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Escape From The Mad Mage's Dungeon
I've recently been replaying BG2: Shadows of Amn, and it has inspired me to run a game similar to the beginning. Therefore...
So, how to apply?
Open a Topic in the Applications tab, and give me the following.
Name: Duh (with link to character sheet)
Race/Class: Also Duh
Description: Describe your character as if I were reading a novel. Don't go too overboard with description, though. While a picture helps, I still want the description. Distinguishing characteristics, favored style of clothes, etc.
Personality: Tell me who your character is, in a brief summary. How is your character likely to behave?
Background: Nothing too in depth please. Your character is 5th level. Just a quick rundown of how they started adventuring will suffice.Wishlist: This is going to be a little complex. But, give me a list of up to seven items, within standard WBL (so a total of 9k gp), that your character owned. The list should be specific (so, not "magic greatsword" but "+1 Greatsword", etc). I guarantee you will not see all of the items by the time you escape, but I'll try and make sure you each get back some of your gear.Now, details about Character Creation:
Level 5. Ability Scores to be generated with a 40 point buy. HD to be rolled, rerolling anything less than half. Then set your Current HP to half of your total, rounding down.
Books: PHB, PHB2, Monster Manuals, Savage Species, Expanded Psionics Handbook, Complete series, Races series (except Faerun and Eberron), Frostburn, Sandstorm, Stormwrack. Magic Item Compendium and Spell Compendium. That's it. Do not ask for other sources, and please cite sources for any feats, items or spells.
The Erudite is not allowed at this time. The language used in the entry in Complete Psionic just isn't clear and consistent. If someone can find an official errata that clarifies it, I will revisit this decision.
Oh, right. I'm going to be very generous with this next thing. 1 feat per HD instead of the standard 1 every 3 HD. You must still qualify for the feat at the time you take it. Also, add +1 for your skill points per level (including the x4 for first level; that's a total of 8 extra skill points). You may also ignore the first Level Adjustment (so if you choose a race with LA +1, you still have 5 HD). If using Savage Species for your Race, I have final say over what the relevant Level Adjustment would be.
As each application is accepted (and I will accept them on a case by case basis, so stay on your toes), each accepted PC will get a minor useful benefit.
- D&D 3.5e
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5E One Shot: Razors Edge
You are a member of the Low Council, a guild of thieves and rogues with tendrils throughout the city of Tremont. A new guild has moved into Tremont, the last safe harbor between the Capital and the pirate filled waters of the Sea of Storms that threatens the very existence of the Low Council. The Low Council is already lost (Or will be by the end of the introduction section), do you have what it takes to force those responsible to face retribution?
Have you ever wanted to play a game in the style of Ocean’s 11? The Italian Job? Mission Impossible? This is the game for you. I am looking to recruit 4-6 players to play out this adventure. I will be using Here’s to Crime a 5e conversion of the play & flashback mechanic from Blades in the Dark. This will be a heavy RP & skill check focused game with some combat built in because…D&D.
- D&D 5e
- closes June 30
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- Pathfinder 2e
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PFS 6-16 Scions of the Sky Key part 3
A powerful guardian stands vigil over the ancient ruins where Venture-Captain Nieford Sharrowsmith disappeared recently, yet the beast has a weakness: a prophesied talisman now in the possession of an elusive grippli tribe deep in the Kaava Lands. The PCs must win the reclusive people’s trust and claim the prize—all before the Aspis Consortium does!
“Kaava Quarry” is the second scenario in the three-part Scions of the Sky Key campaign arc. It is preceeded by Pathfinder Society Scenario #6–12: Scions of the Sky Key, Part 1: “On Sharrowsmith’s Trail” and followed by Pathfinder Society Scenario #6–16: Scions of the Sky Key, Part 3: “The Golden Guardian.” All three chapters are intended to be played in order.
- Pathfinder 1e
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Harrowed City
Overview
Open for one backfill slot. The character being replaced is a Witch/4, Oracle/1. See below for the build rules. The remaining 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.- Pathfinder 1e
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Dragonlance: Shadow of the Dragon Queen
This is an Adventurer's League game.
Adventurer's League means that your characters used in this campaign will be transferable to other Adventurer's League games, may it be here in the forums, at conventions, or with your friends at home, provided you abide by Adventurer's League rules (which can be annoying because they keep changing faster than forum games play out) and keep a diligent record.
We are currently not looking for new players. The game will start as soon as six players apply. To join, declare your interest in the OOC forum. If you do not have a character, state the linneage/race, name, class, background, please do provide the character sheet within 24 hours. One slot will already be occupied by the player who requested this game, before it opens for everybody else.
While no background story is required for Adventurer's League characters, I do appreciate it. The game opens as the player characters travel to the funeral of a hero, mentor, and/or friend. It would be nice if you produced a connection.
For details on Adventurer's League, including character creation and migration of Forgotten Realms characters into the Krynn settings, see the Adventurer's League Games and specifically the extremely helpful compiled advice under Characters: Creation and Tracking. The plain rulebook on character creation
You will find more (optional) details on the game world in the "Krynn" section of this forum.
351 years since a cataclysm fell the continent of Ansalon in the world of Krynn.
351 years since the great nation of Istar was smashed along with its very bedrock, leaving only the Blood Sea in its wake.
351 years since Ergoth split in two.
351 years since the the population of all peoples died, save for a few miserable stragglers who refused to die.
351 years since the gods left without a sign.
The land was suddenly too vast for what few people remained, responsibility for the cataclysm was with people, except one's own, and it was safer to stick to one's own.
Over the recent decades, some semblance of civilisation managed to establish. Certain death never stopped the bold ones from trying to achieve the impossible, yet since recently songs of bards began to praise opportunity over lamenting what was lost and never to return. Despite all the suspicion, traders and adventurers from all peoples are welcome in the city of Kalaman at the Delta of the Vingaar River, the artery that runs throughout the kingdom of Solamnia.
Besides gold and pepper, the most valuable good traded here are rumours and opportunity.
Amongst these are our heroes, the ones around which this story will pivot. What units them is the last honour to those that came before, as they all receive identical messages.
- D&D 5e
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Pathfinder Society 1E- Official
Central community for Paizo's Organized Play Campaigns- Pathfinder Society, Pathfinder Society 2E, and Starfinder Society.
- Pathfinder 1e
- closes August 31
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- D&D 5e
- closes May 19
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Lords of Creation - Divine Compact (Always Recruiting) [NEW DISCORD LINK FOR OBSERVERS!]
(6/25/2024) NEW DISCORD LINK FOR OBSERVERS: https://discord.gg/3EehKWpU
Build a world with a number of other players!
We are always recruiting to look over the rules and if your interested join in and submit a character of your own! The rules can be found here: https://docs.google.com/document/d/1yzIN2cyC7ykYnuMU8sE7BRXR4-BzTNPBruMQNOcbTu4/edit?usp=sharing
Current Moderators are: AlexanderML, Athedia, and Fuzzy Math- Miscellaneous
- closes July 4
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Forge of Dragons
Cool stuff in a weird fantasy setting packed with original stuff and things
- Fate: Core
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FNW: Vault 18
War. War never changes, and yet it changes everything. Ask the Romans and Carthaginians. Ask the Germans and Russians. Ask the Americans and Chinese.
There are those who’ll tell you the Great War started and ended in a matter of hours, but the war didn’t start when the nuclear codes were decrypted. It didn’t start when China invaded Alaska. It didn’t start when Germany invaded Poland, nor did it start when Persia invaded Greece.
It started the first time an ape killed another over a berry bush. It started the first time one cell consumed another in order to propagate.
As nations warred for resources in the middle of the 21st Century, the people opposed to war, those who believed it to be an inhuman force, did not go quietly. On the eve of atomic annihilation, the Northwest Commonwealth reeled from civil unrest. General strikes brought its largest cities to a standstill, and in smaller cities, peaceful demonstrations were met with violence.
Hate groups clashed with socialists, and police with anarchists. A new labor movement stood in stark contrast to rising nationalism, and a long history of renewable sources of energy contributed to the region’s objection to a war over petroleum.
In these last, desperate moments, their voices cried out for humanity to be different, but they were not spared the hellfire. The dream of change was reduced to cinders along with everything else, their pleas for peace silenced by a primal force predating humanity itself.
War never changes, but humanity does. In the wastes of the Pacific Northwest, the survivors of the Great War struggle to keep the flame of hope alive, haunted by the echoes of the world that was. Below, in the Vaults, the memories of those who fought for something better have been erased in favor of a new, more orderly world, kept separate from their true past - until fate intervened.
Now the denizens of one such Vault - Vault 18 - face their worst fears: their Vault is dying, its fusion generators damaged beyond repair and slowly irradiating the inhabitants. With not enough medicine to go around, the decision has been made to unseal the Vault, so that the residents can take their chances above ground.
The situation in Vault 18 has become untenable. After years - decades, really - of disrepair, the fusion generators have malfunctioned, and have been slowly making everybody sick. Some have died. Some have become so irradiated that they've become... something else. With no way to repair the generators, their water supply irreparably contaminated, and their stores of RadAway dwindling, the inhabitants no longer have any choice: the vault must open, and they must try to survive on the surface.
What will they find when the door opens? What remains of the old world? Did anyone survive, or will there only be dust and bones? One way or another, they're about to find out.
Whatever the challenges, the Vault Dwellers will need to find somewhere to settle. They'll need a source of food and water, shelter, and protection. Fortunately, they're well-educated, entrepreneurial, and spirited. They also know they're not far from where a city once stood: Spokan Falls. Hopefully they'll be able to find something in the ruins to help them survive - if something doesn't kill them, first.
- Fallout (2d20)
- closes November 1
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Echoes of Mana
We currently have an open slot on the team; PM me @Rune Knight with a basic character concept and we'll discuss. :)
Welcome to the Realms of Mana, a rather simple fantasy world that follows five commandments:
- Demihumans Are Just Reskinned Humans. Some humans adapt and become demihumans; the only major differences between humans and demihumans are their cultures
- Magic and Might Are Equal. Mana is a path to many abilities, not all of them spells; non-spellcasters naturally burn Mana to perform feats of supernatural prowess
- Monsters Represent Themes. Each type of monster can be described in about a paragraph; they are more basic, more instinctual - caricatures of human characteristics
- A World of High Magic. Everyone is born with Mana, and anyone can become a spellcaster with enough effort; even common folk know a few cantrips to enhance their quality of life, showing how pervasive magic is throughout society
- Mana Propels the Battle Between Good and Evil. Mana and Dark Mana are natural energies that manifest themselves in different ways: Mana comes from within, but Dark Mana seduces us with its addictive qualities
The idea is straightforward: a party of adventurers - each with their own compelling backstories - travel the world, killing monsters, delving dungeons and pursuing each other's personal goals as a team. This isn't Skyrim where you have a "main story" you have to get through: the story is your character's story, and the stories of their friends and companions.
I run my games one arc at a time, which means once we complete a major chapter in the story, I step back and ask myself and my players if we would like to continue with the next arc of this campaign, or take a break from this world and explore a new game for a while. Don't worry: I've got a pretty interesting sci-fi setting just around the corner that you might be interested in then. ;)
Don't let me bog you down with extra details, though: just get started on a simple and fun character with a clear, identifiable goal! :) Some parts of the world are left with space for you to develop new nations, new gods, or whatever else you need for your backstory, so be creative.
Looking For: 1 player
Expected Posting Rate: 1/Week
How to Join:
- This world has a small wiki with an Introduction that will guide you to a couple of key entries
- You'll find the code for a template character sheet in the Character Sheet Template thread
- Post an application in the Applications tab of the game forum, then mention me @Rune Knight when it's ready for review
- The bare minimum for an application is a High Concept, a Trouble, and a Backstory - but of course, the more complete your application is, the better
- Fate
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The Archivist's Last Dance
Please read the lore to understand the campaign world. Most of the story will happen in the city of Kaledor.
- D&D 5e
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In The Dark of Morning
An ancient palace full of treasure with aught but bandits defending it, what harm would it be to take it for yourself? The traveler's tales made sense to you last night, deep in your cups and swirling under the mists of Canibri pipe smoke. But now it's the morning after, and you're miles from home, surrounded by wilds and strangers. Will you meekly return to your monotonous life, or is this your chance to begin again?
- Worlds Without Number
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A Simple Adventure
Hey all. I ran this game on the old site in Pathfinder, and am now planning to try and run it here in 5E.
You, the PCs, live and work in Halgrove, a small town located in the midst of a vast swamp known as the Dankmere.
It's a relaxed night at the Drunken Huntsman. The booze is flowing, the tall tales are flying around, and the music is somewhat lively. Everyone is drinking, or not, as to their own preferences. Outside, a storm has been looming on the horizon, but that's still a ways off, so everyone is in fairly good spirits.
Of course, that could always change...
- D&D 5e
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Sentries of the Omniverse
While your memories would tell you otherwise, the universe, if not the multiverse you currently stand in is only a few months old. Two huge battles were going on in the Marvel and DC multiverses and then something popped, snapped, and where those universes disappeared, this new one appeared. A strange weak amalgam between the two, but steadily growing in power. You are resonant points, places where two beings of importance blended well enough together to create a new being of importance. Because of this, the world is slowly drawing you into more and more conflicts in hopes that you can either help this new realm stabilize or split it back apart. But you aren't aware of all of that, all you are aware of is the exhaustion in your muscles, the burning in your lungs, and the sounds of the oncoming robot hunting you down.
"TARGETS IDENTIFIED. METAS. SURRENDER OR DIE."
“Resistance is futile. Accept your extermination.”
- Mutants & Masterminds 3e
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Empire!4 Reloaded: A nation and world building game [Discord]
Empire!4 Reloaded
GMs: PotatoPriest, Zayuz, Avonthes
With special thanks to Rolepgeek, Minescratcher, Lleban, and Tentreto for writing the rules,
Rolepgeek, Minescratcher and Tentreto for writing some of our lore posts,
And the fantastic Lleban for the map.
Welcome to Empire!4 Reloaded! This is an offshoot of the Empire! series of play-by-post worldbuilding and nation building games. The current main title in this series is Minescratcher’s Empire!8. This offshoot game is aimed at recruiting newer players and giving them a classic Empire experience with a simpler and more archaic rule set. If you were a player in Empire 1, 2, 3, or 4, we love you but you are ineligible to play in Empire4! Reloaded.
We aim to recruit around 20 players, and recruiting will remain open until we do, though the game is scheduled to begin on May 26.
Setting
One hundred years ago, Dejan the Golden arrived at the site of his final conquest. He had fought in every corner of the known world; broke bread and bones with every people, and united them all under a single banner. His empire, powerful and vast, was to bring an eternal peace to the varied lands of Emjata - but it was not to be. On the eve of his final conquest he was struck down by a bolt of lightning from the sky, and since that day the Avakonian Empire has been in a spiral of decay and misfortune that has allowed new powers to spring to life, as well as the reassertion of the old that have been trampled by the great conqueror. Nobody knows why Dejan was smote by lightning: some say that he was struck down by the gods for his hubris. Others claim the powerful magic of a jealous rival. Others still whisper that in his great valiance he was uplifted to divinity itself, but with time the truth has only become more obscured.
Welcome to the lands of Emjata, where the world once conquered and ruled by the glorious Avakonian Empire has begun to fracture and collapse under the weight of its complexity and decadence. EMPIRE! has the player take on the role of a faction that controls land, resources, and military might over many generations of rulers, the form of which can be as you please. Forge history with and against your fellow powers! As this is a collaborative worldbuilding game, but also a social strategy game, be ready to fight while remembering not to tread on the enjoyment of other players.
Featuring warfare, intrigue, romance and politics, we encourage players to generally follow a tone befitting an analogous fall of the (fantasy) Roman Empire with the expected content being rated 16+. As the writer of your own faction, you may choose the general tone that your writing sets within this sphere. This game also uses a community discord server. Participation in the discord is not mandatory, but encouraged since a lot of political deals happen there.
- Empire!
- closes September 28
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Hail to the Chief
My style of doing this will be influenced somewhat by Suzerain (a phenomenal text-based video game), but you won't need any knowledge of that game, or any other for that matter, in order to do this. The main reason I bring this up is because in Suzerain, going to war is a very big deal. It's something you might only do once, or not at all. You don't just go painting the map like in many 4x strategy games. That isn't to say that war will not play a role in the game, just that the focus is mostly political.
You will play not as your country, but as its leader, and you may have to fight tooth and nail to get your own government to do what you want. You'll also have, more or less, a normal life, with friends, family, a home, and emotions. All of this can be another interesting dimension to explore through role-play.
All I ask is that you commit one or more posts a day when you can, and let me know when you need a hiatus, even if it's just for a day or two. I will return that courtesy.
- Homebrew
- closes May 17
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The Fortune
You've worked as a crewmember on the CS Bantha for Talan for quite some time. For running a variety of missions for him, he pays you well enough to keep your loyalty, even with his many secrets. You've traveled the galaxy with him & have earned a pretty penny doing so. One day, he returns from one of his common solo missions with a woman named Aggaes who he says owes him a life debt after he saved her. Although you've never even seen the inside of his quarters or the cockpit, you often see him bring Aggaes along with him, & it seems she is getting special treatment.
This story will take place at the very end of the Empire's reign over the galaxy & you will have the opportunity to visit multiple planets. With 3-4 players, this campaign should take about 10 sessions of 2 hours to complete, with a chance to extend the journey after this story ends. You can put your applications in that section, just so you know, I most likely will not have a Jedi on this campaign, but there may be a chance to become force-sensitive later on in the story. We will likely have a character creation session where we'll add our character's stats and attributes, but if you'd like to get ahead, we'll be using the Star Wars RPG Revised Core Rulebook for character creation & the game. If you have any questions, feel free to ask!
- Star Wars
- closes April 1
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- Pathfinder 2e
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Hearthsworn
Banner image- "Highlands" by Alexander Pohl
Your stories are yours to tell. But, together, we tell the story of our community. This was based on something @Vladim mentioned- about how it would be neat to have a game that could jump between solo and co-op and tie the different ones together. So, I combined that with my idea discussed here.
Once upon a time...
The Campaign(s):
History hangs heavy around us- though we see not the shadow it lays upon us. We have drawn our corner of the world up and over our eyes like a blanket to ignore what happens beyond the land we know. Faerie remains at the corner of our eyes, but we know not to look too closely and not to attack their attention.
But fate spins its own tapestry and the world changes. Things lost must be found. Knowledge forgotten must be remembered. The hand that holds the plow must take up the sword. The hand that holds the weaver's needle must take up the spear. The hand that holds the adze must take up the bow.
Things from the past lie not dead as we wished but stir once again in the ancient corners of the world. The Faeries' song has been heard beneath the moon and fearful whispers swirl through the eddies of conversation.
You had hoped to grow up and live a quiet, happy life, but now you find yourself needing to step into the shoes of a hero.
The Setting:
Call it... folkloric fantasy. It's a world that is not our own, but feels very familiar, like the Shire, perhaps, or that first part of the fantasy novels where the young protagonists complain about their ordinary lives.
Faerie (the place—maybe also called Elfhame) exists, as do Faeries, who live in Faerie and in the everyday world. Magic exists- in a form.
Tone and Mood:
I'll start here—this is very much inspired by the RPGs Beyond the Wall And Other Adventures, Legend in the Mist and The Hero's Journey 2E, as well as books like Stardust, Lud-in-the-Mist, the first part of Fellowship of the Ring, and The Hobbit, as well as stuff like The Chronicles of Prydain. It's not exactly "low fantasy" in the same way as the Ironlands. More like how Tolkien describes faerie stories in the essay "On Fairy Stories." Or perhaps the very beginning of Wheel of Time before they go on a massive journey.
Stories of ordinary people exploring a world that is simultaneously mundane and magical. To quote Tolkien again, the tone is of a world that is perilous as well as fair, and perhaps could be described as enchanted. Stories of assistant pig-keepers who care for oracular pigs, youngest daughters who rescue their true love, young adults who find themselves stepping into a destiny, faerie knights and faerie queens, wyrms and treasure hoards, forgotten barrows and the restless ghosts. I think romanticism has a definite influence (both 19th century and medieval).- Ironsworn
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- D&D 5e
- closes May 31
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Dungeons of Drakkenheim
Nearly 700 years ago, the realm of Westemar suddenly cloistered itself from the outside world. Impossibly high mountains erupted from the earth, a raging storm of ice and thunder began to swirl endlessly around the peaks, and anyone foolish enough to find a way through was met only with an early end. The people of the outside world were suddenly cut off from the mighty civilization and the arcane magic that it once allowed to flow freely. Millions perished in the resulting famines, wars, and pestilence they were suddenly unable to contend with. But they endured, and soon rebuilt without the aid of the magic, though never reaching their own former glory.
Then suddenly, the endless storm dissipated and pockets of the ranges receded back into the earth, bridging the Westemar and the it's arcane knowledge to the rest of the world once again. In time, Westemar and the other realms managed to strike an accord of mutual benefit and a new age of prosperity began on the continent, with the city of Drakkenheim as the centerpiece of commerce, knowledge and the arts.
That was before the purple fire rained down from the heavens and destroyed the mighty metropolis in a torrent of destruction, leaving behind a thick mist known as the Haze, weird crystals densely infused with arcane energies, and inhabitants that hardly resemble the bodies they were born with.
You have taken up a contract to escort someone to the town of Emberflame Village, and help them set up a base of operations. To what end, you didn't ask, for each of you have your own reasons to head to the village and try your luck at unlocking the mysteries of Drakkenheim. The journey to Emberflame is arduous but well traveled, though not entirely safe since the realm was thrown into chaos.
- D&D 5e
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Barony of Felines
Gathering of the Nobles
As a noble child, your PC met 10 year old Bruce Wayne. His parents were viciously murdered so you and your parents went to pay respects at Wayne Manor in New Gotham. You spent 10 days with Bruce in his early grief, exploring the expansive manor grounds and making childhood promises. 20 years later you receive a letter reminding you that you pledged on the old gods and the new to come to Bruce's aid should he ever need it. Feeling obligated, and wanting a good relationship with the wealthy Wayne family, you call for your horse, say goodbye to your family and barony for the dark city... New Gotham.
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I am looking for 1-2 new players to join a game that just began. Make a noble with a cohort and I will assist you fitting your character into the setting. Feel free to read The game thread for the full story, but here is the condensed version... The Knights of Sorrows (PCs) are given a defunct barony where Bruce's uncle rules but has gone into seclusion. Forced to reroute due to a crumbling bridge, the nobles travel through an adjoining barony. The party encounters beggars and vagabonds on the boarder of their barony - Soursoot Meadows.
You have the option to remake the existing character Lanai and her cohort Sinestra, this is her background/description. She is the current Wayne delegate for Baroness of Soursoot Meadows. If you wish to play her, use what you want change the rest (make a copy of the CRS and remake Lanai's mechanics).
This adventure is split in two parts and will involve skill challenges to help baronies in addition to encountering possible deadly fights.
Major Influences for this original module are the novel Brothers Majere by Kevin T. Klein & PFAP War for the Crown (specifically done by the wonderful podcast Find the Path).
Rules for PC creation
7th+1000xp w cohort
Religion=polytheistic. Current trend to have a duo or trinity of deities tattooed on wrists.
Preferred deities ....
Mystra, Dumathoin, Abbathor, {elemental deities- Akadi, Grumbar, Istishia, Kossuth}, Desna, Pelor, Gond, Auril, Talos, Tymora, the Raven Queen (N, Death, Winter, Fate), Malar, Mielikki, Selune, Waukeen, Moradin, Corellon, Hanali, Deneir.preferred sources -FRCS, DLCS, ECS, Dragon Mag material including Dragon Compendium, UA, Com Adv, CWar, CArc, CDiv, MM I and II, PHB, DMG, ExPsionHB, MoFa, PGtF, RoF, RoS, RoD, RoW, SS. Most other sources are ok, you don't have to ask.
Full HP 1st Lv. Roll (rerolling 1's) or 1/2 rounded up.
stats: roll 3d6 8xs dropping lowest two. You can always chose the 34 point buy system. cohort rolls 3d6 6xs and can always use the elite array.
+Start with typical gold. Fine and regular clothing, dress outfits, are provided as well as a signet ring indicating your station (50gp).
+Ignore the first 10 lbs of equipment for encumbrance and small folk don't receive encumbrance size penalty.
+Please list weight (over .49 lbs) and price of all items (above 9 silver) on CRS.+Everyone full PC gets a bonus 3 ranks in a profession as nobles have jobs and families. job examples = knight, captain (of a vessel), judge, barrister, bookkeeper, priestess, sage, diplomat, banker, artist, performer.
+Full PCs can have the Leadership feat for free at 6th level (so you can take improved cohort at 6th). Your leadership score/requirements can trigger off of char wis or int. Your cohort is a loyal companion that is tied to you and your house; a little brother, a niece, a cousin of lower station, a servant, a squire, a favorite teacher/advisor/priestess, a loyal umber hulk bodyguard, a Kender or tortle servitor, a psychic 'watcher' to monitor your family for the lichking, an undead servant (remember, undead are not necessarily evil in Lichstone... the king is well tolerated and he's a lich.) etc.
+non-humans can negotiate a swap for a feat at first level (example: lose gnomish spells and Add +1 to illusion spells cast by gnomes and +1 racial bonus on attack rolls against kobolds and goblinoids.for 1st feat).
+magic is restricted in this setting mostly at higher levels (teleport, resurrection, raise dead, most spells over 7th level). Sorcerers are mostly elven; non-elven sorcerers are sought after by the Imperium.
+I use a small amount of pathfinder stuff (prices, items, creatures) like the spell Identify and your ability to identify items and the price of amulets of mighty fists. If you have one suggestion involving your character, just ask.
+You can take on one flaw for a feat at first level.
Races on Drelin
Elves - the high desert is dominated with tall elves, oft with air genie bloodlines. The shorter cousins live primarily in the Forever Forest under the strict Elven Imperium. Gnomes and elves swap lifespans.
Humans - every shade but white. The people of the Outlands, high plateau, and mountains are mostly asian in appearance. Those from the desert lands have a middle eastern appearance. Those of the western heartland and Lichstone have light black and tan tones.Dwarves - of Drelin are modeled after insular mountain dwarves from Dragonlance. Mostly non-good cave dwellers that have a superiority complex, they live in relatively small clan caverns that trade or raid with the 'outside world'. Most dwarves live in the Krendes Mountains in the north in an eternal territorial battle with giant kin. They famously maim their ogre slaves and ogres famously like to eat dwarves. They tend to have darker skin. The other large population of dwarves in the mountains of the north and central east coast. These are the dark stain on dwarves on Drelin, they operate as pirates, dominating the rough eastern seaboard making trade nearly impossible. They, unlike all other Drelin dwarves, are indiscriminate enslavers
Planetouched - Aasimar are strong in the Molten Barony of Caladan and Teiflings are mostly found in the Molten Barony of Gedi Prime. The molten baronies are northeast of New Gotham.
Fey - lots of fey in the Forever Forest.
Gnomes - gnomes populations are low and have offspring of every variety (of gnome). Gnomes and elves swap lifespans. Historically they tinker and invent a lot.Halflings - only Kender exist on Drelin, brought as slaves by orcs over three centuries ago. They are a toned down version of the DL race. I have rules if someone is interested in playing one.
Half elves - usually originate in and around Moonglade, largely subjugated by the Imperial Elves.
Half orcs - prevalent in the Outlands. Ancestors from the orcish invasion of hundreds of years past. There are no full orc left on Drelin. Anyone can use the human stats instead of half orc.
Sea-elves- the spongy coral coast has a healthy population of green and blue shaded sea elves. They trade with New Gotham.Anthropomorphic Animals are prevalent around New Gotham including Tortles, rabbit-folk, grippli, kenku (from beyond the mists, in Lichstone)
There are no goblins.
Bloodlines are prevalent on Drelin.map of Drelin - New Gotham is not in this map. It would be where the last letter in Merzy River is, the r.
You will make a 7th level nobility with attache.
This adventure utilizes the talents of Lichstonian nobles to aid local baronies. You will create your own House of the Olde Monarchy. I have three examples here... Yours will be similar listing= name and briefly describe your barony/dutchy, god/goddess (up to 3), major business, house flag/colors (remember: red is the king's colour and is tightly restricted). The 1% mostly live within Lichstone castle its self.
Family : Gellentara (99%) Known for their vampire lineage.
Goddess : Evening Glory
Business : Leadership of New Gotham (the Lord Mayor Duke Davids Gellentara)
Flag and Colors: same as New Gotham or Evening Glory
Family : Wayne (92%) Known for immense diverse wealth. Count Bruce Wayne.
Gods : Kord and Dumathoin
Business : Holdings in New Gotham (the Wayne Academy of Youth, Wayne Enterprises, Wayne Bank). Philanthropy, loans and banking.
Flag : Pink W over grey.
Family : (93%) Atreides from the Molten Barony Caladan
Gods : Shihalud (Sandworms in the desert lands), Kord (riding a bull), Istishia
Business : Trade partnership with the secretive desert elves and the spice only they produce. The elves also produce and trade in the illicit drug styigia. House Atreides (aasimar) are known for their ruthless psionic academy and loyal house troops. At constant war with neighboring Molten Barony Gedi Prime ruled by the sadistic, demon-worshipping House Harkonnen (tiefling).
Flag : Black bull head on Green.
want to play a psionic Paul Atreides? He is married to a highborn desert elf.
-local baronies.
---Three Dam Baronies. The fortified New Castle (flag is a white hound on black) is barrier between the dangers of the east (wastelands, desert empires, swamps) and New Gotham. The middle barony is a swampy valley called Soursout Meadows (flag is a pink paw print on grey). Miremoor- barony of flowers and canals. Ruled by the young and beautiful Floral Duchess Zyah. Southern most of the 3 Dam Baronies. Verdant canals occupied mostly by Kender, Tortles, rabbit folk and grippli (flag is a blue river otter on green).
---northeast of New Gotham is the 2 Molten Baronies. These heavily fortified villages are the source of many resources including salt, stone quarries, oil fields, coal mines. These baronies create a barrier between Lichstone and both the Elven Imperium and the Wastelands.
Other businesses for your family might include :
-other towns and villages behind the mists. examples ; Gotham known for its architecture and Ravenstone known for its kenku witches and oracles. Most of Lichstone countryside is farmland to the coast. The coast is dangerous with lobstrocities raids and dry conditions.
-landowner. All nobility owns lands. Your father and/or mother probably rule one of the baronies (you can be as descriptive as you want with your 'home' barony or just use one of the provided). There are 20 baronies behind the mists in Lichstone proper, the above mentioned 5 baronies around New Gotham. In addition, 8 more baronies compose the Kenderlands aka South Central Drelin. The SCD baronies are the least desirable because of the wet conditions and the sometimes infuriating kender.
-the lucrative Mistberry wine. Kender druids from South Central Drelin grow berries and most of it is processed/traded out of New Gotham to the elves.
-coal mines. Strong unions ensure the workers of the mines.
-ore manufacturing for steel.
-trade/diplomatic relations with elves. Either the xenophobic elves from the Forever Forest or the secretive sea elves. You can play an elf or sea elf whose family conducts trade relations with the Wayne family.
-salt mines. Tough work mostly done by the imprisoned.
-military. Knights of the realm can work the waters on river barges in South Central Drelin protecting kender citizens from the swamplands to the east or on the open oceans working with fishing crews and sea elves in defense of their homeland (the spongy coral coast). They can be calvary along the northern walls, soldiers in Lichstone the capital city or the newly formed New Gotham. The lichking has a personal guard similar looking to the imperial guard in star wars.
-religion. Many shrines and churches are run by the Lichstone nobility.
-necromancy. Lichstone is the home of necromantic magic on Drelin. They embrace undead and use them for labor and protection. Necromancers are revered in Lichstone.
-waterways. There are canals and sewers in New Gotham and many rivers of the kenderlands. All throughout is the ubiquitous eel trade.
-alchemy, technology. Gnomes ply their trade in New Gotham.
-ship building. Large sea-faring ships are constructed in part in New Gotham and shipped on barges downriver through South Central Drelin to the ocean.
-the dwarves of Lichstone. Cliffside entrances to the isolated dwarves clans. Some ride the waves as fishermen mainly staying to the safe waters of the soft spongy coral coast. The clans are led by the Highcrest family.
A note on the Lichking and the nobility. - The nobility is stable, ensuring lineages through marriages and business partnerships. They exist, however, entirely at whim of the rarely seen Lichking. They can only guess as to what he wants unless they receive orders from his imperial highness usually through a kenku inquisitor. In general, the king wants Lichstone to remain strong and independent. Law and order in his lands are a must, this seems to include protecting the kenderlands and fostering a good relationship with the elves. A house that can't keep its affairs in order runs the risk of total annihilation, even a noble house. Agents are known to literally come in the night and exterminate entire families, never to be spoken of again. A true dictatorship.
DRELIN : geography (for full history and geography see setting thread)
Local Overview
Country: Lichstone (capital city - Lichstone City)
Annexed Territory: South-Central Drelin aka SCD (capital city New Gotham)
Ruled by his eternal highness the Lichking. His lands are broken into baronies ruled by nobles.
Lichstone- The 'olde monarchy'. Ruled by the same family for thousands of years. Twisting cobblestone streets with tightly packed similarly colored buildings line a mountainside of this ancient capital-city. Olive trees, dates, citrus orchards and wine vines fills Lichstone's countryside. Held within high mountains, the unforgiving oceanside cliffs on one side making Lichstone safe from invaders.(7-8 o'clock orientation~Drelin is a circular continent)
A mixture of ravenloft and Rome. The capital city Lichstone City sits atop south facing seaside cliffs, it is crowned by a grand gothic castle. "The Olde Monarchy" has been ruled by the same family for thousands of years. Cobblestone streets twist around tightly packed monotone buildings that line a mountainside of this ancient capital-city. Villas with olive trees, dates, grapes, and citrus orchards fills Lichstone's countryside. Old structures fill the city as old traditions rule the land. The 'true gods' have never left favor here as they did for most of Drelin during the Time of the Dragon Gods, and a thoroughly polytheistic society has developed. The many temples and shrines in Lichstone are dedicated to a multitude of gods and it's people are suspicious as well as superstitious. Unlike on most parts of Drelin, undead are abundant within Lichstone, making a populace dependent on the Legion and nobles. Graveyards and mausoleums are as common as barns on Lichstonian farmland. Always a step ahead of menacing mists that plague the area, gypsies roam the countryside in small caravans selling their bizarre style of magical protection and entertainment.
A crumbling wall marks most of it's northern and eastern boarder, most outsiders don't pass this boarder. East Lichstone is orchard land sloping downward to the kenderlands; wetlands and flooded lowlands that support isolated fishing villages. West Lichstone is dry and sparsely populated, the broken lands lie beyond. The northern boarder is shared with Tendron, the southern of two western Drelin kingdoms. Tendron shares a large lake with rival Drelmore west of the Forever Forrest. West of those kingdoms is the broken lands till the shore. The land is dry and doesn't take to seed all the way to the coast.
Lichstone's banner is a grey skull with gold crown on a field of pink. Grey-pink-grey. The darker the pink/red the higher the position. The lichking is adorned crown to boney toe in blood red and crimsons, where a page might sport a bubblegum kerchief.New Gotham- A metropolitan, gothic settlement with gnomepunk overtones. The TMNT live in the Underworks of New Gotham having a patent on pizza, a tortle must own and animorphs must work at all establishments that serve tomato based sauce served on dough with cheese. Bruce Wayne, formerly from Lichstone, resides in New Gotham. New Gotham is Lichstone's second biggest city besides the capital.
Over two centuries ago the Gellentara family (known for it's vampiric bloodline) was granted a dismal task of leaving Lichstone proper to construct and then fill a penitentiary with trouble makers heading in from the Outlands and Wastelands, and with the thieves and beggars from the kingdoms of the Western Heartlands. The new castle and penitentiary was built with the help those 'criminals' who the Gellentara rounded up offering a new life in the surrounding lands tending orchards and mining coal. Mistberries flourished in the volcanic rich soil and with help abundant, the 'incarceration castle' took on new shape. Gnomish refugees settled New Gotham as did the curious kender in South-Central Drelin. Pleased with the progress, the lich king provided a second round of funding which added temples and fortifications with many more Lichstonian families to work as soldiers and clergy.
A lucrative trade partnership began between the dark city and elves. First, the elves of the Forever Forest trade for the mistberry wine, partly with their servitor race - anamorphic animals. The creatures would work off their 'payment' and then they would be free. This eventually led to an uprising which freed the animorphs (tortles, raven folk, rabbit folk, salamander people and rat folk) from elven oppression. Many animorphs never left and now reside in New Gotham. Later, a trade route is established with the pearl rich sea elves who love the citrus and mistberry wine New Gotham has become famous for.
The bustling metropolis is constructed of blackstone, wood and metals. An entrance to Lichstone, New Gotham is situated at the very end of the infamous and crumbling 'Lichstonian wall', where unpredictable mists play havoc on travelers. It rains a fair amount and the dark city is usually blanketed in fog. It is generally warm and muggy. To the immediate north are lava fields, then, the forests begin before reaching an enormous volcano surrounded by fey and elven forests… aka the Forever Forest. A clockwork bridge spans the River Merzy, which splits the city in two, then, flows south into orchards and wetlands below. These vast wetlands are inhabited mostly by kender under the protection of Lichstone. The swamplands are situated ominously southeast of New Gotham, an extensive wetland with rivers and mangroves dominated by warring tribes of bullywog and opportunistic troll bands.New Gotham's banner is light pink over dark gray. Its flag is a pink background with dark gray bridge over river.
City Sections : Penitentiary quarter with Arkum Asylum, the canals, riverside with clockwork bridge, temple district, the high district, "New Castle" and mausoleums, the underworks.
Lichstone utilizes undead workers. This has allowed the wealthy to maintain their status while simultaneously lessening the hardships of the lower class. No one in Lichstone goes hungry. Being a farmer in Lichstone is a lot more comfortable than being an indentured farmer from the Western Heartland (to the north of Lichstone).
The mists of Lichstone are nearly constant fogs that creep over the stonewall that runs along the northern border ending at New Gotham. The fog can appear greenish when thick and seems to confuse those wondering through at best and at worst the mists can disappear people without a trace. It is said that just as some creatures walk into the mists and don't return, some do return with having aged many years. The stonewall and accompanying mists have worked historically as immigration deterrence.
Mistberry Wine - a pink wine made from pink berries that grow with little sunlight and abundant fog (rumors say kender druids are responsible for the ability of the mistberries to thrive in a clouded area). The sweet wine is "lighter" than ubiquitous elven reds, and can be processed into a sparkling wine or a potent ice wine. There are private gardens within the city, volcanic rich fields north of New Gotham make the finest vintage and 'orchard lands' supply the bulk. These hilly parts of South-Central Drelin are occupied and worked by kender under the protection of Lichstone. Mistberry processing occurs in factories within the darkstone walls of New Gotham. The majority of mist berry wine is exported to the elves both from the fey forest and the sea.
Images of New Gotham
Town center where the temple and high districts meet. https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Finnsdawhwmr81.jpg&rdt=46877Penitentiary quarter with Arkum Asylum in the background https://i.pinimg.com/originals/c8/df/0d/c8df0d28db61cafd0dfafc6b0aab4e63.jpg
South-Central Drelin- Under the authority and protection of Lichstone, SCD is dominated by New Gotham and orchards in the north. Many fishing villages (Innsmouth) thrive amongst mangroves, swamps, and marshes. Further south, floodplains give way to the salt marshes. Kenders are commonplace throughout the southland, whereas the secretive sea elves inhabit the spongy, soft coral coast. The eastern portion of SCD is dangerous swamplands.
- D&D 3.5e