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- Pathfinder 1e
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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
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Dragonlance: Shadow of the Dragon Queen
The world has ended, and it's ending again.
Three hundred years ago, the Cataclysm brought ruin to the world of Krynn. In a single day, an age of wonders came to an end. Countless innocents died, the face of the world was reshaped, and the gods themselves faded into legend. Through ages of struggle, the people of Krynn survived, but the world isn't what it was. Those nations that remain linger in the shadows of their ancestors' wonders. Only slowly have they begun to push back centuries of darkness and rediscover how the world has changed.
Then came the Dragon Armies, legions of soldiers devoted to the wicked god Takhisis the Dragon Queen, and the world faces ruin once more. The War of the Lance has begun, and in a conflict between gods and dragons, a wounded world hangs in the balance.- D&D 5e
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Rise of Takhisis
The Queen of Many Colors and None is dead.
She is not widely mourned. Even her dark consort, Sargonnas the God of Vengeance, sheds no tears for her. Briefly, she was mourned by Mina, her most devoted follower. However, even Mina has come to learn the depths of Takhisis' deception and has forsaken her former queen.
Across Ansalon, mortals curse her name, for her fall from heaven also unseated the Platinum Dragon, Paladine, who now walks the earth in the form of the elf Valthonis. The Walking God chose mortality to preserve the Balance and preserve life on Ansalon. His former followers mourn his sacrifice and devotion, honoring his memory. Of the two great dragons, only one is mourned.
But there are those who would see Takhisis restored. Her ogres struggle to find purpose without her guidance, even as they still blame her for their ancient fall from grace. Goblins and draconians might flock to her banner again, as they did of old, if only someone would raise it. And there are those, lurking in the shadows, who have begun to put a plan into motion. For should the dead god rise, the Balance would be destroyed. Darkness would cover the face of Ansalon, and a new Age of Dragons would begin to replace the Age of Mortals.
Eons ago, in the Age of Starbirth, the Queen of Dragons poured her power into a great artifact, the Mask of the Dragon Queen, which she used to corrupt the first dragons to her cause. Now, her last cultists seek to reunite the scattered pieces of this artifact. They hope to use the divine power stored within to return Takhisis to life and power. Even now, in the Solamnic province of Southlund, the Cult of Takhisis begins to stir, putting their fell schemes into motion.
The Queen of Many Colors and None is dead... for now.
The Rise of Takhisis- D&D 5e
- closes April 19
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Earthlings in Glimmerspire
The Old One breathed life into the Five,
A vast world before them did thrive.
In slumber, the Old One sought respite,
While the Five clashed, locked in eternal fight.Life they granted, life they did seize,
Within their midst, conflict never ceased.
With heavy heart, the Old One awoke,
And shattered the world, in a single stroke.Sons and daughters untouched by the Old One's wrath,
But the vast world crumbled along the sorrowful path.What has happened so far:
TLDR:
Five earthlings found themselves in a place called Glimmerspire. There they encountered a deathly plague. After following some clues/leads, they tracked down and dealt with the assumed source. A month passed as they acclimated, before being transported to the fortified walls of Grimwatch and the adventures that awaited them there.Full:
Inexplicably a group of earthlings vanished from their subway car and arrived in the den of something, before exiting to realize they have no idea where they are. They observed a mounted soldier (Brened) do battle with a hairy beast, a gnoll, and slay it. After which they appear to have befriended him, somehow being able to understand a language none of them spoke. Together they made their way to the town of Redhallow, which is suffering from a flameless burning blight. Each of the earthlings has their own reason, but all have decided to try and help the people of Redhallow.
During their investigation of a couple of buildings within Redhallow, they managed to gather a small arsenal of archaic weapons and armor, along with some basic supplies. Four of the five stayed the night within the church of Helcaliant, to wake the next morning with a blessing and a brief farewell before they embarked for the mines. The fifth started for the mines that night, all alone.
Between the celestial bodies, the armored soldier, the gnoll, unfamiliar names, and now the blight, they are starting to come to strange conclusions.
The lone traveler was the first to arrive, who encountered a robed, fear-inducing individual, but was ultimately unharmed. Hours later the five were reunited as they started into the mine entrance. They found signs of bloody violence, but only one body. They also ran into small, skinny bipedal lizard-like creatures, kobolds as they would later learn. This meeting was not as friendly as some would have wanted and fights with might and magic ensued; this included even an impressively large lizard.
With freshly cooling corpses all around, a choice was made to capture instead of kill, and so, the last kobold (Khoku) was laid low and then bound. Communication proved too difficult and consultation was opted for. Prior to their departure, they met a darkly-skinned gnome (Rasmop) and her airy companion (Aerthis). She had been sent in search of the source, same as the earthlings, and finding them interesting, decided to tag along.
On the return to Redhallow, kobold, and gnome in tow, it was let slip the group's origin. The gnome called them riftlings and to their surprise, was interested and not afraid of them.
Redhallow was much the same as they had left it, with the situation only growing worse as desperation drove those still living to try anything. The reception when they returned was less warm than it could have been. Help was still offered, this time in the form of two magical elixirs that allowed one of the earthlings and the captured kobold to communicate clearly. They learned that a group of kobolds had taken up residence in the mines and they were being menaced by something that could fit the description they had already been given. Efforts were taken during this time to form a bond with the kobold.
The group met little fanfare as they departed this time and no resistance as they reentered the mines. They found most of their bloody work missing, save the ravaged remains of the large lizard. Deeper into the mines they went, entering a large natural cavern, where they encountered the group of kobolds they had been told about. After a violent greeting, the group was permitted to continue on, with Khoku parting ways.
Now they stood before a small field of not-so-dead corpses, in a widened section of a strangely worked tunnel. On their approach, part of the dead rose up. In the ensuing violence, one of the group was beaten into unconsciousness. Fearing they were being overwhelmed, they grabbed their fallen and retreated back to Redhallow, hoping to find tools to deal with this menace.
Their return was met by disheartened folk, who nonetheless supplied them with a cache of holy water. Armed for the task at hand, they trudged once more back to the mines. Something felt a bit different when they got there, but nothing disrupted them as they returned to the corpse-filled chamber. Being prepared for this threat, they dealt with it handily. It was here that Rasmop was held back by Aerthis, citing concerns over the 'Blaze'.
Unconcerned, the group pushed on, finding a large chamber with a large rock in the middle. It was surrounded by water coming from the top and covered with occult-looking symbols that no one could make real sense of. It was here too they finally encountered the rumored beast; a gnoll after closer examination. The creature fought as if on a vendetta, incapacitating one of them and nearly a second before falling itself. Its death appeared to cleanse the chamber.
Their victorious return from the mines was soured by the fact that the kobolds had attacked Redhallow in their absence. Their befriended kobold, Khoku, had aided the defenders against his own kind. The attack left some sections of the suffering town in cinders. Long awaited aid had finally arrived though, with Brened and the Baron's champion, Reynfred, at its head. Tensions were high in their first meeting due to their otherworldly origin and appropriation of equipment, which was quickly smoothed over by Governor Sendars.
Then began a time of calm for the group. Each did their own part in assisting the town to get back on their feet, while also trying to better integrate into and learn about the world they found themselves in. During this time, an emphasis was put on befriending the dwarves, given the sacrifice made by Dukhath. Khoku accompanied them in this endeavor, while Rasmop assisted in areas better suited to her ability. Not only focused on books and work, did they get to partake in the festivities of Gesphrem's night, and were also able to exchange their spoils from the mines for a modest sum. Investigating the books from their first few steps into this new world, found each in possession of a near-identical magic ring.
The peace couldn't last though. Ivirune, the Hand of the Praerius Circle had demanded answers from the group. Not all were open to her approach, with at least one openly defying her. The exchange didn't come to blows, but only just. Through a tense stand-off, limited information was shared between the different sides. It appeared enough for her to be satisfied by the ordeal while leaving the earthlings with more questions. Not eager to lose a potential fount of magical knowledge, at least one of the earthlings did their best to ingratiate themselves with the mage. That earned them promised passage, after a contentious debate.
A swift and jostling ride saw them safely to the imposing fortified walls of Grimwatch. There they were greeted by Hildemar, who cleaved them away from their guide. In a seeming effort to keep them out of her hands, the group was offered and accepted an outing to find some scouts lost in the mountains. Before entering the formidable passes, the group gained two traveling companions: Kael, a young man eager to prove himself, and Branor, an aged and experienced ranger. The group came across a partly ransacked camp with signs of a large conflict. Following one of the trails, they came upon a bloody, grizzly scene of dead scouts, with a giant at its center. The pitched confrontation was nearly lethal before the giant was slain. A trail from expected survives led deeper into the mountains...- D&D 3.5e
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Kingmaker
The land rush is on! Sent south by Brevoy, the heroes have the unenviable task of venturing into the infamous Stolen Lands and annexing the territory, facing down monsters, bandits, and worse. It's hard enough to conquer territory—but does a ragtag band of adventurers have what it takes to found and defend a burgeoning kingdom from the terrors of the wild?
The Kingmaker Adventure Path takes the heroes from encounters with mysterious bandit lords and barbaric raiders through the trials and tribulations of developing and defending their new settlement in the notoriously lawless River Kingdoms. Yet when war comes to the Stolen Lands in earnest, it's up the heroes to take up a mystical blade and stand tall against the horrors of man, beast, and strange creatures more dangerous than either...
I will be looking for players to run through the 2nd edition adaption of Pathfinder: Kingmaker, with the application ending date being the 10th of November. Total number of accepted players still being decided.
- Pathfinder 2e
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- World of Darkness
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Bad Seeds II The Prophecy
BAD SEEDS II
The ProphecyLife exists all throughout the multi-verse, on different prime material worlds, realms, planes of existence that verge on the edges of other realms. All share sentient beings that have the freedom of thought to pursue their own destinies. This is a story of seven such individuals whom all share one common thread that has shaped their destiny to seek redemption for something in their past that cannot be erased, but haunts their very soul... with dark and foreboding dreams as angels, devils and demons do battle during times of restless sleep.
It is a malady that cannot be cured by potions, cureative spells or even dispossession rituals of the highest order... lest perhaps the secret of their past be made a secret no longer... but that is something worse by far than any haunting dreams you may think...
It is something that consumes your thoughts not just at times of rest, but also has begun to take hold during the waking hours.
...
Until one day, purely by chance you come across a stone grotto, not noticed before with the statue of an Angel with outstretched arms within. It feels almost welcoming and a moment of peace from what has been haunting your subconscious lately, almost as if the mysterious angel is offering redemption for your past sins. As you approach you can hear a heavenly choir with trumpets rising from within the grotto and a certain joy begins to raise within your soul...
A blinding flash dazzles your senses as you take a step closer...
Bad Seeds is a 5e homebrew interworld adventure, set on an unknown and as yet undiscovered prime world in the great expanse of the prime material plane. The world teeters on the brink of an apocalypse as good and evil battle for world domination. An adventure for characters level 10 - 13, looking for 7 players to join a adventure of mystery, violence and intrigue.
- D&D 5e
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The Gathering Chaos
Four hundred years ago a vile priest named Vexilis rose to dominate the forces of Chaos. He gathered evil men and hideous monsters into his legions and cut a blood soaked swath across the civilized lands. His forces paused at the edge of the Rolling Plains at the foot of the Dragonspire Mountains. There he constructed an unholy fortress call the Temple of Evil Chaos. He intended to create a stronghold to guard against defeat but the pause gave the civilized lands and the Church of Law time to regroup and organize. The Grand Army of Law slammed like a hammer into the dark stone of the Temple and it gave way under the pressure. When the forces of Law were done every stone had been scattered and every man and monster who could be found that fought under the flag of Chaos was brought down. So complete was victory that peace reigned for generations after, but Chaos is insidious. It has crawled back into the world, haunting dark places and making borderland roads unsafe to travel. The nations of the Rolling Plains have troubled each other with wars that have left even more land barren and open for the darkness to slither in.
The Village of Downhaven sits on the crossroads between nations. It has enjoyed the protection of Castle Wolfsburr that looks down on the village from the highest hill. House Valcourd has been able keep the area neutral in the recent troubles and out of harm's way as armies shift around the borders of Valcourd lands so that trade is not disrupted. The fields remain productive and the water clean. The few refugees that have come this way have not been burdensome. Everyone in the village had begun to believe that Downhaven was untouchable.
This assumption has been proven flawed over the last fortnight. Bandits attacked peddler train on the West Road. A refugee family disappeared from a camp a couple miles east of town. Strange baying sounds have been heard coming from the Brambles, a small marsh a short walk to the north. All of this was tolerable until Marna Goodspring, the town wise woman, disappeared and the strange hobnail tracks led straight to the Washnoran Falls. The folk of Downhaven have always known there were caves behind the falls, but there was never much reason to worry about them. Now they are worried.
- OD&D (Chainmail)
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Champions of Eriador
What was once the great realm of Arnor has fallen into ruins. The Witch-king of Angmar and other servants of the Enemy have shattered much that was beautiful and good in western Middle-earth, and the Free Peoples who survived have limped on ever since. The Dúnedain Rangers of the North guard their ancient lands from the Shadow, the Men of Bree hold out in their little pocket of civilization, and the Shire remains an untouched paradise of life, love, and laughter. To the east, Imladris remains hidden and well-defended by their ancient protectors, but even now, the Elves who dwell there begin to turn their gaze to the Grey Havens. To the west, the dwarves of the Ered Luin thrive as skilled craftsmen, traders, and reclaimers of the ancient halls of their forefathers, and the elves of Lindon have all but totally departed for the Undying Lands.
Much attention has been brought to the east, with the death of Smaug the Dragon and the restoration of both Erebor and Dale. And yet, Eriador remains, a quiet land with an ever-growing wickedness returning to its borders. There are no proclamations to be heard by great Kings or Lords. Instead, at the Inn of the Prancing Pony, travelers from across Middle-earth find themselves brought together by fate or chance. Perhaps some are already acquainted, while others are completely foreign. One way or another, this collection of Free Peoples may just find that their paths are more aligned than what they first imagined...
- D&D 5e
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Barrowmaze
Ages ago, an unknown people settled near a great moor. Following their custom, they built a village and constructed burial mounds and underground tombs to lay their dead to rest. Some were buried in simple alcoves, while others were entombed behind sealed doors and guarded by deadly traps. This continued for centuries, and the tombs grew into an immense complex of maze-like complexity.
Then, something changed. An evil has come to the region, and Chaos has infected the Barrows. The dead have woken and hunger for the living.
... and, according to legend, they guard the wealth of ages.
What is Barrowmaze?
Barrowmaze is a sprawling megadungeon and the centerpiece of this campaign. If you can defeat it and claim the dark artifact that lies at its heart, you win.Be warned: Barrowmaze isn't just a cavern or lair. It's an ecosystem that shifts, changes, and adapts to your actions. To defeat it, you will need to learn its secrets and face its dangers.
Barrowmaze is huge but it's more than just a dungeon with many rooms. Its history has shaped its regions and some of the monsters within have settled into factions. A savvy adventuring party will learn from their explorations to improve their odds of success.
There are dozens of entry points in the Barrowmounds, a few of which lead directly to some of the deadliest areas of the dungeon. Fair? Not remotely. Forget balanced encounters. In Barrowmaze, survival is your responsibility.In Barrowmaze, you'll need to manage time and resources or risk becoming lost in the dark. The halls are filled with deadly traps. Monsters will be hunting you as you explore, and you'll need to weigh your options at every turn. Attempting to sleep in the dungeon might not be the best idea.
Undead hordes? Barrowmaze has them. Bottomless pits in the middle of random hallways? Yes. Green slime and other old-school dungeon hazards? Absolutely. If you don't know the lost art of the dungeon crawl, you're about to learn it.
Back to Basics
We will play this campaign using the Basic Fantasy RPG system, which is very similar to B/X Dungeons and Dragons. BFRPG, however, offers more character options and some quality-of-life improvements, like ascending AC. The Basic Fantasy Core Rule Book is available as a free download from the BFRPG site, as are all the rule options and character classes we'll use in this campaign.
It is unnecessary to have experience with older editions of D&D to play. If you've been curious about them or the OSR movement, this is an excellent opportunity to see what they are all about.
Death Is No Escape
Lose a character? No problem! This particular campaign features a unique mechanic for leveling up players in addition to their characters. Players will level up whether their character meets with success or a grisly demise. These player levels offer new character options, free experience points, treasure, and other advantages.
Of course, you can only use your levels if your character meets their fate. Luckily, making a new Basic Fantasy character only takes a few minutes.
Get Ready to Become a Permanent Resident
I'm looking for 4 - 6 players who can post several times weekly. While this campaign will feature combat and exploration, there will be opportunities for role-playing during and between expeditions and while carousing back in town.
Do you want to know more about what to expect in this campaign? Be sure to watch the Barrowmaze Trailer.
Anyone up for a challenge is welcome.
- Basic Fantasy Role-Playing Game
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Realms of Adventure 2
Clippety-cloppety, bold Jonstan the Rover
Rides misty-eyed down to the Dales again
Into forests and fields, rare beauty all over,
Land of his true loves—Aldee, Imthra, and Luthane,
Elda and Myrta, Chalantha and Araine.Will he find yet another? Or be welcomed back?
Long lasses aplenty catch his winking eye.
Is it kisses he’ll taste soon? Or scorn everlasting?
Love and laughter and soon away Jonstan will fly—
Gone again over threshold and under dawn sky.Far across Faerûn, a rover adventures free
’Til the Dales call his heart home again
To Jhaele, Sharune, Aleese and Rythree—
Warm arms and hearth and a roof ’gainst rain
’Til his wandering feet bear him away again.Climbing far mountains, riding in high clover
To Waterdeep and the shores of the Shining Sea—
“Hark! Comes now bold Jonstan the Rover?
Will he, oh will he ever come back to me?”
The Dales call back the man wedded but free.Clippety-cloppety, bold Jonstan the Rover
Comes riding down into the Dales again.
Their forests and fields, rare beauty all over,
His true love more than all the maidens in pain.
My man is riding mist-eyed to the Dales again.—
Jaladha Tshamryl,
Minstrel of Battledale,
“Jonstan the Rover”Intended as an expanse-full campaign for FR enthusiast, set in the Realms for 4-6 PCs, this game will proceed through a series of smaller adventures set in a larger campaign arc starting in the year 1368 DR. Instead of making grand promises of a long-running campaign, we'll take it one step at a time. Hopefully, we'll enjoy a long run.
- D&D 3.5e
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Red Hand of Doom
The dry hilltops danced with fire.
Throughout the heart of the wild badlands the humans called the Wyrmsmokes, great bonfires had been kindled atop the ridges overlooking Elsir Vale. There thousands of warriors had gathered: hobgoblins in armor dyed scarlet, thick-thewed bugbear berserkers, goblin worg riders and skirmishers and archers, and the scaled ones as well, who often towered over the rest. For so long they had fought each other, tribe against tribe, race against race, engaged in the endless test of battle, feud, and betrayal. But tonight...tonight they stood together, hated enemies shoulder-to-shoulder, shouting together as brothers. And they saw that they were strong, and together they danced and sang and shook their blades at the smoke-hidden stars overhead.
"We are the Kulkor Zhul!" they shouted, and the hills shook with the thunder of their voices. "We are the People of the Dragon! Uighulth na Hargai! None can stand before us!"
One by one the tribes fell silent. Armor creaked as thousands turned to look up to the Place of Speaking. There, a single champion emerged from the assemblage and slowly climbed the ancient stone stair cut into the side of the hill. A hundred bright yellow banners stood beneath him like a phalanx of spears, each marked with a great red hand. The warpriests holding the banners chanted battle-prayers in low voices as the champion ascended.
On the hundredth step he stopped and turned to face the waiting warriors. He was tall and strong, one of the hobgoblin chieftains, but dull blue scales gleamed along his shoulders, and jutting horns swept back from his head. "I am Azarr Kul, Son of the Dragon!" he cried. "Hear me, warriors of the Kulkor Zhul! Tomorrow we march to war!"
The warriors roared their approval, stamping their feet and clashing spear to shield. Azarr Kul waited, holding his hands aloft until they quieted again. "The warpriests of the Doom Hand have shown us the way! They have taught us honor, discipline, obedience - and strength! No more will we waste our blood fighting each other. We will take the lands of the elf, the dwarf, and the human, and make the ours! Under the banner of the Red Hand of Doom we march to victory and conquest! Remember that you stood here this night, warriors of Kkulkor Zhul! For a hundred generations your sons and your sons' sons will sing of the blood spilled by your swords and the glory you win in the nights to come! Now, my brothers - to WAR!"
The burning hills were too small to hold the shout the Kulkor Zhul gave in answer to their warlord's call.- D&D 3.5e
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Invasion Hell
The Seal of Avron Dee has been broken. The Gates of Hell have opened and it's armies march forth. The Great Dukes of Perdition have raised their banners and sounded their horns and flood into the mortal realm with eyes on conquest and genocide. The heavens have marshaled their armies are descend from above but the outcome cannot be known. It is up to mortal hands to sway the tides of battle and push back on the hordes. With the help of divine inspiration, a group of mortals ban together to begin the march to push back the forces of Evil.
My intention is to run a series of boss encounters and complex set pieces. There will be downtime between battles but not much.
For maps, I will use Roll20 and for OOC I will use Discord.
The characters will all be from and will start play in the Barony of Twilight, a scenic valley at the foot of the Mountains of Orgh.
What I'm looking for: Iconic and larger than life heroes willing to do battle with evil. The primary if not sole foe will be evil outsiders. There is no distinction between types of fiends (devil and demon will be an interchangeable term). Simple fixes like banishment will not be effective. I do not want hyper optimized builds and I will look extra close at extra buildy characters. I want a nice easy job as a DM for this.
- Pathfinder 1e