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Endless Dungeon
In the ancient annals of magical history, there exists a tale whispered among the bravest adventurers, a story of a dungeon unlike any other. It was at a time where all most dangerous dungeons, created by the most powerful entities in existence were being conquered one by one, by the sheer number of adventurers or really powerful experienced ones. When the Age of Dungeons was ending, a millennia ago, in a time when the arcane arts were still at their zenith, a cabal of the most powerful mages gathered in secret to create a challenge that would defy the bravest heroes and prove the indomitable will of magic over mortal strength.
This cabal, known as the Arcanum Conclave, chose a desolate and remote location, far from the prying eyes of civilization, to construct their labyrinthine masterpiece. Through a combination of ancient rituals, forbidden incantations, and sacrificial magic, they forged a dungeon that defied the laws of reality itself. A living dungeon capable of restoring itself, learn with its mistakes and constantly grow.
The Endless Dungeon, as it came to be known, was a twisted amalgamation of shifting corridors, deadly traps, and malevolent guardians. Its architecture defied comprehension, with staircases that led to nowhere, rooms that rearranged themselves at will, and walls that whispered ancient secrets to those who dared to listen. Each chamber within the dungeon was a test of both skill and wit, designed to confound and ensnare even the most seasoned adventurer. From bottomless pits to halls filled with illusions, from rooms that inverted gravity to corridors shrouded in eternal darkness, the challenges within the Endless Dungeon were as varied as they were deadly. Always changing and adapting to those that tried to invade its impenetrable walls.
Over the centuries, countless adventurers have dared to brave the depths of the Endless Dungeon, drawn by the promise of unimaginable riches and the glory of conquering the unconquerable. At its highest of popularity, thousands of brave adventurers dared entering its halls to face the deadly dungeon each year. Most of them were never heard again, lost forever to the bowels of the dungeon. A few returned with their lives, not intact, but mangled, broken and telling stories of incredible riches and weird experiences. None of the survivors have succeeded in conquering the dungeon and desired to return for another attempt.
With time, the Age of Dungeons ended. The Endless Dungeon was almost forgotten. A whole city was created around it, initially to provide support for the constant stream of adventurers, later in an uneasy truce with the dungeon. Less and less adventurers arrived to test their might against the dungeon, until only a few appeared each decade.
You are one of these few stragglers...
- Homebrew
- closes June 8
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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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Castlevania: Call of the Eclipse
Long ago, Nostradamus predicted the down fall of Dracula in the year 1999. The time is here and the castle has come. An army of the best the world has to offer has come to do all they can slay the Dark Lord for the last time.
You are one among these. In these despite times, none can discriminate against a potential ally. Lycanthropes and undead rub shoulders with priests and hunters of the dark. Any enemy of Dracula is an ally in this, The Demon Castle War.
Welcome to Call of the Eclipse! Thanks for checking it out.
This will be a Pathfinder 2e game with an Abomination Vaults structure, as you will venture into the legendary Castle Dracula to find the path to it's master and investigate the disappearance of Julius Belmont, who went in to slay the Dark Lord but has been missing for weeks. After such expeditions they will need to return to the military camp surrounding the castle to recover, resupply, and give what information they have found to the leaders.
The base camp surrounding the castle is not without it's in own concerns. Many people of many origins are crossing paths and while many wish to see the end of Dracula not all seem to agree about how this should be done. You may need to make choices that affect not only yourselves but the whole war.
- Pathfinder 2e
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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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Final Sanction
An Ordo Xenos Inquisitor, suspecting an imminent Tyranid invasion of the agri-world of Avalos, has called for Deathwatch support. The Kill-Team arrives to find themselves in the middle of a battle between PDF forces and a rebel uprising stoked by a Genestealer cult. Through one night of fire and blood, they must purge the capital city of heresy and xenos taint, leaving the planet ready to face the Tyranid hordes.
- Deathwatch
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- Worlds Without Number
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Wild Wild Wasteland 2
Rerecruiting for lost player. We have one slot to fill.
Fair warning, this is a Penchant game so you know what you're in for :D
This is a genre mashup of Wierd West, Dieselpunk and Aetherpunk. It takes place in a fantasy world of my own creation. This is not Tolkien fantasy in the least. No elves, dwarves, etc.
A team of Imperial Marshalls are charged with bringing Law to the lawless West. You will represent the long arm of the Empire. Adventures will be episodic and centered around bringing in warrants and killing monsters.
Discord is going to be used for Out of Character discussions.
Some players have already been selected. Open spots will go to open applications.
- Pathfinder 1e
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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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The Churn
The Churn is a multi-dimensional setting where nearly anything that can be imagined can be found and explored. The setting uses FUDGE as a rule base. This is a rules light system with emphasis on fun over complexity.
The main backdrop of the setting is the space that lies between all other dimensions, The Churn. It is filled with many worlds that float through a colorful swirling fluid referred to as Foam. Some of these worlds contain portals to other dimensions. This vast and ever shifting plane is where your adventures begin. Foundation, the largest world within The Churn and main travel hub, will be the starting point for the party.
Players will assume the roles of members of one of the seven Adventuring Guilds of Foundation. These seven guilds form the backbone of all exploration and discovery within The Churn and the dimensions beyond. Skill sets and abilities of all kinds can be found among the members of all the guilds, but each does lean towards a unique role. Cooperation between the guilds is the norm, but fierce (and friendly) competition is encouraged. Foundation City is the home of the Grand Guildhall where all seven mingle and strategize together.
Brief descriptions of each Guild
The guilds are each represented by and named after a color. Every guild has a churn-world that hosts their own guildhall.
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Red: The Red Guild focuses on providing healing and care to all that need it. Medics, psychologists, and caregivers often hail from this guild. Their guildhall is one of the best places to receive healing care in all of The Churn. The Red Guild leader is an aven named Risha. The Red Guild symbol is a diamond with a line down the center.
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Orange: The Orange Guild values strength and the pursuit of glory above all else. Finding a worthy foe is a constant goal of an Orange guild member. (Note this doesn’t have to be physical strength.) The leader of the Orange Guild is a sentient tiger named Mertes. The Orange Guild symbol is a triangle with flattened corners.
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Yellow: The Yellow Guild in many ways considers itself an extension of the Protector Guild, but instead of waiting for threats to come to Foundation they seek them out. Many dangerous journeys beyond The Churn have a Yellow running them. They often work with the Orange and Red Guilds. The Yellow Guildleader is the rehabilitated evil paladin Morrin Nox. The Yellow Guild symbol is a narrow rectangle that resembles a tower shield.
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Green: The Green Guild works hard to document and collect samples of biological life across The Churn. Their churn-world is dedicated to creating a “backup” of every unique living thing. Very often members of the Green Guild travel with companion animals and plants that they have taken a fondness for while researching. The head of the Green Guild is a massive hyper intelligent plant called Rhizome-12 that spans the entire Green churn-world. The Green Guild symbol is a series of three circles in a diagonal line.
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Blue: The engineers and architects of the Blue Guild are known all across The Churn. Many journeys through the Foam start aboard the ships and vessels of this guild. The Blue Guild is proud to be the main designers and builders of the Grand Guildhall in Foundation City. The leader of the Blue Guild is the legendary Construct Robert. The Blue Guild symbol is a 4 spoke wheel.
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Indigo: Preservers of history and language, and master cartographers. Members of the Indigo Guild are always looking for new stories and ancient secrets to add to their vast library. Some take this goal to an extreme and consider taking valuable objects as part of “preserving” a culture while others aim simply to record and catalog. The Indigo Guild leader is an ancient turtlekin named The Knowledge Holder. The Indigo Guild symbol is a series of three diagonal lines that represents books and scrolls.
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Violet: The members of this guild study and codify all types of magic. Nearly all that is known about magic across The Churn can be found in the endlessly growing towers of the Violet guildhall. Sometimes they butt heads with the Indigo Guild over who has the right to claim magical artifacts. The head of Violet is an elemental named Daan Gust, but he hasn’t been seen or heard from in years. The interim head is the sorceress Alaida. The Violet Guild symbol is a 10 sided star that represents the Violet guildhall world.
This will be run under read-only privacy (players are invited, but posts are public to the whole site) so keep that in mind when deciding if you want to play.
Game closed due to lack of interest.
- Homebrew
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Mangled 'Verse
Scanning and assessing Earth δ0013 β9 for assimilation into System.
ERROR -- Interface Remenants detected in Sophont -- ERROR
Aborting access to tutorial.
Attempting Interface Reconstruction.
Unknown Interface Type.
Attempting Interface Patching.
Interface Active.
Error Corrected.
Welcome Sophont back to the System. Interface Damage prevented recovery of Levels and Skills, resetting you to Level 1. 3 extra respawns awarded as compensation.
As this translucent blue window fades from your view, you black out only to awaken elsewhere.
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This is a advertisement for a Isekai/Apocalypse LitRPG adventure being run using a Alpha version of my attempt to make a Multigenre Classless hybrid version of D&D 3.5 and D20 System. I am looking to run up to 5 seperate parties of 3 - 5 people each. Character Creation and Rule info is in the Game Forum. The reason I am running the game this early in the rewrite is to get feed back on changes, and to see what other changes may be needed. Character Application go in the Earth δ0013 β9 Sophont Scan Logs section.
- Homebrew
- closes April 17
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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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Vampire: The Masquerade - The Monsters
Welcome to the World of Darkness. It is a world not unlike our own, seen through a darkened lens. As the unknowing humans sleep, monstrous vampires prowl, sustaining their undead existence with human blood. Over the years, these master predators have organised themselves in a neo-feudal structure, built on bonds of blood and favor.
In this scenario, you will be portraying several of such vampires, forming a coterie (a tight-knit group of vampires) working at the behest of their undead masters to remove threats to the Masquerade.
As vampires, you can sustain damage far beyond what would kill a mortal, and have access to vampiric powers to bend as well as break those that oppose you. However, daytime is no longer yours, and sunlight burns your flesh. Human food or drink rapidly comes up again. But that pales in comparison with the Hunger: the only thing that sustains you is blood, and sooner or later, you always want more. Deny that urge and be prepared to face the consequences.
In this particular instance, your characters have been sent to hunt for a killer who might inadvertently draw attention to vampirekind. Sam Stokes, your master, is responsible for keeping a lid on things in your region, and has sent you to meet with her contact in the local police force for more details. The hunt for the monster(s) is on.
How to join
I am looking for around 1-4 players who are willing to commit to a several months long game.
Players who are new to Vampire 5e, or new to Vampire entirely are more than welcome. To apply to join, go read the Character Creation Guidelines in the Recruitment tab and follow the instructions laid out there.
Recruitment will be open until July 23rd.
Feel free to ask any questions you may have in the Pre-Game OOC chat.
This is a short scenario, but in PBP even short scenarios take a few months so if you cannot commit to that, please do not apply. Also, be aware that this game was requested by Blue Firebird in the forums, so they are guaranteed a spot.
Given that this is a shorter scenario, if we do lose players along the way my inclination would be to carry on with whoever is left rather than try and re-recruit. That being said, I am committed to finishing this scenario and will keep pushing ahead so long as at least one player is still involved.
NOTE: At the risk of sounding 'edgy', this is a game is based on a pre-written story from the company that makes WoD. It contains adult themes and asks questions like 'Who are the real monsters?' and 'How should one deal with them?'. If you are uncomfortable with scenes of violence, graphic descriptions, or portraying characters that are at least partially inherently monstrous then you probably won't have fun with this game.
With the above warning in mind, this is a game and the point is to have fun. If at any time players feel uncomfortable with the way a scene is running, please do let me know and I will adjust as necessary.
- Vampire: The Masquerade 5e
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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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Bad Things Come In Threes
BAD THINGS COME IN THREES
Years ago, you had come to Coswegotch University for a job, but it did not take long for this to become your home. Sure, Harvard was known for being more prestigious and, yes, Yale was lauded for academic innovations made in recent years. Of course, Miskatonic was recognized for its libraries of antiquarian volumes but in your opinion none of them held a candle to Coswegotch. One of the oldest institutes of higher learning in the Northeast, Coswegotch University, and its picturesque town of Babylon, were situated between Oneida Lake to the east and the much larger Lake Ontario to the west.
Once a venerable institution, it fell out of favor among the elite and wealthy of upstate New York, but this has begun to change recently. New professors have been attracted and additional courses of study have been added. Big investments, such as expanding the collection of the Whitmore Museum and Research Repository as well as the construction of the Murray P. Grayson Gymnasium, have many thinking that Coswegotch will soon be competing with the more well-known universities.
There was no one happier with all this progress than Professor Antonius Gellman. A fixture of Coswegotch for over forty years, most recently in the role of the Whitmore Museum Director, he was respected and liked by all. Being his friend, you were happy to hear him announce his retirement some months back and were looking forward to the party his wife had planned. All of this made the news of his passing three days ago just that much harder.
The wake had begun an hour ago and you were running late. Taking a quick look in the mirror to make sure all was proper you hurried to get there before it ended. As you walked to the campus chapel you had no way of knowing that soon your eyes would be opened to a terrible reality that swam beneath the one you knew. One of ancient powers and unheard-of horrors, one that any sane person would beg to forget.
You had no way of knowing paying your respects to your friend would be the first step on a path that led to madness.
- Call of Cthulhu
- closes March 8
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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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Hell's Rebels 2e
The city of Kintargo has a new lord-mayor, but he's not someone interested in maintaining that city's free spirit. Paracount Barzillai Thrune has placed the city under martial law, and his cruel proclamations and sinister plans for the city bode ill. Can a small group of heroes and would-be rebels stand against the might of the Thrice-Damned House of Thrune and the Church of Asmodeus and save their home town from being crushed under the boot of an infernal tyrant? Will one of Cheliax's most powerful inquisitors make the city his playground, or can the rebels known as the Silver Ravens rise up to bring a new era of freedom to the so called Silver City of Kintargo? Join the rebellion! Save Kintargo! DOWN WITH THRUNE!
- Pathfinder 2e
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Hollow's Last Hope
THE TOWN OF FALCON’S HOLLOW NEEDS A MIRACLE
The plague has come to the town of Falcon’s Hollow, and not even the town’s priest can abate its wretched course. With the coughs of the sick and the wails of the dying echoing through town, the local herbalist uncovers a cure, but she needs some brave heroes to retrieve the ingredients. Finding the cure means risking the dangerous Darkmoon Vale, infiltrating a witch’s haunted hut, and delving the ruins of an abandoned dwarven monastery.
- Pathfinder 1e
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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
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Under the Tusken Suns
A specifically requested Saga game focused on the small-team survival in the harsh and unforgiving environment of Tattooine during the time of the Rebellion, around the setting of Empire Strikes Back.
- Star Wars Saga Edition
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- Pathfinder 1e
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- Pathfinder 1e
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Back to the Beginning
Many years ago, this part of the Realms of Man was ruled by a magic-user named Cyre, a man of great and mysterious powers. He ruled the lands from his mighty castle Stormshelm high in the northern foothills, sheltered by the crags of the Misty Mountains.
Cyre died after a long and peaceful rule, with no heir or successor to his fortune. Yet his enigmatic power seemed to stretch beyond the grave, for no one dared stake claim to his estate, and few dared even venture near the crumbling ruins of his citadel.
Now, centuries later, the outline of the broken towers can still be seen on a clear day from the edge of Mick's Bend, a farming village upstream from the garrison town of Threshold. The "Benders" trade on the legend, variously telling of hauntings, packs of wild dogs, and other such dangers along with copious treasure and magical artifacts ripe for the plucking, a destination at once forbidding and alluring. The lone inn is named the Wizard's Walk, and coin flows as freely as mead when Cyre's riches are the topic of the bard's nightly offering.
Every now and again, bands of adventurers come to the Wizard's Walk, but few have chosen to walk the path, and none have come back heavy-laden with riches. Perhaps you will be the lucky ones?
- D&D Basic (BECMI)
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Mist Unlimited
What is City of Mist?
City of Mist is a role-playing game of film noir investigation and super powered action. It is set in a modern world rife with crime, conspiracies, and mysteries. The protagonists are Gateways, ordinary people who became the living embodiment of a legend, their Mythos. While your Gateways may seek to strike a balance between the mysterious nature of their Mythos and their mortal aspirations, the powers within them always threaten to tear their lives apart. They have unwittingly become a part of a secret world of clashing stories, and soon other legends will come looking for them with demands.
Who are you?
In the shadows of shiny skyscrapers and derelict residential blocks, ancient stories and urban legends assume physical form, choosing mortal beings as their Gateways to this world. But the Mist, a mystical veil known only to a select few, prevents the unwitting denizens of the City from ever acknowledging the miracles they witness daily, hiding their true nature from one another. Distracted by their everyday hopes and fears, the people on the streets remain oblivious to the clash of mythical forces that drive and control the very life of the City.
You were an ordinary person—until the seed of the legendary awoke within you. Now you seek answers to questions about your powers, but the truth always seems to elude you. Yet at the same time, you still want what every human being wants: love, money, power, peace of mind. Together with your ragtag crew of gifted individuals, you work to reveal the powers operating in the dark smoky alleys of the City, just as those very powers seek you out for what you are. You will hit the streets in search of the strange cases, loose ends, and unsolved mysteries that will lead you to the truth, inevitably clashing with other legends in mortal form, agents of the powers beyond the Mist.
Be warned—the truth is as dangerous as the forces that hide it. Only when you find yourself sacrificing that which is dearest to you will you truly learn the answer to the ultimate question: "Who am I?" . But will it be worth it?
What this game is about?
Once, in the very beginning, there was only the City of Mist. The Mist started there, but its power and its oniric qualities could not be contained. Soon it spread with utmost speed, consuming all, like a malignant tumor. And now you live in a World of Mist. But the world did not change, everything looks exactly the same. Everyone lives their lives as before, don't recognizing the undeniable truth, that the world changed. Strange things started to happen and everybody just pretends to don't see them.
Most of them were harmless, but some dangerous, and some even lethal. Crimes and deaths of supernatural origin happen, but when the Mist intervenes, the authorities disappear, the police ignores and nobody really cares. Only you, and maybe others that have awakened like you, care. Those people that care about the state of the world founded a secret organization, the Light Beacon, the only option for those that want to know the truth. They are deeply unsatisfied with the current situation, and willing to take justice in their own hands.
You are about to embark in a journey of discovery that offers no way back.
You can find the free rules here.
Create your character at this thread after reading the guidelines.
- Powered by the Apocalypse
- closes April 28