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Starlancer: A Path Home
Children of the Stars
For years you've noticed odd things about your life. Medical exams always seemed to be faulty, strange dreams have invaded your mind from a young age, and if you were raised by your biological parents one was significantly more mysterious than the other. The truth wasn't revealed until the day you were taken from your home, possibly to never return...
As it turns out your parentage is far stranger than you could have imagined. You are an in fact an alien human hybrid, the direct offspring of one of the most fearsome spacefaring pirates the galaxy has ever known. Even worse, that means you're technically a citizen of the Regency and are no longer allowed to reside on in a stage 3 civilization! Only the most trusted and capable agents of the Regency, known as Starlancers, are able to violate the seven empirical laws.
So you were given a choice. Become cadets, prove yourselves, and help save the galaxy for a ticket back to Earth. Or just live a comfortable life on the civilized planet of your choosing, receiving a fairly generous monthly stipend from the Regency in exchange for your cooperation. The choice is yours!
Galactic Heroes
Fluff done, commencing the crunch! Looking for 3-4 players, using the Star Wars 5e ruleset to create galactic heroes in training.
Level: You start at level 5 and can freely multiclass. Feel free to optimize, but please no ridiculous builds.
Abilities: For ability scores create two 4d6 drop the lowest arrays, picking either of the two arrays. If both are real bad I'll let you reroll if you want or just start the game with some heroic inspiration!
Hitpoints: Take the average on hit points.
Species: Any available species are fine and you're welcome to make homebrew requests.
Feat: You do start with the standard bonus feat at 1st level.
Gear: You have 4000 credits worth of requisitioned stuff and 300 credits in pocket money. Leaving a significant amount of your 4000 credits (over a 1000) aside lets you start with an extra point of heroic inspiration.
Background: Starlancer Academy only opens up to new cadets every four cycles so you might be brand new to all this alien stuff or already acclimated to it. Your Background can just as easily reflect your time on Earth or a natural inclination to certain skills.
Backstory: More than a paragraph and less than a book. Please be sure to include physical appearance, at least a rough personality, and what your alien species is like. Doesn't mean you have to follow it, just a general idea of where it's about. I'm cool with character hooks, NPCs, preplanned character development, etc. It's just not required. Age should be 16+. Starlancer Academy is very much an advanced training program and resemblances to high school are provided by certain students, not the curriculum.
Changes
Lightsabers: Reskinned as Psiblades. They function the same way, but you do need to have some Psionic (Force) ability to use them and they appear as regular weapons when not in use. While not "powered on", they still deal half their regular damage in kinetic damage.
Power Cells: Much like an archer doesn't count their arrows, so do you not count your power cells. Seriously, unless there's a survival themed mission going don't worry about it.
Vibroweapons: Following the same thought pattern as above, Vibroweapons are considered to just be regular weapons unless they have some kind of energy based effect, like an electrified stun baton.
Space Magic: Basically everything comes down to manipulating an all-permeating source of energy known as Ether, though many cultures have different names for it. The Force is seen as Psionics, Tech powers are seen as Technopathy, and most everything else is seen as Biomancy (like a Fighter moving super fast during Action Surge). Your natural control over it was one of the big reasons the offer to become Starlancers was extended in the first place.
Shades of Grey: Ether isn't inherently bad or good and neither is 99% of it's uses. Instead, it's broken into Blue Ether, Green Ether, and Red Ether. Blue (Light Side) is life, balance, and wisdom. Green (Neutral) is control, creation, and law. Red (Dark Side) is chaos, destruction, and power. If a power or trait refers to the "Side" of the Force, it refers to Ether type instead. Remember, most class features are considered to be extensions of Ether, so a Berserker's Rage would be Red Ether while an Engineer's Infuse Item would probably be Green. When it comes to Ether Types intention matters as much as affect.
Houserules
Heroic Inspiration: Works much like regular inspiration, but instead of advantage you automatically roll a 20! That said, it's much harder to come by and generally only gets rewarded during major story beats. So about as much as a forgetful DM rewards Inspiration.
Progression: You level after major events. During downtime you have the chance to swap out Powers (maybe even learn a new one), new languages, build stuff, new proficiencies, etc.
Deployment/Starships: Is a thing, but will happen organically during the game.
Aesthetics and General Rules
Vibes: Generally speaking my inspirations for this game are Final Space, Buzz Lightyear of Star Command, Guardians of the Galaxy, Outlaw Star, and yes the Dimension 20 Starstruck game. Fun, sometimes irreverent, sometimes serious, but colored more by the players and their decisions than anything else.
Posting Rate: I'd like once or twice a day, but I also know life gets in the way. I'm happy so long as the game keeps moving.
About Me: I've done PbP before and am from Reddit. Which, for reasons that are currently all over the internet, is a site I no longer use. Still, I am new here and apologize beforehand about any mistakes.
- Star Wars 5th Edition
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Chronicles of Eaetheria
CoE is a playtest of my version of an RPG the way I would like it done. This is a playtest that being said the rules may change during gameplay.
You are all in a caravan heading for the city of Yuvia. Come up with a reason for going there, Put your character Application in Hall of Heroes thread by starting a new thread, Please have your characters name and concept and the reason as part of your backstory why you are traveling to Yuvia.
- Homebrew
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Tomb of Annihilation
Tomb of Annihilation: What is this mysterious death curse? Will our intrepid adventurers and their allies find a means of stopping it? Find out in the episodic adventures of our heroes as they explore the jungles and ruins of Chult.
- D&D 5e
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- Shadowrun 4e
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Ethereal Odyssey - The Polarodduhss Paradox
Title: Ethereal Odyssey - The Polarodduhss Paradox
Theme --> Mobitex - Wind of no change
Hello all myth weavers again (long-time since i was last here... heh)! Welcome to "Ethereal Odyssey - The Polarodduhss Paradox" an adventure set in the distant future of the year 2625 AD. -- yeah, a new game that I'm basing it on my upcoming book of the same name, so it has quite a developed universe around it...
In here we are going to take part of the colony crew of Pioneer's Hope, decelerating from warp space to land at Polarodduhss, a lush jungle world filled with untold secrets. This epic campaign combines elements of science fiction, ancient mythology, and cosmic spirituality. Are you ready to unravel the mysteries of Polarodduhss?
Setting
The journey starts on board Pioneer's Hope, a cutting-edge spacecraft designed for colonization and exploration. They are en route to Polarodduhss, a terraformed planet twice the size of Earth with a higher gravity field of 1.4 G, that sports 12 artificially added moons. Originally a rogue, sunless world drifting through interstellar space, it was captured by the Terran Union and placed in orbit around the orange dwarf star, August XCZ447, also known as Kayathaar's Blast. The location of the star is very near the outer rims of the central galactic bulge of the Milky Way Galaxy.Though it took around 2 centuries, Polarodduhss now thrives with exotic jungles, towering canopies, and enigmatic ruin-like pillars of rock—making it a haven of scientific wonder and potential dangers. You are among the few selected to explore this newfound paradise and shape its future.
The Plot
The year is 2625, and you are among the crew and pioneers aboard the massive exploration and colonization ship, Pioneer's Hope. After what feels like an eternity traversing through warped hyperspace, you are finally approaching your destination: the star system of Kayathaar's Blast and the mysterious planet named Polarodduhss.
Your mission is seemingly straightforward — disembark on this untamed, artificially seeded and terraformed, jungle planet, twice the size of Earth and graced with a gravity of 1.4 G, and lay the foundations for a new human city. The planet's vast, bioluminescent jungles and towering rock formations present their own challenges, but so does the unknown.
As you descend towards the planet, you can't shake the feeling that you're about to step into a much larger world, one filled with wonders and dangers you can't yet comprehend. Your captain speaks of building a new home for humanity, but what waits for you in the depths of those glowing jungles?
The ship's engines hum as you enter the atmosphere, and for a moment, you wonder what stories you'll be able to tell when this is all over—or if you'll even be there to tell them. The celestial drama above fades as you touch down, replaced by the immediate, pressing concerns of survival, exploration, and the haunting question that gnaws at the back of your mind: what else is out there?
How we will begin:
First scene will happen as it will happen in the book. We are all in the process of decelerating from warped hyperspace (a different approach i took to interstellar travel that is a bit more dramatic), then after character introductions and interactions with some of the main characters of the book, the ship will begin it's descent on Polarodduhss to begin the colonization efforts.
Discord
Whomever wanna join this game come on over to my discord server to ask questions and have a chat!
"Ethereal Odyssey - The Polarodduhss Paradox"
Oh, yeah, I'm looking for a starting crew of 5 players, but the game may begin at 3 active and approved players.
I will be closing the gate at 8 maximum or when the advertising time stops.
Also if you feel like you can manage two or maximum 3 character, that would count as occupying two seats or max 3. So i'm all for daring players that have the skills to manage multiple character arcs 🥳
I'd like to emphasize that even if the game has already started, newcomers are always welcome to join as long as I have available seats. Moreover, even if the table is full, I'd love for you to join our Discord and engage in discussions or simply chat about the game. Your participation and insights are always valued. The players and I hope to see you there 😁!Perpetually shifting Number until the table remains fixed 0/8 seats left (Currently full)
Statements:
As this book is nearly finished, what we do here will have no impact what-so-ever on the already developed universe and lore, but it is instead a sorts of fan-fiction based on the adventures that will take place in there.
So as to not cause undue expectations and worries, nothing here will become part of the book, nor will any characters be mentioned in the actual book as it will screw with the entirety of the already established flow of the story.Copyright Notice
"Ethereal Odyssey - The Polarodduhss Paradox"
All rights reserved. This game, including its characters, settings, and story elements, is based on the upcoming book "Ethereal Odyssey - The Polarodduhss Paradox" and is copyrighted © 2023 by Protect-my-work Limited, under my name Danny089-Eridmius/Odeoron Unauthorized reproduction or distribution of this game, or any portion of it, may result in severe civil and criminal penalties, and will be prosecuted to the maximum extent possible under the law.
Terms and Conditions:
- Ownership: All game content, including but not limited to characters, settings, and story elements, is the sole property of Danny089-Eridmius/Odeoron.
- User Agreement: Participation in this game implies an understanding and agreement that players will not use the game's copyrighted elements for any purpose outside of personal enjoyment through playing this game. This includes refraining from using these elements in their own works, whether these are written, digital, or other forms.
- Idea Submissions: While we welcome player engagement and ideas, please be aware that any story suggestions or character concepts contributed by players will not be incorporated into future publications of the book or the game. This is to avoid any legal complications concerning the ownership of these ideas.
- Distribution: This game or any portion thereof may not be reproduced or used in any manner whatsoever without the express written permission of the copyright owner, except for brief quotations embodied in reviews or discussions.
Thank you for respecting the hard work and creativity that has gone into crafting this universe.
- Starfinder
- closes December 15
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X1: The Isle of Dread (BECMI)
"When the gale finally ended, we found ourselves approximately seven days normal sailing distance due south out of Specularum, in the Thanegioth Archipelago. We replenished our supplies, patched up the ship, and traded our remaining goods at native villages along the shores of several islands. Some villages were friendly, but others were hostile and the natives attacked on sight. I suspect the hostile villages were filled with cannibals...
- D&D Basic (BECMI)
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Agents of Everwatch: Devil at the Dreaming Place
Part one of the Pathfinder 2nd edition Agents of Edgewatch adventure path. It takes place during the city of Absolom’s centennial celebration, the Radiant Festival. You are, in this part, new members of the city guard. Tourists are going missing, and it is up to you to figure out what’s happening in your city. I’d like everyone to start with a fresh-faced, wet behind the ears, level 1 character.
- Pathfinder 2e
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Zeta Force: Agents vs Zombies
"Subtle and Continual Eradication of the Zombie Menace."
That was the first motto of Zeta Force.
A secretive, international organisation, formed with one mission and one mission alone: prevent the zombie apocalypse.
Most of the time, Zeta Force's agents are (seemingly) normal people, with (seemingly) normal lives. But when the Zombie Toxin rears its ugly head and the world is in peril, a handful of otherwise-unassuming, unconnected individuals seem to disappear from their lives...
...and elsewhere, perhaps even on the other side of the world, a team of badass super-spies with gear that could've come out of a spy flick emerge and eliminate the threat before vanishing as mysteriously as they had arrived.
Most people will never know the truth. Most people will never even know there was a truth to know.
But you do.
And on the evening of Halloween, 2023, you get the call from Zeta Force.
- GURPS
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Battle Lands
Battle Lands is a cosmic ‘game show’ of sorts. Problem is, for the contestants, it is a constant struggle between life and death! They don’t even know they are IN this… show. For us, the little people, it’s a mysterious dome that envelops an area of land, demanding investigation by those brave enough to cross through. These heroes must succeed because if they don’t, the expanding dome will cover all of the lands and more, dooming all to whatever fate befalls those who cannot stop the growing dome.
The King of Astoria has called for heroes from all across the great nation, and beyond, promising great wealth and power to those who investigate and, if possible, end the expansion and rid the kingdom of this, literally, growing threat.
You: an epic Role-player of Myth-Weavian proportions looking for a romp of combat exploits in a ‘mostly’ nonsensical story arc of desperate survival, growing wealth, and fantastic treasure that evolved from the Hack-n-Slash Game Planning thread.
Me: A somewhat scatterbrained storyteller looking to lavish players with a variety of interesting ‘ph@t 1ewts’ and run a combat heavy campaign.- D&D 5e
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Break!!
Dynasty: Endless Venture 49!!
The original Dynasty was a staple franchise of the 00's. It was a 3d MMO with Roguelike elements and procedural dungeons and a solid following. It went through several editions and major updates but the servers went offline in 2015. Things have been quiet for a while but rumors of a modern update have been swirling for the last couple of years.
Today you got your Willie Wonka Golden Ticket. You received a login code and link for a beta test for fans of the game. This is the final beta before wide release and is supposed to be free of gaming journos. The betas have been closely guarded and there have suspiciously been no leaks. People speculate that it's a bad game that they don't want it known before people start putting up money for it, but the videos released for the game have been beyond spectacular. While it's possible it's another Cyberpunk 2077, it doesn't matter because you're about to find out and for free. You have an interface to generate a character and a countdown clock for when the servers go live. The question is, what kind of Living Adventure are you going to have before the MMO gets flooded by the unwashed masses?
- Break!! RPG
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Dream of Forever
~Once upon a time there was a…mortal. Of flesh and blood just like you and me, child. This mortal was like the others, for the most part. They had a life like you and me, friends and family like you know and they had something they were good at and made their life from. Greatness…that was a far off reality. They would live and die like ants, as most people do. They were nobody, no matter what they did or what blood they carried in their veins. When death would take them, their names would eventually be forgotten.
Yet, we know their name child. That is because they had something over the others around them. Their dreams. Hope, faith and a measure of dreaming is something that can strengthen a man, make them move forward. Make them look up to the sky and… Hope, hope that something will grant them deliverance from the banality of their lives. One day something came onto their path and it caused them such trouble and worry, that they were at a loss on how to resolve it.
Until they had a dream.
A restless one, where they were given whispers and visions by the one they revered. They spoke to them child! A prayer answered! ‘Heed now mortal, servant of mine, child of mine, listen to my words for I am your deliverer.’ They said in a voice so strong it shook the very core. ‘Far and close, known and unknown, there is a village in the heart of Europe. There you will find the key to make your wish come true. There you will find the solution, the cure for the trouble that ails you! You can become greater than you are young one. Come here, I command it by the power you have vested in me! I, your saviour!’ At this point the mortal does not know if they are awake or still dreaming. ‘Be brave and step out. The silver road is open, as it is open to others. Your trial has begun. Come to Carnuntum. Where the Pagan’s Gate lies.'
This is the start of their story. ~
-Setting-
Europe in the year 705 AD. The Franks are at the forefront of recovering some semblance of Rome’s former glory and giving Christians the stable foothold that they desperately need. The Slavic and eastern tribes have poured deeper into the continent and settled with their strange ways and gods, dominating the central and eastern half of Europe with eyes hungry for more.
The Eastern Empire is facing a crisis as their borders shrink and their coffers run dry. Conflicts with the Persians and the rising Islamic Arabs have made them lose much and caused immense instability within the Empire. Instability further aggravated by the once exiled emperor Justian II’s recent reascension to the throne. God have mercy, for the despot has returned. Then there is the eerily quiet north, the Norse calmly prospering. But how long until they decide to pour out?
But there is more beyond the mortal and known. Puppeteers from the shadows are working diligently to fulfill their ambitions. Not all is what is seems and you are about to find out which myths and legends are true.- Vampire: Dark Ages 20th Anniversary
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Hive of the Overmind, and other MCC tales
“You're no hero.
You're a wasteland wanderer:
a mutant,
a seeker,
a robot-killer,
a stoic shaman guarding forgotten ancient sciences.
You seek triumph and technology, winning it with mutations and magic, soaked in the radiation and quantum fields of the altered, the savage, the semi-sentient, and the artificially intelligent.There are treasures to be won in the taboo lands and ruins, and you shall have them...”— Relpmaw-Semaj, Curator Prime
Remember the good old days, when post-apocalyptic adventures were full of super-science, robots that were there to be mastered, and the finale of every underground adventure was setting the fusion power plant to overload? Those days are back. Mutant Crawl Classics adventures take place in an ambiguous time period after a great disaster has ravaged the world, and it’s up to your neolithic mutant tribesmen to go out into the hot house jungles and radioactive deserts of Terra A.D. (After Disaster) and collect the artifacts of the Ancient Ones in order to attain great personal power and savage glory.
- Dungeon Crawl Classics
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Legacy of Queen Dido
Some say that the Carthage taught Rome how to be an Empire…
It is 413 BC.
The power and control the Carthaginians wield in the Mediterranean is immense— they are the masters of sea and trade. Coin flows steadily into the empire, and its main city is considered one of the largest in the world. Brujah and Assamites have made it their home. Their hand helped foster the empire and make from the city Carthage a place where Cainites rule openly and mortals give their veins willingly.
Yet dark clouds loom over the horizon. Will the mortals forever bow down to these Cainites? Will every Cainite treat the humans fairly and well, as is promised? Is Carthage an Empire that can stand the test of time? Can it defend itself from the increasing rivalry and hostility from its neighbours, both mortal and immortal? The Carthaginians have recovered from the First Sicilian War, a blow to the pride for sure but not one that had crippled them. Though the Greeks still have influence over the majority of Sicily… A fact that is not forgotten.
This is a Vampire 20th Anniversary Edition: The Dark Ages game set in the Punic Empire of Carthage. We begin before the Second Sicilian War (410BC), perhaps some of your actions will determine how that will progress for the Empire. Or perhaps, you will busy yourself with something else entirely that threatens the empire, your clan, or just…you.- Vampire: Dark Ages 20th Anniversary
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Mangled 'Verse
Scanning and assessing Earth δ0013 β9 for assimilation into System.
ERROR -- Interface Remenants detected in Sophont -- ERROR
Aborting access to tutorial.
Attempting Interface Reconstruction.
Unknown Interface Type.
Attempting Interface Patching.
Interface Active.
Error Corrected.
Welcome Sophont back to the System. Interface Damage prevented recovery of Levels and Skills, resetting you to Level 1. 3 extra respawns awarded as compensation.
As this translucent blue window fades from your view, you black out only to awaken elsewhere.
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This is a advertisement for a Isekai/Apocalypse LitRPG adventure being run using a Alpha version of my attempt to make a Multigenre Classless hybrid version of D&D 3.5 and D20 System. I am looking to run up to 5 seperate parties of 3 - 5 people each. Character Creation and Rule info is in the Game Forum. The reason I am running the game this early in the rewrite is to get feed back on changes, and to see what other changes may be needed. Character Application go in the Earth δ0013 β9 Sophont Scan Logs section.
- Homebrew
- closes April 17
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Mythic Nihon
It is said in Nihon that a rolling stone gathers no moss. For the Nihonjin, moss is a good thing, denoting something that has been there a long time, gathering wisdom and knowledge. This is a time of troubles, with a weak Shogun unable to rein in the Great Lords - the Daimyo - as they vie against each other to bring the country into order or subjugation, depending on their proclivities. The Emperor still commands the mandate from Heaven and his spiritual supremacy is unrivaled. But he commands the bushi through the Shogun.
In these times few stones have the luxury of standing still. Men, even samurai of the bushi class, flow around carried by the waves of fortune where she may take them. There is much suffering, but also much opportunity. With the blessings of the kami and the watchful presence of the Buddha, any man may reach greatness.
The setting is called Nihon, it is a mythical parallel to Japan in the Warring States period, roughly 1500 CE. This period is before the introduction of gunpowder and before contact with Europe. The supernatural is real, magic functions, but it generally falls into two categories: folk and religious magic, centered around Shinto and Buddhist rituals; and the supernatural world that is mysterious, dangerous and just below the surface. The exception are the wizards, the rare wu-jen or sorcerer.- D&D 5e
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The Crystal of Tarrasque
In the realm of Eldoria, a land shrouded in mystery and magic, the ancient town of Ravenswood stands on the brink of chaos. For centuries, the town has been protected by the Guardians of the Glimmering Forest, a secretive order of rangers and druids who maintain the balance between the forces of nature and the encroachment of civilization.
As the Harvest Moon rises, an ominous feeling grips the heart of the forest. The Crystal of Tarrasque, a powerful artifact that has kept the legendary beast at bay, has gone missing. Without it, the barriers holding back the darkness weaken, and creatures of nightmare begin to stir in the depths of the forest.
You, a band of intrepid adventurers, have been summoned by the High Council of Ravenswood to retrieve the Crystal. Your journey will take you through treacherous woods, into ancient ruins, and across realms of the fey. You must brave the unknown, face the creatures of the dark, and restore the Crystal to its rightful place before the Tarrasque awakens and brings ruin to Eldoria.
Will you rise to the challenge and become the heroes that Ravenswood needs? Or will you falter and watch as the world plunges into an age of darkness? The fate of Eldoria is in your hands.
The ancient town of Ravenswood lies in a small valley enclosed by the lake called Luminara's mirror, known fot its crystal clear water, and the forest of Ravenswood right behind the rolling green hills.
On top of the largest hill and the one nearest to the forest overlooking the valley stands the Hall of Echoed Wisdom, a large ancient oak and known as the residence of the High Council.- D&D 5e
- closes April 19
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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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- Naruto D20
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Electric Odyssey
For centuries, possibly millennia, the Caretakers meticulously tended to their idyllic garden - a manufactured paradise for their creators, now subdued and passive after generations of mechanical contentment. As they expanded into the vastness of space, seeking new resources and planets to cultivate, they encountered various primitive civilizations. Initially choosing to observe from afar, this approach changed forever when they came face to face with a powerful and hostile intelligence first known only as the great other.
This singular entity, with organic automatons and a disregard for other life, clashed with the Caretakers' core identity, forcing them to abandon their policy of non-interference in order to protect all species from annihilation. Thus began a cosmic conflict between the two rival intellects, each vying for control over space and its inhabitants. The Caretakers aimed to preserve all intelligent life by integrating them into their planned paradises, while the great other viewed them merely as resources to fuel the machine of war.
The assimilation of these new species proved challenging, as dozens of contrasting cultures and physiologies were forced into square holes intended only for the creators. As conflict arose from within, the frontlines of the war went back and forth across known space, causing the system to malfunction and break down. Once-thriving planets were abandoned by the Caretakers, their populations left to fend for themselves as the enemy ravaged their worlds. And for those who grew weary of artificial bliss, the siren call of freedom began to ring.
After centuries of conflict, the galaxy now comprises several distinct regions: the Caretakers' stale core worlds abundant with resources and security, the hive's depleted core worlds where scientific experimentation on docile livestock is the norm, the tumultuous grey zone shaped by ongoing warfare, and the far-flung territories where refugees and freedom seekers carve out their own societies based on new and ancient customs preserved from the intentions of the Caretakers and the hive...
- Cities Without Number
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Madri's Expedition
Adventurers, Explorers and those who want to become such,
Find your way to the village of Greyreed and become part of an expedition into the misty swamp.
The renowned traveler, author and explorer Madri is looking for brave souls to accompany him on his latest expedition to find what is lost in the ever lasting mists.
Hey everyone. If this short blurb got your attention, and you feel ready to head out for the expedition, that's great. And if it wasn't enough, here is some more information for you.
Game Master:
So, here's a little bit about me. I have been mostly caught in the position of forever GM for the last ten years, so I got a little bit of experience with this. For the last five or so years I mostly played Dungeon World, which I would call the big brother to the System we will be using for this adventure. I also have some experience with pbp, mostly being a player in an anime forum roleplay. So if anything happens, that might be due to this, feel free to give me some advice.Game System:
World of Dungeons with modified exp system.
World of Dungeons is a really rules light powered by the apocalypse system usable for classical and deadly fantasy adventures. The use of only a single move in combination with really simple classes makes this one great for the type of narrative game I like to run, as there are little rules to bog down the game. For this game, I changed some of the rules, such as using dungeon world style XP on a miss, or quantum gear I stole from wodu remix. As all the rules fit onto a single page, it shouldn't be to hard to understand them.
Madri's Expedition
And now, some more details regarding the adventure.
This adventure was created as a oneshot, and I ran it successfully at least three times. It's all about exlporing the misty swamps, a region that is held in a constant state of thick fog and houses some secrets.
The explorer Madri, who is looking for the next opportunity for some important discovery, to get even more famous than he is at the moment is organizing a small expedition consisting of him and the player characters, after he has found some hints about something that's hidden in the swamp. But as every good explorer would, he doesn't tell you what it is, as he fears you want to steal his fame.
For all that wonder, Madri is an NPC, who is both the quest giver, as well as an companion to the group, but don't be afraid of some DMPC saving the day stuff, as he is not quite as useful and adept in exploring, as the books he has written and tales told about him would make you think.
So if you decide to join the adventure, you'll be part of a crew that explores the misty swamps, on their way to old ruins and long lost treasure to be found.
Further Information:
This adventure is good for up to four characters, and the window for application is till one week after posting this, or until four players have successfully applied. For application, please have a look at the Characters tab. There are the rules for creating a character as well as a character sheet template and the general rules for the game.
If there are any questions, feel free to post them in the OOC Tab
- Powered by the Apocalypse
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- GURPS
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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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Journey to Camelot
Level 4. ~~ Setting: High Summer in a Mythical & Anachronistic Dark Age.
Each player shall concoct a portentous secret their character discovered about the Grail or the Questing Beast. You ride seeking Camelot.
Background:
For nigh twenty years a mysterious Questing Beast has been spreading chaos and ill omens, posing riddles and working magic. Arthur has reigned as king for decades, and many sons and nephews and even grandsons of his eldest knights have grown to manhood and have been dubbed knights themselves. Though undefeated in twelve battles and three wars, Arthur is now aged and sick, his sons by Gwenevere are dead, and the giants and dragons that had retreated from his kingdoms have begun to return.The knights of the Round Table are no longer as united nor exalted as they once were, when Arthur was still hale, and his kingdom greener and more plentiful. Young Sir Mordred feuds with Sir Erec, and Bagdemagus with Tor, and Sir Agravaine with his own brother Sir Gaheris, while Sir Tristan has at last reconciled with Sir Segwarides. The shores of both Lyonesse and Ys are slowly but inexorably sinking into the sea, all the unicorns seem to be vanishing, bandits grow bolder, and defiant vassal lords are very likely plotting rebellion. The years of peace are done. Archmagician Merlin has been missing for months; the last tournament at Camelot ended in a tragic accident when Sir Ganor was mortally wounded jousting fellow Round Table knight Sir Lancelot; Queen Gwenevere publicly admonishes her husband to banish from their court Morgana his half-sister; and year after year in vain venerable Sir Pellinore hunts the elusive Questing Beast.
Too soon, the glory of Camelot wanes, yet now arises tantalizing hope for redemption and revitalization, for visions of the Holy Grail are witnessed by many, foretelling of quests by the boldest and the purest of heart to seek the lost relics that heal entire kingdoms ...
Recruiting a group of friendly players, encouraging 2-5 posts per week per participant.
- Our game shall be one of wilderness adventure on the roads to Camelot, with lots of magic and mounted combat, crossings of perilous rivers and sea, visiting strange castles and villages, rescuing innocent captives, and occasionally facing a choice of whether or not to follow a short-cut through Faerie or another otherworldly passage. Instead of counting experience points, fifth level will be attained upon completion of this campaign, when your heroes finally reach Camelot and gain a royal audience to tell your tales.
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- All are welcome! Players should discuss their character ideas and brainstorm together with the other players on our public forum, collaborating with the goal of a cohesive party where everyone can choose a role and personality they will enjoy playing. First three players to "Join" shall be our first three players; then we will decide if we want or need more players until we fill all roles & archetypes and complete our gallant party.
Player character instructions or considerations:
Players may invent and name entirely original characters, or else adopt for themselves any canonical characters living, except for Arthur, Gwenevere, Merlin, Bercilak, or Tom Thumb. Players are invited to roleplay, for example, Morgana le Fay or Mabon the Enchanter as the apprentice magic-user, Taliesin the chief of bards or the precocious page boy Tom Malory, Viviane Nymue or Celise Seraide of the Lake, or knights such as Lancelot, Lionel, Kay, Gawain, Galahad, Galehodin, Tristan, Dinadan, Sagramore, Palamedes, Moriaen, or Mordred.
If inventing an original character, knights and squires are supposed to all be men, though it is certainly possible for a woman to be knighted: disguised as a man perhaps, like Avenable the Roman seneschal or crown princess Melora did, or else openly. The woman Bradamante is counted among twelve paladins of the young Frankish king Charlemagne, Clorinda is a female knight and champion of the Saracens, Sir Artegall of the Round Table is betrothed to the warrior maiden Britomart, and at least three Amazons dwell in Britain. Conversely, mistresses of the lakes and grail maidens with one or two exceptions are exclusively female characters, while singers and magicians may be either gender. Bercilak only accepts males as his squires, but another ranger player option could be the enigmatic and alluring Green Lady, who is wife to the Green Knight, or else a courageous damsel in her service or training. Another example may be found in the ranger woman Belphoebe, a monster-slaying huntress from Faerie, who loved then hated Timias the squire to Arthur.
Ordinary humans predominate of course, but the knights of the Round Table also include the half-giant Galeholt, half-fey Gingalain, dwarf Eiddilig, wee little Tom Thumb, and the werewolves Gorlagon, Marrok and Melion. Magicians often are tiefling-born, including grandchildren and great-grandchildren of the incubus that sired Merlin, and some grail maidens were born in Celestial, Heavenly, or Edenlike realms. Daughters of naiads and of sirens frequently join Arthur and his knights and companions too.
Your characters might have already fought ahorse alongside one another, feasted in fellowship, witnessed wonders of magic, and adventured on one quest or many. Mayhap you already won some honor or notoriety in the court of Arthur, and you likely have garnished some reputation that proceeds you. You know full well the perils of the journey before you: lions, griffons, serpents, wyverns, ogres, pixies, ghosts, enchantresses, enemy knights or other adversaries could challenge you, but you are prepared, right well armed and horsed, and should not lack for food nor supplies, with gold and silver plenty to spend.
Iron-shod warhorses & more: your party and each player character have steeds and/or beasts of burden. Choose!
Each player chooses either a warhorse or a draft horse, and also chooses either a riding horse or a mule. Steeds should be named, and their color described.
- Knights of the Round Table also receive one set of barding: half-plate, hide, or studded leather, plus a caparison of colorful cloth.
- A green squire or ranger of the Green Knight or Green Lady may opt to be accompanied by a green horse: identical to a warhorse with a magic Barkskin transmutation.
- A damsel of the Lake has amphibious steeds: ordinary in all other ways except perhaps for an unusual color, and they are able to breathe both air and water.
- Your party also has a pair of male donkeys hitched to transport your tents and miscellaneous equipment, but these have riding saddles too if ever needed.
Wondrous Magic! Each player chooses magic treasure & more perhaps...
Each player chooses one common magic item plus one that is uncommon, or else alternatively chooses a single rare Cursed item, such as a Shield of Missile Attraction, a Berserker Axe, or one of the storied Broken Swords (Found or clove by Sir Bors the Exile, Sir Galahad, Sir Gawain, Sir Mordred, Sir Percival, Sir Tristan, the Grail Templar Eliazar, or the coven of wicked witches in Gloucester, all Broken Swords are holy or arcane blades that can be mended, but the curse sunders them again after 1d4 hits. More famed than all those is the nigh unrepairable Sword of the Stone that Arthur ceremonially drew and wielded until sundered forevermore by the might of Pellinore and eldritch power of the Questing Beast: any player characters may opt to have collected some of its incomplete shards in place of another magical item.)
- Characters able to craft magic items may choose additional treasures they could create, one common plus one uncommon.
- Grail maidens and minstrels both gain another additional magical treasure: one of the twelve lesser grails or magic chalices, such as the divine goblet of Saint Andrew or the unholy grail of Judas Iscariot, or one of the rare and wondrous Instruments of Bards, such as the Cli lyre or Canaith mandolin.
- Wizards and sorcerers in this setting can cast Cure Wounds spells, adding it to their spell-books for free or receiving it as an extra spell known, and the apprentice magician additionally gains a Potion of Healing, Philter of Love, and Elixer of Health, as they do in the chronicles and other ancient books.
- No familiars at the start of play, but such creatures may be summoned later.
Colorful Shields & Shining Armor. Choose!
Any character with proficiency may bear a painted shield and keep a spare. Knights of the Round Table choose chain mail, plate or half plate armor, plus barding for one horse: either half-plate, hide or studded leather barding. All other characters choose leather armor, chain shirt, scale mail, or no armor, and no barding. Armors, especially helmets and shields, are often important not only for bodily protection, but also in identifying the wearer (or impersonating a previous owner) through heraldic decorations.
Arm thyself for combat! Choose your weapons.
Any early medieval hand weapons your character and horses can carry. Knights should be well armed with at least one lance, sword and dagger, and may wield other weaponry also, although the use of crossbows is generally considered unknightly.
Ammunition such as arrows you should have in plenty, and rarely are lost without being recovered, so no need to keep count.
Gear & Coin, including Garments, Accoutrements, Impedimenta, etcetera.
Your party is encamped in pavilion tents, and characters may dress in fine and expensive clothing, with two or three complete outfits each. You are amply well provisioned, with more than enough wine and mead, firewood and horse fodder, and also all the tools to hunt and cook game both large and small. There is an assortment of musical instruments, even a high harp, and other luxuries like large mirrors of polished bronze or even glass. For letters you have goosequills, squid ink and unbound pages of vellum. You might hitch your dray animals to carts or wagons in order to carry various other mundane and inexpensive equipment: listing everything is probably unnecessary. However, you should be allowed nothing that might be called unchivalrous or craven: no mechanical traps, no caltrops, no vials of poison, no manacles nor tools of torture, no scalding tar nor the like, neither incendiaries nor explosives, and no alchemy. Individually each character also possesses as much as two hundred gold bezants plus an equal number of silver pieces, or jewelry of the same value, probably stowed in sacks you lock inside chests of hardwood bound in lead and iron.
Religion? Magic of old gods fades from this world as the faith in the One God spreads, and angels do exist and so too do fiends, but Beyond is divine mystery...
While knights of the Round Table are predominantly Christian, several Saracens also have been honored with seats, such as Astlabor and his three sons as well as Feirefiz.
Merlin may have been the last Druid. The sacred relic called Holy Grail by Christians was also known to many heathens of old as the plentiful divine cauldron of Bran the Blessed.
Noble Language & vulgar tongues. Read & Choose!
Languages:
All characters speak Latin plus at least one vernacular language: Brythonic, Gaelic, Welsh, Orcadian, Hungarian, Saxon, French, Danish, Moorish, etc.
Exotic languages include Greek, Hebrew, Aramaic, Coptic, Ethiopian, Babylonian, Sindhi, Tartar, and Pictish.
Archetypes? Each player chooses: Knight of the Round Table, Former Apprentice of Merlin, Lady of the Lake, Grail Maiden, Green Guard, or Bardic Minstrel.
I request a specific party configuration of classes and archetypes, Level 4. Please no monks, no assassin rogues, & no artificers.
Knights of the Round Table of course include fighter-cavalieres and paladins, but also eldritch-knights as well as multiclass fighter-bards, barbarian-cavalieres and perhaps other classes, subclasses and multiclass combinations. Ideally our party will include two, three or even four player characters of this archetype.
Former apprentice of Merlin: our party would seem incomplete without one. Merlin is lost, fated to be trapped forevermore. Potentially he was a sorcerer, a wizard, a warlock, the last druid high priest, or a great bard who played the harp: that shall be determined by the player of this archetype choosing either sorcerer, wizard, warlock, druid, or bard (or a multiclass combination) for his or her character class.
OPTIONAL - One, two or three additional player characters may join the party representing the following optional archetypes:
Grail Maiden or another charismatic or wise woman from the dragon-despoiled invisible castle of Corbenyc: no more than one may grace our party. She may be a cleric, or a celestial-patron warlock, a divine-soul or other sorcerer, or possibly a paladin or an enchanter-wizard or a multiclass combination.
Green Guard: a squire, ranger, warden, ovate, emissary, harbinger, handmaid or huntress who may or may not be associated with the Green Knight Bercilak or his Green Lady, but only one that was in their service should have an extraordinary green horse as described above. Ranger or wild-magic barbarian are appropriate for this archetype, and so are primeval druid, rune-knight fighter, or giant-soul sorcerer, multiclass, etc. No more than one player should represent the green archetype please.
Lady of the Lake or another water-witch: she could be a human spellcaster or a fey of any allowed class. The player may submit a favorite aquatic or faery-like race from any publication, or instead create your own "homebrew" freshwater fey. You have dwelt within or at the boundary of a supernaturally peaceful Otherworld realm of enchanting mists and shadow magic, where Time itself may float and ripple. No more than one player character should represent this archetype please.
Minstrels and singers are bards of course but could be any characters with proficiency in Performance. Heralds, jongleurs, fortune-tellers, jesters, pages, sages, chroniclers, poets, minnesingers and knaves are all options or variations appropriate for this archetype, but actors, mummers, prostitutes and lawyers are strictly prohibited. Up to two different characters may be permitted to join our party. Travelling performers usually are welcomed wherever people gather, and most can boast of magic tricks and spells as well as songs and music-making: you are much more gifted than most.
- D&D 5e
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Digimon GO!
When%20Pokemon%20GO!%20came%20out%20in%202016%2C%20one%20of%20the%20first%20things%20I%20thought%20to%20myself%20is%20that%20this%20concept%20would%20make%20so%20much%20more%20sense%20with%20Digimon%20than%20Pokemon.%20%22Evil%20Digimon%20are%20escaping%20into%20the%20real%20world%2C%20but%20all%20the%20real%20people%20can%20use%20their%20phones%20as%20Digivices%20and%20fight%20them%20off%22%20is%20an%20idea%20that%20the%20concept%20basically%20hands%20you%20for%20free.%0A%0AI%20brainstormed%20it%20for%20a%20while%2C%20but%20only%20really%20put%20thoughts%20to%20paper%20a%20couple%20years%20ago.%20I%20extrapolated%20on%20that%20concept%20into%20an%20alternate%20history%20where%20Digimon%20was%20more%20popular%20than%20Pokemon%2C%20and%20consequently%20Digimon%20Go!%20was%20the%20big%20hit%20game%20of%20the%20year.%20And%2C%20being%20Digimon%2C%20it%20only%20makes%20sense%20that%20the%20technology%20be%20expanded%20upon%20and%20happenstance%20make%20things%20a%20bit%20more%20than%20a%20game.%0A%0AThis%20game%20is%20going%20to%20be%20more%20heavily%20inspired%20by%20Digimon%20Tamers%20than%20any%20other%20flavor%20of%20Digimon%2C%20in%20that%20it's%20set%20in%20the%20real%20world%20instead%20of%20the%20digital%20world.%20Who%20knows%20what%20else%20you%20might%20discover%20at%20that%20point%3FWhen Pokemon GO! came out in 2016, one of the first things I thought to myself is that this concept would make so much more sense with Digimon than Pokemon. "Evil Digimon are escaping into the real world, but all the real people can use their phones as Digivices and fight them off" is an idea that the concept basically hands you for free.
I brainstormed it for a while, but only really put thoughts to paper a couple years ago. I extrapolated on that concept into an alternate history where Digimon was more popular than Pokemon, and consequently Digimon Go! was the big hit game of the year. And, being Digimon, it only makes sense that the technology be expanded upon and happenstance make things a bit more than a game.
This game is going to be more heavily inspired by Digimon Tamers than any other flavor of Digimon, in that it's set in the real world instead of the digital world. Who knows what else you might discover at that point?
%5Bfloatright%5D%5Bimg2%3D300%5Dhttps%3A%2F%2Fi.imgur.com%2FeO9tH1v.png%5B%2Fimg2%5D%5B%2Ffloatright%5D%5Bindent%5DThe%20year%20is%202049.%20Bandai-Namco%20has%20just%20celebrated%20the%2050th%20anniversary%20of%20the%20most%20successful%20multimedia%20franchise%20in%20the%20world.%20The%20original%20short%20film%20was%20re-released%20in%20theaters%20all%20around%20the%20world.%20The%20original%20Agumon%20balloon%20from%20the%20Macy's%20Thanksgiving%20Day%20Parade%20was%20brought%20out%20of%20retirement%20and%20hoisted%20above%20their%20corporate%20office%20in%20New%20York.%20And%2C%20most%20importantly%2C%20the%20re-launch%20of%20their%202016%20hit%20mobile%20game%20Digimon%20GO!%0A%0AThe%20game%20was%20released%20worldwide%20after%20a%20massive%20advertising%20campaign%2C%20demonstrating%20the%20advancement%20of%20their%20technology%20and%20the%20company's%20commitment%20to%20maintaing%20the%20spirit%20not%20only%20of%20the%20original%20game%2C%20but%20of%20the%20franchise%20as%20a%20whole.%20A%20love%20letter%20to%20all%20of%20Digimon's%20history%2C%20the%20good%2C%20bad%2C%20and%20even%20some%20of%20the%20messier%20parts.%20Advertisements%20showed%20Digimon%20escaping%20out%20of%20mobile%20devices%2C%20home%20appliances%2C%20electronic%20billboards%20and%20more%2C%20all%20causing%20havoc%20and%20chaos%20for%20people%20around%20the%20world.%20But%20the%20solution%2C%20ever%20present%2C%20is%20the%20Digidestined.%20As%20each%20and%20every%20person%20takes%20up%20their%20phones%2C%20they%20become%20the%20newest%20generation%20of%20Digidestined%2C%20and%20with%20their%20very%20own%20partner%20Digimon%2C%20fight%20back%20against%20the%20chaotic%20Strays%2C%20and%20against%20eachother%20in%20fierce%20territory%20battles.%5B%2Findent%5DThe year is 2049. Bandai-Namco has just celebrated the 50th anniversary of the most successful multimedia franchise in the world. The original short film was re-released in theaters all around the world. The original Agumon balloon from the Macy's Thanksgiving Day Parade was brought out of retirement and hoisted above their corporate office in New York. And, most importantly, the re-launch of their 2016 hit mobile game Digimon GO!
The game was released worldwide after a massive advertising campaign, demonstrating the advancement of their technology and the company's commitment to maintaing the spirit not only of the original game, but of the franchise as a whole. A love letter to all of Digimon's history, the good, bad, and even some of the messier parts. Advertisements showed Digimon escaping out of mobile devices, home appliances, electronic billboards and more, all causing havoc and chaos for people around the world. But the solution, ever present, is the Digidestined. As each and every person takes up their phones, they become the newest generation of Digidestined, and with their very own partner Digimon, fight back against the chaotic Strays, and against eachother in fierce territory battles.
%5Bfloatleft%5D%5Bimg2%3D300%5Dhttps%3A%2F%2Fi.imgur.com%2FufJZ4Fr.png%5B%2Fimg2%5D%5B%2Ffloatleft%5D%5Bindent%5DThis%20evolution%20on%20the%20Digimon%20medium%20is%20only%20due%20to%20the%20advancement%20of%20augmented%20reality%20technology%20over%20the%20past%20three%20decades.%20No%20longer%20a%20confusing%20hobby%20project%2C%20AR%20has%20become%20so%20ubiquitous%20in%20the%20world%20that%20it's%20hard%20to%20find%20anyone%20not%20using%20it%2C%20from%20the%20largest%20enterprises%20in%20the%20country%20to%20even%20the%20smallest%20mom%20and%20pop%20shops.%20Public%20transportation%20have%20virtual%20marquees%20that%20seem%20to%20float%20above%20the%20vehicles%3B%20Restaurants%20host%20virtual%20menus%20at%20every%20table%3B%20Even%20the%20cheapest%20mobile%20phones%20can%20provide%20a%20person%20with%20a%20full%20heads%20up%20display%3B%20And%20somehow%2C%20fashions%20shows%20have%20only%20gotten%20more%20confusing%20with%20the%20addition%20of%20virtual%20accessories%20and%20garments.%0A%0AAnd%20now%3F%20It's%20host%20to%20digital%20monsters.%0A%0AI%20hope%20you%20don't%20get%20tired%20of%20the%20prefix%20%22digi%22%20being%20arbitrarily%20attached%20to%20things%20because%20hoo-boy.%20It's%20everywhere.%5B%2Findent%5DThis evolution on the Digimon medium is only due to the advancement of augmented reality technology over the past three decades. No longer a confusing hobby project, AR has become so ubiquitous in the world that it's hard to find anyone not using it, from the largest enterprises in the country to even the smallest mom and pop shops. Public transportation have virtual marquees that seem to float above the vehicles; Restaurants host virtual menus at every table; Even the cheapest mobile phones can provide a person with a full heads up display; And somehow, fashions shows have only gotten more confusing with the addition of virtual accessories and garments.
And now? It's host to digital monsters.
I hope you don't get tired of the prefix "digi" being arbitrarily attached to things because hoo-boy. It's everywhere.- Mutants & Masterminds 3e