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The Cold Rule of the Frostbite Tyrant
I'm checking interest for a homebrew that would use the 5e Tyranny of Dragons and the BX module Night's Dark Terror as an (extremely loose, basically just get some broad plot points and ideas for locations) base/primary inspiration, but be set in a homebrew setting and use the True20 system (bit of a blast from the past, here's a link if you've not heard of it: True20 - Wikipedia).
The deep history of this homebrew is that it appears to be a normal fantasy setting on first glance, but deep down it's probably more like Numenera or a similar 'sufficiently advanced' science kind of setting. The basic concept is that it is a planet in the very middle of the Boötes Void (Bootes Void (Wikipedia) that's essentially isolated from the rest of the galaxy. It was colonized and/or terraformed many millennia or millions of years ago by some kind of super-advanced human or post-human society.
But a large portion (the majority?) of this high technology has been forgotten and is currently confined to clearly artificial 'vaults' which lie deep underground, deep beneath a worldwide network of tunnels similar to the 'Hollow' from Gears of War. This 'vaultcraft' or 'vaultwear' is considered to be quasi magical to the degree it is understood at all. However, there are also ruins of what appear to be a high-tech society strewn throughout the planet -- large structures made of glass and steel stand in the middle of isolated wildernesses. Overhead, the great 'sky bridges', immense orbital rings similar to the Halo rings from the eponymous franchise, can clearly be observed by this planet's terrestrial inhabitants.
Several other unusual elements of this planet suggest it is either a heavily engineered natural object or a completely artificial construction:
Most of the continents rotate in an elaborate dance throughout the oceans, moving much faster than would be possible through natural plate tectonics. Several continents levitate or levitate during portions of their constant peregrinations.
The oceans are primarily shallower than earth in the broad shelves that surround the continents, but much deeper in the vast middle reaches of the seas. These wide and broad abysses descend into artificial vaults in many instances and appear to be the outlets of a worldwide energy creation and or transformation supernetwork.
Most of the planet has a temperature and clime that is arctic to subarctic -- similar to the climactic bands between the upper Midwest to the Arctic Circle. A small ring of the planet at the poles -- known as the canceric and anti or ante canceric tropics, are tropical or subtropical, similar to the Florida everglades, Mississippi Delta, and/or the Amazonian basin. These zones appear to be correlated with the massive 'fire seas' at the summit and bottom of the planet which may be the ocean-sized outlets of the planetary factory/energy core.
The planet is surrounded by dozens of moon-sized orbital objects that are hollow and are clearly the product of intelligent manufacture to those with the ability to observe them closely through a telescope or similar artificial device.
Though, upon first glance, this might appear to be a fantasy setting, there is probably an at least plausible science fiction explanation for most apparent 'fantasy' peoples, places, things and phenomena. For instance, the 'dragons' might be dinosaurs subjected to genesplicing and injected with alien DNA a long time ago -- your character(s) would probably have no idea about that except for vague traditions about ancient alchemists twisting reptiles borne in arks of steel and fire that descended from the seventy seven heavens -- i.e., it's just background. The current state of affairs appears, on the surface, to be a magical arctic setting, except the 'deep explanation' for most of the phenomena is some kind of 'sufficiently advanced' technology = magic similar to Numenera. Most of the 'monsters' are genesplicing experiments of various sorts and the 'magic' is nanotech or something like biotics in Mass Effect (the magic system would still be the standard pathfinder magic system, it's just that the fluff would be that it's based on nanotech or some kind of paracausal powers like in Destiny, Mass Effect, Star Wars, or Coriolis). The 'dragons' are probably dinosaurs or other megafauna genespliced with alien DNA by ancient 'genemathematicians'/'genehermeticists'.
The initial campaign premise is that you're going to start out in a town (Frostfang/Chorachost) that's built around two fangs of a city-sized dead dragon (or dragon-statue, no one is really sure). The town has two trade partners -- a barbarian hunting camp on an island and another, larger, fortified town that's a colony of one of the Eight Baronies of the south. The feel/ambience is similar to Skyrim and and Ralph Bakshi's 'fire and ice'. There's an ancient tomb on a mountain overlooking the starting town -- similar to Bleakfalls Barrows in Skyrim. This starting zone is on the edge of one of the aforementioned tropical zones at the roof and base of the planet. The ancient town of Bluesleep was once the center of the bloodice-tea ceremonies of the Cryoraptorian Slavering Realm.
The continent north of the starting zone is much more ice age/primeval in aesthetic and technology level and primarily consists of the disparate 'thouman/kurulthaag' of the warlike maalisan (wild men), white orc, and yeren peoples-- their semi nomadic empires, established on the bones of a more ancient elven civilization, are the dominions of the Snowflake Tyrant. The starting area (on the northern shore of the starting continent) has a number of other factions/areas/events going on -- the yeren (yeti) empire of the northern continent of Phlegilon/Plegilon is one of the main servitors of the Frostbite Tyrant -- a mysterious creature that's similar to King Ghidorah in Godzilla. He was awoken from a deep ice tomb miles beneath the earth by crazed archeologists who became his first cultists. He seems to have abilities similar to the Legion of Everblight from Iron Kingdoms in that he has a despoiling aura that can be used to extend his conscious presence into servitors, including the yeren priest-king Azkoog the Indomitable. The forces of the yeren and the white orcs (bolgazog/bulazuur), and the 'wild men' (mallisan) have set up several forward camps in the starting zone and are pushing inwards looking for the purported location of the mana-well sought by their draconic god-which is probably actually a island-sized hyper drive reactor of some kind.
There's also another dragon lord known as Kamabuzda that lives in the depths of the oceans between Kathomon and Pheligon/Plegilon/Phelgilon that's also looking for the mana-well and possesses its own legions of deformed servitors.
There are two predominant 'genealogies' or 'species' of races based on what exotic sci-fi fuel polluted their area in the past -- one set are 'were kint' that have mischwesen (mixed animal, like neo-assyrian sheddim/griffins or centaurs) or similar beastial forms. The other are 'mana kint' -- possessing elemental forms. The basic concept would be that with certain triggers characters can assume there manamorph or weremorph. These are represented by races such as undine or other genasi stand-ins, or appropriate class choices (druid, alchemist, shifter, hunter) with shifting powers.
Humans/Sapients
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Varidan/Varidoran: The main primary ethnic group of the Varadian Republic that used to rule the Eight Baronies of southern Kathomon. An industrious, mercantile people that are also highly militaristic. Their cultures is a mix of medieval Iberia, Venice, as well as ancient Rome and Macedon. Their capital of Thal-amun-Varidoth is similar to Lankhmar.
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Cheirsulari: The druidic and hunter-gatherer peoples who form the original population of the Barony of Gaulsir, of which the township of Frostfang (Chorachost) is a colonial dependency. Their culture has a Finnish/Celtic aesthetic.
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Osalavdun: Pale-skinned, bald -- believed to have 'elder blood' from the prehistoric civilization of the enigmatic Glassspinners. Live in isolated clans in the mountains of the Shalar Region.
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Malisan/Maalisan: The so-called 'wild men' of the northern continent of Plegilon. They are similar to historical neanderthals and are believed to have interbred with yeren and orcs. They are renowned for their great strength and skill at hunting. At least some clans are rumored to be matriarchal theocracies ruled by half-breeds known as Lammia or Lammazu which combine the genus of a sabre-toothed tigre or similar predator with that of a Malisan amazon.
Other Races:
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Cryoraptors: Blue-scaled dinosauroids who once ruled an empire centered on the present-day Shalar/Salar Region. They ruled in the name of Slaaniatar the Maiden of Pain and Pleasure. A civil war with their dragon-angels and the followers of Asaelen, mistress of light, destroyed their empire. Many undead inculabulsan -- the pain priests of Slaaniatar -- remain entombed in the ancient barrows of the Cryoraptorian civilization, including the edifice that grimly overlooks the isolated settlement of Frostfang (Chorachost). Any player characters of this race will probably be descendants of the upstart adherents of Asaelen. These would be represented by kobolds with trait choices that express blue, black, and white draconic heritage.
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Xollital/Xoxolitol: Blue and purple ice salamanders. The previous 'chosen people' of Slaaniatar that were replaced when their dragon-angel fell from the favor of the goddess known as the Hungry One. They currently live in subterranean caverns. A small number are explorers. Many have abandoned their worship of Slaaniatar and now venerate a pantheon of eight hero deities, most of whom are tricksters.
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Mimkin: White mink bipeds. Tricksters, traders, caravan folk. They are scavengers that live in clans on the edge of the northern townships. They acknowledge no absolute law except their own, including the 'civilized' notion of private property.
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Ice gnomes/Ukkanaq: Ram-horned peoples who live on the highest peaks of mountains. They are renowned as mystics and seers, as well as masters of gemnomancy. They were previously slaves of the Xollital and Cryoraptors.
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Snowflake Elves: Mysterious adherents of the snow dragon goddess Tzamakaga and her council of 'white women'. Extremely white--blindingly white, skin with blue, pink, and purple veins and blood and hair. They are famed for their knowledge of snow magic, which combines elements of illusion and cryomancy, as well as their three-headed arctic fox-hunting steeds. Tzamakaga is considered to be a trickster and inter-dimensional traveler. She is currently believed to have departed on a tour of the nearby stars for an unknown purpose. She has been gone for roughly a decade.
- True20
- closes August 5
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Calamitous Clash Comerades
Legally Distinct Super Smash Bros, let's just hope Nintendo doesn't sue
Panic at the Dojo advertises itself as "if the Jackie Chan Adventures cartoon was a documentary, and also a tactical combat focused tabletop game." Players take on the roles of skilled fighters with unique styles and take part in over-the-top combat.
This game will be a recreation of the style of side-scrolling beat-em-ups like Double Dragon, Streets of Rage, River City Girls. In a pseudo mission based system, players will get to pick a 'Stage,' play through the fights, and claim a prize. Panic at the Dojo doesn't have XP or other progression systems, so the rewards won't be like level ups or magic items, but will fit into the narrative that the players want to achieve.
- Freeform
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Kingmaker - Pathfinder 2e
For generations, the Stolen Lands have spanned the southern border of Brevoy. Many attempts have been made to settle them, but to date, none have succeeded, making these 35,000 square miles of wilderness the largest swath of unclaimed land in the entire River Kingdoms. As tensions mount in Brevoy, one of Rostland’s swordlords hopes to change that fact; she plans to issue charters to several groups of adventurers, sending them south into the Stolen Lands reopen old trade routes and defeat the bandits and monsters who have made them too dangerous to use. By sending free agents south, this swordlord of Rostland hopes to create new allies without sacrificing her own position of power in Brevoy.
Yet as with most complex and brilliant plans, the future holds plenty of opportunities for disaster…
Where the danger is greatest, the rewards can sometimes be the greatest. Do you have the courage and strength of character to face these dangers head-on?
Looking for seven brave adventurers at level one using Pathfinder 2e rules. Please note which books you used to create your character in case I don’t have it. I try not to be ignorant or more limiting than necessary for character creation options.
- Pathfinder 2e
- closes July 12
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- Powered by the Apocalypse
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- Pathfinder 2e
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Shadow of the Weird Wizard
The Weird Wizard just appeared one day, a thousand years ago. There were many rumors who the the Weird Wizard was, some claiming, he was even a fallen God. Either way, The Weird Wizard established the east as his dominion. With times, everything could be blamed on the Weird Wizard, even if it wasn't true and no nations was powerful enough to challenge the Weird Wizard.
Most people lived in the Borderlands, fleeing from the Old Country in the west and not daring to oppose the Weird Wizard in the east.
Then one day, he just left. The disappearance of the Weird Wizard has opened new opportunities with people exploring the New Lands in the East that nobody was able to set foot and explore these new lands where mountains reach into space apparently.
Now its time for bold heroes to help communities and give them a fighting chance in the borderlands and maybe one day, go explore the New Lands.
Shadow of the Weird Wizard is a rather simple d20 system, using d20 and d6 and is the evolution of the Shadow of the Demon Lord system with some quality of life improvement. It is a gray fantasy, fighting against corruption, sickness and despair. You are heroes trying to help people and make the world a better place.
You level up after the group complete a quest. It is really that simple, max level is 10 and you will be able to choose an expert path and a master path in your journey and cementing your character in the setting while doing so.
If you don't have the book, no worries, its easy enough to make a character without the book and will assist.
- Miscellaneous
- closes July 13
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The Lost Children of the Coast
Lost Children of the Coast is a Dungeons & Dragons 5E game (homebrew), taking place in The Savage Frontier setting, published by TSR in 1988.
Phandalin lay in ruins proceeding a massacre which took the lives of its population in an apparent psionic attack. Simonette, child of the forest leads an unlikely party of adventurers into the wilderness, pestered by an illusionist whom they suspect as the frontier town's murderer. On-the-run, The Lost Children plunge into a Savage Frontier, searching for answers to the exceedingly violent fate the Sword Coast may face.
- D&D 5e
- closes August 15
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Temple of Xard
Character creation will be using the GURPS Dungeon Fantasy Rules and using the templates and lens provided only.
Well be using the GURPS Dungeon Fantasy Boxset but I am happy to use the series of pdfs for extra content. (I have pdfs 1 - 15) Source Books being used; GURPS Basic Characters, GURPS Basics Campaigns, GURPS Dungeon Fantasy Boxset, GURPS Dungeon Fantasy PDF's 1 - 15, GURPS Magic and GURPS Martial Arts.
Character Point Buy: 250 points, -75 Disadvantages, 5 points Perks, -5 points Quirks. In addition I will allow players an extra 20 points to buy a racial template, those players choosing to be human will gain an extra 20 points spend on stats, advantages and skills.
List of expectable races; Dwarves, Elves (Half-Elf, High Elf, Mountain Elf, Sea Elf and Wood Elves), Nymphs, Gnomes, Half-Orcs, Halflings and Human. If anyone wants to play another race run it by me first and I'll think about it but I feel there is enough options for everyone to choose from.
Experience will be awarded either weekly or monthly depending on post rate, though I may change this to milestone - we'll see how it goes.
There will be plenty of room for Role-play as it suits the PBMB format..
We presently have a full party, any further applications will be put in as first reserves in case anyone drops out.
- Dwarf Barbarian (Groan)
- Half-Orc Holy Warrior (Necromyncer)
- Human Cleric (Brother Rondell)
- Halfling Thief (Lockheed Dobbins)
- Human Mage (Ursella Farspell)
- Nymph Bard (Amaranth)
- Dwarf Knight (Corunda)
- GURPS
- closes July 30
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At The Gates
At the Gates is a high fantasy adventure game in the style of JRPGs and classic epic fantasy literature. It features magic as a staple of life, political intrigue, ancient mysteries, and high stakes roleplay.
On the continent of Everend in the world of Gaia, magic suffuses everything, keeping all in harmony. The seven nations of Everend maintain peace after centuries of struggle — a peace now rapidly deteriorating. In an explosive demonstration of power, one nation pierced reality and called forth daemons from the Void through the resulting gates.
Now, all nations rush to gain daemonic magic for themselves. As the nations prepare for battle, common folk go about their daily lives fearing the brutality of war and the daemons’ incomprehensible power. All the while, the Void spilling through the gates collides with Gaia’s magic, creating Void-tainted landscapes. The taint transforms wildlife into ravenous beasts that rove across Everend. The balance has been upended.
Everend needs heroes to stop the march of destruction and to help people understand their place in the new world.
Will you heed the call?
- Miscellaneous
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The Ironfang Invasion
When the PCs witness their hometown of Phaendar destroyed in the first steps of an all-out war of conquest, they begin a quest that leads them from desperate survival to heroes of legend as they push back against the monstrous Ironfang Legion. This ruthless army—helmed by the hobgoblin General Azaersi and empowered by an ancient artifact known as the Onyx Key—intends to claim both Nirmathas and Molthune while the isolated nations bicker with one another. The heroes' quest will take them deep into the fey-haunted Fangwood Forest, to the craggy bluffs of western Nirmathas, and delve deep into the earth to explore the Darklands. Can a small band of refugees grow into champions and push back against Azaersi's horde, or will the Ironfang Invasion give way to an Ironfang nation?
The Ironfang Invasion Adventure Path calls back to classic adventures, focusing on exploring the unknown and confronting the fantastic, all to stop a monstrous enemy from wiping out the good people of Nirmathas and Molthune. The PCs will delve into dungeons, siege well-guarded keeps, explore the wilderness, and battle some of the most iconic creatures from the 40-year history of fantasy RPGs.
More information can be found in the Player's Guide to this adventure path.
I started to run this AP in 2022 and ran it for about 14 months. During that time my players and I kept up a steady (some might say insane) pace of 4-6 posts per week and played through the first book of the AP. The characters are currently lvl 5. I had to stop running all of my games because I suffered a stroke and lost my vision. Now, 9 months later I've recovered as much as I will though I still have sight issues but I'm ready to continue this adventure.
- Pathfinder 2e
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Chicago by Night
Before we go any further, allow me to tell you that you're getting an unprecedented opportunity here. My kind doesn't talk about itself to your kind-not now and for the most part, not ever. We have spent five centuries weaving a stage curtain that we call the Masquerade to hide the real show from you, but in the end, it comes down to simple fact: We vampires do not want you mortals knowing we're out there. It's for the same reason the wolf doesn't want the sheep knowing he's around. It makes our work easier. For example, though we do indeed possess the sharpened canines with which dime novels and cinemas have branded us, you mortals will not see them unless we choose to reveal them.
Why do you look so pale? This will not due, if we are going to be seen later- allow me to take care of looking pale for both you and I. Still, I must admit I am disappointed that you seem so disturbed by the notion of my being a true vampire and not some wanna be goth. Please take this moment and compose yourself, if you indeed can. Truth be told, I am afraid that's the least of the shocks waiting for you this night. Please do not waste time, for my time is endless a mortal's time is fast and fleeting. You will find no rational or scientific explanation, because frankly there isn't one. It is just what I am. What many of us are, some would say to many by some accounts.
So shall I continue, or have you heard enough of my tale, this does not have a happy ending, and either way from here you are dead to your old life, so I ask you, want to hear more and live as what you fear or do you need a moment to make things right with your maker...... Yes, take a second to think about it, eternal is a long time, but even longer when you are one of the damned.=======================================================
Any Kindred can stake a claim in Chicago, claim a haven and territory, and try to make the best of it. It is, after all, one of the wealthiest domains in the United States. But a few nights into that Kindred’s stay — even as they’re feeling secure with their influence — another vampire, or that vampire’s ghouls, or even their mortal subjects, will show up at the new Kindred’s door. They might make offers. They might promise deals. They probably smile as they threaten. There’s a cost to being a Kindred in Chicago and your debts will stack up, all as the hierarchy of vampires above you count the sacrifices you’ve made for an honored place under their control.
- Vampire: The Masquerade 20th Anniversary (4e)
- closes October 18
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Gspawn Present: Carrion Crown
"From the whispering shadows of haunted Ustalav an ancient evil rises to grip the world in a new age of horror! Amid the mists of this land of dark superstition and dread secrets stand both those who would defy the return of evil and those who would seek its terrible favor. Can the heroes discern their allies from their enemies in time to save a tortured realm from a tyrant's return? Pathfinder's darkest and most frightening campaign ever sets the heroes against the agents of Golarion's most notorious villain, the Whispering Tyrant, in a terrifying trek across a land of lurking horror and ancient mysteries."
Hello everyone. I am Gspawn and I hope as your GM that I will be taking a party though this wonderful gothic adventure/nightmare/potential comedy & or otherwise in a Pathfinder adventure we all know as Carrion Crown. One of the few games that truly gives the feel of Van Helsing, Dracula, the wolf man, ect. Please due put in an application in- Pathfinder 1e
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Every Day Heroes E. G. O. (Organized Play)
Everyday Heroes is a game system where you are the hero! It is set in the modern world. It is inspired by action movies and comics. You can be a brute, commando, mastermind, or sleuth with a profession of field agent, journalist, intelligence, or military, for example. This isn’t high fantasy or action in space. This is gritty action in a version of our world.
They have free 90-page demo that basically allows you to start playing. This means you don’t have to invest in the full PHB unless you like the game. The full PHB just gives you more options so if there is anyone who is looking for 5E super hero game this is that. The Boys meets City Of Heroes is how you can think of it.
The first module will be Meat the Enemy. You are agents of Redemption, a clandestine global organization. When national governments cannot (or simply do not) get involved in protecting innocent people or the world itself, REDEMPTION’s mysterious “Board of Directors” selects a team of agents from all walks of life—Everyday Heroes—who are willing to step up and take action!
REDEMPTION has been receiving reports from around the globe of dangerous and terrifying cryptid monsters, and the heroes must choose one of them to investigate. You are that team!
The team will consist of 4-6 heroes.
- Miscellaneous
- closes August 2
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A City without Hope
Almost ten years ago, an invasion of reptilian lifeforms from underneath the earth's surface began in the city of Cynamos. The city's heroes stood against them, but there were just too many soldiers. One by one, the heroes fell, never to rise again. Until Terramancer was the last. The earth manipulating hero forced the invading army back into the depths of the earth with the last of his strength. After the dust settled, Ferros died and the city mourned.
It is getting close to the ten year memorial of the Darkest Day (as that day came to be called). And trouble is brewing under the surface.
- Mutants & Masterminds 3e
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Adventure in the Great Realm of Farveld
Welcome to this Dungeon Crawl Classics campaign set in my homebrew world!
If you are new to DCC, the system is considered to be an OSR RPG. OSR stands for Old School Revival. These RPGs are modelled on the earliest RPGs to appear in the late 70s and early 80s, such as Basic D&D and the like. This game will be ideal for you if you love classic fantasy vibes. My homebrew world has a low-magic, slightly grimdark feel. The peoples of Farveld are humans, dwarves (heimfolk), orcs (grakthal) and the rarely encountered Callenthi. There are also less well-known peoples such as the Urshthal who are like human/bear hybrids.
If you are after something a bit more fantastical, then you probably want to a join a game utilizing another of my favourite systems: 5e D&D. I run a lot of 5e, but for this game I wanted to go back to my gaming roots. Come join me if you want to experience a bit of old-school RPGing!
The application process is as follows: Create a character. For backstory, give me a reason as to why they are in the bustling fishing town of Rishuuwhvind, which is where the story will begin. Rishuuwhvind sits on the shores of Anchlochfarr, a huge inland sea in the Realm of Farveld. Perhaps your character was born there. Or perhaps they are just passing through. Check out the Character Creation Thread on the menu bar for all the information you need on available classes and character creation.
I'm looking for 5-6 players. I look forward to gaming with you!
- Dungeon Crawl Classics
- closes August 20
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- Homebrew
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Veins of the Earth
You were an adventurer. Somehow you ended up underground. It happens as part of the job from time to time, but this is different. For some reason, somehow, you were trapped. Whatever escape plan you had (if you were smart enough to have one) failed or became impossible. Now you face the depths with whatever meager supplies you brought. You begin to realize all your previous underground experience barely scratched the surface. The caves you explored before were like pores in the skin of the earth. Now you walk the Veins.
Game System: Adjusted Dnd 5e
Game Setting: Veins of the Earth, a gritty surreal version of the Underdark, taking place on (or under) a magical historically-adjacent Earth.
Post Expectation: adaptable, but I'd like to see posts every other day or close to it.
Game length: A few months, hopefully reaching level 6 at least.
Number of players: 3-6This is a short experimental sandbox campaign. It's a mega-dungeon crawl taking place in a gritty surreal version of the Underdark. This campaign will deal with psychosis, cannibalism, slavery, and many other unpleasant fictionalized versions of real human behavior. The focus is on survival and the sometimes desperate ways we accomplish it.
I’ve been GM for a handful of games, a couple of which were on this site. I'm fond of converting alternate settings to 5e DnD. I tried this setting previously on the old site, but life happened and things generally fizzled out quickly. This game is intended to be shorter and faster paced in the hopes that momentum can carry it through to the end. I’ll be taking rolling applications as my schedule allows. They’ll begin as 1 on 1 games for the first handful of posts to gauge pacing then I’ll merge them into bigger threads. I’d like to see frequent posting, but I definitely understand when life takes you away for a while. If you disappear for too long, your character might fade into the dark. They’ll return if you do.
Character generation instructions can be found in the application folder. Please skim the setting specifics, as there are some comprehensive changes to vanilla 5e.
A note on tone
This game takes place in a lightless, desolate, dangerous place where calories are scarce and you are closer to the bottom of the food chain than the top. This isn’t a game about your characters thriving and succeeding. This is a game about pushing them to their limits in interesting ways that force them to make hard decisions. Despite that, it’s not meant to be a horror game. This is a sandbox game and players will get to choose the direction/tone. There is no immediate goal, no main quest, and escape is only a fantasy at first. Shape the world or just make it to your next long rest. It’s up to you.Combat is always an option, but it can be entirely avoided if that’s what the players decide. This game is about decisions: deciding what to carry, who to fight, where to go, what to eat, when to rest, how much time to spend doing a task, and whether or not to drink that potion you just found.
A note on gameplay
This game will be highly lethal. Your characters will go down, possibly a lot. They might go insane or lose a limb. Random encounters won’t be level adjusted, and successfully escaping provides as much experience as defeating your opponents. Progression is mainly through sheer survival: Eat. Sleep. Don’t let the darkness get you.Also, being a PbP game, I expect the game to progress mostly through in-character posts. I’m completely okay with posts that do nothing to move the scene forward if they're concerned with character goals and motivations. Banter and discussion are welcome.
If you have goals as a player about what you’d like to see and how you’d like the game to go, or if you want to clarify a distinction between something said by your character and how you actually feel, by all means post in the OOC. Otherwise post in character as often as possible.
- D&D 5e
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Domain of Dread
The mist always has its own cryptic purpose of claiming people, but these intentions are left in a haze of ambiguity and mystery, leaving it up to the players to unravel the secrets of the realm through their new journey and search for a way back home or a way to live their new lives in the Domains of Dread...
The atmospheric theme of the setting is gothic horror, akin to classical tales of Edgar Allan Poe and Bram Stoker - set in a gloomy world and themed by deep moral choices and one might say dark horror.Looking for 4-6 players to brave the mists known as the Domains of Dread, this (I hope) will not be a hack and slash kind of game, oh sure you will be fighting, but more importantly you will be investigating, trying to find the truths, helping those that cannot help themselves. All the while attempting to keep your characters sanity and morals intake, just maybe find a way home.
“Once again...welcome to my house. Come freely. Go safely; and leave something of the happiness you bring.”
- D&D 5e
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- Mongoose Traveller (2e)
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Fallout: Brotherhood of Rust
We were scattered once, tribes and towns separated by dust and death and vast emptiness. Scavengers on the carcass of a forgotten nation. Then they came over the great mountains in ships of steel, crashing to the earth in thunder and fire. The Brotherhood, clad in impossible armor with great technologies at their command. They brought us together, moving west from the Lakes in unified purpose and offering safety for service. They forged an empire and we all became better as part of it.
And then they vanished. Not all at once, but within a decade they were just rumors and history. Word came from back west that the great Vault, their fortress against the world, had collapsed. The Legion came next, eating away at the edges of civilization like locusts. The weather, all rad storms and tornadoes, have made travel to the south difficult and cut off reliable supply routes. And the rumbles from Appalachia speak of super mutant unification, a prospect nobody wants to contemplate too deeply.
Thirty years is all it took for everything to collapse. The Brotherhood left their toys behind but few have the knowledge to maintain them and fewer still have the restraint not to use them with abandon. With no central authority, the Midwest wasteland is a patchwork of raider groups and scrappy settlers struggling against the world. It is a return to the darkest age and none will survive if it isn't stopped. We need The Brotherhood now more than ever, and you are gonna be the ones to find them.
Welcome to what I hope will be a fun romp through the American Midwest wasteland. The core conceit of this game is that you are tasked with seeking out the cause of the Brotherhood's collapse post the era of Fallout Tactics and, hopefully, helping reboot the chapter to ensure peace and prosperity across the wastes. If we can balance the humor and horror prevalent in the setting I think we'll have a great time.
Given the area in which this game takes place, it will likely differ from the core Fallout experience in a few ways. Ghouls, super mutants and the like are viewed more favorably by the populace than in other regions due the Brotherhood's acceptance of them into their ranks. Robots, however, face a more difficult time as people remember the reign of terror inflicted by the Calculator during the turn of the century. As the Brotherhood adopted and acquired technology across the Midwest before their collapse, the game is likely to run more tech heavy than the standard as things like energy weapons and power armor are more accessible now that they've been abandoned by their keepers.
- Fallout (2d20)
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Kythera Post-Fall
A homebrew fantasy setting for using with Pathfinder 2E Remaster.
- Pathfinder 2e
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The Hive
You have been hired to guard a merchant group heading to Creekwood, a small frontier town in the western edge of the kingdom. You are halfway through the journey, preparing to make camp in Listra, a village along the road. Your reason for being a sell-sword is your own, no-one inquired about that.
The initial 'adventure' is just a few preset scenes, ending with the group in Creekwood. If I like how spheres work, though, the thing the PCs encounter is a basis for a long series of adventures.
I hope we all enjoy using the spheres and we end up playing a long, engaging story, but we'll see when you arrive in town.
- D&D 5e
- closes June 16
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Nightmare Over Ragged Hollow
The Halloo
In Ragged Hollow, as in most towns and villages in the region, the Halloo is that period of freedom and insouciance that separates youth from maturity. When the time comes, young men and women take up their walking sticks and set out from a few weeks to a full year. They walk along the roads and trails and stop at inns or camp in the meadows. They earn the money they need to keep going by doing odd jobs for farmers and craftsmen. This is a fondly remembered time, during which strong friendships are made with strangers and other hallooers. They then return home to the life their parents led before them. “All too soon the Halloo ends and the youth is over”.
Character Creation
- Roll 4d6 drop the lowest. Assign in any order
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Race-is-class or Race and Class; either is fine
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If you even want to reflavor a race-is-class as another race that's fine
- example: Elf is a Magus and Infravision is "Magus-sight"
- No Drow nor Elf nor Half-elf (unless reflavoring; elves are fae if you come across them)
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If you even want to reflavor a race-is-class as another race that's fine
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Carcass Crawler - any of the new classes/races with these exceptions.
- CC#1 No Hephaestans; Combat Talents allowed
- CC#2 No Phase Elfs; Item-Based Encumbrance and Quick Equipment used
- CC#3 No Dragonborns nor Tieflings; Items for the expanded equipment list are available.
- Max hit points at first level
- Starting Money use Quick Equipment rules from CC#2
- No bonus XP for Prime Requisite Modifiers to XP
- A "Hook" will be randomly assigned to each PC
- No alignment languages
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Deities that we know about so far
- Halcyon/Freya (Lawful) - Fertility, Death and Rebirth, Procreation, the Harvest, Battle
- Jamboor (Neutrality) - Angel of Knowledge, Magic, and Death; He Who Hears the Secrets of the Dead
- Solanus (Lawful) - Angel of the Sun and Healing
- Da-Jin (Chaos) - Lord of Death, Lord of the Burning Skull
- Rel (Neutrality) - Patron Saint of thieves; associated with thievery, banditry, swindling, gambling, deception, backstabbing, ale, beer, luck, and gems and gold gained by means stealthy and nefarious.
- Gideon/Vanitthu (Lawful) - angel of the Steadfast Guard, The Gatekeeper; Justice and Law are his portfolios.
- others - feel free to make up your own or pull from another setting. Halcyon is from the adventure; Jamboor thru Da-Jin are from The Lost City of Barakus, Rel is from Astonishing Swordsmen and Sorcerers of Hyperborea.
- Inform me of a nightmare your character has had, or still does.
- If using the "Adjust Ability Scores" option, you may only subtract from an ability score once.
Hit Point Recovery - Roll a "hit die" for a complete night of sleep instead of the 1d3 for a full day of complete rest.
Death and Dying (from Hyperborea)
When a person, animal, or monster is reduced to 0 hp or less, death transpires as follows:
- Beasts/Humanoids/Monsters: Dead at 0 hp
- Common (0th level) NPCs: Dead at −3 hp
- PCs/NPCs: Dead at −10 hp
Upon being reduced to 0 hp or less, the following guidelines apply to PCs and NPCs:
- 0 hp: The character is unconscious. Spirits (brandy, gin, rum, whiskey, etc.) can revive one to consciousness, allowing him or her to talk and move slowly, but fighting or casting spells is not possible.
- −1 to −3 hp: The character is seriously injured, though relatively stable. −4 to −9 hp: The character is in critical condition and suffers convulsions and/or blood loss at a rate of 1 hp per round, unless properly stabilized by an ally (e.g., binding wounds, resuscitation, sorcerous healing).
- −10 hp: The character is dead, though the referee might allow a dying hero to open their eyes and utter a brief, final sentence before passing.
- Old School Essentials: Advanced Fantasy
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Vecna, Vecna, Vecna
VECNA
NEST OF THE ELDRITCH EYESomething sinister lurks beneath Neverwinter.
A dead militiaman. A desiccated eyeball. Whispers of a mysterious cult. What evil festers in the bowels of the city?
Vecna: Nest of the Eldritch Eye is an adventure for a party of four to six characters of average party level 3. This is a one-shot game played with Adventurers League rules. I will be looking for five players for this game, first come, first serve. To apply, post your character and adventure log in the recruitment thread.
- D&D 5e