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Curse of the Crimson Throne - PF2E Conversion
This will be a play through of the Pathfinder Adventure Path, Curse of the Crimson Throne, converted to Second Edition. We will be using a number of variant rules; specifically Gradual Ability Boost and Free Archetype, and a number of practices to improve flow and preserve momentum in a Play-by-Post format.
We will be using these forums, as well as a Discord server, for communication and chatter related to the game. However, all IC posting will be done via the Forums, here. I have, and hold myself to, the following expectations:
- An IC post or update no less than two times per week, with an average of three to four.
- Open and honest communication in regards to availability, scheduling, or other issues which may lead to player, or GM, absences.
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During Encounter Mode we will be using Block Initiative which means:
- Player & NPC Initiative will be rolled by the GM; in accordance to Player-stated Exploration Activity
- Players with a higher initiative score than the NPC's may post their actions in any order.
- The GM will post & summarize PC actions & NPC reactions. Any conflicting actions caused by the the timing of Player's posting will be evaluated and resolved in a manner most advantageous to the Player.
- All PC's may post, in any order, as the end of the initial round and the beginning of the next round occur before the NPC's react and the GM summarizes actions.
- The timing of any effect or ability that would be confused by this Block Initiative posting order will be evaluated and resolved in a manner most advantageous to the Players.
Recruitment will be open for three weeks, ending Friday February 23rd, with selections being posted by Sunday February 25th. I plan on recruiting six players, I feel this will provide enough interactions between players to make for interesting role-play and character connections, and allow us to maintain momentum during Encounters, even if real life commitments precludes one of our characters from being able during a particular encounter. I will be recruiting a balanced party, both with roles, and with connection to the setting.
- Pathfinder 2e
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Gateway
This is a GURPS game using the Infinite Worlds setting. However you will not be working for any of the established organizations, but rather a ruined world that is searching for a new home to call their own. As such players will be free to use whatever methods they deem necessary to explore the multiverse and overcome obstacles towards that goal. The game has been running for several years, but with the site transition and general attrition we're down to just three active players. As such I am looking for a 1-3 new players to fill out the roster.
Characters will be built on 300 points with up to 100 points of disadvantages. Please post your characters as new threads in the Characters folder of this game's forum. There are further details in the Character Creation thread.
- GURPS
- closes December 15
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Ego Crash
The Egocrashers are a small organization in the solar system's underworld that are primarily involved in the theft, sale, development, and trafficking of dangerous and forbidden weapons and technologies. They are known among transhumanity's criminal elements for hiring individuals with unique backgrounds to undertake dangerous jobs that pay very highly.
Recently, the group put out an advertisement on a midnight-marked job board looking for highly motivated and skilled individuals to "liberate one of nanotechnology's greatest minds from slavery in Jupiter's orbit." The potential payout listed is jaw-dropping, but so are the supposed risks. Potential TITAN exotech? Hungry nanobot swarms? Cyborg bodyguards? Space pirates? Unlikely. Besides, how hard can it really be to
kidnaprescue a scientist?System: Eclipse Phase, Second Edition (free rules available here). No prior familiarity with the system required! The system is fairly crunchy, but I am willing to help you learn.
Posting Frequency: Ideally, an average of 2 times per week to keep things moving, but historically we've averaged about once a week so far.
Game Type: This mission is a medium-length investigative mission that is part of a longer campaign involving uncovering the secrets of the Egocrashers.
- Eclipse Phase
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Local Legends
There are tales of chosen ones, people with ancient magical power, geniuses of a generation and master warriors. This is not one of those tales. You were not born with magical blood boiling in your veins, you did not pick up a magic tome and learn wizardry. You were never picked up and trained, imbued, or chosen. Instead you are still in your hometown: Cindun (Sin-done). Cindun has (generously) 400 people including all of the outlying farms and you've only ever been here. Maybe to the local barony, but the world beyond is at best in books. Cindun is a quiet town, with a forest nearby and many many farms around. It is the second highest point within the valley, and most folks who are in the valley stay in the valley and never meet someone from away.
And then Adventurer's came through town. They were bright, colorful, weird, and eager to discuss what their tragic upbringings, and overall seemed like characters out of the stories. However they didn't stay long. They did not look to the forest, did not look to the towns history and didn't even look at the tavern's basement. Instead they bought supplies and left, leaving the valley with their colorful tales, that people are still talking about months later.
However, there IS something in the forest. The Tavern DOES have something in the basement. And the town's history DOES have a problem. But there are no heroes to be had... Only you. And with the autumn festival approaching, others have developed an interest in the town. Hopefully they'll leave too.
- D&D 5e
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Fiends
The blood war has waged for uncounted eons, since history began, and perhaps even before it. However, both the demons and devils know that the true prize is the prime material plane, and even if it takes an eon or two to arrange a meeting, it's still going to happen when you live forever.
So it was that a group of the highest ranking arch devils and demon princes met to hatch a fiendish plot. A gate would be built, but it would be no ordinary gate. This would transport a select cadre of both camps to the Prime, transmogrifying them as it did so that they would no longer be beholden to the rules for outsider travel, but would instead have unfettered access to that most prized location. This elite group would set up a base and begin the preparations for full scale invasion, and the rich harvest of souls could then begin. Perhaps even the blood war could be ended.
And so it was, another eon later, that the selected army of high ranking demons and devils were assembled before the gate that had been built by the mage smiths of both races, deep in Pluton, the lowest plane of Hades. Of course choosing the middle ground required the services of the Yugoloths to act as mediators, the price for which was their own contingent in the invading army.
Intoning horrible words of power, the gate was opened, and the army stepped through.
Needless to say, both sides were lying. End the blood war? Share the Prime with the hated enemy? Not bloody likely. Both powers were needed to make the gate work, but neither side had any intention of letting the other through. The devils, arch crafters of law, delved deep into their wellspring, and crafted a law lattice as an integral part of their half of the gate, against which the creatures of chaos would be smashed. The demons for their part, no slouches when it came to backstabbery, delved into their own lore and crafted the metaphysical equivalent of a thorny hedge, against which the creatures of law would be helpless, ripped asunder. Not only were the Yugoloths aware of the double treachery, they were involved in the creation of both lattice and hedge, and then of course spent time building warding spells that would ensure their contingent passed through both barriers, leaving the demons and devils behind
It goes without saying that the hedge and the lattice didn't sit well together, but instead merged into something truly terrifying. As soon as the army passed through the gate there was a titanic explosion. It not only killed all those in the Gate room, it wiped the entire lower plane of Hades from existence.
The elite cadre of Ta'anari, Baatezu and Yugoloths that entered the gate didn't fare too well either. Most were utterly annihilated by the hedge lattice construct. Only a very few were able to push past/through the construct to the Prime beyond, but each of those suffered horribly. The first things to go were their items, weapons and armour. Enough magical equipment to sate a god of avarice was stripped away and torn to shreds by the insatiable lattice hedge, and as those few creatures continued forward, it began to tear away at their essence. Eons of training, knowledge and power were torn away like so many leaves in a wind storm. By the end of it, those few that were left and managed to battle past the lattice hedge had regressed so far that they were, once again, eggs...Eggs though that quickly hatched, spilling their newly formed prime bound outsiders into the world...- D&D 3.5e
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- Pathfinder 1e
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Realms of Adventure 2
Clippety-cloppety, bold Jonstan the Rover
Rides misty-eyed down to the Dales again
Into forests and fields, rare beauty all over,
Land of his true loves—Aldee, Imthra, and Luthane,
Elda and Myrta, Chalantha and Araine.Will he find yet another? Or be welcomed back?
Long lasses aplenty catch his winking eye.
Is it kisses he’ll taste soon? Or scorn everlasting?
Love and laughter and soon away Jonstan will fly—
Gone again over threshold and under dawn sky.Far across Faerûn, a rover adventures free
’Til the Dales call his heart home again
To Jhaele, Sharune, Aleese and Rythree—
Warm arms and hearth and a roof ’gainst rain
’Til his wandering feet bear him away again.Climbing far mountains, riding in high clover
To Waterdeep and the shores of the Shining Sea—
“Hark! Comes now bold Jonstan the Rover?
Will he, oh will he ever come back to me?”
The Dales call back the man wedded but free.Clippety-cloppety, bold Jonstan the Rover
Comes riding down into the Dales again.
Their forests and fields, rare beauty all over,
His true love more than all the maidens in pain.
My man is riding mist-eyed to the Dales again.—
Jaladha Tshamryl,
Minstrel of Battledale,
“Jonstan the Rover”Intended as an expanse-full campaign for FR enthusiast, set in the Realms for 4-6 PCs, this game will proceed through a series of smaller adventures set in a larger campaign arc starting in the year 1368 DR. Instead of making grand promises of a long-running campaign, we'll take it one step at a time. Hopefully, we'll enjoy a long run.
- D&D 3.5e
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- Star Trek Adventures
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Fight for Redemption
Fight for Redemption is a homebrew setting I created...far longer back than I would care to contemplate, following the remnants of a corrupt, expansionist empire undone by weapons of their own making. In cryosleep for several hundred years, believing the gene-engineered weapons of the Core Republic, the Jaretul, were not fully defeated. These scraps rejected the orders to return to the central planets, instead entering a long watch over the frontier planets they guarded.
Previously this was run in D20 Future, because back in 2007 that was the system that seemed best suited. Now it's been converted to Stars Without Number, which meshes with it far better and helps capture a bit more of the grittiness of a war-oriented campaign.
This will be a military campaign, with players as natives of the planet that is about to get hit by a Jaretul remnant fleet. The Jaretul are intent on gathering the resources to begin to rebuild their forces using the planet’s inorganic and organic resources. Players will be, through circumstances, operating as a special operations squad. There will be larger battles that take place, but the party will not be a frontline unit. Actions by the party, whether a mission success or failure, will have an impact on the greater strategic situation.
Players should expect a more lethal game, with the very real possibility of needing to make a new character. There will be some "horrors of war" elements, but within reason. This is Myth Weavers, and it will be in line with the site content rules.Characters are born and raised on Zannqu, and live and work currently in New Ry-ur, one of the largest metropolises on the planet. Home to one of the main spaceports and the second largest "Cities of Art," it is filled with artists and scientists on top of all the usual sorts to be expected from a large city. Unknown to the population, back when the Jaretul/Core Republic War took place, the planet was subjected to one of the rogue science experiments meant to help the populace against the Jaretul. Characters will wind up incorporated into military forces very quickly in the campaign but are not expected to be military or law enforcement, more average Joes/Janes.
Recently news leaked of an outbound probe catching images of ships not recognized by any historians slowly entering the system periphery, and since the leak it has been headline news for several days. When the characters look at the images it causes a fair amount of discomfort and headaches, like they almost recognize them, even if everyone around them seems fine when viewing the same.
A Jaretul remnant fleet has awoken, and found a new planet to harvest...
Questions and die rolls can go in the Character Creation thread.
Please make a character application thread in the Applications Folder.I'm Colin, longtime GM both at the table and via Play-by-Post. I tend towards primarily sci-fi settings, and may have a bit of a reputation for allowing the dice to kill characters. I do not have the view that players are the enemy, I just let the dice lie where they fall and believe it leads to great roleplaying potential.
On Ducj (SerakHawk) - well I'm Ducj. I do Ducj things and tell Ducj tales. My preferences tend toward storytelling first mentality, with mild horror / puzzle solving angles cropping in up in most of my own games. I'm editor in chief and rubber ducj supreme to ensure he doesn't commit terrible crimes against plot continuity.
- Post rate: 1/week minimum (faster depends on player activity and my schedule)
- Discord: This has been a fantastic tool that’s proven useful in previous games. It will be used for almost all OOC, and is thus a requirement if you are interested in playing. If accepted a server invite will be sent.
- 1 (possibly 2) player wanted
- The application period closes on 28OCT2022 at 12 PM EDT
- Need the rules? They’re available free on DriveThruRPG!
- Stars Without Number Revised
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GreyPath
Attention thrillseekers!
Remember the good old days of Greyhawk?
They're back! Experience the classic setting in a new light, using Pathfinder 2e (Legacy)!
This campaign is inspired by classic modules from years past, along with custom original material to help get you going!
Actively seeking six stalwart adventurers!
- Recruitment will last until 6pm EDT Wednesday 24 April 2024. This may be extended depending on the number of applications.
- Selection will take place by 6pm Friday 26 April 2024. Announcement over that weekend.
- Looking for a launch date of 1 May 2024.
(This advert will likely be edited/adjusted as we go.)
- Pathfinder 2e
- closes April 24
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Where Alleys Lead
We'll start off with WDH-03 Blue Alley, a tier 1 Forgotten Realms adventure set in the city of Waterdeep. From there, we'll try out some select adventures from Keys from the Golden Vault.
- D&D 5e
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Order and Chaos
libera me, Iomedae, de morte æterna,
in die illa tremenda (in die illa)
quando cœli movendi sunt (quando cœli movendi sunt) et terra
dum veneris iudicare sæculum per ignem.tremens factus sum ego, et timeo (et timeo),
dum discussio venerit, atque ventura ira.dies illa, dies iræ, calamitatis et miseriæ,
(dies illa) dies magna et amara valde.requiem æternam dona eis, Iomedae:
et lux perpetua luceat eis (luceat eis).libera me, Iomedae, de morte æterna,
in die illa tremenda (in die illa)
quando cœli movendi sunt (quando cœli movendi sunt) et terra
dum veneris iudicare sæculum per ignem.libera me, Iomedae, de morte æterna...
libera me, Iomedae...- Pathfinder 1e
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Rin’s Storm King’s Thunder
Rin’s Storm King’s Thunder
What to Expect
Storm King’s Thunder is not a “ticking clock” adventure, meaning that the characters are under no pressure to end the giant threat quickly. The plots of the giant lords take months to unfold, giving the characters time to explore the North, travel from place to place, and entertain distractions.
Some players might feel a sense of urgency and stick to the main story line as much as possible, missing out on many elements of the adventure. Others might be willing to follow loose threads and stray from the main story, hoping to take the adventure in interesting new directions. The adventure allows for a fair amount of wandering.
If I begin to think the party has wandered too far away from the main plot, Harshnag will help steer you all back to the main story. Faction members can also re-instill a sense of growing urgency and point you all in the right direction.
Combat
In order to facilitate the speed of the game, I offload a lot traditional DM responsibilities on to you. I will post the statblocks of whatever your fighting along with their hit points. You will be expected to roll the enemies’ saves against your spells, and you’ll know instantly if your attacks have killed them.
Maps
I post battle maps. You will be expected to give me your location in your post as a Letter-Number coordinate: e.g., M23, Z6, A15, etc., unless you didn’t move, in which case, an em-dash (—) is fine. Diagonal movement is 1-2-1.
Deadly Encounters
Many of the encounters in this adventure are deadly by design. They test the players’ ability to make smart, informed decisions under pressure. A deadly encounter might be the only encounter the characters have on a given day (and assumes the party is at full strength), or it might be so overwhelming that the characters are expected to avoid combat at all costs.
One of the reasons that I want big parties, allow characters to roll stats, and have extra feats is that I also like to throw more stuff at them. The less I have to worry about a TPK, the more fun we can all have, and the less work I have to do carefully balancing encounters.
Introduction
You are about to embark on a great adventure that pits heroes against giants bent on reshaping the world. Storm King’s Thunder is a Dungeons & Dragons adventure for four to six player characters. You will start the adventure with a 1st-level character. The characters should reach at least 11th level by the adventure’s conclusion. Because giants figure prominently in the story, at least one character should be able to speak and understand the Giant language.
The adventure takes place in the Forgotten Realms, specifically in a region known as the Savage Frontier, in the northwest corner of the continent of Faerûn.
Adventure Background
The Savage Frontier (also known as the North) is a cold, rugged, sparsely populated land of snow-capped mountains, rocky hills, sprawling forests, and foggy vales. Isolated strongholds, ancient burial mounds, and the ruins of many forgotten empires dot this vast landscape. Bounded by the Sea of Swords to the west and the desert of Anauroch to the east, the Savage Frontier extends as far north as Icewind Dale and as far south as the town of Daggerford. Old roads stretch across this great expanse, linking the dwarven strongholds and mines in the mountains to the coastal settlements, frontier towns, and fortified outposts of humans and other folk. These roads are long, lonely, or poorly defended, making them dangerous to traverse. In fertile valleys, towns and cities have sprung up, separated by dozens if not hundreds of miles of untamed wilderness haunted by bandits, barbarians, and monsters.
Giant RunesEvil dragons stirred into action by their dark queen, Tiamat, threatened the settlements of the Savage Frontier for a time. Ultimately, they were defeated and forced to withdraw to their lairs, while Tiamat was banished to the Nine Hells. Fear of the dragons’ wrath has faded quickly with the coming of a new threat: giants. The peoples of the North are no strangers to giant incursions. Frost giants have long claimed the Spine of the World as their demesne, and hill giants are known to scrounge for food in the untamed hills. But now, in the past couple of months, giants of every kind have emerged from their strongholds in force to threaten civilization as never before—and not just frost giants and hill giants, but also stone giants, fire giants, and cloud giants. All of the giants are in an uproar. Reports of giant attacks throughout the North have reached the coastal cities of Luskan, Neverwinter, and Waterdeep, stoking fears that the giants are waging war against humans, dwarves, elves, and other small folk.
- Dragons of Stormwreck Isle (1481 DR)
- Out of the Abyss (1485 DR or later)
- Tyranny of Dragons (Hoard of the Dragon Queen and Rise of Tiamat) (1489 DR)
- Icewind Dale: Rime of the Frostmaiden (Winter, 1489 DR)
- Storm King’s Thunder (Begins in 1490 DR)
Your character is free to mention any of the events in the adventures listed above that happened before Storm King’s Thunder begins. Obviously, because you’re a 1st-level character, you should not have participated in those events! However, there’s no reason your character wasn’t personally or tangentially affected by them.
In the Forgotten Realms setting, a week is ten days long and is referred to as a tenday. There are three tendays per month, and twelve months in a year. For more information on the calendar of the Forgotten Realms, see “The Calendar of Harptos” sidebar in chapter 1 of the Dungeon Master’s Guide.
1485 DR is “the Year of the Iron Dwarf’s Vengeance”, during which a horde of orcs waged war on the North before being driven back into the mountains. This conflict is referred to in this adventure as “the War of the Silver Marches”. The years that follow the Year of the Iron Dwarf’s Vengeance have similarly colorful names:
1486 DR, the Year of the Nether Mountain Scrolls
1487 DR, the Year of the Rune Lords Triumphant
1488 DR, the Year of Dwarvenkind Reborn
1489 DR, the Year of the Warrior Princess
1490 DR, the Year of the Star Walker’s Return
1491 DR, the Year of the Scarlet Witch
1492 DR, the Year of Three Ships Sailing
1493 DR, the Year of the Purple Dragons
The world of the Forgotten Realms uses the Calendar of Harptos, named after the long-dead wizard who invented it. Each year of 365 days is divided into twelve months of thirty days each, which roughly correspond to months in the real-world Gregorian calendar. Each month is divided into three tendays. Five special holidays fall between the months and mark the seasons. Another special holiday, Shieldmeet, is inserted into the calendar after Midsummer every four years, much like leap years in the modern Gregorian calendar.
Month Name Common Name 1 Hammer Deepwinter Annual holiday: Midwinter 2 Alturiak The Claw of Winter 3 Ches The Claw of the Sunsets 4 Tarsakh The Claw of the Storms Annual holiday: Greengrass 5 Mirtul The Melting 6 Kythorn The Time of Flowers 7 Flamerule Summertide Annual holiday: Midsummer Quadrennial holiday: Shieldmeet 8 Eleasias Highsun 9 Eleint The Fading Annual holiday: Highharvesttide 10 Marpenoth Leaffall 11 Uktar The Rotting Annual holiday: The Feast of the Moon 12 Nightal The Drawing Down The Ordning
Giant society (such as it is) is defined in large part by the ordning, a caste system imposed upon the giants by their gods, chief among them Annam the All-Father. The ordning determines where a giant stands among his or her ilk. Traditionally, storm giants have stood at the top of the ordning. Tall and powerful, they struggle to keep the weaker races of giants from despoiling the realms of small folk and sparking conflict. The greatest storm giants are powerful seers, skilled at identifying and interpreting cosmic signs and divine omens. The aloof and aristocratic cloud giants, one step below the storm giants, rarely condescend to deal with lesser giants or small folk. Extravagance defines their culture and their place in the ordning. Below them are the tyrannical, warmongering fire giants and the merciless, predatory frost giants. Fire giants rank themselves by their forging skill, whereas frost giants rank themselves by their martial prowess. Near the bottom of the ordning are the xenophobic stone giants, who mostly live underground and regard the surface world as a realm of dreams. How well they sculpt stone determines their place among their peers. The lowest and smallest of the true giants are the hill giants, as gluttonous as they are loathsome. Hill giants are dullards who live in fear of their more powerful giant cousins. In hill giant society, the biggest rule.
From Left to Right: King Hekaton, Queen Neri, Mirran, Nym, and SerissaDragons are the ancient enemies of giants. Thousands of years ago, the last great empire of giants—Ostoria—fell after a long and brutal conflict with dragons. Little of Ostoria remains in what is now called the Savage Frontier. The civilizations of small folk have taken over the land once ruled by giants. Although evil giants make occasional forays into territory settled by small folk, their ambitions have long been curtailed by their lack of cohesion and the imposition of good-aligned storm giants and cloud giants whose memories of ancient, glorious Ostoria have faded over time.
The recent efforts by dragons to bring Tiamat into the world (as told in the adventures Hoard of the Dragon Queen and The Rise of Tiamat) and the attempts by small folk to thwart them so upset the giant gods that Annam the All-Father shattered the ordning between the giants to break his “children” out of their complacency, pitting the six giant types against one another while keeping some semblance of order within each type. In so doing, Annam has spurred cloud, fire, frost, stone, and hill giants to challenge the established hierarchy and reforge their destiny. All the giants sensed the upheaval instantly, and now the giant types fiercely compete against one another, striving to create a new ordning through their deeds and accomplishments. These giants’ calamitous endeavors have not only put the settlements of humans and other small folk in jeopardy but also attracted the attention of the giants’ ancient enemies—the dragons—who will not abide the rise of another giant empire.
Small folk can only speculate as to the cause of the giants’ unrest. It remains to be seen whether the old ordning between the giant types will be restored, or whether a new hierarchy will replace the old one, knocking the storm giants from their lofty perch.
From Left to Right: Iymrith, Chief Guh, and Thane KayalithicaFactions in the North
The giants’ plots have far-reaching consequences for the Savage Frontier and the peoples who live there. Giant castles in the clouds have been seen drifting overhead, casting ominous shadows on the settlements of the North. Caravans and farmsteads have come under attack. Frost giant longships have begun terrorizing the Sword Coast. Various organizations throughout the North are justly concerned, and some have important roles to play in events yet to unfold.
The Emerald Enclave
The Emerald Enclave is a group of wilderness survivalists who preserve the natural order by rooting out unnatural threats. They struggle to keep civilization and the wilderness from destroying each other, and they help others survive the natural perils of the Savage Frontier.
As sightings of giants become more common, members of the Emerald Enclave begin to realize something is afoot. Hill giants laying waste to vast tracts of forest, stone giants leveling homesteads, frost giants endangering mountain passes, and fire giants rounding up slaves and putting grasslands and forests to the torch are enough to invoke the enclave’s wrath.
Goals
- Restore and preserve the natural order.
- Destroy all that is unnatural.
- Keep the elemental forces of the world in check.
- Keep civilization and the wilderness from destroying each other.
Beliefs
- The natural order must be respected and preserved.
- Forces that upset the natural order must be destroyed.
- Civilization and the wilderness must learn to coexist peacefully.
Member Traits
Members of the Emerald Enclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance.
Ranks
- Springwarden (rank 1)
- Summerstrider (rank 2)
- Autumnreaver (rank 3)
- Winstalker (rank 4)
- Master of the Wild (rank 5)
The Harpers
The Harpers are spellcasters and spies who covertly oppose the abuse of power, magical or otherwise. Working alone or in small cells, they gather information throughout Faerûn, discern the political dynamics within each region, and help the weak, the poor, and the oppressed, acting openly only as a last resort.
The Harpers were instrumental in defeating Tiamat and ending the tyranny of dragons, and with reports of giant attacks on the rise, they see giants as an emergent threat to peace in the North. The Harpers don’t know why the giants are becoming so active all at once, or what their ultimate goals are. As yet, no major towns or cities have come under attack, although the Harpers expect that situation to change. Harpers are eager to recruit adventurers to help them combat the giant threat.
Goals
- Gather information throughout Faerûn.
- Promote fairness and equality by covert means.
- Thwart tyrants and leaders, governments, and organizations that grow too powerful.
- Aid the weak, poor and oppressed.
Beliefs
- One can never have too much information or arcane knowledge.
- Too much power leads to corruption. The abuse of magic must be closely monitored.
- No one should be powerless.
Member Traits
Harper agents are trained to act alone and rely on their own resources. When they get into scrapes, they don’t count on their fellow Harpers to rescue them. Nevertheless, Harpers are dedicated to helping one another in times of need, and friendships between Harpers are nigh unbreakable. Masterful spies and infiltrators, they use various guises and secret identities to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. Although most Harpers prefer to operate in the shadows, there are exceptions.
Ranks
- Watcher (rank 1)
- Harpshadow (rank 2)
- Brightcandle (rank 3)
- Wise Owl (rank 4)
- High Harper (rank 5)
The Lords’ Alliance
Various settlements of the North have banded together to form the Lords’ Alliance, a shaky coalition that proactively eliminates threats to their mutual safety and prosperity. Alliance leaders are often contentious, while their operatives seek honor and glory for themselves and their respective lords. Key representatives of the Lords’ Alliance include the canny Lord Dagult Neverember of Neverwinter, the resplendent Lady Laeral Silverhand of Waterdeep, the grave Lord Taern Hornblade of Silverymoon, and the willful Queen Dagnabbet of Mithral Hall.
With the aid of adventurers, the Lords’ Alliance thwarted Tiamat and her dragons. Alliance members aren’t about to let giants run roughshod over their settlements and plunder their farmsteads. Alliance members call on adventurers of every stripe to attack and kill giants on sight, promising rewards of 200 to 500 gold pieces for each giant head brought to their gates.
Rumors that the Lords’ Alliance was behind King Hekaton’s disappearance have not yet reached the alliance leaders. Were the alliance to learn of these rumors, its leaders would quietly investigate the veracity of the claims while publicly dismissing them.
Goals
- Ensure the safety and prosperity of cities and other settlements of Faerûn.
- Maintain a strong coalition against the forces of disorder.
- Proactively eliminate threats to the established powers.
- Bring honor and glory to one’s leaders and one’s homeland.
Beliefs
- If civilization is to survive, all must unite against the dark forces that threaten it.
- Fight for your realm. Only you can bring honor, glory, and prosperity to your lord and homeland.
- Don’t wait for the enemy to come to you. The best defense is a strong offense.
Member Traits
To seek out and destroy threats to their homelands, agents of the Lords’ Alliance must be highly trained at what they do. Few can match their skills in the field. They fight for the glory and the security of their people and for the lords who rule over them, and they do so with pride. However, the Lords’ Alliance can only survive if its members “play nice” with one another, which requires a certain measure of diplomacy. Rogue agents within the Lords’ Alliance are rare, but defections have been known to occur.
Ranks
- Cloak (rank 1)
- Redknife (rank 2)
- Stingblade (rank 3)
- Warduke (rank 4)
- Lioncrown (rank 5)
The Order of the Gauntlet
Members of the Order of the Gauntlet seek to protect others from the depredations of evildoers. Placing their faith in deities such as Torm, Helm, and Tyr, they bring the strength of their faith, their hearts, and their weapons to bear against villainy.
Knights of the order and their loyal squires can be found throughout the North, gathering information on the giants, searching for their lairs, and aiding in the defense of settlements.
Goals
- Be armed and vigilant against evil.
- Identify evil threats such as secretive power groups and inherently evil creatures.
- Enforce justice.
- Enact retribution against evil actions—do not strike preemptively.
Beliefs
- Faith is the greatest weapon against evil—faith in one’s god, one’s friends, and one’s self.
- Battling evil is an extraordinary task that requires extraordinary strength and bravery.
- Punishing an evil act is just. Punishing an evil thought is not.
Member Traits
The Order of the Gauntlet is a dedicated, tightly knit group of like-minded individuals driven by religious zeal or a finely-honed sense of justice and honor. Friendship and camaraderie are important to members of the order, and they share a trust and a bond normally reserved for siblings. Like highly motivated soldiers, members of the Order of the Gauntlet seek to become the best at what they do and look forward to testing their mettle. There are few, if any, “lone wolves” in this organization.
Ranks
- Chevall (rank 1)
- Marcheon (rank 2)
- Whitehawk (rank 3)
- Vindicator (rank 4)
- Righteous Hand (rank 5)
The Zhentarim (Characters may not be members of the Zhentarim)
The Zhentarim, also known as the Black Network, is an unscrupulous shadow network that seeks to expand its influence and power base throughout the North. Its members crave wealth and personal power, though the public face of the organization appears much more benign, offering the best mercenaries money can buy. Adventurers allied with the Zhentarim are free to profit as they see fit, either by helping or hindering the giants.
The Black Network has spies and operatives in every major northern settlement, and it doesn’t wish to see its footholds destroyed by rampaging giants. As it strives to protect its holdings, the Zhentarim also wants to understand the giants’ motivations. The leaders of the Black Network are open to the possibility of establishing trade relations with the giants or bribing them, if necessary, to ensure their own continued wealth and prosperity. At the same time, the Zhentarim profits by selling the services of mercenaries to those who can’t defend themselves.
Goals
- Amass wealth.
- Look for opportunities to seize power.
- Gain influence over important people and organizations.
- Dominate Faerûn.
Beliefs
- The Zhentarim is your family. You watch out for it, and it watches out for you.
- You are the master of your own destiny. Never be less than what you deserve to be.
- Everything—and everyone—has a price.
Member Traits
A member of the Zhentarim thinks of himself or herself as a member of a large family, and relies on the Black Network for resources and security. However, members are granted enough autonomy to pursue their own interests and gain some measure of personal power or influence. The Black Network is a meritocracy. It promises “the best of the best,” although in truth, the Zhentarim is more interested in spreading its own propaganda and influence than investing in the improvement of its individual members.
Ranks
- Fang (rank 1)
- Wolf (rank 2)
- Viper (rank 3)
- Ardragon (rank 4)
- Dread Lord (rank 5)
From Left to Right: Jarl Storvald, Duke Zalto, and Countess Sansuri
Available Source BooksYou may use any most lineage, backgrounds, and class features from the following books:
- Core: Player’s Handbook
- Core: Monster Manual
- Core: Dungeon Master’s Guide
- Supplement: Xanathar’s Guide to Everything
- Supplement: Tasha’s Cauldron of Everything
- Supplement: Fizban’s Treasury of Dragons
- Supplement: Mordenkainen Presents: Monsters of the Multiverse
- Supplement: Bigby Presents: Glory of the Giants
- Setting: Sword Coast Adventurer’s Guide
- Special: Because I really like the Investigator background and the Rogue Inquisitor subclass, those are both available from Van Richten’s Guide to Ravenloft, even though none of the other options are.
If an option occurs in more than one book, you must use the most recently published book. For example, both SCAG and MPMM list the Genasi lineages. You must use the MPMM version.
- D&D 5e
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DCU: Legacy Academy
The Legacy Academy opened a little over a year ago as a place where the Teen Titans could be properly educated without endangering their classmates. There was discussion about how so many resources were being poured into a school that was only educating four students, so it was decided that the school would be opened to any child with at least one costumed parent.
- Mutants & Masterminds 3e
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Daggerheart Playtest
Join the Playtest of Daggerheart on Myth-Weavers!
Are you ready for an adventure shaping the future of a tabletop game? I will run the playtest module, with characters built by you.
Your feedback will be sent to the developers of the game.What I'm Looking For:
players of all backgrounds and experience levels, ready to dive into the heart of darkness and emerge as heroes. Whether you're a seasoned tabletop veteran or new to the world of RPGs, your feedback will hopefully help refine gameplay, enhance stories, and balance the mechanics that make Daggerheart unique.Your Role:
As a playtester, you'll create your own character and journey through the official playtest material on Myth-Weavers. You'll test the limits of our game mechanics, immerse yourself in rich narratives, and provide crucial feedback to help shape the final game.Commitment:
The playtest is expected to run for the entire adventure (however long that takes), with an estimated commitment of 1 to 2 posts per week minimum. All gameplay and discussions will take place on the Myth-Weavers.Download the rules (as well as the module - please don't read) from https://www.daggerheart.com/play
- Homebrew
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[LPF] The Mystery of Coppa del Drago
This is a Living Pathfinder [LPF] game for levels 2-4.
- Pathfinder 1e
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- Pathfinder 1e
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- Pathfinder 1e
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Northern Journey
Northern Journey is an epic adventure in seven main parts that takes place in the Forgotten Realms campaign world. The journey begins in Neverwinter and Silverymoon in the Savage Frontier of the North and gradually draws the PC's eastward through the Backlands of the Sword Coast, Sunset Vale, Cormyr and the Dalelands, across the Vast and into Impiltur and the Great Dale and at last into the cold lands of Damara and Vaasa.
NJ belongs to the group of adventures that one usually categorizes as a problem-solving campaign, a think campaign, etc. It will focus heavily on character development and group interaction. Yes, there will be plenty of action to be had, but if you are a player that prefers more of a hack-and-slash campaign, the kind where the PC's kill lots of monsters, wipe their swords, holy symbols and spellbooks clean, collect treasure and head for the next dungeon, NJ probably will not be your cup of tea.- AD&D 2e
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- D&D 5e
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The NYC Chronicles
New York City, a vibrant yet dark place in the year 2000, a metropolis pulsating with life, culture, and secrets hidden within the shadows. In this sprawling urban landscape, where towering skyscrapers pierce the night sky and the echoes of the city's heartbeat resonate through its alleys, a different kind of existence thrives. Amidst the bustling crowds and shimmering lights, creatures of the night, known as Kindred, navigate a complex web of politics, power, and eternal hunger. As the millennium turns and the dawn of a new era approaches, ancient rivalries simmer, clandestine alliances form, and the city's undead denizens scheme and plot in the eternal pursuit of dominance and survival. Welcome to the stage where mortals and immortals dance on the knife's edge between life and unlife, where every shadow conceals a secret and every ally may be a foe in disguise. Welcome to the world of darkness, where the city that never sleeps holds its darkest secrets close, and where the undead reign supreme, or do they?
About the Game:
- This will be a "light on the rules" game, it will be more focused on interpretation rather than rules;
- As usual, the narrator word is final, you may ask and argue but don't start a fight. (even though i'm not a tyrant, sometimes some things need to be settled);
- This is a cooperative effort to play a nice game for everybody (narrator and players).- This game will be highly inter-creatures, even though pcs will all be kindred expect to meet mages, werewolves, beasts and more.- This game has a cartoonish/cliche gothic 90s/early 2000s look, but the idea is to have a somewhat mature plot.About Me:- I've been playing and narrating NWoD for over 10 years now, and my favorite line of games is Vampire the Requiem, might be an unpopular opinion, but I actually prefer it over VtM (even though I love VtM). I'm not a rules advocate and generally go by the rule of cool, and as long as what is going on is fun, I'm 100% into it!
Expectations:
- I'm looking for at the most 4 players.- I don't expect more than 1 post a week, if we can do it, cool, if not, cool too.- Interpretation is key here, so highly interpretative posts/backgrounds are more than welcome, are encouraged.- World of Darkness
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Break!!
Dynasty: Endless Venture 49!!
The original Dynasty was a staple franchise of the 00's. It was a 3d MMO with Roguelike elements and procedural dungeons and a solid following. It went through several editions and major updates but the servers went offline in 2015. Things have been quiet for a while but rumors of a modern update have been swirling for the last couple of years.
Today you got your Willie Wonka Golden Ticket. You received a login code and link for a beta test for fans of the game. This is the final beta before wide release and is supposed to be free of gaming journos. The betas have been closely guarded and there have suspiciously been no leaks. People speculate that it's a bad game that they don't want it known before people start putting up money for it, but the videos released for the game have been beyond spectacular. While it's possible it's another Cyberpunk 2077, it doesn't matter because you're about to find out and for free. You have an interface to generate a character and a countdown clock for when the servers go live. The question is, what kind of Living Adventure are you going to have before the MMO gets flooded by the unwashed masses?
- Break!! RPG
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The Wild Beyond the Witchlight
The traveling extravaganza known as the Witchlight Carnival visits your world once every eight years. You have a dim memory of sneaking into the carnival as a child without paying for a ticket. That memory has grown foggy over time, though it still conjures a weird admixture of emotions—wonder and awe mixed with loss and regret. During this childhood visit, your character lost something. You tried to find it, but the carnival owners—a pair of elves named Mister Witch and Mister Light—were decidedly unhelpful.
"Silly little screeching cricket," said Witch. "You forgot to buy a ticket."
"The carnival goes round and round," said Light. "The multiverse is our playground. Nothing's free and nothing's lost. Every visit has its cost."
As time passed, your heart became less heavy, and you gave less and less thought to those childhood events. Now, for reasons you can't explain, the longing to retrieve that which you have lost has resurfaced, as though an old spell has faded away, allowing you to feel the loss as sharply as if it happened yesterday.
The Witchlight Carnival has returned, and you find yourself standing near a ticket booth by the entrance at twilight, just as the carnival is about to open. There you meet others who look as troubled as you. Without knowing how or why, you sense that each of them has lost something as well. Perhaps fate has brought you together.
- D&D 5e
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Ironfang Invasion
It's a 2e conversion of the Ironfang Invasion Adventure Path!
The Rules topic includes some houserules, common rule interpretations, and special PbP rules.
The Characters topic is where you can find specific character building rules, ask questions, and is where you should make your application threads.
The Codex topic contains maps, NPCs, and things you discover along the way. It will be filled in as we progress.
Make a character app and ask for review when you're ready. I plan to handle this game mainly through BLDR, with an OOC channel here and another on discord. I might try the google slides method or something to let you guys move your tokens and simplify map updates, or I might stick with my method of moving pawns around in gimp based on your posts.
Looking for players willing to commit to a game for the long term. I can usually post enough to keep up with the party. Sometimes that's multiple in a day, sometimes that's 1/week. It's really up to the party, but I prefer 3-5 DM posts/week of varying size.
Apps close on Feb 21, though I'll give a couple days after to get things finished up if needed while I make final selections. I'll probably go with a party of 5, or I may think about running two parties of 3-4. I'm contemplating keeping everyone in a common world, and streamlining some of the minor encounters by splitting them between parties. Not sure if that'll work with larger encounters though, and I'm open to discussion as we go. Could be fun to mix and match so the group can morph over time to fit post rates and personalities.
- Pathfinder 2e