Game Directory
All Games
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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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Rin’s Dragonlance: Shadow of the Dragon Queen
War Comes to Krynn!
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 peoples 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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- GURPS
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The Dead City of Nortonia
A Pathfinder 1e game of stealth and might, brains and brawn.
- Pathfinder 1e
- closes April 29
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Shadows of the City
Shadows of the City
Shadows of the City is a three part adventure in the Dark Champions setting using the Hero System 6th edition "Champions Complete". Characters will be built on 300 points with up to 60 points of complications. Active Points: 50 - 60 with an average of 20 PD/ED Defenses.
This adventure is a 'street level' style adventure in the vein of the Netflix Marvel Series The Defenders (Daredevil, Powerman, Iron Fist, Jessica Jones and The Punisher, though the Punisher wasn't in Defenders). Let the big, powerful four color super heroes protect the world. You are protecting this city and its innocent citizens!
- Champions
- closes April 13
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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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The Ullanor Crusade
This is a concept I've wanted to do for years, ever since I first found the Deathwatch RPG - a game set during the Great Crusade, before the Heresy, before Horus was even declared Warmaster. I'll readily admit I'm not super knowledgeable on 30k lore, I haven't read the Horus Heresy books or anything, but I still really like the idea of a Deathwatch game set back when all eighteen (surviving) legions were nominally loyalist and the Emperor was still alive and active. The Ullanor Crusade seemed like the perfect setting for such a game.
Obviously the Inquisition and the Deathwatch itself don't exist yet, but this campaign would follow a small strike force of Astartes taken from the many different legions and sent on special missions. The Luna Wolves, Ultramarines, and White Scars were the most heavily involved in the Ullanor Crusade, but I think fourteen of the legions were involved in some capacity; your characters can come from any of the eighteen legions.
I'll most likely be using a heavily modified version of Rising Tempest, with the first chapter replaced with probably Extraction from the core rules. If the game goes on long enough, and people are interested, I may continue the game into the Horus Heresy era, either continuing in Deathwatch or porting over into Black Crusade depending on which side the squad goes with.- Deathwatch
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Hive of the Overmind, and other MCC tales
“You're no hero.
You're a wasteland wanderer:
a mutant,
a seeker,
a robot-killer,
a stoic shaman guarding forgotten ancient sciences.
You seek triumph and technology, winning it with mutations and magic, soaked in the radiation and quantum fields of the altered, the savage, the semi-sentient, and the artificially intelligent.There are treasures to be won in the taboo lands and ruins, and you shall have them...”— Relpmaw-Semaj, Curator Prime
Remember the good old days, when post-apocalyptic adventures were full of super-science, robots that were there to be mastered, and the finale of every underground adventure was setting the fusion power plant to overload? Those days are back. Mutant Crawl Classics adventures take place in an ambiguous time period after a great disaster has ravaged the world, and it’s up to your neolithic mutant tribesmen to go out into the hot house jungles and radioactive deserts of Terra A.D. (After Disaster) and collect the artifacts of the Ancient Ones in order to attain great personal power and savage glory.
- Dungeon Crawl Classics
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- D&D 5e
- closes April 19
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- Pathfinder 2e
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Victims of the World's End
You and your party are a small group of people who have come together after the "end" of the world. The upper and lower planes have gone to war on the material plane, and your group have been chosen to stop it. Face off against celestials and demons of all walks of life, and you may survive to fight the true winner of the battle ahead. A fair warning however, as neither of the leaders went to war for good intentions.
- D&D 5e
- closes February 29
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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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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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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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A leap of faith
Looking to recruit one to two PCs. The game is set on an island in the Eye of the Eye of Abendego, the eternal storm of Golarion. There is no way off the island that the shipwrecked PCs know of. They are currently between a rock and a hard place, given that there's nowhere to run to. They are guardians and protectors of civilians shipwrecked with them... the game's economic core.
PCs are now 4th level.
- Pathfinder 1e
- closes May 3
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The January 2024 Character Creation Challenge
Hey everyone, hope you're ready for the
January 2024 Character Creation Challenge
There are no "rules" or any requirements besides to have fun. Just make some characters. Share them here. Share them on your own personal blog. Share them over at RPG.net (where I found out about it) Share them anywhere you can with #CharacterCreationChallenge
- Miscellaneous
- closes January 31
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Age of Sigmar Soulbound: Shadows in the Mist
There is a city on the Charrwind Coast unlike any other.
Where the mist never leaves and the shadows have eyes.
Pressed between the boiling waves of the Searing Sea and the ever-encroaching jungles of the Crucible of Life lies the free city of Anvilgard — the City of Scales. Its winding, mist-shrouded streets are a haven for illicit trade, unscrupulous pirates, and umbral sorceries of all kinds. Corruption is rife in every walk of life, from the lowliest merchant to the Grand Conclave itself. The people are just as sharp as the knives they carry. Every deal is dangerous, every alley a trap, and every die loaded.
While the dark-armoured Stormcast Eternals of the Anvils of Heldenhammer protect the city and the precious cluster of four realmgates hidden within the Black Nexus at its heart, their dour nature and sombre dedication to their duty hardly inspires confidence in the wary populace.
Many say that the city only pays lip service to the God-King Sigmar, and that another organisation truly runs the streets — the Blackscale Coil. This vast criminal network of cutthroats, sabeutours, and politicians operates from the shadows, steering the city toward an unknown future under the orders of their mysterious leader, ‘Sovereign’. To their agents they bring wealth and power they could never hope to attain on their own, and to their opposition they grant only disgrace or death.
But it is not just mortals who vie for power in the shadows of Anvilgard. Gods have set their sights on the city as well.
The God-King Sigmar fears the city’s realmgates might fall into the hands of the Ruinous Powers, who would use them to wreak havoc across the Mortal Realms. The Everqueen Alarielle views the ever-flowing defoliant spray that holds back the hungry jungles as a terrible weapon that could be turned against her beloved children, the Sylvaneth. And the followers of Chaos see the city as a grand prize for their dark gods, helplessly destabilised and ripe for the slaughter.
With all of this in play, there is no denying that to set foot in Anvilgard is to take your life into your hands. Some whisper that it is a doomed city, irreparably corrupt and rotten to the core in ways that nothing but a cleansing fire could cure.
And yet, wherever there is corruption, there are those who would seek to right it. Brave heroes who are not afraid to bring light into the darkest parts of the city in search of truth and honour. Those with the power and drive to stand before encroaching oblivion and raise their weapons in defiance.
The Soulbound are just such heroes.
***
Hello folks. My name is Saithorthepyro and I'm going to be running the Shadows in the Mist Campaign for Age of Sigmar: Soulbound. This is my first time GMing the system, and I'll be advertising for applicants unil the end of second week of January.
- Miscellaneous
- closes January 14
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- D&D 3.5e
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Salvaging Calixis
It is 009.M42.
Things are not going well for the Imperium.
It has been discovered by the High Lords of Terra, thanks to ancient data-vaults deep within the Imperial Palace itself, that there are assets that are required for the Imperium to continue located in what was once the Calixis Sector, as well as the Koronus Expanse and the Jericho Reach. The only way to access any of those regions is through the screaming heresy, horror, and Chaos of war that devoured the Calixis Sector a little under a century before.
You are the first veteran Inquisitorial troubleshooters available to the High Lords of Terra. You were gathered by the Inquisition Special Missions Ship Door to Abundant Joy (better known--to those relatively few that are cleared for the information--as the Joy Door) and delivered straight to Holy Terra. You got to know the other Throne Agents and Inquisitors aboard, as well as the carefully-selected Imperial Guardsmen that were also commandeered in the year-long trip.
You now all find yourselves seated in a conference room deep within the Imperial Palace on Holy Terra, awaiting something...
The Party, through some very successful misadventures, is now in 817.M41, is now (mostly) accepted by the Calixian Conclave and free (so far) to go about their official mission of collecting relics as well as their personal side missions as they can fit them in.
There has now been a Temporal Offset Displacement Wave...in other words, someone else altered the past--for the better--and now The Party has to adjust to a significantly changed Imperium and personal circumstances.
- Dark Heresy
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- Lancer
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Fast Times at Fortuna High
Fast Times at Fortuna High will use the Kids on Brooms TTRPG system--a spinoff of Kids on Bikes--to tell a story about a group of inexperienced teachers faced with the sudden disappearance of the senior faculty of their magical school. It will be set in a world much like our own, albeit with a few key differences. For example, World Wrestling Entertainment went out of business in the mid-2000s, Disney scrapped its planned Star Wars sequel trilogy... oh, and superheroes exist. It's sharing a world with an ongoing MASKS game, and characters and events may sometimes cross over.
We're hoping to find a couple of players looking to become borderline obsessive about a group of young professionals who are in way over their heads and to tell a collaborative story where dice are rolled occasionally. Once we're rolling, the game's post rate will likely be fairly intense by PBP standards: potentially as high as a post per day or even more. (We're an enthusiastic bunch of weirdos.) I can't guarantee that sort of post rate, but it's been known to happen. If this sounds enticing instead of like a huge, obnoxious hassle to keep up with, here are the application instructions.
As far as tone and content: think Abbot Elementary, Cobra Kai, Brooklyn Nine-Nine, the Dresden Files, and the later Harry Potter books. We're aiming for an adult-oriented workplace comedy that occasionally dips into more serious fantasy drama. Cursing and adult subject matter are fine within the boundaries of MythWeaver's rules and what everyone's comfortable with.
We'll be primarily using Discord to communicate OOC.
If you have any questions, please feel welcome to DM me!- Miscellaneous
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- 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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Once Upon a Time in the Greenbelt
Theme Music
The Stolen Lands. The Wild Frontier. The Greenbelt.
But with more guns.- Pathfinder 1e
- closes October 7