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Strength of Thousands
A magic school like no other! The oldest and most prestigious magic academy in the world is the Magaambya, an ancient institution founded by the greatest wizard the world has ever known. This wizard vanished long ago, but his sinister enemies plot against his school and those who attend it. Over their long academic career, the heroes rise from humble students to become teachers, and they ultimately hold the fate of the Magaambya magic academy in their hands. Graduates of the Magaambya are among the greatest wardens of the world, but if the heroes can't marshal the strength of thousands who have come before them, the venerable Magaambya might fall!
- Pathfinder 2e
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Savage Sword and Sandals
It has been generations since the palace culture of the Old Age fell. The tiny settlement of Micropolis still maintains its fragile democracy, but is heavily taxed by the Snake Prefect, the tyrant of nearby Miletus. The Prefect and his minions are half-human, serpent-skinned monsters, immune to most diseases and hard to kill. Most observers believe their foul forms to be a curse for some infraction against the gods. But the serpentmen consider themselves superior, transformed beings, more fit to survive in the present cruel age than luckless mortals.
Micropolis’s Assembly has called for an expedition to better understand the tyrant who oppresses them. A party of likely younger citizens is assembled —those brave and promising enough to earn the commission of the people and the favor of the Gods.
Characters belong to a mixed Mycenaean/ Lydian culture. Typical names might include (Mycenaean) Akilles, Aiwax, Sarpedon, Protosileus, Helen, Clete, Penelope, (Lydian) Kroseus, Agron, Manses, Lydus, etc.
Character concepts might include any of the following (though new suggestions welcomed):
· A tough Greek Dark Age protagonist such as a bandit, mercenary, escaped slave, thief, warrior, or gladiator (last not v Mycenaean, but local baddies hold brutal travesties of the old Games).
· A zero to hero goatherd, ploughboy or oarsman, gradually rising to new challenges.
· One or two more exalted types such as an athlete, harpist, physician or priest
· An Egyptian, Cretan, Hittite, Amazon mercenary or merchant who has joined the party.
· A mighty descendant of Hercules or Ares (or so they believe), a mattock wielding, animal skin wearing hulk.
· An Atlantean psionic, descendant of a psychically gifted race (see edge below).
Starting funds are only 2d6*10 bronze arrowheads, reflecting the impoverishment of the age. Use the setting specific lists attached for a description of currency and gear.
Languages and literacy: Apart from Koine (a common Mycenaen Greek language) your character knows one additional language for each die of Smarts. Locally useful languages include Old Mycenaean (used for ballads, prayers, spells, oratory and such), Islander (Aegean trade lingo) and Lydian (native local language).
Foreign languages include Minoan (Cretan), Egyptian, Lydian and Hittite.
Literacy in the old Linear B script counts as a language spend and requires SMA d6+.
Use whatever tools are helpful to create your character, but please present your application in the form of a short block entry with some concept blurb.
House Rules
Bennies are called Favors, representing the characters’ belief in the providence of the Gods and fate.
Slightly gritty soak rule: characters cannot roll a soak if a blow has incapacitated them (taken them beyond 3 wounds).
Characters gain a +1 when speaking those of similar profession or background (+2 if there is a strong connection). Everyone is responsible for investigative and social interaction.
Since this an online game I may not always use the card initiative system, instead assigning party initiative or using character’s SMA/AGI to determine order.
Please don’t pick edges that refer to card draws (see last point),or (like First Strike) require reference to turn order or a battle map to determine exact positions.
Setting Edges:
Athlete. N, STR, SPI and AGI all d6. The gymnasium-built character gains +1 on running, jumping, swimming and throwing. For a Favor, they may roll for these activities at the next higher die type with the same bonus. Such feats have the effect of entertaining or impressing spectators who still retain some value in the old Games.
Arcane Background (Atlantean). N. Smarts d6, Spirit d6. The only starting AB in the setting. You are descended from the psychically gifted refugees of already lost Atlantis. Use Smarts to perform low level psychic feats, with a success indicating a weak effect and shifts indicating more decisive outcomes. Powers include reading surface thoughts and influencing weaker minded individuals (‘this is not the mechanical owl you are looking for’). TN is target’s Smarts. You can also send thoughts to a recipient able to make a TN6 Smarts roll to ‘hear’ them (each raise on the sender’s roll reduces the TN by 1). Small objects can be moved using telekinesis. For a Favor or two, you can boost these effects or use stronger powers like clairvoyance.
Bronze Destroyer: N, fighting d8, STR d6, uses bronze weapon that does 1d6+ damage. Once per combat (up to three times if a Favor is spent), your attack breaks an opponent’s non-bronze shield or weapon when you deal enough damage to shake them.
Rock Slayer. N. REQS STR d8, Athletics d6. The character can lift and hurl heavy rocks (or tables, market stalls, carts, etc.), with a round needed to lift the item then hurl at a single target for three STR dice damage.
Dark Ages Survivor N, Spirit d6, Sma d6. For the purposes of foraging and survival, character can use Smarts for healing, notice and survival. If any skill is higher than their Smarts, gain a +1 to the roll.
Dog Boy/Girl. N. Spirit d6. If the player is willing to make additional rolls themselves during combat, they may be accompanied by a fierce, loyal dog. AGI d8, SMA (A) d6, SPI d6, STR d4, VIG d6; Fighting d6, Notice d10, excellent scent, damage d4+ STR, SA: go for the heels. If the dog is incapacitated, it will usually recover between adventures. If killed, a replacement will appear in the same interval.
Legendary Hide: N, STR d6 and VIG d6. Character inherits the skin of a legendary bear/ lion/ wolf/ etc. from a vigorous ancestor. The garment needs to be named (e.g. ‘Hide of the Lydian Bull’). If worn in place of other armor, it affords an unusual +3 to Toughness and does not seriously impede motion.
Musician. N. Smarts, AGI and SPI all d6. The lyrist, flute-player, drummer, etc. is able to please crowds typically starved of entertainment, rolling either AGI, SPI or persuade to determine effect. Can busk 3 ah for each success and shift on a daily roll.
Philosopher: N. SMA d8. In an ignorant age, the character possesses fragments of the old world’s wisdom. Gains +1 to CK rolls on almost any subject, using an encyclopaedic memory. Gains +1 to persuade rolls concerning moral courses of action.
Priest/priestess: N. SMA d6, SPI d6, one at d8. It is unclear in the setting whether the Gods objectively exist, but people’s belief in them remains strong. If the priest rolls at least one raise when persuading, their targets may perceive them as having a divine aura (or majestic voice, halo, etc). Those healed with a success or raise may perceive the effect of healing as miraculously fast. In both cases, the effect of the roll is boosted by a further raise if no other Edges are in play. Skeptics are unaffected by these effects.
Hindrances:
Carouser (minor, major): you tend to spend a lot on carousing between adventures, purchasing wine costing at least an ah a day (more if your character is in funds). As a major hindrance, you drink wine unmixed with water, even during adventures, requiring a VIG check to start a day’s adventure without a -1 (‘til noon) penalty.
Helot (minor, major): You are from a disenfranchised, pauper clan. Start with half starting funds, and maintain a deference (and/or mild resentment) of your betters. If major, you contest the commands/persuasions of well born individuals at -1.
Ignorant (minor): CK rolls at -1. You know one less language than your SMA confers and cannot learn to read.
Comic relief (major): whenever your character fails decisively they tend to mess up badly, causing a comic effect that earns the derision of friends and foe alike. If the player can describe an especially amusing and/or calamitous outcome they will gain a Favor at GM’s discretion.
Superstitious (minor/major): -1/-2 to fear effects caused by encounters or situations that feel supernatural or weird.
Skeptic (major); you do not believe that the gods exist, or worse, that they have abandoned humanity. You receive no benefits from the encouragements of priest characters (see above) or from benefits conferred by apparently supernatural events. Your impiety appears offensive –and dangerous--to many.
……………………………..
- Savage Worlds Adventure Edition (SWADE)
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- Pathfinder 1e
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- Star Trek Adventures
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Paths of the Damned
Strange things are afoot in the Empire and it's up to the players to sort things out.
- Warhammer Fantasy Roleplaying
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Tales Across the Multiverse
This is meant to be a one-stop shop for several one-shot games. Play-by-post games are slow, getting from level 1 to 20 can take years even in the fastest paced games. This is a chance to try out different concepts in a variety of setting and get a story from beginning, middle, to end. From a Githyanki raiding party riding dragons to take down an Illithid fleet in the Astral Sea, to farmers uncovering the mysteries of a terrible crime and the spirits that haunt to land... the possibilities are endless.
- D&D 5e
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- Starfinder
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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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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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- D&D 5e
- closes May 1
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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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- Pathfinder 1e
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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
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Immortals
"All men's souls are immortal, but the souls of the righteous are immortal and divine."-- Socrates"It is said that the gods play games with the lives of men. But what games, and why, and the identities of the actual pawns, and what the game is, and what the rules are—who knows?
Best not to speculate.
Thunder rolled…
It rolled a six."-- Terry Pratchett, Guards! Guards!- D&D 3.5e
- closes November 1
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- Pathfinder 2e
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The Quiet Year
I'm recruiting two or three players to play a game of The Quiet Year with me. I expect it will take about 5 months to complete, with each player posting once a week.
The Quiet Year: https://buriedwithoutceremony.com/the-quiet-year
"The Quiet Year is a map game. You define the struggles of a community living after the collapse of civilization, and attempt to build something good within their quiet year. Every decision and every action is set against a backdrop of dwindling time and rising concern.
The game is played using a deck of cards – each of the 52 cards corresponds to a week during the quiet year. Each card triggers certain events – bringing bad news, good omens, project delays and sudden changes in luck. At the end of the quiet year, the Frost Shepherds will come, ending the game."
- The Quiet Year
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The Sword of the Dales
Eager for an opportunity to become legendary adventures, your band has traveled to Shadowdale to answer a call for aid from Lhaeo, scribe to Elminster, the infamous sage of Shadowdale. Instructed to meet Lhaeo at the Old Skull Inn, whereupon additional information will be provided, you have chosen to rise to the call. Lhaeo has decided to entrust the future of Daggerdale to your band of adventurers--its fate, along with that of Randal Morn, lies in your hands.
The Sword of the Dales is an Advanced Dungeons & Dragons 2e module set in the Forgotten Realms. It is designed for three to six characters, and provides a very nice balance of social encounters and puzzles with a relatively low amount of combat. Your ability to communicate and work together will prove more valuable than your ability to whack a goblin with a sword.
As an established band of adventurers, the assumption is that you know one another at the start and have worked together before. I encourage you to perhaps collaborate and come up with a name for your band, maybe even choose a leader. In any case, your exploits would be well known to one another and to those around you. Certainly Lhaeo would have heard of your actions in the Dalelands. Please include a brief description of one such exploit when you create your characters that would be known to the group.
This is the first of a trilogy of adventures, I would very much like it if we continued on once this first adventure is complete! Please read below, and if you have any questions, please let me know! Thanks!
Posting Rate: I post from work during the week, but realize that not everyone has that luxury. For a game to succeed, it has to proceed at a reasonable rate. I will post most days, I expect characters to post at least 3-4 times per week to keep the game moving.
Starting Experience: 5,000 XP plus any applicable bonuses for prime requisites. The module is designed for characters of 1st through 4th level, this will start most characters around level 3 while also allowing some flexibility for multi-class or even dual class characters.
Attributes: Roll 4d6 dropping the lowest die, scores may be arranged to taste. If the result is completely unplayable (I trust your discretion), then you may scrap the scores and roll again.
Sources Allowed: Player's Handbook, Tome of Magic, Forgotten Realms Adventures.
Starting Gear: Roll for initial character funds as usual. Multi-class characters use the most advantageous die range of their classes.
Show Spell Acquisition:
- Bards: Bards who reach 2nd level receive a spellbook with 1d4 spells (intelligence checks must be made to see if the bard can learn a given spell), additional spells must be acquired through play.
- Wizards: Wizards begin with a spellbook containing 3d4 1st level spells, two of which must be read magic and detect magic, which all wizards learn as part of their training. The remaining spells may be chosen by the player (intelligence checks must be made to see if the wizard can learn these additional spells). At each level beyond 1st, the wizard may choose a new spell for their spellbook (intelligence checks must be made to see if the wizard can learn these additional spells).
- Specialists: Specialists follow the same rules as wizards, except whenever a specialist reaches a new level, he automatically gains one spell of his school to add to his spellbook (no roll for learning the spell need be made). Note that specialists receive +15% when learning spells from their school and -15% when learning spells from other schools.
Show Optional Rules:
- Proficiencies: Rules for proficiencies are not in effect. If your character would possess a certain skill set, we can explore it through background and roleplay. Weapon specialization is available to single-class fighters only.
- Encumbrance: I'm not interested in tracking encumbrance, but rely on common sense.
- Initiative: Standard initiative procedure is in effect, I think it's particularly well suited to pbp. Players declare actions prior to initiative being rolled. Casting times for spells apply. For characters with multiple attacks, the standard rules apply.
- Hovering on Death's Door: While I hope it won't come into play, the rules for hovering on death's door are in effect. Not trying to kill you guys, trying to have a great time.
- Hit Points: Maximum hit points at first level, roll for any additional levels. This helps increase survivability a bit.
- AD&D 2e
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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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Chefs of the Round
The Heroes of Light have ventured out to defeat the Demon King. You are the party that got left behind to keep an eye on the town of Entrée, on account of not fitting into the prophecy. At least it is a safe job, since hardly anything happens in this corner of the world. Until the local dragon Haxenspargilis perched itself on the castle and threw a temper tantrum. To calm the demanding beast, the Stew of Tiamat must be assembled! The peace of Entrée and the nerves of its princess hang in the balance! Save your culinary enthusiast home base from the hangry dragon!
A Fabula Ultima one-shot-ish game to try the system and whether the GM can actually GM (and likes it).
Also containing the adventures of Vessanto El-Tourna, Wandering Cook of International Mystery.
- Fabula Ultima
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Tyrant's Bloom
Premise/Setting: Every fifty years, in the treetops of the Florid Sepulcher, a titanic carnivorous flower born in blood, hope, and death blooms. It pushes its way up through the tangle and thrash, from a source deep in the Darkness-Under-Eaves. The legends that surround this bloom are myriad, but all agree that it will grant those who find it, and avoid being consumed by it, immense power.
Recently, a terrible rootquake shook all of the Florid Sepulcher as the mile-high treetops that its inhabitants call home rearranged themselves in the first sign of the Blooming: the Shudder. From all across the reach, and from far distant, hopeful explorers are gathering to claim the prize for themselves, their motives as varied as the legends surrounding their goal.
You are one of these explorers, come from either near or far to Verdurance, one of the central ports of the Florid Sepulcher. Before setting out to find and claim the Bloom, you need to find a crew—one that you can trust, won't leave you for dead on the rustling waves, or steal the Bloom all for themselves—and acquire a ship to take you across the Wildsea, that forest that engulfed and forever reshaped the world three hundred years ago in a single night.
As sailors set sail in their chainsaw-powered ships to search for the Bloom, you prepare to join them, risking life and limb to find a legend, for whatever reasons you may have...
System: The Wildsea RPG (free rules available here). No prior familiarity with the system required! The system is narrative-based and easy to learn.
Posting Frequency: Ideally, an average of 2 times per week. There will be at least 2 updates per week to keep things moving.
Length: As a GM, I find it difficult to run short games, so this will be a medium-to-long campaign. However, I am open to players dropping in and out as need be (within reason).
- Miscellaneous
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The Crystal of Tarrasque
In the realm of Eldoria, a land shrouded in mystery and magic, the ancient town of Ravenswood stands on the brink of chaos. For centuries, the town has been protected by the Guardians of the Glimmering Forest, a secretive order of rangers and druids who maintain the balance between the forces of nature and the encroachment of civilization.
As the Harvest Moon rises, an ominous feeling grips the heart of the forest. The Crystal of Tarrasque, a powerful artifact that has kept the legendary beast at bay, has gone missing. Without it, the barriers holding back the darkness weaken, and creatures of nightmare begin to stir in the depths of the forest.
You, a band of intrepid adventurers, have been summoned by the High Council of Ravenswood to retrieve the Crystal. Your journey will take you through treacherous woods, into ancient ruins, and across realms of the fey. You must brave the unknown, face the creatures of the dark, and restore the Crystal to its rightful place before the Tarrasque awakens and brings ruin to Eldoria.
Will you rise to the challenge and become the heroes that Ravenswood needs? Or will you falter and watch as the world plunges into an age of darkness? The fate of Eldoria is in your hands.
The ancient town of Ravenswood lies in a small valley enclosed by the lake called Luminara's mirror, known fot its crystal clear water, and the forest of Ravenswood right behind the rolling green hills.
On top of the largest hill and the one nearest to the forest overlooking the valley stands the Hall of Echoed Wisdom, a large ancient oak and known as the residence of the High Council.- D&D 5e
- closes April 19
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Ronin
This is a relaunch of a game from ogMW. The game kinda lost steam during transfer, so only a single original player remains. The original recruitment thread is here: https://og.myth-weavers.com/showthread.php?t=542416
I'm not going to start over, I'm going to start anew. So in the original setup, you were soldiers returning from a bad defeat by Lumia, a break-away province in the Empire of Tûul-Abban. That's no longer the case. Instead, you'll be starting as indentured workers - more precisely oarsmen on an underground riverboat operated by a motley crew of dwarves, a goblin and an orc. The game will start with the encounter that frees you, so don't worry about that. You'll have no possessions except the ragged shirt on your back, but again - the first encounter will include loot with which you can equip yourselves.
Important info: This game is open world, and it is plotless.
I mean that in the most literal sense: You can go, and do, whatever you like. Things will happen around you, but there isn't any type of plot, no end goal, no BBEG. You can chose to fight for the Empire (which is frankly sorta morally deficient), join Lumia, or chose to travel the world, build a business. That means you need some personal initiative. I'll be more than happy to work with any ideas you have - but you do need to work together as a group. Conflicting goals or whatever will need to be hashed out. Or agreed upon, or something.
One caveat: Acts of evil are allowed, but will attract unwanted attention. Evil acts within the party are entirely untolerated. So no pvp.
How to character:
Characters in this game use standard array. You'll be starting at level 4.
Generally speaking, I only GM what I own, but I own only the PHB - so feel free to make suggestions. If I cannot look it up somewhere, however, it's a no-go. Also definitely no dragonborn, and no gloom stalkers. I'm afraid harengon are also going to have a hard go at it. They just don't fit in the setting.
You'll be starting as slaves. You will, however, find gear in the very first encounter, which is the opening of this game. If you need some particular bit of gear to be part of that loot, let me know. It's a pain to make a sword and board fighter only to find no shield got supplied. Or similar.
This game does not have a gold-to-power mechanic. You cannot buy magic items. Or, there are brokerages, but you cannot walk into the Ye Olden Magic Shoppe brand store, and walk out 10 minutes later with a suit of leather armor +1 and a dagger of poison.
For that reason, it makes sense to have some other idea what you want gold for.
Finally, I'll say this again: This game is open world. You can go anywhere, and do anything. It also has no plot, although it may feel as if a kinda plot unfolds before you where ever you go. But it means that you need to take initiative. If I present npc's like Sgt. Bromm or Prince Ashteen, you can work with either or none. It doesn't matter to me, but if you chose to work for Prince Ashteen, the job Sgt. Bromm had doesn't get done, or get's done by others. I ... try to make the world live.
Someone asked a clever question, and get's +1 Inspiration:
Hitpoints: Max for level 1, average +0,5 - that is to say, 4 on a d6, 5 on a d8, 6 on a d10, right? - for all subsequent levels.
Obviously, this is just so I can hit you harder =)
Why are you a slave?
Well, I leave that entirely to you. The Empire in which you live have numerous ways to wind up in slavery. No one is born a slave, however, and by law, no slavery is indefinite. So there is debt slavery, where you become a slave for a set period in exchange for having your debt paid. There is slavery as a sentence for certain crimes. And there is self-slavery, where you sell yourself into slavery, typically to pay for your family's well-being, or little Timmy's college education.
You decide why you are a slave, what you were before, and what you want to do when free - just moments from now, although your character doesn't know that.
Whatever the reason, you are an oarsman on an underdark river barge. It's manned mostly by dwarves, but operated by a goblin and an orc. They are, btw, Pashgir the captain, and Krgh'âahn the first mate. There is also a begoggled gnome, who hasn't been introduced.
The Empire, and Lumia:
Much of the known world is part of The Empire of Tûul-Abban. The Empire has been around for a long time, more than a thousand years, and is relatively benign. It does however allow for slavery, as you may have noticed. It also makes use of Deadmen - contract undead who serve in the military after the cessation of their bodily life functions.
The Empire has a state religion - The Nine - which is a rather strange religion, in that the gods are secret, there are few if any clerics (this is actually unknown), and the various cathedrals are empty, basically all the time. Two annual holidays are the exception to this, when it is mandatory for everyone to visit the cathedrals, say a short prayer, and leave a small sacrifice.
The Tûul-Abban heartland is a 'promised land' highland plateau, protected by tall mountains and narrow passes, which is a huge, mild-climate grassland with plenty of rain - unlike the surrounding countries which are mostly hot and dry.
The former Province of Lumia:
Lumia was the fourth region to be conquered by the Empire. It has been part of the Empire for over 800 years. Recently (6 years ago), in a sudden and unexpected coup, a well organized liberation force kicked out the Imperial officials, soldiers and so on, and declared independence. A large Imperial force was gathered and dispatched to bring it back in the fold. They failed rather miserably, and were sent back home with their tails between their legs, shattered pride and broken ego's.
Lumia is a theocracy, but with democratic undertones. In other words, the leader of the rebellion, Leora, has now been sainted and made queen. She does however have a freely elected council to advise her.
Ghazzad:
Where the original game started, and below which you are. Ghazzad is a large port city in the Province of Arcaeon. While it isn't any of those places, it has similarities with Ankh-Morpork, Mos Eisley and Lankhmar. It is a city of opportunity, but also of misery and poverty.
The Empire of the Shoals and the Depths:
Sahuagin control the oceans. They are quite, quite numerous - like fish in the sea, one might say - and ... difficult. Negotiations are ongoing, and treaties are in place, but the Sahuagin are so powerful on their own turf that it's challenging to make them feel any real obligation towards words on a page they signed off on.
Recently, there was a festival in Ghazzad, during which the Empress visited the city to meet with Prince Ashteen. This is something that happened, and not to be mistaken for a plot =)
- D&D 5e
- closes January 31