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Fawalie
On practically every town board and on the lips of every town crier is only one name: Almendrud. Six heroes heard this nobleman is in search of adventurers to aid him in a new expedition. They are told to meet his associate in a tall tower known as Archeologicus Post.
Are you one of these six heroes? Do you have a connection to Lord Almendrud, or his associate? Or did you hear of this opportunity through other means? Perhaps your a pre-formed adventuring party looking for whatever jobs come your way. Or you are a group of archeologists looking to prove your worth. Whatever the case, you traveled to Goboan, and arrived at the tower alongside several others and now stand waiting to enter.
- D&D 5e
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- D&D 5e
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- Vampire: Dark Ages 20th Anniversary
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Rime of the Frost Maiden
Welcome to the Far North
North of the Spine of the World and west of the towering Reghed Glacier is a frigid expanse few dare to explore, let alone inhabit. This icy land of windswept tundra recently became locked in a perpetual, dark winter without reprieve. Auril the Frostmaiden, the divine embodiment of winter’s fury, has withdrawn to this cold corner of the world to live among mortals. Further, she has cast a terrible spell over Icewind Dale, to the detriment of most of its denizens.
Each night before midnight, Auril takes to the sky on the back of a white roc and weaves her spell, which manifests as a shimmering curtain of light—a beautiful aurora that illuminates the night sky and fades before dawn. This powerful magic prevents the next day’s sun from rising above the horizon, turning midday into twilight and trapping Icewind Dale in winter’s dark embrace, with no sunlight or warmth to melt the snow and ice. Each casting of the spell leaves the Frostmaiden weakened, with just enough divine power left to barricade the mountain pass with blizzards and churn the Sea of Moving Ice with blistering winds. Such measures discourage travelers from approaching or leaving Icewind Dale, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else.
The people of Icewind Dale know Auril’s wrath when they feel it, and they have a name for the unending winter she has inflicted on them. They call it the Everlasting Rime. No one understands why the Frostmaiden has imposed her will in this way or why the other gods refuse to challenge her. This prolonged winter, which has gone on for more than two years, threatens to doom not just the flickering lights of civilization known as Ten-Towns but also the indigenous flora and fauna that need sunlight and the change of seasons to survive.
Not all creatures are discouraged by what has transpired north of the Spine of the World. The long nights and sunless days are a blessing to Xardorok Sunblight, a duergar who longs to carve out a domain for himself on the surface and enslave the people of Ten-Towns in the process. Already, he has taken advantage of Auril’s magic and raised a fortress amid the dark shadows of the mountains. From here, his underlings strike out across the tundra in search of chardalyn—a crystalline substance known to exist only in Icewind Dale. Once he gathers enough of it, Xardorok plans to construct a chardalyn dragon and unleash it upon Ten-Towns.
Despite Auril’s blizzards and other deterrents, visitors still come and go. Among the recent arrivals are four wizards of the Arcane Brotherhood, a powerful society of spellcasters based in Luskan. They’ve come chasing rumors of a lost city buried under the Reghed Glacier—a fragment of the long-gone Empire of Netheril, whose wizards wielded magic that terrified the gods. Netherese magic has a way of attracting power-hungry wizards, as members of the Arcane Brotherhood often are. The cities of Netheril floated among the clouds, making them almost impervious to assault for centuries. Then, nearly two thousand years ago, this floating city crashed during the fall of the empire, and no one has found or explored it since. It is, arguably, Icewind Dale’s greatest secret—a necropolis of Netherese wizards and the magic they left behind. What survived the crash is anyone’s guess, but we’re about to find out!
- D&D 5e
- closes October 20
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The Web of All Torment
You and your friends gave up the adventuring life long ago, the best decision you ever made. You were on a quest for... something. It's hard to remember back that far. You aren't sure how long ago. But then you came across this cute little town in the middle of nowhere.
The town only had one inn - the Kozy Kobweb. Luckily, they had vacancies. You had one of the best meals of your life, a fantastic time chatting with the locals, and enjoyed sing-a-longs over mugs of expertly crafted ale. You slept well and woke up refreshed and happy. You even told the owner - Ms. Alice - about how happy you were there and how you were sad that you had to leave and continue your quest.
But Ms. Alice told you there was no need. Several of her staff had just retired, and she offered you all jobs on the spot. You instantly accepted, the quest forgotten.
Now you spend your days working and socializing with your friends. You still have plenty of time to relax. All of your old weapons and equipment are packed away in the cellar - who needs them? Rather than the constant travel and danger of your old lives, you have endless peaceful days, one fading into the next.
And you couldn't be happier. Everything is just perfect.
***
The Web of All-Torment is a one-shot module from the DCC Horror line, and it is not for the faint of heart. This is one disturbing adventure, ladies and gentlemen, and character death is far from the worst thing that can happen. It is dark, twisted, and gory, and the PCs will be thrust right into it. None will escape unchanged.All PCs will be third level, which is the equivalent power level of fifth or sixth-level PCs in a D&D system. Not that it will save you.
- Dungeon Crawl Classics
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Under Saturn’s Gaze
We are going to play the all of the published modules for Astonishing Swordsmen and Sorcerers of Hyperborea as long as the game keeps running. I will also fill in any gaps for XP with AD&D, B/X, OSE, S&W, or any other OSR modules I have on hand.
Featured modules:
- The Black Moss-Hag of Lug
- Rats in the Walls
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The Lamia’s Heart - The Brazen Bull
- The Late Trapper's Lament
- The Anthropophagi of Xambaala
- Ghost Ship of the Desert Dunes
- Charnel Crypt of the Sightless Serpent
- The Mystery at Port Greely
- The Beasts of Kraggoth Manor
- Taken From Dunwich
- Forgotten Fane of the Coiled Goddess
- The Lost Treasure of Atlantis
- The Sea-Wolf's Daughter
- Beneath the Comet
Houserules.
- Maximum hit points at first and 2nd level. After that roll hit points with "Advantage"
- When firing into melee and rolling 1-3 on the die, as usual, instead of another attack roll to hit an ally, roll a d6, a 1-2in6 hits an ally if the opponent is medium or smaller, or a 1in 6 if the opponent is large.
- New characters start at a “500 XP” mark lower than the lowest XP character. i.e. the lowest character as of now has 1680 XP, so new characters would start with 1500 XP.
- Hyperborea 3e
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Ego Crash
The Egocrashers are a small organization in the solar system's underworld that are primarily involved in the theft, sale, development, and trafficking of dangerous and forbidden weapons and technologies. They are known among transhumanity's criminal elements for hiring individuals with unique backgrounds to undertake dangerous jobs that pay very highly.
Recently, the group put out an advertisement on a midnight-marked job board looking for highly motivated and skilled individuals to "liberate one of nanotechnology's greatest minds from slavery in Jupiter's orbit." The potential payout listed is jaw-dropping, but so are the supposed risks. Potential TITAN exotech? Hungry nanobot swarms? Cyborg bodyguards? Space pirates? Unlikely. Besides, how hard can it really be to
kidnaprescue a scientist?System: Eclipse Phase, Second Edition (free rules available here). No prior familiarity with the system required! The system is fairly crunchy, but I am willing to help you learn.
Posting Frequency: Ideally, an average of 2 times per week to keep things moving, but historically we've averaged about once a week so far.
Game Type: This mission is a medium-length investigative mission that is part of a longer campaign involving uncovering the secrets of the Egocrashers.
- Eclipse Phase
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- Powered by the Apocalypse
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Alternate Adventures, transferring from OGMW
Transferring over from the original Myth Weavers website.
Dragon of Icespire Peak game
Game Description
Just going to keep the same character creation rules from the other game, slightly modified.
Character Creation Rules
We are playing using the D&D 5E rules.Characters start at whatever level the group is up to currently. Characters from the other game can come in at whatever level they were then.
Any class and race is acceptable, as long as you can show me the rules for them. I am open to 3rd Party stuff as well as Unearthed Arcana and Homebrew stuff but I have the final say on what is ok.
New characters start with the standard array (15, 14, 13, 12, 10, 😎 for characters stats and full HP. When leveling up take the average (ie half hit dice + 1).
Players can use feats if they want
Each character has their starting equipment from class and background and an extra 100gp to start.
- D&D 5e
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Hollow's Last Hope
THE TOWN OF FALCON’S HOLLOW NEEDS A MIRACLE
The plague has come to the town of Falcon’s Hollow, and not even the town’s priest can abate its wretched course. With the coughs of the sick and the wails of the dying echoing through town, the local herbalist uncovers a cure, but she needs some brave heroes to retrieve the ingredients. Finding the cure means risking the dangerous Darkmoon Vale, infiltrating a witch’s haunted hut, and delving the ruins of an abandoned dwarven monastery.
- Pathfinder 1e
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- D&D 5e
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- Powered by the Apocalypse
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- Pathfinder 1e
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Shadowrun: Miami
Welcome to the city of Miami, capital of the Sovereign State of Southern Florida, member of the Carib League! Don't mind all the anarchy Omae, it's part and parcel of Miami these days. Gunderson Corp used to have a stranglehold on our fair city, has fallen on hard times, and the other corps are coming in like vultures to a corpse. The government's collapsing, security nothing like it used to be, and a bunch of eco-mages out in the everglades just got down fragging our power for a week. Everything's chaos, and it's the perfect business opportunity. Other corps are moving in, smuggled goods are in high demand, and it's never been a better time to be a Runner in Miami! Welcome to the chaos!
I'll be running this Shadowrun 5e game for a group of between 4-6 players with the application process running till the 13th of next month. This time might be extended depending on how far applicants are along by then. This will be a pink mohawk game
- Shadowrun 5e
- closes April 13
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Polaris
Once upon a time, before knights fought with demons, before battle, before war, and before the sun, there was a great city atop the world. Built of ice and starlight, full of elegant palaces,shimmering statues, it was home to a people whose splendor we are not given to understand. Clad in starlight and snowflakes, they lived a life of bliss, eating thin delicacies, toasting each other with wine made from the night, and loving each other like the sea beneath the ice. They named their city Polaris.
One and one they saw it, only fleeting and irregular, that light coming up from the edge of the sky, colors redder than stars, new shades that had never been sees, yellow and green and golden through icicle walls, burning out the stars from the sky, brilliant and impossible and beautiful and alien.
At first it was thought to be madness, that particular sort of gentle madness, for it struck at the very best of them., and those that are the very best are shrouded in cloth and the dark heart of dreams. But if it was madness, it was a madness that spread, for more people saw, and more, so that by the time it reached the highest it had already been given a name: Dawn.
This obsession with the Dawn led to the Mistake. No one knows the truth, but everyone knows that before the Mistake, their city was perfect, their sky was dark, and the people had no fear, and that now their city is left a smoking crater, their sky is lit by the brilliant sun and haunted by a ghostly moon, and the people have learned horror, terror, and the thousand other ravages of time.
The first thing that was seen after the Mistake was the fiery sun, emerging from the dawn like a terrified scream, blinding all that saw it and burning all that it saw, deafening all that were held in its radiance. It's power is without peer. It melts snow into useless water, blasts starlight into insignificance, and curdles silk rough like leather. - Ben Jehman, Polaris
Check out the Lore forum for more info about the world, and then join the character creation discussion to start thinking about your character! This will be a classic apocalypse world game set in an icy world that is tormented by the sun every summer.
- Apocalypse World
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A SCP tale; D class to Mobile task force.
Secure.
Contain.
Protect.
"We Die in the Darkness, So that you can Live in the Light."
- The Motto of the Foundation.
The Basics: The Foundation is a Government agency dreamed up the same people who brought you creepy pastas and slender man, its X-files meets the Men in Black with a moral code harder to find then waldo. The lines they won't cross is ones they can't get too. Their job is too Contain things that don't follow the rules of reality. From the inconsequential 6 sided dice that rolls a 7 occasionally, to the massive living embodiment of all of the Earth's Biomass, and everything between and outside those parameters. This campaign is going to revolve around this shadowy organization and your part in it.
Your Part: You my friend are a D class. A D-class is the human part of human experiments that the Foundation runs to determine the effects and exactly how dangerous a SCP is, and how to better contain them. Basically D is for disposable, as you're not part of the slightly less disposable Mobile Task force, or the far more important researcher. It's okay you'll get better.
SCP: SCP, besides being the front part of the foundation, are the items being kept away. Usually followed by a number that is in the rough order originally collected.
I'm Sure that's enough context before we tell you what this campaign is about, but just in case you want more in the red button I have a Link to the SCP lexicon, followed by a video for a modern introduction to the SCP foundation, by no means is any of this required, and in fact I almost prefer you don't check or review these resources, but I'd rather use jargon then huge explanations every time.
The Lexicon
Lexicon: https://scp-wiki.wikidot.com/glossary-of-terms
Video introduction to the SCP Foundation: https://youtu.be/G6QVvBIBZLc
This campaign is going to follow a bunch of D class on their misadventures. Which should range most of the time between horror and Sci-fi, with a few action adventures, even a few puzzle solving mysteries thrown in, and I plan to treat it like a family guy or Rick and Morty style group of loosely related stories that might or might not have an over arching plot. I mean I have one, but wouldn't you like to know? The public story that I'm willing to tell you lot, is that your a special D class due to your contact with hazardous materials, or your show of mettle towards some of the SCPs you have seen or maybe a guard took a disliking to you. You have been chosen for the first time ever to be converted to a Mobile Task Force Agent threw On-the-job training. I'm tempted to throw a bunch of names of characters or roughly of what to expect on the first mission, but I am not. The Less you know about what going to happen the more fun we will all have. I promise. My hope is you're going to go from an average or below average D class, to a slightly magical/Sci-fi/ body horror action hero who has saved the world (or the foundation) more then you can count on all your fingers and toes.
The site you guys are at is listed
I posted Character Requirements and the free give-mes in another Thread, feel free to shoot me a PM or put it on the comments tab.
About me: I have been laying tabletop RPS for 15 years or so, 5 or 6 of those years as a DM, and longer then that on text based RPGs/MUDS. My irl goup fell apart so Here I am. I play Pathfinder, GURPS, D&D (3.5), AD&D, & Starfinder. That is listed in reverent experience. I have little to no expectations as I have never done a table top over a forum before so please forgive me, and please feel free to yell at me for stuff I missed and/or forgot about. I am also totally willing to pass the torch for a few sessions here and there, but I decided to be a DM to have something to do Table top wise as I'm currently waiting for a few other games to start, and I need to write like a plant needs dirt. No I'm not going any where once my games start, ill just be here and there delivering hot fresh vowels and letters, and if you need help with GURPS. This is going to be a great campaign to do it on, as little to no one is going to start with sci fi or magic powers but there is a clear possibility to get there.
I will close this once I have four characters who have approved character sheets and bios.
Four is a squad, and thats all I need.
All skills will come in handy here, some times you might be sent to a Site suspected of selling SCPs to The Chruch of the Broken God, or Sarkic influences have been seen in an area. In one of them you might be in a back office hacking into the over seer's private stuff. In another you might use medicine to hack or lock pick a Bio engineered door. You might fall into a vat in a raid on wondertainment's factory and suddenly you have a go go gadget fist that gives you a 20 foot reach. I want you simple in style so that you can find your superhero origins, or you become a mass of eyes, mouths and tangled limbs with lifetime housing.
P.s. Have a back up concept ready
P.s.s. on SCP exposure; Effectively if the SCP makes you more interesting or straight up makes your character's life worse I'm very likely to approve, but if the SCP happens to give you super powers, or it feels like you tacked the SCP negative on for more points im not likely to approve or Ill ask you to rewrite the bio, but remember I want you in just as much if not more then you want in.
Things not allowed (youll get them later): Magic or Pisonic SKILLS, but general knowledge is allowed, like sure you know how to make a ritual circle, but actually using it? nah
The most Ill accept is like taro card usage or familiar with the Ouija board, Maybe a weak spirit is your homie, where all it adds is a confidant for long hours in your cell? yeah sure Ill bite, but that spirit can posses other people? No,
abilities that are easy approval : Cameras have issues taking pictures of you they are blurry or
Alright hopefully this helps you all make characters. as I know everyone wants a reality bender I was trying to make it to where I didn't have to really think about what approving people does for the game, No I will be, Look at that making me work,
I think we got a full team so I'll be posting and getting it going in the next couple days thank you for your patience.
- GURPS
- closes November 23
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- GURPS
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- Cities Without Number
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Wolves amongst sheep (Ad Eva 2.5)
What is Evangelion? What is AdEva2.5?
Evangelion is a very popular anime/manga that follows a group of pilots (and their operations director) in fighting against creature of absurd power, known as Angels in the show, but renamed Entities within our game.
AdEva2.5 is a fan made system based off of Dark Hersey 1e, the system captures the spirit of Evangelion very well in my eyes. That is, fighting overly powerful monsters (almost every Entity fight is a boss fight) while also giving a lot of room for role-playing the (very likely) mental degradation of your characters.
What is going on?
I have been running an AdEva 2.5 game here for just under three months with a group of four players, who have just come out of their first fight again an Entity, they might be a little battered and bruised...One more than others.
So far the posting has been great, but for the sake of future proofing we will be recruiting one more pilot. Taking us to a total of five players.
During the combat, we were roughly achieving a full round every 24-48 hours, or just shy of it. Outside of combat we are getting a post from everyone every 2-3 days. This is a posting we would like to maintain, if you don't think you can post once every two-three days then please do not apply.
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Within this game the players act as pilots for NERV, while also being spies for their 'parent agency', attempting to gain information about a NERV project known as ‘Red Kite.’ The players are all working for the same ‘team’, despite being from different nations, their spy work is controlled by an individual simply known as ‘the handler.’
The Setting
We are in what would be called an ‘alternate reality’, this game is loosely based on Evangelion, though is far enough away for expectations to be messed with. For example, there are multiple 'classes' of mech, multiple NERV bases and a variety of different 'code' Entities (not just Blue, as with the anime).
All pilots have recently joined NERV – London, one of the four established NERV bases throughout the world.
Mechanics of the game
For this game you will want access to the Dark Heresy 1e rule book, and then access to the ‘Adeptus Evangelion 2.5 - Operations Manual’ which will cover all the main rules for players. The AdEva2.5 book can be found free online, however do not get the ‘DM guide’ known as ‘Cruel Thesis’. If you have trouble finding the Operations manual let me know and I can help direct you.
Unlike most Eva game we will be revolving around 3 main ‘elements of play’;
1) Combat – Big boss fights against Entities. See this thread for an example of combat.
2) Intrigue – I (or the players) will develop and put forward missions, normally to find information or uncover something (or perhaps a plot element from your history). The current ‘main’ mission is to discover any information on the ‘Red Kite’ project. This could be social engineering, hacking etc...Players are given freedom, there is information out there try and find it.
3) "Dungeon delving" – Though not done yet, the characters will be going through person scale combat. You are welcome to picture a 13 year old running around with an AK. Character development is being house ruled to provide characters with ‘adequate’ skills, though this is currently not shared.
Existing team
We currently have a total of four players.
For the most part information about each character is secret, the applications themselves are in private threads. Players, and characters, find out about each other by witnessing it first hand in game. Some mechanics are revealed OOC, if fitting and agreed by me.
Serena Silver (Operations director) - a well decorated veteran with a bit of a temper, but hopefully a heart of gold.
Anya (Pilots RX - 0, Skirmisher) – 13-year-old German girl trained from a young age for this line of work, though never learnt to not be so self-critical.
Zelda (Pilots Unit -17, Skirmisher) – A bit rough around the edges, this 16-year-old British girl never trained like Anya to be a pilot. She was just born skilled at it.
Emiko (Pilots Amaterasu, AT-tactician)– A smart 15 year old girl from Japan, set foot in England and on the same day was nearly cooked alive by an Entity.
Application
For the application process you need to follow these easy steps;
The due date for applications is the 5th of Jan. However if applications slow down, or I see a perfect application, I will end this early.
See details for character creation, here.
1) Make a private thread in the OOC area.
2) Write up basic information on your character, name, description, personality etc.
3) Write up a brief bit of history covering on how they ended up in NERV and being a Spy. Make it clear who are they spying for, can be a country or a made up organization?
4) Write up some basics on the mechanics, you don’t need to do all mechanics if you don’t want. But I want to know what career/class you are picking, and what sort of ‘build’ you are thinking.
a. Note – The Skirmisher career is not being accepted.
b. If you want to do a full build you have 800XP total for character creation.
- Dark Heresy
- closes January 5
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Oxford University Monster Hunting Society
For nearly 1000 years, along the banks of the twisting River Isis, the Scholars and Masters of Oxford have turned their minds and hands to the pursuit of knowledge, and of power: not all of it natural or even seelie. The scores of ancient colleges and libraries, built and rebuilt over centuries, stand guard over forgotten secrets, while lost tomes of ancient lore hide within the labyrinthine subterranean stacks.
To this day, strange customs and historic privileges are observed with careful precision, their fearful true meanings now only half-guessed even by the very wise. Preternatural echoes of forbidden experiments and esoteric rituals yet vibrate across the Headington limestone of the city. Secret societies of all kinds gather at all hours, some for merriment, some for mischief, and some for malice.
As you might imagine, stuff can get weird around here.
But for every threat there is a hero, and there are many in the old city who still make it their business to hold back and curtail the accumulated evil of the centuries: to keep safe the University for those Masters and Scholars who would still seek to use its power and learning for the good of mankind.
One such secret order of heroes is the Oxford University Monster Hunting Society.
- Powered by the Apocalypse
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Survive The Turning
THe GaME Is A dAMnED MeaT GRINDER!!!
Players should be prepared for their characters to DIE
(survival may be possible... but not for everyone)
__________________________
__________________________
On June 21, 2025, at 12:00 noon EST
An inexplicable and devastating anomaly called "The Turning" struck the world without warning.
AT ONCE, around 90% of each species on Earth fell dead without any known cause.
Humans... Birds... Fish... Cows... Insects... Trees... Mushrooms... EVERYTHING!!
THEY ALL JUST DIED.
At the same time, all forms of AC and DC electricity ceased to function
Lights... Running Water... Batteries... Phones... Satellites... ALL OF IT.
Panic set in immediately among those left alive and the world burned in crazed pandemonium.
Half of the human survivors didn't make it through the first Winter.
__________________________
After the initial devastation and ensuing chaos,
a very small fraction of survivors began experiencing bizarre anomalies in themselves.
Their appearances began changing, sometimes drastically, and many developed strange and powerful abilities.
In some places, these people became known as "The Corrupted"...
If the world weren't in enough turmoil already, this new development certainly added fuel to the fire.
Fear and prejudice ran rampant. Corrupted and non-corrupted humans, alike, began banding together
into groups and factions with others of similar natures and interests.
One faction, whose people found a common interest in their zealous hatred for The Corrupted grew
larger and faster than any others. They quickly spread to other cities and established themselves as
the dominant force in the Western U.S.
This faction calls itself, "The People of the Real Earth" or simply "The PURE".
The PURE believes the world will return to normal only when
all of The Corrupted are completely exterminated.
They hunt and kill The Corrupted wherever they can be found.
__________________________
It has been almost two years since The Turning.
In Tucson, Arizona, like most places,
the dead still lay where they fell, now in various stages of decomposition.
Bodies, both whole and mutilated litter the streets and buildings.
They stare, marble-eyed, from vehicles lining roadways and alleys.
They lay doubled over keyboards and desks, in office buildings and in schoolhouses.
Some lay in half-burnt piles, where folks thought to be rid of
them, only to have lost heart, eventually abandoning the daunting task.
At one moment, they were all just people, living their lives, thinking about
plans and deadlines, and talking among themselves about
some curious or frivolous intrigue.
In the next moment they weren't but macabre, petrified monuments to a fast-forgotten legacy.
It has become a quiet world of imminent threats from
roving gangs, desperate individuals, and diminishing resources.
Groundwater wells have become a precious resource in the desert, where
it is hot and dry, and they are closely guarded.
The PURE's most zealous and elite soldiers patrol the streets at all hours.
You and a small group of other Corrupted have taken up
refuge in a house, less than a mile from the Downtown area.
Some of you have been holed up there for days, awaiting the arrival of the others.
Each of you was beckoned from near or far by a "calling" of some kind.You hear it clearly but do not quite know what it is.
Since it began, just a few months before, you have felt connected to one another, even
over great distances.
You see one another in your dreams.
You've been urged and prompted by this calling... to travel to this place... to come together at this time.
It is a binding, to a common fate...
and a heralding of a rising darkness.
It is a summoning to a terrible and wrathful vengeance.
__________________________
__________________________
ABOUT THE GAME
💀 I'm inviting 4-6 players to join me for a sandbox-style apocalypse survival game, set in modern times.
💀 I believe a unique and irreplaceable quality in role-playing games arises when players legitimately think they might die at any moment. (Think Dead Souls) My objective is to make a game that is DEADLY and which perhaps carries an element of fear and suspense at all times, while hopefully remaining both playable and enjoyable.
I realize one may develop certain unfavorable "feelings" for a DM who so recklessly
slaughters their beloved characters.
So, should yours meet such a fate, I only ask that you remember that it's nothing personal...
It's merely CARNAGE!!!
- Pathfinder 1e
- closes October 1
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- Basic Fantasy Role-Playing Game
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- Pathfinder 2e
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Bad Things Come In Threes
BAD THINGS COME IN THREES
Years ago, you had come to Coswegotch University for a job, but it did not take long for this to become your home. Sure, Harvard was known for being more prestigious and, yes, Yale was lauded for academic innovations made in recent years. Of course, Miskatonic was recognized for its libraries of antiquarian volumes but in your opinion none of them held a candle to Coswegotch. One of the oldest institutes of higher learning in the Northeast, Coswegotch University, and its picturesque town of Babylon, were situated between Oneida Lake to the east and the much larger Lake Ontario to the west.
Once a venerable institution, it fell out of favor among the elite and wealthy of upstate New York, but this has begun to change recently. New professors have been attracted and additional courses of study have been added. Big investments, such as expanding the collection of the Whitmore Museum and Research Repository as well as the construction of the Murray P. Grayson Gymnasium, have many thinking that Coswegotch will soon be competing with the more well-known universities.
There was no one happier with all this progress than Professor Antonius Gellman. A fixture of Coswegotch for over forty years, most recently in the role of the Whitmore Museum Director, he was respected and liked by all. Being his friend, you were happy to hear him announce his retirement some months back and were looking forward to the party his wife had planned. All of this made the news of his passing three days ago just that much harder.
The wake had begun an hour ago and you were running late. Taking a quick look in the mirror to make sure all was proper you hurried to get there before it ended. As you walked to the campus chapel you had no way of knowing that soon your eyes would be opened to a terrible reality that swam beneath the one you knew. One of ancient powers and unheard-of horrors, one that any sane person would beg to forget.
You had no way of knowing paying your respects to your friend would be the first step on a path that led to madness.
- Call of Cthulhu
- closes March 8