more will we waste our blood fighting each other. We will take the lands of the elf, the dwarf, and the human, and make them ours! Under the banner of the Red Hand of Doom we march to victory and conquest! Remember that you stood here this night, warriors of Kulkor Zhul! For a hundred generations your sons and your sons’ sons will sing of the blood spilled by your swords and the glory you win in the nights to come! Now, my brothers—to WAR!”
The burning hills were too small to hold the shout the Kulkor Zhul gave in answer to their warlord’s call.
- Pathfinder 2e
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Untamed - Secrets of the Amedio Jungle
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Secrets of the Amedio Jungle
- D&D 5e
- closes September 20
-
- Savage Worlds Adventure Edition (SWADE)
-
City of the Spider Queen
Daggerdale has seen drow attacks and prisoners taken, an exploratory team went in and fought some monsters but a city has been discovered so a more seasoned team is required. Your mission will be to infiltrate the city and find out why the drow have broken their peace deal and also to put a stop to the attacks, Lord Randal Morn has put the call out for the adventurers.
Lord Morn has ruled Daggerdale for about 4 years now, he has worked hard to repair the damage that the Zhentarim had done. Now he needs your help again, you were there when the Zhent fell and so you are needed again now.
Who are you?
You are a seasoned adventurer who befriended Morn when he fought the Zhentarim, you played a part in dealing with them.
You are level 10
Max hp/level+Con
No d4 hit dice, wizards/sorcerers etc get a d6, not a d4
Skills - Once a skill always a skill, no spot/listen. Perception will be used instead
1 free regional feat at level 1
Stats: 32pt buy
Allowed Sources
PHB 1 & 2
DMG
MM 1 & 2
All the Completes
All the Races of...
MIC
Spell Compendium
All the faerun books
No 3rd party
No setting specific (Eberron etc) do not ask
WBL = 49k
No pre-crafting
All accepted PCs will get a "Brucie Bonus"
- D&D 3.5e
- closes September 21
-
- Dr. Who: Adventures in Time and Space
-
Season of ghost
Something strange is happening to your hometown of Willowshore! Nestled on the banks of a river winding through the legendary Specterwood in Tian Xia’s haunted land of Shenmen, the people of Willowshore are no strangers to supernatural threat, but the danger that comes to town on the first day of summer is unlike anything you’ve ever seen before. Over the four seasons to come, you and your fellow home-grown heroes must face evil spirits, sinister fiends, and frightening curses, lest the town of Willowshore succumb to the Season of Ghosts!
CW: Spiders (and other creepy crawlies, but mostly spiders)
Body horror
Substance abuse/alcohol
Young adults in peril
Claustrophobia/being buried alive
Ghosts and death
It's the spooky season so why not start a horror based ap set in one of the coolest places in pathfinder. Welcome to Tian Xia. Let's see if you can overcome the odds stacked against you And fight for your towns survival
- Pathfinder 2e
- closes September 29
-
Solo Monster Game
I'm currently running 1 solo game, and I'd like to run another similar game.
Game will have no fixed schedule. Each of us will post as we have time during the day with the frequency varying. Game may pause for critical weeks in the school calendar (testing, grading, visa/holiday travel, ect). I am currently teaching primary school in Myanmar (rolling blackouts, internet disruptions, active military coup/civil war, time zone 1/2 hour off being opposite of USA EST.) and sometimes tutor.
Game system is D20/Dnd of mostly 3.5/PF1e flavor with some bits of of other systems mixed in. The Player may choose to have the starting character based on 3.5, PF1, or 5e (I might be talked into something else.).
Game system will be Generic Medieval Fantasy with possible occasional "lost ancient tech" and/or crashed spaceships.
My current game is a mix of Pokemon, Zelda, Final Fantasy, and Pathfinder as a young druid discovers why he should have killed that turtle he found like his elders told him to when he had the chance... instead of wondering around with it "training" it as it evolves into a killing machine. He has assembled a party from chance encounters with things/people the turtle didn't eat (yet).
If anyone wants to play a genetically unstable cursed monster... or the kid who finds it... Here is your chance.
Possible starting scenarios:
You just hatched. How many feet do you have? (Player creates starting character though interactive questioning.
Hey, somebody is summoning Bedzzelbum. Maybe I can catch a ride... (low level devil/demon tries to make his way in the Prime Material Plane)
"Lift to open latch." I can read that now. Wonder what was in that last injection? Well, time to take over the world.... What am I, anyway?
Who am I, and why am I in this glass tube/coffin/chained to this table/naked in this field/forest? Player character has amnesia and needs to learn to be a ...whatever...
I'm also open to suggestions.
- D20 System
- closes October 12
-
- D&D 5e
-
Mushie's Epic 8 Eberron Game
System: Houseruled 3.5 DND (Eberron Campaign Setting, 'Core' 3.5 using Epic 8 Houserules, which you can find here: https://dungeons.fandom.com/wiki/E6_(3.5e_Sourcebook) but going to Level 8 instead of Level 6, some adjustments/houserules to the base rules/campaign setting), Using Core 3.5, Eberron Campaign Setting, Players guide to Eberron, Five Nations.
Format: PBP, this was originally advertised on Realm Forgers discord
Player Count: I'm looking for up to a dozen players in play by post format
Schedule: One post a day would be great. A post or two a week would be an absolute mininimum. I don't demand books but solid informative in character replies are what I am looking for.World/Story Description: My Dad, The Bard
Dad was a great bard. I mean back in the day, he did all kinds of crazy stuff, and he’d always come home to us kids. Sometimes he’d have some new brothers and sisters, sometimes he’d just have what he called a stray but we knew they were orphans. Our dad had a big heart, no one went hungry in our house,. Not the kids, not the neighbors. Later in the war, he was home more. He had time to each us all sorts of things as he turned our old manor house into an ale house. “Kids just remember, always money in ale.” he’s say and we’d help out. By then the oldest of us had already moved out and Dad didn’t move as good as he used to. You could see the pain and limp but he was never lazy. He worked that bar like a pro, people would come all around. For the Ale but just as much to hear him tell stories. The best ones he always kept for us kids, filling our heads with tales of dragons and adventure and war. That one man or woman could make a difference.
Our Youngest siblings now work the bar and Dad does only a little. Confined to his chair as he is, his foot finally seizing up and turning inward. Now its up to us kids, Dad says. GO OUT THERE Dad Booms, The World needs you!
Patron: Your Father, a retired agent of the Crown of Breland, an adventurer, a spy, a bard, the father to many illegitimate offspring. He is all of these things. He owns both a well to do Ale house and owns some logging interests in and around Cragswar, between the Blackcaps Mountains and the Greenhaunt Forest. A bustling town inside Breland but near the border of both Aundair and Thrane
Goal: Make a name for yourselves. There is no shortage of work in the area, the forests are part of the Harrowcrowns, home to goblins, phase spiders and worst, the mountains are full of silver and strange metals but the keyword is strange. The black pit is only two or three days to the south of Cragswar, a hole in the earth that goes down so deep no one knows where it ends. Wretched place, your father took you all there once , while he was buying horses so you could see how terrible it was. But still you have greater aspirations then some hole or goblins or even fey, you want to bring your old man a story he hasn’t heard before and given that he’s a bard that means you have to go make a story worth listening to.
Benefit: while not a bardic college, your old man did ply you with lore and teach you about the world. Everyone in the part can roll together a ‘Bardic knowledge’ based on your father’s stories about things you encounter.
Reason you adventure together? It’s the family business. Even if you don’t like each other you still love each other.
Song and Desired Tone: https://www.youtube.com/watch?v=n63UbX5kzAc, Power metal and Fantasy
So it's house ruled 3,5, Eberron in it's original configuration (mostly some house rules, some cleaning up PrC and Dragonmarks and the like). We're looking for players. Always room for one more.
- D&D 3.5e
- closes September 30
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Ex3 Dreaming Sea Adventures
Far in Creation’s Southeast lies the Dreaming Sea. The Dragon-Blooded of imperial Prasad are pushing out from their capital, Kamthahar. They aim to conquer the surrounding lands.
The sorcerer-princes of Ysyr rule with an iron fist over a people affected by magical energies. They have their own dreams of empire. Palanquin, held up by giant statues, has a secret: a portal to a lost heaven.
The spires of Volivat stand in the sea, protected by a massive wall and ancient pumps. North of the Sea, Lunar elders argue over how to stop Prasad's growth. This is happening from Mount Namas, where a city of ghosts sits at the top.
Now, Tenepeshu, the water dragon queen, rules Champoor, also known as the Nighted City. This city is always in twilight thanks to the queen. Fair Folk Pirates sail the seas in ships made of glass and fire, preying on coastal towns.
Monsters and horrors lurk beneath the waves, waiting to grab anyone who ventures too close. These dangers are not just myths but real threats to those who sail the Dreaming Sea.
- Exalted 3e
- closes September 14
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- Scion
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- Ironsworn: Starforged
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Guilds of Galdur
Background
In Galdur, things are rarely as they seem. One must always remain vigilant and read between the lines. Every step forward is a calculated risk, and one wrong move could see your fortunes erased, your family disgraced, and even your life punctuated by the tip of a rival's blade.
Founded over seven hundred years ago as a coastal trading post, Galdur has grown into a sprawling maritime power through cunning diplomacy, strategic alliances and good fortune. By the 10th century, the Republic of Galdur had become the dominant city-state of the Eastern Marches — its fleets controlling most of the lucrative trade routes between the northern kingdoms and the imperial provinces to the south.
In the 11th century, the Golden Concord was signed between the Great House of Valtur and the Church of Iro, further solidifying Galdur's power and influence in the region. This pact balanced the interests of the nobility and the clergy, allowing Galdur to expand both its military might and cultural footprint across the Marches. Its merchant class thrived, establishing valuable colonies in distant lands like Heradia and Serendi.
The 14th century brought the War of Three Crowns, a bitter conflict between Galdur and its rival city-state, Beleria, over control of the highland tin mines of Ostamar. Though Galdur emerged victorious, the cost was severe: a devastating plague followed in the wake of the war, killing nearly half the population. In the midst of this crisis, the Guilds rose to prominence, using their wealth to stabilize the economy and secure influence alongside the traditional powers.
The 16th century saw Galdur's cultural zenith, with artists, philosophers, and architects flocking to the city under the patronage of the Great House of Tebrus. This Age of Splendor produced masterpieces such as the Temple of Arcarius and the famed poet, Caelia de Revain.
But beneath the surface, the old rivalries have simmered. In recent decades, tensions between the nobility, the guilds, and the commons have begun to fracture the delicate balance of power. With Galdur’s future uncertain, the republic stands on the brink of either renewed glory or inevitable collapse.
- Freeform
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Band of Blades - My arm, my blade, my family
I've always wanted to play this game. You play as members of the Legion who have signed up to fight against the Cinder King. You have fought in all sorts of wars for all sorts of people but the Legion has always endured.
After a lost battle, you're trying to make your way to Skydagger keep hoping to make it in time, with enough troops, to ensure that The Legion continues and the fight against the Cinder King isn't lost.
It's a Forged in the Dark game of military horror where you have a troupe style play. You'll take on the roles of the commanders of the Legion, deciding what missions you'll do, who will be sent on them, and what gear they'll take with them. You need to keep morale up in the face of constant death, fear, and danger.
You'll play your specialists, who all have their unique skill set. However, not every specialist will be sent out on missions so you'll also play the parts of privates and sergeants who make up the bulk of the Legion.
Pace: It's flexible but we're looking at like 2 posts per day when we're feeling good and 1 post per 1 to 2 days when we're not. I understand the ebb and flow of games.
- Blades in the Dark
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- Mutants & Masterminds 3e
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- Miscellaneous