Game Directory
All Games
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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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- Pathfinder 1e
- closes December 23
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Surviving the Black Tide (SWADE)
In the quaint coastal town of Deltaville, nestled along the shores of the Chesapeake Bay in Virginia, players find themselves thrust into a harrowing struggle for survival as the "Zombie Flu" pandemic wreaks havoc on humanity. Cut off from the outside world, this tight-knit community must band together to withstand the relentless onslaught of the infected.
As survivors, players must navigate the narrow streets and picturesque waterfront of Deltaville, once a peaceful haven now overrun by the undead. With resources dwindling and danger lurking around every corner, they must scavenge for supplies, fortify their makeshift shelters, and fend off attacks from both the infected and rival survivor groups vying for control.
Amidst the serene beauty of the bay, players must confront the grim reality of their new existence, forging alliances, making difficult choices, and confronting their deepest fears as they fight to stay alive in a world plunged into darkness. In Deltaville, survival is not just a goal but a daily struggle against overwhelming odds.
The game will be a mixture of sandbox style with some scripted scenarios. Characters can have shared backgrounds, or start out as strangers, and can even be visitors to the town prior to the apocalypse starting.
The first chapter will start on day 1 of the pandemic, the characters will not have prior knowledge.
For SWADE Character Generation: Start at Novice using 15 Skill Points for Modern Setting, only Human for Race choice, no Focus/Occult/Spellcasting/Weird Science Skills.
- Savage Worlds Adventure Edition (SWADE)
- closes April 12
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- Pathfinder 2e
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Kindled Magic, transferring from OGMW
Rerecruiting!
Looking for one or two people to join Kindled Magic, the first of the Strength of Thousands series.
Group B would likely benefit from a healer of some kind.
Group A might have space for another character.
Pathfinder 2e. They are currently level 3.
Game Description
The Strength of Thousands Adventure Path begins as the player characters arrive at the Magaambya at the heart of the cosmopolitan city of Nantambu. This academy of magic will be the heroes’ home throughout their adventures. Although they must remain close to the Magaambya at first to learn their initial lessons, they will soon venture far from the campus and gain greater and greater responsibilities.
Prospective students come from all over the world to study at the Magaambya, so it’s unlikely that the heroes knew each other before arriving here—but they might! Incoming students are grouped together in a cohort to support and learn from each other throughout their education. The heroes constitute one of these cohorts, and are thus expected to spend much of their time together. A cohort works best when its members have a wide variety of specializations and interests. Rather than a typical “adventuring party,” the heroes of the Strength of Thousands Adventure Path are a cohort of diverse and dedicated students.
The Magaambya is focused on gathering knowledge and using it to become wardens of the world. The school’s overall alignment is neutral good. This doesn’t mean the heroes must be neutral good, but they’ll be part of this organization and will be undertaking missions that advance its interests, so evil heroes will find themselves to be a poor fit. Knowledge seekers come in all types, though, so characters of any alignment are permitted.
Classes
This campaign focuses on a magical school, but that doesn’t mean everyone has to play a spellcaster! Members of any class will have plenty of moments to shine in the Strength of Thousands Adventure Path. There will definitely be moments of danger where having a dedicated warrior, such as a fighter, monk, or swashbuckler, will prove vital. Rangers will have opportunities to shine when traveling through wilderness or exploring old ruins, and the keen eye for detail that a rogue or investigator can provide will be very useful.
Spellcasting for Everyone
Even though any class works well in the Strength of Thousands Adventure Path, a campaign where students attend a magic school wouldn’t seem very magical unless all the heroes can cast spells! Each character in this Adventure Path gains either the druid multiclass archetype or wizard multiclass archetype to reflect the primal and arcane teaching traditions of the school, respectively. Druids must select the wizard multiclass archetype and wizards must select the druid multiclass archetype, but characters of other classes can choose either. This choice is made at 2nd level, when you become an attendant of the school, so you have a little time to decide. You don’t need to meet the ability score prerequisite for your chosen archetype, but it’s a good idea to choose the druid archetype if your character’s Wisdom is higher than their Intelligence, and the wizard archetype if Intelligence is higher.
This multiclass archetype is a free archetype, as described in the Pathfinder Gamemastery Guide. Each character receives an extra class feat at 2nd level and every even-numbered level thereafter, but can only use these extra class feats on archetype feats for the multiclass archetype you chose. This free multiclass archetype doesn’t prevent you from picking up a different dedication feat; that is, you don’t need to take two feats from your chosen multiclass archetype before picking up another archetype’s dedication feat with your normal class feats, if you find an archetype that fits your character concept.
Of course, you don’t need to pick up another archetype if you don’t want to, but suitable archetypes for you to consider for your character include halcyon speaker, loremaster, Magaambyan attendant, and magic warrior.
Ancestries
The Magaambya has a startling variety of ancestries among its professors and within its student body, so there are no restrictions on character ancestries in the Strength of Thousands Adventure Path. The people of Nantambu and the Magaambya are predominantly Zenj humans, but most are worldly enough that they’ve seen, known, and worked alongside many other ancestries in the past. Lost Omens Mwangi Expanse provides information about new and existing ancestries that are more common in the region, but students at the Magaambya sometimes come from much further away. Even uncommon or rare ancestries, if permitted by your GM, are fine choices for this campaign. People at the Magaambya might be initially put off by truly weird-looking or inhuman ancestries, but they’re quick to judge people by their actions, not their looks.
Languages
The assumption of a common language is useful for any campaign, and the Strength of Thousands Adventure Path is no different. In this campaign, references to the “Common” language refer to Mwangi rather than Taldane. When you gain Common as a default starting language, consider it to be Mwangi. You can separately learn Taldane, but you won’t have a lot of use for it. Better languages to pick up include Draconic and Sylvan. People in Nantambu have a local language called Xanmba, which you might also learn.The heroes will perform best if their party contains a well-rounded selection of skills and feats. Arcana and Nature are the most important skills for success at scholastic endeavors at the Magaambya, as its focus is teaching arcane and primal traditions of magic. Religion and Occultism are also useful, as they touch on the other types of magic. Social skills such as Diplomacy, Deception, and Intimidation are useful because Magaambyans are expected to go out into the world to serve as emissaries and diplomats, and you’ll find there are a lot of conflicts that can resolved with calm words rather than swinging blades. The best Lore skills for this Adventure Path include Academia Lore, Magaambya Lore, and Nantambu Lore, but many other Lore skills might come into play. Good feats to consider include Arcane Sense, Automatic Knowledge, Canny Acumen, Quick Identification, and Recognize Spell.
Additionally, the academia rules presented in Pathfinder 169: Kindled Magic provide you with additional skills and feats based on your branch. With the skill training you’ll get from your free archetype and the academia rules, you’ll likely end up with a character who possesses a very wide range of skills—as befits a student of the world!
A Campaign Over Years
The Strength of Thousands Adventure Path is likely to span many in-game years. You might spend an entire academic semester of downtime in just a few minutes around the table, rolling checks to see what you learn, then moving ahead with the action several months later. Your academic career will last years for your character, but as a player you’ll be graduating before you know it!
Backgrounds
Heroes can select any background they choose for the Strength of Thousands Adventure Path. People come from all walks of life to join the Magaambya, after all. The Lost Omens World Guide has several suitable backgrounds for characters from the Mwangi Expanse, and if you choose the Magaambya Academic background, you’re already somewhat familiar with the school. Among the backgrounds presented in the Core Rulebook, the best choices are acolyte, emissary, herbalist, hermit, noble, or scholar.
Most prospective students come with a recommendation or sponsorship from someone who’s already affiliated with the Magaambya. You can simply decide what that is, or take one of the following new backgrounds to define the particular type of sponsorship your character has obtained. Each background also has a recommended branch, but you’re free to choose any branch you’d like.
Sponsored by Family
Sponsored by Teacher Ot
Sponsored by a Stranger
Sponsored by a Village
Unsponsored- Pathfinder 2e
- closes August 31
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Age of Sigmar Soulbound: Shadows in the Mist
There is a city on the Charrwind Coast unlike any other.
Where the mist never leaves and the shadows have eyes.
Pressed between the boiling waves of the Searing Sea and the ever-encroaching jungles of the Crucible of Life lies the free city of Anvilgard — the City of Scales. Its winding, mist-shrouded streets are a haven for illicit trade, unscrupulous pirates, and umbral sorceries of all kinds. Corruption is rife in every walk of life, from the lowliest merchant to the Grand Conclave itself. The people are just as sharp as the knives they carry. Every deal is dangerous, every alley a trap, and every die loaded.
While the dark-armoured Stormcast Eternals of the Anvils of Heldenhammer protect the city and the precious cluster of four realmgates hidden within the Black Nexus at its heart, their dour nature and sombre dedication to their duty hardly inspires confidence in the wary populace.
Many say that the city only pays lip service to the God-King Sigmar, and that another organisation truly runs the streets — the Blackscale Coil. This vast criminal network of cutthroats, sabeutours, and politicians operates from the shadows, steering the city toward an unknown future under the orders of their mysterious leader, ‘Sovereign’. To their agents they bring wealth and power they could never hope to attain on their own, and to their opposition they grant only disgrace or death.
But it is not just mortals who vie for power in the shadows of Anvilgard. Gods have set their sights on the city as well.
The God-King Sigmar fears the city’s realmgates might fall into the hands of the Ruinous Powers, who would use them to wreak havoc across the Mortal Realms. The Everqueen Alarielle views the ever-flowing defoliant spray that holds back the hungry jungles as a terrible weapon that could be turned against her beloved children, the Sylvaneth. And the followers of Chaos see the city as a grand prize for their dark gods, helplessly destabilised and ripe for the slaughter.
With all of this in play, there is no denying that to set foot in Anvilgard is to take your life into your hands. Some whisper that it is a doomed city, irreparably corrupt and rotten to the core in ways that nothing but a cleansing fire could cure.
And yet, wherever there is corruption, there are those who would seek to right it. Brave heroes who are not afraid to bring light into the darkest parts of the city in search of truth and honour. Those with the power and drive to stand before encroaching oblivion and raise their weapons in defiance.
The Soulbound are just such heroes.
***
Hello folks. My name is Saithorthepyro and I'm going to be running the Shadows in the Mist Campaign for Age of Sigmar: Soulbound. This is my first time GMing the system, and I'll be advertising for applicants unil the end of second week of January.
- Miscellaneous
- closes January 14
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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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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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1E Starfinder Society- Official
Welcome to the (New) Myth-Weavers official chapter of the Starfinder Society organized play campaign.
The Starfinder Society Roleplaying Guild, part of Paizo’s Organized Play programs, is a worldwide science fantasy roleplaying campaign that puts you in the role of an agent of the Starfinder Society, an organization of explorers, archaeologists, and adventurers dedicated to discovering and chronicling all corners of the galaxy (and beyond). The Starfinder Society Roleplaying Guild is powered by the Starfinder Roleplaying Game.
- Starfinder
- closes December 31
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City of Mist - Killing Her Softly
The City. A mix of neon lights, crime and corruption. It is all you have ever known. All that you ever thought there was. Day after day living life on autopilot, walking through the rain, passing through the mist-covered streets. Keep an eye when you cross an alley, be wary of those who claim to protect and serve, and do not cross those who really run things. Keep your head down, that's what you were taught growing up here. Keep your head down, perhaps shake it in sadness when you see the news of yet another poor soul lost for one reason or another. It is the way the City is. It always has been and always will be.
But then it happened. A decision you made. A path you could have walked but didn't, a turn you could have taken but avoided, a cry for help that you could have ignored but, for once, answered.
And it awoke something in you. Something that feels as though it has a will of its own, a message that it wants to communicate to you. And power. Incredible, terrifying power that is now yours. Life as you knew it was but a dream, but now you are Awake. The City has a different face, a true face, and you can see it. A different world, hiding in plain sight, filled with beings who can do incredible things, each with their own designs, their own goals for this wretched place you call home.
You are a Rift. And for better or worse, you now have the power to change this city.
Greetings everyone, I am looking for 2-3 players to play through the scenario Killing her Softly from Nights of Payne Town: A spooky mystery taking place in the world of jazz clubs in the City. I am Samanos and I will be your GM for this scenario. I used to play in the old site back in the day, however this will be my first real venture into the City of Mist. I don't mind if you are a new player or a veteran who has played this scenario before (though if you are, please take care not to spoil anything for the other players).
If this sounds like something you'd be interested, please take a look at Character Creation and make a thread for your application.
Applications close February 29.
- City of Mist
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The Forge of Fury
The legend of the smith Durgeddin the Black is well known in this region. In each of the small scattered towns you've passed though, you've heard stories of wondrous treasure hidden in the long-lost dwarven vaults and a pitiless war of vengeance between dwarf and orc a hundred years past.
Durgeddin was a master smith who forged blades of surprising quality and power. Centuries ago, Durgeddin's home was sacked by orcs. Durgeddin led the remnants of his clan to a new stronghold in the mountains north of Blasingdell and established a small, secret stronghold somewhere in the trackless wilderness.
From his hidden redoubt, he waged a decades-long vendetta against all orc-kind, until one day his enemies discovered his fortress and attacked it. Durgeddin and his followers perished, and much wealth was carried away by the conquering hordes. But it's said that the deepest and best-hidden vaults and armories escaped the looting, and that some of Durgeddin's extraordinary blades still wait in the darkness for a hand bold enough to claim one.
- D&D 3.5e
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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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- D&D 5e
- closes May 1
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Expedition to Undermountain
No one knows what lurks in the depths of the mad archmage’s halls . . . But you’re about to find out.
Day, night, I can no longer tell. Gargoyles carried off the wizard while we were roping our way down Belkram’s Fall. Evendur the paladin fell beneath the axe of a blood-maddened minotaur two rests later, then Ironhewer stumbled into a magical portal and vanished screaming. We dared not follow him. It is said that these halls hide treasure beyond imagining, but even if we found Halaster’s hoard in the next chamber, we are so hopelessly lost that I doubt I would live to spend a copper of it.
- - -Underdark beckons, friend. Dare you venture in?
If you do, step over the threshold and come make a first level character.
You might just live long enough to enjoy the spoils.
- D&D 3.5e
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Curse of the Crimson Throne
Welcome to Korvosa, a city that pulses with the echoes of ancient conflicts, its streets a living testament to the weight of destiny. Perched on the edge of a wild frontier, this city has withstood the tempests of history, its foundations forged in the crucible of fire and blood. It stands as a beacon of civilization in a realm of chaos, a place where the past and the present intertwine in a dance of intrigue and adventure.
Today, Korvosa stands starkly divided, a city of stark contrasts and glaring contradictions. In the affluent wards, ostentatious displays of wealth and power reign supreme, while in the crowded streets of Old Korvosa, poverty and desperation lurk in the shadows. The vast gulf between the haves and the have-nots, a chasm of inequality, colors every aspect of city life, shaping its culture, politics, and soul.
But amidst the turmoil and uncertainty, there is a beacon of hope. A band of heroes, their hearts filled with courage and determination, gather to confront a familiar foe and save the city from ruin. With strange magic and prophetic visions guiding their path, they embark on a journey that tests their courage, strength, and resolve.
In the face of anarchy and chaos, the fate of Korvosa teeters on a knife's edge. Will the rule of a new monarch bring about a new age of glory, or will it unleash a reign of terror and despair? The city stands on the precipice of disaster, waiting with bated breath for heroes to rise and legends to be born, the outcome uncertain and full of anticipation.
- Pathfinder 1e
- closes April 30
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Sonder and Animus
"Beauty... such a curious concept. So hard to grasp, and yet with how much we speak of it, act upon it, obsess over it... yes, beauty is a very real part of this world. At least, I find this world quite beautiful... do you?" -Lo, Accursed Wanderer
The world recovers. The great conflict among mages ended centuries ago, leaving the world broken, but alive. Once great cities like empty and overgrown, save perhaps a small village that has emerged and lives within but a small fraction of a once great metropolis. Nature has calmed, the spirits now are content, and slowly aid and guide a more humble people. Some are nomadic, exploring this new, untamed world. Others settle in, forging small communities around but a single relic that offers some relief from the normal day-to-day toils to get by.
There are dangers. Many of the monsters and creations of the great conflict linger, stalk the forest, valleys, and hidden places in the world. People are still flawed, still find reasons deep and petty to disagree. A storm may ruin a crop, a fickle dragon may exact a tithe from a village, curious and intrepid souls may explore places they should not go. And yet for all the troubles, there are no nation-spanning wars, for no true nation remains. Since the last of the true Mages fell, their power, their story lost to time, the world has been allowed to slowly but surely return to a better state.
And yet, just as hope emerges, just as people once more have the freedom, the ability to reach higher, so too are their forces at play to take hold of such dreams and aspirations and pull them back into the darkness. Just as the world feels on a tipping point towards good, so too are there those who would in their malice drag the lands and peoples to a fate far worse than the wars had ever brought them.
This is the story of those who helped determine the fate of a new age, one of prosperity, one of despair, or perhaps a time of something else entirely...
- D&D 5e
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Mummy's Mask
The Blue Scarabs are looking for a master of the arcane to join their adventuring company in the city of Wati.
The party has started Book 2 of the Mummy's Mask AP. Everyone is currently level 4. The party needs a wizard/sorcerer/arcanist that can handle the classic arcane caster duties (examples: blasting, battlefield control, summoning).
The Blue Scarabs:
Terran is playing a ranged rogue.
Starhawk is playing a caster cleric.
Dhemon is playing a melee occultist.
Steel Warrior is playing a melee inquisitor
- Pathfinder 1e
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- Pathfinder 1e
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Sinners
Who are you? You are a Sinner
And what is a Sinner? Well, that will take some time to explain.
Gamana, the world where we live, hasn’t always been like this, 817 years ago, at the end of the war of the gods, it was profoundly and irreversibly changed, most of the gods died and the things they had created disappeared with them; Edia and Ytar, the two remaining deities picked the broken pieces and repaired the world.
Every living being own their existence to Edia’s and Ytar’s efforts and for this we are eternally thankful but the world we live in now is not without problems and challenges, everything come at a price.
With the death of the gods, the magical energy disappeared, killing all the creatures that depended on it and bringing the world into chaos, Edia replaced the source of power, saving the day, but in doing so tied the world’s magic to one of her domains: curse.
Every act of magic inflict a curse, crafting a magical item could curse the caster, the item, or the shop, healing someone may curse the receiver, or the healer, creatures of magic develop/spread curses.
Over time people got used to this new way of magic, studied it's rules and finally adapted.
Scholars rank curses by intensity: low, medium, high and supreme , if two curses conflict with each other the one of lower rank become dormant, until they are no longer in conflict, the exception is a supreme curse, occasionally called Sinner Curse, which make all those inferior dormant all the times.
Through a ritual a person can dedicate their soul to Edia, embrace a sin and be granted the ability to absorb curses, this paired with supreme curses gave life to the figures known as Sinners.
Sinners are bearers of a supreme curse who dedicated their souls to Edia, becoming able to absorb inferior curses without ill effects, each kingdom handle sinners in their own way, in some places they are nothing more than servants, in others they are highly regarded for their services, in any case they have a key role in the modern society.
Monsters, that’s another problem that plague the life of the inhabitants of this world, there are plenty of monsters and they too are subject to curses, even more than people, they tend to acquire particularly quirky or crippling curses due to their strong connection with Edia, who is the goddess of monsters, sins and curses; since many monsters can spread curses like a disease, or carelessly cast magic, Sinners are often tasked to deal with them, not necessarily with violence, after all Sinners too have a strong connection with Edia and they can, sometimes, reason with monsters.
You are a Sinner of the kingdom of Barazin, currently living in the port city of Bewold at the south west border of the kingdom, in your country each Sinner formally belong to the Order of the Orange Glove, a knightly order created by the monarchy which allow the kingdom to call them when needed while granting them status and some degree of legal protection. Sinners are free to manage their own lives and many become professionals, running their own “cleaning” business, you are one of them, a particularly lucky, connected or successful one as you are a member of the Seven Roses, a prestigious and wealthy society of Sinners, one of the most influential in Bewold, however unfortunate events threaten to destroy the society, all your hard work and you.
Game elements:
Themes: Shades of gray morality, discrimination, everything come at a price, politics, comedy.
Starting level: 6
Map: will likely use roll20 for that
Looking for: 4-5 players, applications deadline 19/05.
- D&D 4e
- closes May 19
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- Pathfinder 1e
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Crisis of Infinite Turkeys
Background
It seemed like any other year.
Things were usually quiet in Civic City in November. The rogue biological experiments of summer have settled down, the ghouls of Halloween have been put to rest, and the frost-themed villains were still plotting in their icy lairs. The heroes of the city had time to relax, with only a bank robbery or two to liven things up.
But the quiet won't last this year.
About the game
This is intended to be a light-hearted, silly game. I'm going for a silver-age feel, so characters like early Justice League / Superfriends are welcome. Squirrel Girl and her cronies are exactly right. Punisher, Deadpool, Cable, and friends are right out, but the X-Men archetypes are fine. Early Batman is great, Dark Knight is too edgy. Outright comical characters are OK, within reason. The Tick and friends are good. Mystery Men too, just not the Spleen. Slime-powers, sure, chocolate-pudding-powers, a bit too far.
Character creation is standard Fate Accelerated: approaches as normal, an aspect for high concept, which should a quick summary of the character, a trouble, and a third mundane life or personality aspect. Then, three power stunts and up to three regular stunts, following Venture City. See Character creation rules for the details.
I plan to set the game as Read Only once we get started, if that matters to you. I'm aiming for 4-6 players with a post frequency of 2-3 times a week, plus as much IC discussion as you want.
- Fate: Accelerated
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- D&D 5e
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Waking Dreams and Sleeping Reality (OGMW Port)
This will be an asynchronous Mage: The Awakening game (1e) set in a modern day New York. By asynchronous I mean that there is no specific expectation that the PCs will be a cabal or working together. Each character will be experiencing their own story that may or may not cross paths with any or all of the other PCs. New York is a city that is constantly in motion, and this game will be as well. There are likely going to be events that all of the PCs will need to react too, but they will not necessarily be directly involved in the specific actions around that event.
Some characters will be mundane and just being Awoken to the truth of the world. Some may be young mages aware of their power, and looking to establish a foothold. Some may even be established powerhouses or significant figures within the various orders within the city. Each will be pursuing their own Path to Truth.- Mage
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Fiends
The blood war has waged for uncounted eons, since history began, and perhaps even before it. However, both the demons and devils know that the true prize is the prime material plane, and even if it takes an eon or two to arrange a meeting, it's still going to happen when you live forever.
So it was that a group of the highest ranking arch devils and demon princes met to hatch a fiendish plot. A gate would be built, but it would be no ordinary gate. This would transport a select cadre of both camps to the Prime, transmogrifying them as it did so that they would no longer be beholden to the rules for outsider travel, but would instead have unfettered access to that most prized location. This elite group would set up a base and begin the preparations for full scale invasion, and the rich harvest of souls could then begin. Perhaps even the blood war could be ended.
And so it was, another eon later, that the selected army of high ranking demons and devils were assembled before the gate that had been built by the mage smiths of both races, deep in Pluton, the lowest plane of Hades. Of course choosing the middle ground required the services of the Yugoloths to act as mediators, the price for which was their own contingent in the invading army.
Intoning horrible words of power, the gate was opened, and the army stepped through.
Needless to say, both sides were lying. End the blood war? Share the Prime with the hated enemy? Not bloody likely. Both powers were needed to make the gate work, but neither side had any intention of letting the other through. The devils, arch crafters of law, delved deep into their wellspring, and crafted a law lattice as an integral part of their half of the gate, against which the creatures of chaos would be smashed. The demons for their part, no slouches when it came to backstabbery, delved into their own lore and crafted the metaphysical equivalent of a thorny hedge, against which the creatures of law would be helpless, ripped asunder. Not only were the Yugoloths aware of the double treachery, they were involved in the creation of both lattice and hedge, and then of course spent time building warding spells that would ensure their contingent passed through both barriers, leaving the demons and devils behind
It goes without saying that the hedge and the lattice didn't sit well together, but instead merged into something truly terrifying. As soon as the army passed through the gate there was a titanic explosion. It not only killed all those in the Gate room, it wiped the entire lower plane of Hades from existence.
The elite cadre of Ta'anari, Baatezu and Yugoloths that entered the gate didn't fare too well either. Most were utterly annihilated by the hedge lattice construct. Only a very few were able to push past/through the construct to the Prime beyond, but each of those suffered horribly. The first things to go were their items, weapons and armour. Enough magical equipment to sate a god of avarice was stripped away and torn to shreds by the insatiable lattice hedge, and as those few creatures continued forward, it began to tear away at their essence. Eons of training, knowledge and power were torn away like so many leaves in a wind storm. By the end of it, those few that were left and managed to battle past the lattice hedge had regressed so far that they were, once again, eggs...Eggs though that quickly hatched, spilling their newly formed prime bound outsiders into the world...- D&D 3.5e