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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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Tyranny of Dragons
Directory Where the game is currently being played out Our cast of current characters A record of the story so far Maps of places we've been and may yet go Factions, cults, and other collectives The Cult of the Dragon rises.
Long a powerful organization in the darker workings of Toril, the Cult of the Dragon has lacked primary leadership for a long time. Disparate but widespread, their disorganized cells, relics, resources, and personnel has never allowed them the prestige, power, or threat that other organizations have gained over the many years. The Cult of the Dragon is powerful, but not world-threatening.
Until now.
For the first time in its long history, whispers speak of a unified Cult, led by a new, mysterious leader, who seeks to bring strange Draconic relics together for nefarious purposes. As attacks increase across the newly reunited Forgotten Realms, and panic begins to spread, brave adventurers are sought to fight back the rising tide of Cultists and Dragons that terrorize the Sword Coast.
But are they enough to stand against the Tyranny of Dragons?- D&D 5e
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- D&D 5e
- closes April 19
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- Powered by the Apocalypse
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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
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The Haunted House
This scenario is the sequel to my OG MW linked mini adventures: One Night in Scant and Vintage of Vengeance.
7 slots are open. Preference will be given to players bringing characters across from the old game, so this may fill up quickly.
- AD&D 2e
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- Serenity
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Once Upon a Time in the Greenbelt
Theme Music
The Stolen Lands. The Wild Frontier. The Greenbelt.
But with more guns.- Pathfinder 1e
- closes October 7
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The Remains of Earth, Book 2
Some notes about this game:
The Game system is basically:
D20 Modern
with some info and game mechanics from:
D20 Apocalypse
D20 Future
Some D&D spells
D20 Traveller (mostly maps, planets, and touches of Traveller cultures)And literary help/ideas from Farscape/Star gate/ and others
The intro to the original game:
2018 Apr 30: A(pocalypse) -47 minutes:
You look out the window. Just as the news said, another wave of flaming meteors is streaking out of the sky. It also said that the first 2 waves appeared to have been targeting military bases, one of which was some miles south by southeast of you. But this time, a few of the meteors seemed to be getting a little closer to your city.
'Why isn't the military fighting back?' you wonder. Almost as soon as you ask yourself the question, you answer. "They never thought they'd be attacked this way."
You think about packing up an emergency kit and leaving. But why? They, the enemy, can drop meteors anywhere. Thinking for a minute longer, you decide it's better to get ready to run. Best to move to a small town because they'll probably bomb cities before the towns.
Then you see a dot with flame trailing behind it, but this one is moving from the ground toward the sky. A second later, 2, 3, then 4 more join the first. "Yes, it's about time they started shooting back."
As the missiles streak upward, none of them intercept the meteors. You watch for a few minutes hoping to see the enemy get nuked, but nothing seem to happen.
Slumping your shoulders, you move to prepare an emergency kit. As you begin rummaging for items, you chastise yourself for being less prepare than the military.
A -30 seconds:
Some time later, you glance out the window again. Just as before, the next wave of meteors is falling. Every 23.5 minutes between waves. But this time, you see 20+ missiles already streaking toward the sky. You watch for a couple of minutes hoping to see something good. You're about to give up the watch when you see a small flash of light in the sky. Then a series of small flashes followed by a flash so large and bright that it lights up the whole sky. The flash spot appears as big as the sun and nearly as bright. You can even feel its heat on you face and hands. Almost as quickly as it appeared, the light from the blast is fading. Then the searing pain hits you. Not on your hands and face, rather, it's like your brain is on fire, searing as if the blast was inside your head. And almost immediately after that, you feel blissful nothingness as you blackout.
A + x hours:
The throbbing headache forces you to open your eyes. You're on the floor. You can feel it under you. Lifting your head, you look around. It's dark. It must be night now. How long were you out? It's darker than normal for night. There should be light from the street lamps, from the digital clock on the table, from 10 other sources in this room that use electricity. But nothing.
Feeling around, you find the wall, and stand up. There's the window next to your hand. Looking out, you see no lights. For an instant, you fear that you're blind. But then you see the twinkle of a star, then another and many more as they come into focus. Knowing you're not blind, you also realize that the power is out, everywhere for as far as you can see.
No, wait. There is one light on the side of that hill just outside of the city. Then you see by the light of the dying flames that it is the wreckage of a plane crash, a large passenger plane.
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You're in a house, apartment, store, large or small office building, somewhere inside a building (your choice), in the city of Boise, Idaho, North America.
From here, each of you may have slightly different starting points/paths, though I would prefer it if you all come together soon after the Apocalypse. That being said, if any of you really want to go off on your own, I won't stop you. But be warned; I will not pull punches just because you're by yourself.
This is NOT a sandbox game, but it's also not a structured, one-path-only game. In this game, you will find many places to go and things you can do. There are many, many plot lines/modules ranging from 'pure post-apocalypse' to 'taking the war to the enemy'. Many events will be happening on a time-line and many others will be triggered by the players.
The first event will be the characters surviving the first days/weeks of the apocalypse.
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You will begin play as first level characters from the D20 Modern Core Rulebook. (SRD is online. Let me know if you need help.)
Make your character's attributes using the point buy system with 30 points.
You may take 1, 2, or 3 points of mutations along with an equal number of flaw points. You may take it at character creation or hold it till shortly after the apocalypse.(You might want to save those till after you see what random mutation you may get from the apocalypse.)
When you reach second level you will be able to include classes from the D20 Apocalypse Book as well as the Core Rulebook.
Surviving the first day or 2 in-game, should get you to second level.Books: Phase 1: (When you start playing.)
D20 Modern Core Rulebook
D20 Apocalypse Book (For mutations and some of the tables. No class levels from this book for making first level characters.)Phase 2: For second level classes and higher, you may include the D20 Apocalypse Book.
Phase 3: At sometime in your character's future, if your character goes in that direction, I may open up:
D20 Future book.
Also, when you meet the requirements, you may take advanced classes as outlined in the books.
Other D20 Modern books on a case by case bases.There is a Formal Applications Thread in the Game's Forum
- D20 Modern
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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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Abomination Vaults 5e
Advanced 5th Edition Adventure Path
Enter the megadungeon! Evil stirs in the depths of the Abomination Vaults, a sprawling dungeon where the evil sorcerer Belcorra Haruvex attempted to raise an army of monsters hundreds of years ago. Brave heroes must venture into a dungeon full of beasts and traps to prevent a spiteful villain from rising again.Rules System: Advanced 5th Edition Level Up
Theme: Megadungeon
Starting Level: 1stThe Abomination Vaults Adventure Path begins near the small town of Otari on the southern shore of the Isle of Kortos. A robust and spoiler-free description of the town can be found in the player’s guide. While this gazetteer does mention things that aren’t frequently discussed in polite company (such as the rough crew that hangs out at the Crook’s Nook), the contents of this gazetteer are considered common knowledge among Otari’s citizens. It’s possible for some (or even all) of the heroes to hail from Otari, but that isn’t necessary. Although most of the campaign’s action takes place in the dungeon about a half hour to the north in the swampy Fogfen, the heroes will return to Otari many times and should come to rely on its people.
The heroes might or might not know each other, but all of them should have a friend in common: the town’s eccentric oddities merchant, Wrin Sivinxi. Wrin’s mixture of tiefling and elven ancestry is impossible to miss: her eyes are devoid of pupils, small ram horns curl around her elven ears, and her fingertips sparkle with motes of glittering light. Wrin is more than a collector of unusual items and occult lore; she’s a scholar of the stars who possesses curious foresight about strange events (perhaps this foresight drove her to build a friendship with the heroes in the first place).
In any case, once Wrin collects the heroes to tell them of a strange light, she has seen around Gauntlight, the mysterious inland lighthouse deep in the Fogfen, the campaign can begin!The posting rate for this game will be an average of two to three times per week. Some days there will be more posts than others, but this campaign will be run at a leisurely pace. If you do not post once within 48 hours during combat, actions will be taken for you. I reserve the right to eject from the campaign anyone who has not posted in a week without prior warning of absence.
I expect players to engross themselves in the roleplaying element and contribute interestingly to the story and for this campaign I also favor longer posts with detail and emphasis on the growth of the characters over just posting to meet the requirement.
I also travel occasionally, but this rarely affects my posting. I will be selecting a total of five players. If you have any questions, I'd be happy to answer them.Application Deadline: May 25th, 2024 (Midnight CST)
Character Creation & Play Guidelines: This document has everything you need to participate in one of my games. Includes rules for character creation guidelines and much more.
Character Creation and Play v3.1 - Files - Myth-WeaversCharacter Submissions: You will also need to start a thread in the application thread for your submission.
If you have any questions about my rules for character building, setting, or any thoughts about character backgrounds, or to request that I review your character then you can do so by using the links below.
Generating Ability Scores: The first post in your character thread should contain your ability score generation and nothing else. You should state if you are taking the static array, using the point buy method, or rolling for your stats. If you decide to roll for your stats, then you may roll four 6-sided dice and sum up the three highest rolls. Repeat this process six times to generate your stats. If you are new to Myth-Weavers a guide to how to use the dice roller is available.Dice Tower - Articles - Myth-Weavers
Allocate these rolled numbers or picked numbers if doing point buy or static array, to your desired ability scores by noting them accordingly in the first post. If you chose the roll method, you must take the stats that the dice gods have given you, good or bad, that is the hand in life that you have been dealt. Some of the best heroes come from a tough beginning and overcoming adversity.
Character Thread Template: You are welcome to use the following template. It is designed to include all pertinent details about your character for quick reference by both the Narrator and yourself as the player. By keeping this post current in your character thread, you eliminate the need for a separate Myth-Weavers character sheet. Ensure that your posting template provides a link to your character thread for convenient reference. The character template should be the second post in your application.Character Posting Template: The third post in your application should be your posting template. I have created one that you can feel free to copy and use if you like. (See Character Thread Template link above.)
FREE ONLINE RESOURCES Main Advanced 5th Edition Website
Level Up: Advanced 5th Edition (A5E) (levelup5e.com)
All the Rules
Character Creation Walkthrough
Character Walkthrough | Level Up (a5e.tools)
CLICK HERE TO READ THE ABOMINATION VAULTS PLAYERS GUIDE
GM Info: Hello! I'm Billy Watford. I've been a GM (DM, Storyteller, etc.) for about 35 or 37 years, and I've been gaming even longer. Over the years, I've conducted what seems like hundreds of adventures through Paizo, WotC, TSR, and I currently have many games ongoing on Myth-Weavers, some of which have lasted for years.
My GMing style leans more towards crafting a compelling story rather than maximizing the exploitation of rules. I appreciate characters that are interesting from the start, but I'm particularly fond of characters that evolve throughout the game. Avoid presenting me with one-dimensional characters that repeatedly exploit a single annoying trait, and in return, I'll refrain from introducing a tarrasque into the scenario. Agreed? Agreed.
What kind of player am I NOT looking for?
Power Gamers (not sorry) and rules lawyers (really not sorry). Having gamemastered for many years, I am still new to this specific system. Therefore, I am not looking for players who are solely interested in exploiting new rules or merely min/maxing their characters. From what I understand, this is much more challenging in Advanced 5th Edition Level Up. Should your character meet an untimely end in the dungeon, please be gracious, and we will get you situated with a new one as promptly as we can.What kind of players AM I looking for?
Ah, this is promising. I'm not in search of mere players; I seek a cast of characters. I desire individuals dedicated to advancing a compelling plot—those who hinder the story's flow are my pet peeve. I yearn to witness your character's evolution. I envision the transformation of a self-centered street urchin into a daring hero, a disinterested bureaucrat into the fierce embodiment of divine retribution. LET'S DO THIS. Enter the Abomination Vaults, where your saga unfolds.I'm also in search of individuals who can adhere to the basic rules of grammar. That said, I can be quite forgiving of errors. However, for the love of God, in a system where edits are possible minutes, days, or weeks later... please take some pride.
I look forward to your applications and good luck!
PLEASE READ THE PLAYERS GUIDE ALL THE WAY THROUGH AND THEN RE-READ IT PRIOR TO STARTING THE APPLICATION PROCESS!! IT WILL HELP YOU TREMENDOUSLY!!!
The Abomination Vaults players guide can be found at the link below.
Player's Guide - Myth-Weavers
Sorry to scream but I do not want the thread cluttered with people that do not read.- Level Up 5e
- closes May 25
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The Blood Lords
The ghost king of Geb rules a nation where the living and undead work uneasily side-by-side. The power behind the throne, and the true rulers of Geb, are the Blood Lords: a scheming group of undying necromancers whose whims affect millions. Joining the Blood Lords isn’t easy, but your band of less-than-good-hearted troubleshooters is destined to ascend their ranks for exposing a dangerous plot to the nation.
The danger increases once your characters become Blood Lords, as the intrigues of the undead rulers are fiercest against each other. Powerful factions and ancient secrets are all playthings in the deadly trickery. Your Blood Lords must fight from the borders of the nation to the sepulchral halls of power to claim their authority over the land of the dead!
This is going to be a playthrough of the full Blood Lords AP from Paizo. I am fully in support of players who are completely new to the game joining. I am looking for up to 5 players.
Posting Schedule: I am an adult with a full time job so some of this may be a little less set in stone than I am laying out. The main thing I ask is if you are going to be out for a bit let us know. I am going to be reading and responding at least once a day. I would like everyone involved to try to get 2-3 posts a week so we can keep things moving. More is great obviously.
Tech: Roll20 for combat maps. If there is a big demand I can set up a discord for OOC stuff.
General Rules: I do not have many rules. Mostly I request that everyone be polite and respectful of each other and avoid PvP. Despite being evil you guys are still a team.
*If you are familiar with this adventure path I know the first few books at least are pretty combat heavy. I will be pairing down some of the combats that don't really add anything interesting so that it's less of a slog going through the early game. I am planning on keeping it roughly 50/50 with a slight lean towards role-playing and exploration.
If that all sounds good head on over to the character creation tab and create a new thread with your application.
- Pathfinder 2e
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Call of the Netherdeep
Long ago, a war between gods of good and evil scoured the surface of the world of Exandria. Both the noble Prime Deities and the selfish Betrayer Gods imbued their mortal champions with supernatural gifts that granted them strength enough to challenge their divine foes. The greatest of these champions was Alyxian the Apotheon, who received the blessings of three Prime Deities to save the world from the apocalyptic power of the Betrayer Gods.
Centuries later, all knowledge of this godlike hero has been lost to time, and two groups of adventurers are called upon to retrace this mythic hero's steps and free him from his timeless prison.- D&D 5e
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Lords of Creation Redux
Become a god of creation in a brand-new world! Raise civilizations, create mythical concepts, invent new technologies, and more! Will you clash with other gods, or work together to avoid complete destruction?
This is a rebuild of a game whose GM stepped away. This is a GMless system where each character is a newly formed god building up a shared empty world. Tell the story of creation and the deity-driven drama that sculpts Reality and the lives of the to-be-made mortals.
- Miscellaneous
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- Pathfinder 1e
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Eberron: New Cyre
Welcome Cyran citizens and visitors to our refuge. Take a weight off your feet and tell us the tales of your travels in the Dead Grey Mists into the grave of our homeland. What monsters and horrors have you found there? What remnants of artifice and magic lurk there still?
New Cyre (formerly the Brelish Camp) is a town in eastern Breland and the new home of the refugees of the ruined nation of Cyre. Beginning as a refugee camp, it has grown into a large town, as well as a beacon and symbol of hope for the scattered Cyran refugees of Khorvaire.
"These Brelish laws are fit for Breland, but they have no authority over the sons and daughters of Cyre." -
Prince Oargev, private remarks to close aides on the Brelish legislation granting them the land of the Brelish Camp for their own use.In the world of Eberron, in the continent of Khorvaire, the nation of Cyre suffered a terrible fate at the end of The Last War. A horrible, magical effect encompassed the entire land, destroying all that lived within the borders and twisting the very land so that it can no longer be recognised. Nobody knows the cause but the fear of it being repeated went some way to bring an end to The Last War.
The Mournland, as Cyre has been renamed, contains the treasures of an entire nation, magical secrets, and material that the prince of that nation seeks for his new home. The town of New Cyre, less that four years old, is struggling despite former citizens of Cyre bringing their skills and wealth to the town, despite help from the dragonmarked houses, and despite the charity of Breland's King Boranel. Most people came here with nothing but the clothes on their backs or were released prisoners of war with nothing to their names, not even a sword or bow. The charity of King Boranel is wearing thin as rumours of an uprising of Cyrans within his borders has reached him. The dragnmarked houses have been generous but they expect a return on their investment in the town's prosperity that has yet to be delivered.
Prince Oargev is doing his best to hold it all together but he is a prince without a nation and his position is precarious. Monsters emerge from the Dead-Grey Mists of the Mournland with increased regularity and his town is becoming a way station for treasure seekers looking to fill their pockets from the corpse of his homeland.
Where do you fit within New Cyre?
- Pathfinder 1e
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- Dresden Files
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Star Wars: The Dawn of Defiance
What is Dawn of Defiance?
Dawn of Defiance is the name given to a series of 10 linked adventures that Gamemasters can use to create an entire campaign for their players. Set two years after the events of Revenge of the Sith, the adventures in the Dawn of Defiance campaign are designed to provide players and GMs with the iconic Star Wars Roleplaying Game experience, set against the backdrop of the tyranny of the Galactic Empire.
The Dawn of Defiance campaign takes the heroes all the way from 1st level up to 20th level, and features an ongoing storyline that progresses over the course of the campaign. Each adventure should provide the heroes with ample challenges to gain two levels per adventure.
This is a continuation game from OGMW.
- Star Wars Saga Edition
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- GURPS
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- Worlds Without Number
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- D&D 5e
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The Walking Dead: Tales of the Ozarks
The Ozarks. Occupied by various peoples since the ice age and visited by some of the most recognizable names in American history. The last hunting ground of Daniel Boone, the home of industrialist Moses Austin and his son Stephen F., the “Father of Texas.” It is the birthplace and childhood home of African American scientist and inventor George Washington Carver. It was home to Hermann Jaeger, a Swiss immigrant who saved the European wine industry in the nineteenth century. It was the site of “Wild Bill” Hickok’s first shootout and Jesse James’s first train robbery. It was where a teenage Charlie Parker honed his licks on the alto sax and the birthplace of network television’s first regularly scheduled country music show. Home to the world’s largest retail corporation, the nation’s leading meat-producing company, and the premier collection of American art.
The Ozarks are a region settled overwhelmingly by white pioneers from the Appalachians, some of whose descendants were still singing seventeenth-century British ballads and making moonshine whiskey in hidden caves at the dawn of color television. That it is a place where the rules of neighborly civility melted in the heat of the Civil War, where racially motivated violence occurred at a per capita rate matched by few other areas in the years around the turn of the twentieth century.
Vast stretches of its rocky, infertile ridges and hollers have provided little more than bare subsistence for generations of families and that these families once composed a significant percentage of the country’s migrant labor supply. The home to at least one community tucked so far back into the inaccessible hills that electric power lines finally reached it the same year that humans piloted a rocket ship to the moon and back.
It's here, in this area at the intersection of Oklahoma, Missouri and Arkansas, that you found yourself just before the world changed forever. Whether you were born and raised here, came here to work, came to make a change, or just came to relax and enjoy the natural resources while on vacation, your lives intersected at a time when survival was the word of the day as infrastructure collapsed and the dead walked.
It's up to you to survive and perhaps rebuild what was lost. Six months after the fall of society, these are the...
Tales of the Ozarks.
- Miscellaneous
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- D&D 5e