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The Trail of Henderson
35 days ago, all Hell (or possibly something even more alien and sinister) broke loose in the city of Rochester, New York, and its surrounding suburbs. This came to be called the 'Rochester Outbreak'.
Within 24 hours, Martial Law had been declared in the State of New York, Rochester was quarantined, and every US Army National Guard and US Army Reserve Unit within 150 miles (plus several from outside that radius) had been called up. A news blackout about what was going on in Rochester was enacted.
Within 72 hours, two full Brigade Combat Teams of the 82nd Airborne Division (that being all that was still in the US with ongoing deployments) supported by the 82nd Combat Aviation Brigade, along with several various units of US Special Operations Forces, had deployed to the Rochester 'Quarantine Zone' to "contain the situation". At this time, the White House declared that "a devastating bio-chemical weapon was deployed against Rochester and its surrounding area by unknown actors"...and everything to do with what is going on in the Rochester Quarantine Zone is classified Top Secret as part of Special Access Programs RAMPANT HART and/or BLUE VARSITY.
It still took another 25 days to restore order to most of Rochester and its suburbs. Reinforcements from the 101st Airborne Division (also giving up two Brigade Combat Teams, the Combat Aviation Brigade, the Sustainment Brigade, and the Division Artillery), 10th Mountain Division (Division Headquarters & Headquarters Battalion, Division Artillery, Combat Aviation Brigade, Division Sustainment Brigade), Vermont National Guard (86th Infantry [Mountain] Brigade Combat Team), and every other New York Army National Guard unit not already deployed to the Rochester area, as well as those New York US Air National Guard units with "relevant assets" were deployed there within another week from the deployment of the 82nd Airborne Division.
At 25 days after the 'outbreak', the United States Government, at the direction of the President, had set up a joint-agency task force to review all available information and determine what focuses a follow-on, "boots-on-the-ground" investigation should look into. This group is fully read into RAMPANT HART and VARSITY BLUE, and is called the 'Rochester Incident Study Group', or RISG (pronounced "riss-gee"). In reviewing all collected information, the RISG focused on various intelligence collected by "technical means" (probably by the NSA using domestic wiretaps), as well as fragmentary reports surviving from before the 'outbreak' and interviews with the few surviving local and federal law enforcement personnel working in Rochester and its suburbs.
At 32 days after the 'outbreak', the RISG delivered its findings to the United States National Security Council. Several orders were immediately issued, and various personnel gathered and briefed within 24 hours.
Those personnel were you. All of you are United States Government employees or contractors, from a wide range of agencies and professions, and possess Top Secret/SCI clearances. All of you were awoken in the middle of the night within the last 72 hours, allowed to hurriedly pack work-related materials and enough clothing to last ten days, and rushed to the Rochester Quarantine Zone Command Post in Batavia, New York, to be briefed by the RISG. You have--after two days of waiting around, being issued equipment, given full medical work-ups, and having thorough psychological dossiers compiled--finally been called in for your actual briefing by the RISG.Mechanics
This game is essentially a hybrid of Call of Cthulhu 7th Edition in a modern setting and Delta Green, and will be using elements from both. There are unique modifications in use, mostly in regards to PC Generation and the Skills in use. That being said, the Player Characters ARE NOT members of Delta Green, although they will be members in good standing of the United States Government with fully-valid Security Clearances, or at least Cleared Contractors with fully-valid Security Clearances. All of your PCs will have had at least one brush with the Mythos, thus start with Cthulhu Mythos 10% and a maximum Sanity 90.
You will, as the above states, start your campaign by being deployed to Rochester, New York, USA after it has been overrun with the Mythos and then reclaimed by the actions of unknowns as well as many thousands of US Military and Law Enforcement personnel, plus disaster relief personnel. It is not, however, fully safe yet. Your PCs will actually start the campaign arriving to be briefed by the RISG in the Rochester Quarantine Zone Command Post in Batavia, New York.
Everyone will generate at least one PC; you are welcome to generate two PCs, whichever one is not initially selected will be used as a spare forwhenif your first PC isjoyously struck down by an amused GMsuccumbs to the hazards of the investigation. If your PC dies and you do not have a back-up PC ready by that time, you as a Player will be shifted to being a Reader and another Player recruited. As long as you have a back-up PC ready, you will continue to play, barring other issues.
The inspiration for this campaign comes from the epic and entertaining story of Old Man Henderson, helped along by things such as the Monster Hunter International series, the Special Circumstances series, the Taken movie series as well as the Taken mini-series, plus several other influences I probably haven't noticed.- Call of Cthulhu
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Abomination Vaults 5e
Advanced 5th Edition Adventure Path
Enter the megadungeon! Evil stirs in the depths of the Abomination Vaults, a sprawling dungeon where the evil sorcerer Belcorra Haruvex attempted to raise an army of monsters hundreds of years ago. Brave heroes must venture into a dungeon full of beasts and traps to prevent a spiteful villain from rising again.Rules System: Advanced 5th Edition Level Up
Theme: Megadungeon
Starting Level: 1stThe Abomination Vaults Adventure Path begins near the small town of Otari on the southern shore of the Isle of Kortos. A robust and spoiler-free description of the town can be found in the player’s guide. While this gazetteer does mention things that aren’t frequently discussed in polite company (such as the rough crew that hangs out at the Crook’s Nook), the contents of this gazetteer are considered common knowledge among Otari’s citizens. It’s possible for some (or even all) of the heroes to hail from Otari, but that isn’t necessary. Although most of the campaign’s action takes place in the dungeon about a half hour to the north in the swampy Fogfen, the heroes will return to Otari many times and should come to rely on its people.
The heroes might or might not know each other, but all of them should have a friend in common: the town’s eccentric oddities merchant, Wrin Sivinxi. Wrin’s mixture of tiefling and elven ancestry is impossible to miss: her eyes are devoid of pupils, small ram horns curl around her elven ears, and her fingertips sparkle with motes of glittering light. Wrin is more than a collector of unusual items and occult lore; she’s a scholar of the stars who possesses curious foresight about strange events (perhaps this foresight drove her to build a friendship with the heroes in the first place).
In any case, once Wrin collects the heroes to tell them of a strange light, she has seen around Gauntlight, the mysterious inland lighthouse deep in the Fogfen, the campaign can begin!The posting rate for this game will be an average of two to three times per week. Some days there will be more posts than others, but this campaign will be run at a leisurely pace. If you do not post once within 48 hours during combat, actions will be taken for you. I reserve the right to eject from the campaign anyone who has not posted in a week without prior warning of absence.
I expect players to engross themselves in the roleplaying element and contribute interestingly to the story and for this campaign I also favor longer posts with detail and emphasis on the growth of the characters over just posting to meet the requirement.
I also travel occasionally, but this rarely affects my posting. I will be selecting a total of five players. If you have any questions, I'd be happy to answer them.Application Deadline: May 25th, 2024 (Midnight CST)
Character Creation & Play Guidelines: This document has everything you need to participate in one of my games. Includes rules for character creation guidelines and much more.
Character Creation and Play v3.1 - Files - Myth-WeaversCharacter Submissions: You will also need to start a thread in the application thread for your submission.
If you have any questions about my rules for character building, setting, or any thoughts about character backgrounds, or to request that I review your character then you can do so by using the links below.
Generating Ability Scores: The first post in your character thread should contain your ability score generation and nothing else. You should state if you are taking the static array, using the point buy method, or rolling for your stats. If you decide to roll for your stats, then you may roll four 6-sided dice and sum up the three highest rolls. Repeat this process six times to generate your stats. If you are new to Myth-Weavers a guide to how to use the dice roller is available.Dice Tower - Articles - Myth-Weavers
Allocate these rolled numbers or picked numbers if doing point buy or static array, to your desired ability scores by noting them accordingly in the first post. If you chose the roll method, you must take the stats that the dice gods have given you, good or bad, that is the hand in life that you have been dealt. Some of the best heroes come from a tough beginning and overcoming adversity.
Character Thread Template: You are welcome to use the following template. It is designed to include all pertinent details about your character for quick reference by both the Narrator and yourself as the player. By keeping this post current in your character thread, you eliminate the need for a separate Myth-Weavers character sheet. Ensure that your posting template provides a link to your character thread for convenient reference. The character template should be the second post in your application.Character Posting Template: The third post in your application should be your posting template. I have created one that you can feel free to copy and use if you like. (See Character Thread Template link above.)
FREE ONLINE RESOURCES Main Advanced 5th Edition Website
Level Up: Advanced 5th Edition (A5E) (levelup5e.com)
All the Rules
Character Creation Walkthrough
Character Walkthrough | Level Up (a5e.tools)
CLICK HERE TO READ THE ABOMINATION VAULTS PLAYERS GUIDE
GM Info: Hello! I'm Billy Watford. I've been a GM (DM, Storyteller, etc.) for about 35 or 37 years, and I've been gaming even longer. Over the years, I've conducted what seems like hundreds of adventures through Paizo, WotC, TSR, and I currently have many games ongoing on Myth-Weavers, some of which have lasted for years.
My GMing style leans more towards crafting a compelling story rather than maximizing the exploitation of rules. I appreciate characters that are interesting from the start, but I'm particularly fond of characters that evolve throughout the game. Avoid presenting me with one-dimensional characters that repeatedly exploit a single annoying trait, and in return, I'll refrain from introducing a tarrasque into the scenario. Agreed? Agreed.
What kind of player am I NOT looking for?
Power Gamers (not sorry) and rules lawyers (really not sorry). Having gamemastered for many years, I am still new to this specific system. Therefore, I am not looking for players who are solely interested in exploiting new rules or merely min/maxing their characters. From what I understand, this is much more challenging in Advanced 5th Edition Level Up. Should your character meet an untimely end in the dungeon, please be gracious, and we will get you situated with a new one as promptly as we can.What kind of players AM I looking for?
Ah, this is promising. I'm not in search of mere players; I seek a cast of characters. I desire individuals dedicated to advancing a compelling plot—those who hinder the story's flow are my pet peeve. I yearn to witness your character's evolution. I envision the transformation of a self-centered street urchin into a daring hero, a disinterested bureaucrat into the fierce embodiment of divine retribution. LET'S DO THIS. Enter the Abomination Vaults, where your saga unfolds.I'm also in search of individuals who can adhere to the basic rules of grammar. That said, I can be quite forgiving of errors. However, for the love of God, in a system where edits are possible minutes, days, or weeks later... please take some pride.
I look forward to your applications and good luck!
PLEASE READ THE PLAYERS GUIDE ALL THE WAY THROUGH AND THEN RE-READ IT PRIOR TO STARTING THE APPLICATION PROCESS!! IT WILL HELP YOU TREMENDOUSLY!!!
The Abomination Vaults players guide can be found at the link below.
Player's Guide - Myth-Weavers
Sorry to scream but I do not want the thread cluttered with people that do not read.- Level Up 5e
- closes May 25
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The Vipers
Join a gang! See the city! Travel, excitement, cyberware, and magic, all at your fingertips.- Fate
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Hell's Rebels
"Even with the cobblestones of Argent Avenue and the foliage of Aria Park still wet from the morning’s light rain, dozens of Kintargans have gathered along the facade of the opera house to protest the city’s new lord-mayor, Paracount Barzillai Thrune. The city’s new leader was appointed by Her Infernal Majestrix, Queen Abrogail II, in the wake of the previous lord-mayor’s sudden flight from the city - an event that still has local rumormongers whispering furiously. In a scant seven days, Paracount Thrune has instituted martial law, a curfew, and seven outlandish and polarizing proclamations. These actions and more have called many of Kintargo’s dissatisfied citizens here on
this overcast morn. There’s been no sign yet of Barzillai Thrune himself, and the opera house’s doors remain tightly closed—as they have since the man chose the landmark as his new home—but judging by the growing sound of the protesters, he surely can’t ignore the scene on the streets below much longer".Hell's Rebels is an adventure path about resistance and revolution. The PCs turn up at a protest, things turn violent, they make a new friend, and from there on.... the real game can begin.
- Level 1
- 22 point buy
- Spheres! Vancian magic is out. Details to follow.
- Subjective alignment! Instead of an alignment, pick two or three loyalties. They might change with time. Details to follow.
- One "Reason to Protest" from the Hell's Rebels Players Guide, one campaign trait. If you need more traits, there's the Extra Traits feat.
- Speaking of feats, start with 2 at level 1. You must qualify for each without using the other.
Details to follow.
- Pathfinder 1e
- closes October 13
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- D&D 5e
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- D&D 5e
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Reach for the Stars: A 4X GSRPG
What is this game?
Reach the Stars is a GSPRG that is a mix of group story telling and strategy game. The ultimate goal is entirely in the eye of the beholder but the game itself will last ~1 RL year if things go as planned and no major flaws are found.
The initial phase of the game will be a land grab while your home world remains hidden from potential enemies (unless you take the Drawback that removes this protection) for 6 turns. You will build a network of wormhole/jump point connected systems that will provide you with defense in depth when the inevitable invasion happens. It will be also the phase that leads to chance meetings between yourself and other powers, both NPC and PC, among the stars.
Will you make friends or enemies?
The initial phase of the game will be forcibly ended when the GM PC faction's pursuers (due to them taking Hostile Pursuit) arrive and begin invading basically everyone with varying degrees of interest. The faction(s) with the Hostile Pursuit trait will receive the majority of the interest, but the more of you that take that drawback the stronger and/or more pursuers will arrive to invade everybody. It also won't make sense to abandon those that took the Hostile Pursuit trait as, frankly, once they are all dead...the invaders will turn on the rest of you with the full force of the invasion fleets anyway.
So begins the military-focused portion of the campaign. You are no longer wide-eyed explorers but desperate defenders fighting to keep your people safe. You could continue to explore, of course, but should you? Who knows what you might stumble upon. Precursor reliquaries granting you technologies to defend your borders? Or new enemies who will seek your destruction that you've foolishly shown a path to your worlds?
Ultimately, victory is determined as it is in RL, by not dying prematurely. Good luck out there.
Rules & Discord Invite
Homebrew Rules (First Draft)
Discord - Valid for 30 days from the post date
Please reply to this thread with an "I'm interested" kind of comment since if I can't even get 3 players to read the rules and be interested, this obviously won't get off the ground. I plan to launch this on Baldr assuming I get enough interest and we can agree on the rules.
Victory Condition
There is no singular "win condition" unlike a traditional 4X. Your goals should be as varied as the civilizations & players that decide to play the game.
Everyone who doesn't die to the GMPC's triggered Hostile Pursuit is considered a winner in the simplest sense.
Defeat Condition
Losing all your systems will end the game for you, whether due to PC or NPC activity. I debated about a permanent "homeworld shield" that keeps homeworlds invulnerable forever but it feels weird narrative wise. If people want it though, I'm down to have impossible to invade homeworlds unless you take the Botched First Contact drawback which only functions if you can be invaded on Turn 1.
Co-GMs Wanted (max 3)
Realistically, to have a large scale GSRPG, we need more than just me to moderate the game. Each GM will have a player faction being GM'd by yours truly to keep things roughly fair and to avoid issues. I intend to run this game with 0-3 Co-GMs since 3 is the max players I think I can realistically GM for with 3 week turns.
I'll probably hand off GMing of my player faction to another GM if one exists.
Co-GMs will be responsible for the overall storyline of the game in cooperation with me. Adding new faction types, long term plot lines, what the Hostile Pursuit factions do the general story when they arrive, etc.
Priority will go to people I've worked with/played with before but I'm open to anyone really.
Game Operation
This is an alpha test of the game rules and such the rules will be subject to change every 5 turns to handle balance issues and/or to add content that might be fun. So if you want a polished rule set this isn't it.
This is my second attempt at a 4X SciFi GSPRG.
The main issue with the first iteration was it was primarily a design sim for ships. The other issue was Espionage was too strong/easy to accomplish "big things" with. The last was it was too easy to form "big alliance blocs" that players needed to be in to be competitive technologically/militarily.
There was also the danger of things like Zerg rushes and other issues that I think these rules resolve. They weren't really an issue in the first game but will be in this one due to the number of fleet turns I'm imposing on alliance like behavior. (i.e. You need 5 positive relationship tags which will take 2-5 turns to accomplish of a dedicated diplo fleet of which you have limited fleets)
I think I've fixed that with the new rule set (very little if anything was transferred over if we are being honest). The design space has shifted to entire systems/fleets with minimal micromanagement of either. It also does away with the overly complex automated combat system so it is easier for people to understand.
The goal run time for this game is 45 weeks or 15 strategic turns (with rule iterating being done on Turn 5 and 10 respectively).
Each turn is meant to run for 3 weeks to give time for actions to resolve and diplomacy to happen. Despite a turn taking 3 weeks, you might be engaged in 5-6 conflicts that you'll need to complete during that time with rolls/tactical decisions.
As such, this game will be in dire need of Co-GMs and I'm capping it at 3 players per GM. That might not seem like alot but you need to keep in mind, each GM is going to need to maintain 2-6 plot lines per player (1 per fleet).
I'm not guaranteeing any of the above timelines either, its just my best guess of how long things will take to run/resolve. The goal is to run it for 15 strategic turns and complete it in ~1 year.- Homebrew
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ACE Testing
Playtesting homebrew system while testing functionality of new BALDR format. Not an open game.- Homebrew
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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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- D&D 3.5e
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Scion 2e: Fatebound
A scion 2e game, taking place on the Global Scale where your characters play Scions of the Gods, starting at the Hero tier, going to Demigod tier eventually. You are a band of scions solving issues in the World and Terra Incognita.
- Scion
- closes January 22
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[PF1E, Spheres] Ultraviolet Grasslands and the Black City
A world begins when it emerges from the mists of time. So it is with the civilizations of the Rainbowlands—which mark their count from when the Long Ago ended and the Now began.
The Rainbowlanders are the humans of a later era, undisputed masters of the fertile lands around the Circle Sea, dwellers in the Eye of Creation. They come in many shapes, colors, creeds, and faiths. They pile unkempt technology and misremembered lore together into a teetering whole. They rule the settled lands under their polychrome deities of ill-repute.
This story is not theirs. This story begins at the edge of their world, at the Left End of the Right Road. At the westernmost outpost of humanity, the Violet City: bastion against the hordes, entrepôt to the exotic sunset lands, and last port of civilization before the trackless steppe studded with the detritus of the Long Ago. The last glimmer of the Rainbow before the skin-blistering glow of the Ultraviolet Grasslands.
A Pathfinder 1e pointcrawl using the Spheres of Power, Might, and Guile subsystems
- Pathfinder 1e
- closes June 1
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- D&D 5e
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- D&D 5e
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Total War
For the wider Total War universe, currently preparing for Mandate of Heaven 2, Sea of Change and possibly new Sethennai
- Homebrew
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Dawning of an Endless Night (Secret World)
All right, so a few things to set expectations. First, this is largely an opportunity for me to playtest of the Chronicles of Darkness rules. I used to play nWoD way back in the day (on these very forums, in fact!), and have been itching to return lately. Come to find out, there's been a new version and I'm curious how it compares. I'm also going to take the opportunity to try out a few ideas I've been wanting to test drive, including "blending" nWoD/CoD templates. Lastly, in case you're not familiar with it, this game is going to be something of an adaptation of the early parts of the MMO The Secret World. I've just always wanted to run a game in the setting, and given the things I'm wanting to experiment with, it's a perfect opportunity. Familiarity with that game is in no way a requirement to join, and honestly unfamiliarity is slightly preferred.😉
- World of Darkness
- closes August 18
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The darkest eye
The village Vintino welcomes all visitors with not one but three reasons to celebrate: The yearly wine festival, the 50th anniversary of the founding of the village and the visit of the famous Merchant Horadan dy Sulvano, who wants to set of to Mengbillar and Al‘Anfa. Vintino is just a small settlement in the south of the Horasian empire but has drawn with this combination quite a crowd.
Merchants and travelers of the surrounding area flock towards the city, even a small circus has settled beyond the village. All is festive and the mood is good, obviously supported by the readily absinke wine all around.
All this commotion has also led your Adventurers to this place, perhaps they want to add to the Traders group to go further south, perhaps they want to see the circus, or it might just be lady fate that led your feet to this bustling place.
- Miscellaneous
- closes October 31
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Riders on the Storm
A 25 page 3.5 temple romp that I'd like to see "non-evil" characters take on.
The motivations for the PC's in the module are two fold=
1:save the kids (Spoiler!: children in this module will NOT be in physical danger. Failure could mean the children are not returned to their families.)
2: while searching/exploring gain gold for information on the gods represented in the templeSo make characters that might care about one or both of these motivations.
rules for PC creation - I restrict some magic usually but since this is a module I am going to allow most options.
10th levelReligion=polytheistic.
Here is a list of preferred deities ....
Mystra, Dumathoin, Abbathor, {elemental deities- Akadi, Grumbar, Istishia, Kossuth}, Pelor, Gond, Auril, Talos, Tymora, the Raven Queen (N, Death, Winter, Fate), Malar, Mielikki, Selune, Waukeen, Moradin, Corellon, Hanali, Deneir.preferred sources-FRCS, DLCS, ECS, Dragon Mag material including Dragon Compendium, UA, Com Adv, CWar, CArc, CDiv, MM I and II, PHB, DMG, ExPsionHB, MoFa, PGtF, RoF, RoS, RoD, RoW.
Notes on races
Elves - the high desert is dominated with tall elves, oft with air genie bloodlines. The shorter cousins live primarily in the Forever Forest under the strict Elven Imperium. Gnomes and elves swap lifespans.
Dwarves - insular, stubborn, dark skinned mountain dwellers. Dwarves raiders are common along the Northeast coast.
Humans - every shade but white. The people of the outlands, high plateau, and mountains are mostly asian in appearance.
Fey - lots of fey in the Forever Forest.
Gnomes - gnomes populations are low and have offspring of every variety (of gnome). Gnomes and elves swap lifespans. Historically they tinker and invent a lot.
Halflings - only Kender exist on Drelin, brought as slaves by orcs over three centuries before. They are a toned down version of the DL race. I have rules if someone is interested in playing one.
Half elves - usually originate in and around Moonglade, largely subjugated by the Imperial Elves.
Half orcs - prevalent in the Outlands. Ancestors from the orcish invasion of hundreds of years past. There are no full orc left on Drelin. Anyone can use the human stats instead of half orc.
Sea-elves- the spongy coral coast has a healthy population of green and blue shaded sea elves. They trade with Lichstone via New Gotham, Basilica and South-Central Drelin.
There are no goblins.
Bloodlines are prevalent on Drelin.Full HP 1st Lv. Roll (rerolling 1's) or 1/2 rounded up.
stats: roll 3d6 8xs dropping lowest two. You can always chose the 34 point buy system.
Start with typical gold. (If you are a disciple of master He/representative of his Academy of Strategic Defense -5000gp= you are equipped with a type II bag of holding and a mount of your choice with leather barding, saddle bags and saddle.
+I ignore the first 10 lbs of equipment for encumbrance and small folk don't receive encumbrance size penalty.
+Please list weight and price of all items on CRS.[URL="https://postimg.cc/DJYsbXZb"]https://postimg.cc/DJYsbXZb[/URL] = map of Drelin
Setting Info
The old gods are reappearing after a dark time ruled by dragons ending in the devastating Dragon Plague.
Drelin is a round continent with a large forest in the middle. The story takes place on the plains and steppes of the northeast known as the High Plateaus. Moving south is the Outlands, an area of short grass plains. A 300 mile horizontal canyon splits the Outlands and Wastelands (irradiated lands with toxic pools and old tech from the wreckage of a spacefaring vessel). The Wasteland’s only large permanent settlement is the capital city Krashen.
The north is mountains ruled by giants. To the west of our POV (aka the High Plateaus) are plains with wemics, centars, half orcs and humans giving way to scrubland before the central forest. aka the Forever Forest which is ruled by xenophobic elven empire.
A more comprehensive geography is provided below and is unnecessary to play in this module.A simple real world comparison to local geography and fashion, think Mongolian Steppes circa 1200's.
That is all you need to know but here is the rest of the settings' details in the world content page.
Your character can be from anywhere on Drelin but it would help if they were an associate of master He or from the area with missing children. The DMnpc master He is a Genghis Kahn look-a-like with fu manchu who has made a successful finishing school for fighting men and women (Academy of Strategic Defense at the Blue Stone Citadel) in the northern foothills of the high plateau. Through tactics and diplomacy he quelled unrest in the high plateaus and now sends his students south to make the lives better for all the people of the plains. He has brokered a peace agreement with the orges and giants that dominate the mountains, which is signified by a blue and white star on the citadel's bannerWhite blue white. White background w blue mountain w white and blue spiky star in the middle.. Master He has freed many from the pirates on the coast. A LG legendary leader4 PrCl marshal4 paladin of Bahamut4 who is accompanied by a gold dragon wyrmling. His academy begins with 90 days of silence and discipline before asking He for admittance. Upon the 91st day, the recruit will be put into the school of mystic arts (monks and ninja) or the school of combat (fighters, rangers and barbarians) or the school of divine (clerics, paladins and bards). All the schools are carved from stone and a settlement of 2000 have filled the valley in this remote northeast corner of Drelin in the foothills of the Krendes Mountains. It is He that organizes the group to travel southeast.
[IMG2=400]https://i.pinimg.com/originals/19/95/a0/1995a02ede125d54af06a000cbc86c90.jpg[/IMG2]
You could be a dragonborn healer10 devoted to bahamut from a secret cloud valley in the Krendes Mountains, or a lesser aasimar rouge/fighter temple raider of Tymora (instead of Olidammara), the party will need a trap finder. Are you from a local (asian) herding village that is missing children? Or a knight from Lichstone with an undead bloodline?
Master He has sent you south with expectations of good deeds as you seek to maintain order which many attribute to He's military and political efforts over the last 20 years. Specifically, he has given you each a bag of holding with care packages of sugar, lard, dried meat, pickled eggs, a large warm fur blanket. These packages are to be given to women with children on the plains always hunting down any bandits, slavers or pirates seen. Travel southeast to the mountains and travel south. He's brother Od the Prophet resides hermit style on the side of a cliff. The master asks you to visit Od and aid him if you can.
Your travels led you south along foothills of mountains to the east, behind which lies the steamy Poison Forest and the coast. Isolated farming and herding villages are enjoying an early rainy season.
[img]https://cms-assets.tutsplus.com/cdn-cgi/image/width=1700/uploads/users/723/posts/29656/final_image/scifi-final.jpg[/img]Blue Stone Citadel
[/SPOILER]- D&D 3.5e
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Armour Astir: The Ghost Reaches
High fantasy mecha! An industrial-militaristic nation of (alleged) vampires are invading an Archipelago of islands. A loose coalition of craftsmen, mercenaries, and bandits are fighting back to save their islands from becoming blood factories (or worse, regular factories).- Powered by the Apocalypse
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Salves for What Ails Ye
Solo play-through of Apothecaria.
Zee's a herbalist, fresh out of apprenticeship. Their master got word that High Rannoc is looking for a new village witch, and so here Zee is, wet behind the ears and looking to make their way in the world.
- Miscellaneous
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The Cinders - 5e
A 5e campaign you play after your character has died. Your character has lost something, but they have also gained something, They have a chance to return to life, after they defeat whats in the Cinders.Small one shots every time they step into the darkness, the camp is where your party always finds themselves at end of the adventure. Once they have proven themselves they are sent back to their lives having regained their memories, their possessions, and take a bit of what they experienced in The Cinders with them.Create a 3rd level character, their backstory, how they died. List their greatest strength and weakness.- D&D 5e
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- D&D 5e
- closes May 31
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- City of Mist
- closes February 6
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- Pathfinder 2e