Game Directory
All Games
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- Savage Worlds Adventure Edition (SWADE)
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Bad Seeds II The Prophecy
BAD SEEDS II
The ProphecyBad Seeds is a 5e homebrew interworld adventure, set on an unknown and as yet undiscovered prime world in the great expanse of the prime material plane. The world teeters on the brink of an apocalypse as good and evil battle for world domination. An adventure for characters level 10 - 13, looking for 7 players to join a adventure of mystery, violence and intrigue.
- D&D 5e
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Shade's End
The story takes place is a dark kingdom, but there's brightness in it. People can be happy, relaxed and content, if not for long. It's not grimdark, but it's gritty and grey.
See the setting page for more detail.
- Pathfinder 1e
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Isle of Dread and Beyond (B/X/C)
This will be a B/X campaign set in Mystara, specifically on and around the Isle of Dread. Additional adventures will spin off from it and to other parts of Mystara as time progresses.
Players should be familiar with or have prior experience with (Moldvay/Cook/Marsh) Basic/Expert (also known as B/X).
You should have a copy of (Moldvay/Cook/Marsh) Basic/Expert (also known as B/X). You can get legal pdfs from DMsGuild/DTRPG.
I might be using additional material from the B/X Companion or AD&D/OSR materials I have access to.
- D&D Basic (B/X)
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Yah gotta' start somewhere chummer. [SR5: Denver]
Denver isn't that bad of a place to live if you don't mind the cold winters, cayotes, political conflict, and oppressive Dragon Overlord. It's even better if you happen to love that kind of drek.
Looking for 4-5ish active players and a few backups. Please see the character selection topic for creation rules. The deadline for applications is end of day Jan 12th. Selections will be made by Jan 15th)
- Shadowrun 5e
- closes January 13
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Purple Lands Adventures
The Purple Lands
In the world of The Purple Lands, a vibrant and mystical realm lies at the crossroads of magic and nature. Five distinct kingdoms, each ruled by one of the major ancestries, coexist after the Forever War due to the signed peace treaty after facing a common incursion from Hell. The lands are known for their rich, purple-hued flora and fauna, which are imbued with magical properties. The origin of this enchantment remains a mystery, but it has shaped the cultures, societies, and destinies of the inhabitants.
1. Kingdom of Stonehearth (Dwarven Kingdom): The Kingdom of Stonehearth is nestled within the heart of towering mountain ranges, where dwarves have carved magnificent cities and fortresses into the very rock itself. Rich in precious gems and metals, Stonehearth is known for its expert blacksmiths and skilled artisans. The dwarven lords, wise and proud, govern their underground realm with a focus on order, craftsmanship, and the preservation of ancient traditions.
2. Sylvan Glades (Elven Kingdom): Sylvan Glades is an expansive and ethereal forest kingdom where elves live in harmony with nature. The towering purple trees and shimmering lakes are home to elven cities built amidst the branches and treetops. The elves are attuned to the magic of the land and are known for their mastery of archery, arcane arts, and their deep connection to the spirits of the forest. The Elven Court, guided by wisdom and a commitment to balance, ensures the protection of the Sylvan Glades.
3. Gnomish Enclave of Whimsy (Gnomish Kingdom): Built within hidden valleys and beneath rolling hills, the Gnomish Enclave of Whimsy is a kingdom of innovation and eccentricity. Gnomes, with their insatiable curiosity and love for invention, have created a realm filled with clockwork marvels, flying contraptions, and magical oddities. The Gnomish Council, a group of brilliant minds, governs with a lighthearted spirit, embracing change and unpredictability.
4. Hobbington (Halfling Kingdom): Hobbington is a land of rolling hills, fertile farmlands, and cozy villages where halflings thrive in peace. Known for their agricultural expertise and hospitality, halflings celebrate a simple yet fulfilling life. The Halfling Council, composed of elected representatives, oversees the prosperity of Hobbington and maintains strong ties with neighboring kingdoms through trade and diplomacy.
5. Orcish Dominion of Ironfang (Orcish Kingdom): In the rugged and untamed wilderness, the Orcish Dominion of Ironfang stands as a testament to strength and resilience. Orcs have forged a society based on martial prowess, tribal loyalty, and a deep connection to the land. The Ironfang Warlords lead their clans, united under a common purpose of protecting their homeland from external threats and ensuring the survival of the orcish way of life.
Notable Locations:
- Luminescent Vale: A mystical valley at the center of the Purple Lands, where the magical energies are the strongest. It is a meeting place for representatives of all five kingdoms to convene in times of peace and crisis.
- Crystal Spire: A neutral city at the crossroads of the kingdoms, built entirely of translucent crystal. It serves as a hub for trade, diplomacy, and cultural exchange.
- Eclipsed Peaks: Mysterious mountain ranges shrouded in perpetual twilight, home to ancient ruins and powerful artifacts that hint at the Purple Lands' enigmatic past.
Campaign Themes:
- Uncover the origin of the Purple Lands' magical essence and its connection to the ancestries.
- Navigate political intrigue and alliances as tensions rise among the kingdoms.
- Explore ancient dungeons, forgotten temples, and magical anomalies that dot the landscape.
- Protect the balance of nature and magic from external threats that seek to exploit the Purple Lands' unique properties
- Pathfinder 2e
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Age of Sigmar Soulbound: Shadows in the Mist
There is a city on the Charrwind Coast unlike any other.
Where the mist never leaves and the shadows have eyes.
Pressed between the boiling waves of the Searing Sea and the ever-encroaching jungles of the Crucible of Life lies the free city of Anvilgard — the City of Scales. Its winding, mist-shrouded streets are a haven for illicit trade, unscrupulous pirates, and umbral sorceries of all kinds. Corruption is rife in every walk of life, from the lowliest merchant to the Grand Conclave itself. The people are just as sharp as the knives they carry. Every deal is dangerous, every alley a trap, and every die loaded.
While the dark-armoured Stormcast Eternals of the Anvils of Heldenhammer protect the city and the precious cluster of four realmgates hidden within the Black Nexus at its heart, their dour nature and sombre dedication to their duty hardly inspires confidence in the wary populace.
Many say that the city only pays lip service to the God-King Sigmar, and that another organisation truly runs the streets — the Blackscale Coil. This vast criminal network of cutthroats, sabeutours, and politicians operates from the shadows, steering the city toward an unknown future under the orders of their mysterious leader, ‘Sovereign’. To their agents they bring wealth and power they could never hope to attain on their own, and to their opposition they grant only disgrace or death.
But it is not just mortals who vie for power in the shadows of Anvilgard. Gods have set their sights on the city as well.
The God-King Sigmar fears the city’s realmgates might fall into the hands of the Ruinous Powers, who would use them to wreak havoc across the Mortal Realms. The Everqueen Alarielle views the ever-flowing defoliant spray that holds back the hungry jungles as a terrible weapon that could be turned against her beloved children, the Sylvaneth. And the followers of Chaos see the city as a grand prize for their dark gods, helplessly destabilised and ripe for the slaughter.
With all of this in play, there is no denying that to set foot in Anvilgard is to take your life into your hands. Some whisper that it is a doomed city, irreparably corrupt and rotten to the core in ways that nothing but a cleansing fire could cure.
And yet, wherever there is corruption, there are those who would seek to right it. Brave heroes who are not afraid to bring light into the darkest parts of the city in search of truth and honour. Those with the power and drive to stand before encroaching oblivion and raise their weapons in defiance.
The Soulbound are just such heroes.
***
Hello folks. My name is Saithorthepyro and I'm going to be running the Shadows in the Mist Campaign for Age of Sigmar: Soulbound. This is my first time GMing the system, and I'll be advertising for applicants unil the end of second week of January.
- Miscellaneous
- closes January 14
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- World of Darkness
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Mist Unlimited
What is City of Mist?
City of Mist is a role-playing game of film noir investigation and super powered action. It is set in a modern world rife with crime, conspiracies, and mysteries. The protagonists are Gateways, ordinary people who became the living embodiment of a legend, their Mythos. While your Gateways may seek to strike a balance between the mysterious nature of their Mythos and their mortal aspirations, the powers within them always threaten to tear their lives apart. They have unwittingly become a part of a secret world of clashing stories, and soon other legends will come looking for them with demands.
Who are you?
In the shadows of shiny skyscrapers and derelict residential blocks, ancient stories and urban legends assume physical form, choosing mortal beings as their Gateways to this world. But the Mist, a mystical veil known only to a select few, prevents the unwitting denizens of the City from ever acknowledging the miracles they witness daily, hiding their true nature from one another. Distracted by their everyday hopes and fears, the people on the streets remain oblivious to the clash of mythical forces that drive and control the very life of the City.
You were an ordinary person—until the seed of the legendary awoke within you. Now you seek answers to questions about your powers, but the truth always seems to elude you. Yet at the same time, you still want what every human being wants: love, money, power, peace of mind. Together with your ragtag crew of gifted individuals, you work to reveal the powers operating in the dark smoky alleys of the City, just as those very powers seek you out for what you are. You will hit the streets in search of the strange cases, loose ends, and unsolved mysteries that will lead you to the truth, inevitably clashing with other legends in mortal form, agents of the powers beyond the Mist.
Be warned—the truth is as dangerous as the forces that hide it. Only when you find yourself sacrificing that which is dearest to you will you truly learn the answer to the ultimate question: "Who am I?" . But will it be worth it?
What this game is about?
Once, in the very beginning, there was only the City of Mist. The Mist started there, but its power and its oniric qualities could not be contained. Soon it spread with utmost speed, consuming all, like a malignant tumor. And now you live in a World of Mist. But the world did not change, everything looks exactly the same. Everyone lives their lives as before, don't recognizing the undeniable truth, that the world changed. Strange things started to happen and everybody just pretends to don't see them.
Most of them were harmless, but some dangerous, and some even lethal. Crimes and deaths of supernatural origin happen, but when the Mist intervenes, the authorities disappear, the police ignores and nobody really cares. Only you, and maybe others that have awakened like you, care. Those people that care about the state of the world founded a secret organization, the Light Beacon, the only option for those that want to know the truth. They are deeply unsatisfied with the current situation, and willing to take justice in their own hands.
You are about to embark in a journey of discovery that offers no way back.
You can find the free rules here.
Create your character at this thread after reading the guidelines.
- Powered by the Apocalypse
- closes April 28
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The Next Hellmouth
Rules: Using the UniSystem Buffy The Vampire Slayer RPG. Material from all books, including Angel RPG, are fine.
We're picking up from the game I started on the old MW site just before the switch to this new MW.
The Game will be set after season 7, so anyone who can be a Slayer, Is a Slayer. (Powers start kicking in around age 9, and basic slayer stuff "gets real" around 14).
Game will be set in the town of Harborton, a large town in a predominantly rural area, which has the only high school within 60 miles. Lots of kids have to spend hours on the bus every day to get to and from high school. Other towns in the area have their own grade-schools (even if it's a one-room school house) and Jr High.
There are lots of small, local businesses, a book shop, several old vacation homes, a large number of Bed and Breakfasts, and, unknown to most, a Hellmouth! No one seems to notice the high turn-over of residents and tourists. It's like most adults are just oblivious.
And really, it's only been since that town in central California disappeared into a sink-hole that the Vamps and others started really showing up here.
Characters: Build the type of character you want to play. BtVS games are based on something called the Unisystem. (I'll post details about character stats soon.) If you want to play a Watcher, Slayer, Werewolf, Psychopath with delusions of "Oh my gosh, there's monsters!", Jr Witch, Initiative Soldier, high school jock, hick farmer full of country wisdom, computer hacker, city family that just inherited uncle Jethro's country home, Danger-Prone Daphne, or weird talking animal, that's fine. Rules are pretty open. (For all I know, you're all going to want to play vamps that slowly eat the town).- Miscellaneous
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When the Stars Align
Premise
You're one of the few dedicated souls who are willing to actively fight the incursion of the outer void in Corrow, northern Brythunia. Anglo-Saxon culture, with Cimmerian and Nemedian origins.
Extra Mechanics
Sanity Pool: (Smarts + Spirit + 25) x 3.
Sanity Check: TN / S / F; for example [4 / 0 / d3] or [8 / d2 / d8]. This means you make a Spirit test with the first number as TN, taking second number of Sanity loss if successful, third number of Sanity loss if failed.
Application Deadline
I've set it to May 18th, but if the process slows down and I have enough applications, I'll close it and start the game.
- Savage Worlds Adventure Edition (SWADE)
- closes May 18
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- Wrath & Glory
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- Pathfinder 2e
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Redemption Redux
The most important battles a man fights, he fights alone, in the privacy of his own heart. Redemption is claimed or lost not through swords, words, or external miracles, but by the results of these battles, sometimes too small to discern.
So almost 15 years ago, I ran a fabulous unique campaign here called Redemption. I want to try again today with the same campaign, sort of.
This campaign will be different from most PbPs (just like the original campaign) because this is less a D&D campaign (even though it'll be set in the Forgotten Realms) and more a collaborative story. I'll still be the GM, but there will be less dice rolling, especially at first, and more exploring characters. We won't be eschewing dice rolling completely, but I'll let players know when dice rolling will be required.
What I am looking for:
- Players willing to go with a slower burn story and still stick around to contribute. What I mean by this is that there may be long periods of time where you are not posting because the current scene is not focused on your character, but you are still active on the OOC thread and don't ghost the campaign when it's your turn.
- Players who are committed to a long term story. I expect this will take a couple of years, and I'd love to have the same players at the end as when I began. That being said, I recognize life happens and I will have escape hatches set up, so if you need to duck out temporarily or permanently, we can do it as long as I have a little warning.
- Players who are good writers! Proper punctuation and grammar, able to do more than just a sentence or two. You will have some storytelling power to create environments and reactions from others, and we are looking for good engagement for those reading the campaign with us. Quality is more preferred than speed, though both is even better, especially in rapid fire scenes.
- Players willing to create characters who are deep and real and creative. Tropes don't need to be avoided, but the more common the trope, the better executed the character should be. I will post a list of questions I want answered for each character to help develop them in ways outside of the normal D&D style.
- Along those lines, stretch your creative muscles and don't feel constrained by many of the normal D&D rules for race or class. You might choose to be a mage but your magic works differently from normal mages or something. This isn't a contest for who can make the most OP character, just looking for fun and flavor and depth. Gimmicks won't be accepted, but unique approaches with a realistic personality attached is what I am looking for. Plan on your character's personality to develop over the course of the story. If they are the same at the end as when we started, both the player and I as the GM have failed. Let me note that I am looking for depth, not breadth, meaning I don't want a party full of crazy races (though I'm not opposed to well written characters along those lines), I want your creativity to not be limited to race/class/power styles.
- This will be a PG story - no explicit scenes of any type, though we don't have to pretend sex doesn't happen. We just don't need to see details on stage.
- This won't be an evil campaign and I definitely don't want any murderhobos. Well executed characters that might be evil but are willing to play nicely with the party might work, but edgelords of any alignment are right out.
Caveat: Writing-wise, I tend to be more of a tortoise than a hare. I'll definitely have bursts of speed at times, but I typically only have time to write during the day when I am at work in between calls. if I'm getting slammed, I have less time. Nights and weekends frequently have little to no spare time, so the story can continue within the framework I've set up, but will have to wait when I'm not at work. Same goes for holidays - you'd THINK I'd have MORE time to write when I'm off work, but that is totally not true. I might, but it's sporadic and unpredictable. That being said, I will do my best to prioritize the campaign in my offtime to keep things moving, and I am nothing if not very consistent on a daily basis. Me even posting this means I know I am committing to a long term game.
I don't have a hard start date for the campaign, but I'll tentatively say around the first of the year. I want people to have plenty of time to work up characters and run them by me with my feedback for any changes before we start.
I would enjoy having a co-GM to bounce ideas off of and help run things behind the scenes - if you are interested, let me know and we can chat about that possibility.
If you are interested in being a player, please send me a written backstory! Specifically, I want a story to see your writing skills, not just a few paragraphs. [Edit: Since I am wanting to see your writing skills, make sure you don't just give me a backstory, but you write a scene or two or an anecdote so I can get a feel for how you write, how your character feels, thinks, approaches things, etc.] I will want the following questions answered, though they don't all need to be in the written backstory - any you don't have in the backstory can be answered directly by copy/pasting into a PM. Also, DO NOT post anything beyond a basic concept for a character in this thread. I want details contained in private threads so that no one but me knows them. Feel free to put everything into a google doc and share a link with me. I'm happy to provide my email address for that purpose if you desire. Just let me know and I'll PM it to you. (I may add to this list of questions as I choose, and other DMs are free to yoink this for use in their campaigns in whole or in part.)
- Why is this character an adventurer? Adventuring is dangerous, and even downright deadly at times. Most people have no desire to risk their lives so deliberately, so any PC had better have a DARN good reason to be out risking their lives as an adventurer.
- How does your character feel about the gods and religion? Just because the gods are active doesn't require them to have faith, though religion/faith is a massive driving force for a large number of real people, so fantasy people won't be any different.
- How does your character view wealth/power/fame? Desirable? Undesirable? Why? Why not? Is it a primary goal, a secondary one, or something to be avoided? Or something more complicated?
- Where do they sit on the trust/mistrust scale with acquaintances/strangers/friends/family? Do they trust easily? Do they trust wisely or foolishly? Have they been burned by trusting poorly, and did they learn wisdom from it or did they start mistrusting everyone more?
- Related to trust is how they view relationships in general. Are they sought after or avoided? Why or why not? What benefit or threat do relationships bring to your character? I'll note that a people-hating character that cannot play nice with a party will not be accepted, though there's plenty of room for introverts and extroverts alike. In fact, tell me if they are introverts, extroverts, or ambiverts (a lot of both in different ways).
- Tell me about their family and their relationship with them, as well as any other important relationships they have (anything not in the backstory can be included as a direct answer to this question).
- Everybody has something surprising about them - some skill or knowledge or experience that would seem out of character to someone trying to pigeonhole them. What surprises does your character have?
- All people believe something that is not true, both about the world around them (“The world is a dark, hateful place, and anybody who seems happy is just faking it.”) and about themselves (“I'm a very forgiving person - these grudges I carry don't mean I don't forgive.”) What lies/untruths does your character believe about themselves and the world around them?
- Everyone also has at least one fear. It could be spiders, or it could be a fear of failure. What is your character afraid of and why?
- What really bugs your character? Pet peeves and annoyances?
- Hobbies! What does your character do for fun in their off time?
- What does the CHARACTER view as their general strengths and weaknesses? This is beyond simple class roles.
- What does he perceive his major problems to be? What does he perceive the solutions to those problems to be? Let's say, a magic wand was waved and all his problems were solved. What then? What does he really *want*? If he were totally free of his issues, would he look for love and settle down? Maybe start an art gallery? Or a focus group for paladins wrestling with their blackguard side having troubles fitting into society?
- Related to that, as the writer of your character, how accurately does your character perceive their strengths and weaknesses? What S&Ws are hidden from their view but might be plain to see to those around them?
- Give me at LEAST one good story hook to draw on for use! This should DEFINITELY be in the backstory!
- What do they see as the reason to live? Why do they do what they do? What are their core motivations? This may have been answered already by other questions, but I want this explicitly laid out. Note that THEY may not know this, but YOU should.
- What is the coolest thing about your character that you see as the creator of them? Or in other words, why should I accept them into the campaign?
I think this will be very cool and a different sort of story than typically gets told in these parts, and I am excited to see what possibilities you present! If I don't accept you as a player up front, I may still use you as a replacement if another player has to drop or as a recurring NPC along the way. No promises, but I will use all the quality I can!
I will accept no more than 6 players. We will be using 5E as the basis, but I'll houserule on stuff along the way, and at the end of the day, the story is more important than the rules. Make your characters around 5th level or so. The Forgotten Realms will be the basis of the campaign, but don't feel constrained to be FROM the FR. However, I don't plan to accept a party full of extraplanar PCs, so be cautious when choosing that path.
If you desire to work up and submit multiple characters, feel free to do so as long as the quality doesn't suffer!
Let me note that anyone who was a full player in my last run of this may NOT be a player in this one, but you are welcome to check with me behind the scenes and we may give you a recurring NPC role. 🙂 If you were a recurring NPC in the last campaign, you are free to apply as a player. (If you're not sure where you stand here, ask me and I'll clarify!)
Due to the more intensive nature and longer duration of this campaign, I fully expect all of us to become real friends IRL! Looking forward to making new friends!
Also, the original campaign was so long ago, all the threads are gone, so don't bother looking them up. 😁
Ask me if you have any questions! Let's have fun!
PS - Post in here if you have any interest so I have an idea of how many might be applying.
[Edit: As this has come up a few times, let me clarify. I am looking for depth, not breadth. The more far afield the character concept is, the better the backstory and writing need to be in order to be accepted. While I am open to odd race/class combos or ideas, the execution of that idea had better be stunningly good if they are really distant from the vanilla options. And honestly, some if the best characters are the ones with vanilla class/race combos that drive deep into fascinating personalities, like the human warrior who was small, but learned from difficult life experiences how to get up every time he was knocked down. He was never pretentious, but struggled to feel as though he belonged anywhere.
That was one of the PCs from the last campaign and he was fabulous. Depth, not breadth, but you can have breadth if your depth makes it such a compelling character that I couldn't NOT have them in the party. That being said, I won't accept too many far afield character concepts into the party - I don't want a collection of circus freaks, so to speak, as the entire party. I might accept 1, maaayyybe 2 of those types.]- D&D 5e
- closes January 1
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- Pathfinder 2e
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- D&D 3.5e
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Village Defense (one-shot)
It's been a long time since I ran something other than a homebrew, and I'm looking to get my feet wet running WWN.
You are all adventurers just passing through. You have no ties. Yet, desperately dwindling funds made you accept the job the village offered - help us defend our village from an impending beastman attack.
- Worlds Without Number
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- Call of Cthulhu
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marvel rpg Kang cataclysm
I've decided to move up the deadline for applications to the day after Christmas the 26th of December!
This will use the new Marvle rpg 616 ruleset from the book see rules and the danger room scenario for how its played. Looking for 4-5 players to post twice a week for the whole campaign.
First pick a rank two hero and post in the Characters I'll post the stats for you or you can if you have the book. If you want to create a character you'll need the book and a compelling backstory.
https://app.demiplane.com/nexus/marvelrpg has a good summary of how to make a character no need to purchase anything just make a profile and go under character to make your own
For ranking up we will be either choosing new heroes or ranking up the current ones depending on what everyone chooses
Agent phil coulson
Daredevil
Echo
Electra
Hawkeye (kate bishop)
Moongirl
Okoye
Red wolf
White tiger
collen wing
Patriot
Mockingbird (Bobbi Morse)
Prowler
Stick
Note: if someone wants to play Daredevil that's fine just know that you'll know certain spoilers from the story and will have a bit more work as player.
when we have enough people post in the danger room for a practice run of how to play roll initiative and we will go from there.
- Marvel Super Heroes
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The Death of the Cantalus (solo)
In space, no one can hear you scream.
Follow the crew of the Cantalus, an interstellar cargo vessel for hire. The jobs are dirty, the clients shady, and there is a threat, looming but unknown to the crew.
Extra-solar colonization was always about resource extraction, about getting valuable raw materials back to a stripped-out, deforested, overpopulated and polluted Earth. Interstellar colonies are more like Alaska than Acapulco and, using this analogy, transport out to these hostile planets is achieved on-board industrial ships, slow cargo vessels and mobile mining rigs. A commercial starship crew runs a ship and are hired out (a ‘wet’ lease) to undertake charters, salvage operations and special one-of-a-kind missions. Sometimes it’s just hauling cargo because the regular freighter is unserviceable. More often the cargo is hazardous, or has to go somewhere off the beaten track, or it is dangerous or illegal. The crew don’t ask questions and their lives (and the missions themselves) are varied, interesting and not without danger.
Hostile Solo is a stand-alone solo roleplaying game set in a grim and gritty future, inspired by movies like Outland, Alien, Dark Star, Pitch Black, Event Horizon and The Thing. It allows a single player to create and play the roles of a group of blue-collar workers out in deep space, overcoming difficult challenges and facing unknown terrors.
This is my play through, it's a solo game so it's just me, but I figure posting it somewhere public will help me stick to it and play through the campaign with a little more organization. Stretching my writing muscles with a little help from a solo rpg. I don't know where the story is going except that eventually, the looming threat will emerge, and not everyone will make it out alive.
- Miscellaneous
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Wild Wild Wasteland 2
Rerecruiting for lost player. We have one slot to fill.
Fair warning, this is a Penchant game so you know what you're in for :D
This is a genre mashup of Wierd West, Dieselpunk and Aetherpunk. It takes place in a fantasy world of my own creation. This is not Tolkien fantasy in the least. No elves, dwarves, etc.
A team of Imperial Marshalls are charged with bringing Law to the lawless West. You will represent the long arm of the Empire. Adventures will be episodic and centered around bringing in warrants and killing monsters.
Discord is going to be used for Out of Character discussions.
Some players have already been selected. Open spots will go to open applications.
- Pathfinder 1e
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The GURPS Hub
If you are GURPS player or GM, please join to help create and strengthen the GURPS community here on Myth Weavers.
If you are curious about GURPS or want to try out a new system, come join us as well. All are welcome!
- GURPS
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Salvaging Calixis
It is 009.M42.
Things are not going well for the Imperium.
It has been discovered by the High Lords of Terra, thanks to ancient data-vaults deep within the Imperial Palace itself, that there are assets that are required for the Imperium to continue located in what was once the Calixis Sector, as well as the Koronus Expanse and the Jericho Reach. The only way to access any of those regions is through the screaming heresy, horror, and Chaos of war that devoured the Calixis Sector a little under a century before.
You are the first veteran Inquisitorial troubleshooters available to the High Lords of Terra. You were gathered by the Inquisition Special Missions Ship Door to Abundant Joy (better known--to those relatively few that are cleared for the information--as the Joy Door) and delivered straight to Holy Terra. You got to know the other Throne Agents and Inquisitors aboard, as well as the carefully-selected Imperial Guardsmen that were also commandeered in the year-long trip.
You now all find yourselves seated in a conference room deep within the Imperial Palace on Holy Terra, awaiting something...
The Party, through some very successful misadventures, is now in 817.M41, is now (mostly) accepted by the Calixian Conclave and free (so far) to go about their official mission of collecting relics as well as their personal side missions as they can fit them in.
There has now been a Temporal Offset Displacement Wave...in other words, someone else altered the past--for the better--and now The Party has to adjust to a significantly changed Imperium and personal circumstances.
- Dark Heresy
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MASKS: New Era Heroes
In the heart of Halcyon City, a formidable crime kingpin known as "Spider" weaves a web of corruption, spreading chaos throughout the streets. As a new generation of heroes emerges, they discover Spider's intricate network involves manipulating superpowered individuals for his criminal empire. Uniting against this underworld threat, the young heroes face personal dilemmas as Spider exploits their vulnerabilities. Along the way, they unravel Spider's grand plan: a device capable of amplifying superpowers to unprecedented levels. With the city's fate hanging in the balance, the heroes must confront Spider's web of deceit, bringing justice to Halcyon City and proving that even the most insidious foes can be toppled by the courage of the inexperienced.
- Powered by the Apocalypse
- closes November 25