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The Crystal Heroes of Terat
Greenbrook. A small, unassuming hamlet of about two thousand inhabitants on the outskirts of the Forest of Harpa, on the Lomorre side. Technically under the aegis of Baron Gerente, and in turn Count Ernaut, and finally Duchess Adeliz of Lomorre. Like many other villages, it has a Crystal Pool on its outskirts, secured by little more than a simple fence, the respect the people of Terat have for the Crystal Knights dissuading any casual would-be vandals. (Well, that and the fact that it's functionally impossible to damage or deface a Crystal Pool anyway).
Even in such a small village, though, the lure of the Knights is strong. Thus, on the Winter Solstice of 563 F.B., a small number of teenagers made the journey to the nearby town of Rosefield, and from there took the train to Lomorre to begin their training at Fort Naoth.
Now, they return, in the company of a Royal Archivist, to undergo their Blessing Ceremony and from there begin their First Trial, Terat their metaphorical oyster to find fame and fortune in as Blessed Knights of the Kingdom.
Even they, however, would have no idea just how important they would become to Terat's future...
- Mutants & Masterminds 3e
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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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- Homebrew
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The Dark Tide
Transhuman Space (THS) is a role-playing game by David Pulver, published by Steve Jackson Games as part of the "Powered by GURPS" (Generic Universal Role-Playing System) line. Set in the year 2100, humanity has begun to colonize the Solar System. The pursuit of transhumanism is now in full swing, as more and more people reach fully posthuman states.
Setting
The game assumes that no cataclysm — natural or human-induced — swept Earth in the 21st century. Instead, constant developments in information technology, genetic engineering, nanotechnology and nuclear physics generally improved condition of the average human life. Plagues of the 20th century (like cancer or AIDS) have been suppressed, the ozone layer is being restored and Earth's ecosystems are recovering (although thermal emission by fusion power plants poses an environmental threat—albeit a much lesser one than previous sources of energy). Thanks to modern medicine humans live biblical timespans surrounded by various artificially intelligent helper applications and robots (cybershells), sensory experience broadcasts (future TV) and cyberspace telepresence. Thanks to cheap and clean fusion energy humanity has power to fuel all these wonders, restore and transform its home planet and finally settle on other heavenly bodies.
Human genetic engineering has advanced to the point that anyone—single individuals, same-sex couples, groups of three or more—can reproduce. The embryos can be allowed to be developed naturally, or they can undergo three levels of tinkering: 1. Genefixing, which corrects defects; 2. Upgrades, which boost natural abilities (Ishtar Upgrades are slightly more attractive than usual, Metanoia Upgrades are more intelligent, etc.); and... 3. Full transition to parahuman status (Nyx Parahumans only need a few hours of sleep per week, Aquamorphs can live underwater, etc.) Another type of human genetic engineering, far more controversial, is the creation of bioroids, fully sentient slave races.
People can "upload" by recording the simulation of their brains on computer disks. The emulated individual then becomes a ghost, an infomorph very easily confused with "sapient artificial intelligence". However, this technology has several problems as the solely available "brainpeeling" technique is fatal to the original biological lifeform being simulated, has a significant failure rate and the philosophical questions regarding personal identity remain equivocal. Any infomorph, regardless of its origin, can be plugged into a "cybershell" (robotic or cybernetic body), or a biological body, or "bioshell". Or, the individual can illegally make multiple "xoxes", or copies of themselves, and scatter them throughout the system, exponentially increasing the odds that at least one of them will live for centuries more, if not forever.
This is also a time of space colonization. First, humanity (specifically China, followed by the United States and others) colonized Mars in a fashion resembling that outlined in the Mars Direct project. The Moon, Lagrangian points, inner planets and asteroids soon followed. In the late 21st century even some of Saturn's moons have been settled as a base for that planet's Helium-3 scooping operations.
Transhuman Space's setting is neither utopia nor dystopia, however: several problems have arisen from these otherwise beneficial developments. The generation gap has become a chasm as lifespans increase. No longer do the elite fear death, and no longer can the young hope to replace them. While it seemed that outworld colonies would offer accommodation and work for those young ones, they are being replaced by genetically tailored bioroids and AI-powered cybershells. The concept of humanity is no longer clear in a world where even some animals speak of their rights and the dead haunt both cyberspace and reality (in form of infomorph-controlled bioshells or cybershells).
And the wonders of high science are not universally shared — some countries merely struggle with informatization while others suffer from nanoplagues, defective drugs, implants and software tested on their populace. In some poor countries high-tech tyrants oppress their backward people. And in outer space all sort of modern crime thrives, barely suppressed by military forces.
- GURPS
- closes January 31
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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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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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The Death of the Cantalus (solo)
In space, no one can hear you scream.
Follow the crew of the Cantalus, an interstellar cargo vessel for hire. The jobs are dirty, the clients shady, and there is a threat, looming but unknown to the crew.
Extra-solar colonization was always about resource extraction, about getting valuable raw materials back to a stripped-out, deforested, overpopulated and polluted Earth. Interstellar colonies are more like Alaska than Acapulco and, using this analogy, transport out to these hostile planets is achieved on-board industrial ships, slow cargo vessels and mobile mining rigs. A commercial starship crew runs a ship and are hired out (a ‘wet’ lease) to undertake charters, salvage operations and special one-of-a-kind missions. Sometimes it’s just hauling cargo because the regular freighter is unserviceable. More often the cargo is hazardous, or has to go somewhere off the beaten track, or it is dangerous or illegal. The crew don’t ask questions and their lives (and the missions themselves) are varied, interesting and not without danger.
Hostile Solo is a stand-alone solo roleplaying game set in a grim and gritty future, inspired by movies like Outland, Alien, Dark Star, Pitch Black, Event Horizon and The Thing. It allows a single player to create and play the roles of a group of blue-collar workers out in deep space, overcoming difficult challenges and facing unknown terrors.
This is my play through, it's a solo game so it's just me, but I figure posting it somewhere public will help me stick to it and play through the campaign with a little more organization. Stretching my writing muscles with a little help from a solo rpg. I don't know where the story is going except that eventually, the looming threat will emerge, and not everyone will make it out alive.
- Miscellaneous
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The Direwardens
Campaign Title: Elsver: The Crosslands Chronicles
Setting: The world of Elsver is a vast and diverse realm, but at its heart lies the untamed wilderness known as the Crosslands. This is where your epic RPG campaign begins, a land of uncharted territories and ancient mysteries, where the line between civilization and the wild blurs. As adventurers, you find yourselves drawn to this chaotic frontier, where legends are born and heroes rise amidst the rugged beauty of the natural world.
Quest: Your party's quest revolves around the enigmatic order known as the Direwardens, charged with keeping the Crosslands stable and making it accessible to all the kingdoms of Elsver. As you delve deeper into this campaign, you'll uncover ancient prophecies, lost artifacts, and hidden sanctuaries. Your mission is to aid the Direwardens in their noble cause, protecting the Crosslands from threats, uncovering its secrets, and forging alliances with the diverse factions that call this land home.
Challenges: The Crosslands are a land of peril and wonder, filled with dangerous creatures, unexplored ruins, and rival adventurers seeking fortune and glory. You'll need to navigate treacherous swamps, ancient forests, and rocky terrain, all while deciphering cryptic clues and facing off against mythical foes. Decisions you make will impact the balance of power in the Crosslands and the fate of its people.
Character Development: Your characters will grow and evolve as they uncover the secrets of the Crosslands. Gain new abilities, forge alliances, and uncover your own unique storylines as you delve deeper into this untamed frontier. Will you become revered heroes, feared conquerors, or wise protectors of the wilderness?
Campaign Themes: The Crosslands Chronicles explores themes of nature vs. civilization, duty and sacrifice, and the blurred lines between heroism and ambition. It's a campaign of exploration, mystery, and high-stakes adventure in a world where the wild and the mystical hold sway.
- Knave 2e
- closes September 29
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The Dragon's Demand II
BRIEF GAME DESCRIPTION (THE PITCH)
Hey, remember The Dragon's Demand? That was an old adventure that took players from 1st to 7th level as they faced off against a young green dragon and his minions, who had come to the small village of Belheim to demand an enormous tribute that the tiny town could never afford to pay. The PCs, having already proven themselves, take up arms and agree to find a way to kill the dragon. Anyways, one day I found myself sitting here and I thought, "You know, I'm a bit of a drama queen, what if a much more dangerous dragon made a much bigger demand of a much bigger City?" And thus the quest to write, design, one day complete "The Dragon's Demand II" was born. An adventure designed for four 3rd level gestalt characters that will take them up to a hard level cap of 7th.
In this story, the players take on the role of young and relatively novice Pathfinders who are attending their initiation rites to become full members of the Pathfinder's Society when disaster strikes. An incredibly powerful dragon-mage appears over Great Absalom and proceeds to unleash horrific chaos and destruction. With a magically altered voice that booms across the City, he makes his Demand... to surrender a treasure that the City will never willingly part with, a great power which cannot be given to a tyrant. As newly inducted Pathfinders, you join the expedition to find and slay the dragon! As the adventure progresses, you will lay claim to powerful relics and ancient weapons as you seek to gain any and all advantages on your dragon-slaying quest, while the many minions of the Dragon Tyrant harass and pursue you across the Inner Sea.
The PCs, newly inducted full members of the Pathfinder's Society, face themselves with a tough choice and an impossible challenge. Should they attempt to defend the divine star-stone in it's cathedral fortress, or should it be handed over to prevent the destruction of Great Absalom? Others call for the dragon's death, for a preemptive strike. But who can kill a dragon, let alone one who is planning on toying with a divine power? Yet how can anyone with a decent heart just leave the great elder city of civilization to the whims of a tyrant? Will you stand up for the people as a noble hero? Or perhaps your hungry eyes gleam at the prospect of taking the dragon's head and laying claim to the treasure horde he likely protects?
This and much more is left for you, the players, to decide. Just one thing.Clock's ticking.
CHARACTER CREATION AND GAME RULES
Number of PCs: Four. Five. No, four. Six? No, four! Dear Lord give me strength....
Hook and a Note on Backstory: You are Pathfinders who find yourself called upon to help protect and perhaps even avenge Great Absalom after a dragon attacks and threatens to destroy the City, lest we surrender the almighty Starstone to the dragon, from which the mortal species have produced no fewer than four newborn deities. There is no telling what this psychotic being might accomplish with the Starstone at hand, and so he must be stopped no matter the cost. Beyond this hook, there is no requirement for character hooks and a very open door in terms of what sorts of characters can appear in this game. Of course, you CAN include your own character hooks, elements of your backstory or personality that could easily generate a side quest or three down the road. I am open to that sort of thing. After all, the Pathfinders pride themselves in attracting an extremely diverse and wide-spread standing army of treasure-hungry adventurers, the likes of which just so happened to have saved the world on numerous occasions. Regardless of one's exact moral/ethical alignment, nearly anyone motivated by coin, knowledge, power or wander-lust can find a home within the Society.
Trading a small portion of one's autonomy for access to the Chronicles and the many experienced mentors within the Society? That's an easy bargain that many different types of folks could make.
But there is definitely no requirement that you are in fact some kind of hardcore disciple of the Pathfinders or some kind of expert in the history and heroes of the Society. Your relationship with the Society could be far more distant, or "merely professional". Hell, maybe the Pathfinders are nothing but a means to an end for you. Maybe that relationship changes over time. Maybe you come to add to that definition yourself, helping to shape what it means to be a Pathfinder. Or... pretty much whatever else you decide!
The only backstory requirement is that you explain the basic, 1st level adventure that led to you becoming a fully fledged lil' 3rd level gestalt character, include how that adventure/event impacted you emotionally and psychologically, and explain how it ultimately led you to be invited to join the Society in earnest! Where possible, you can also explain the impetus for acquiring some of the skills you possess, and your ambitions for your own future in that regard. This story and over-view of your characters past, present and hopeful future does not need to be a massive undertaking, as long as you are able to making a compelling pitch I do not need the fine granular details.
(in our version, Pathfinder status is bestowed in rites, ranks of initiation, the very first of which is actually an aspirant hoping to become a member, and not a proper rank itself. You have now just ascended from hopeful aspirant to ordained first-rite Pathfinder. This event is then, with the dark comedic timing of an evil god, capped off by a deadly dragon attack that annihilates the Pathfinder Lodge... with you standing just outside!)
Starting Level: 3rd, Gestalt
E7, Gestalt: This game will not progress beyond 7th level. Characters will transition to a model that rewards special powers, static bonuses and extra feats at key story moments instead. Players should choose two (and only two) classes as per gestalt rules.
Starting Gold: 1,500 GP, but no more than 300 GP on any one item. You must spend at least half of your gold.
Ability Scores: 25 Point Buy
Races: Anything 16RP or less should be fine. Happy with a fairly exotic combination, whatever happens, not forcing anything so if we end up with nothing but humans and elves, so be it. But I am certainly willing to look at some other options including an entire party most exotic and strange. I am hoping that the generous feat structure and the gestalt rules will encourage people to explore race and class combinations that are at least somewhat more inventive and uncommon than your most traditional fantasy party. Nothing too cheese please! Also, only small or medium sized creatures. Also to help celebrate the release of Baldr's Gate 3, this Dragonborn is available.
Classes & Sources: Fairly open sources as found on D20PFSRD. You may access sources such as the original Core and Base classes, the Gunslinger ("commonplace guns" rule) Dreamscarred Psionics, Path of War, Spheres of Might/Power/Etc., and Occult Adventures. That should give us PLENTY of space to create a band of characters with zero overlap and characters with niche specialty. You should not use more than one class from each source - so only one Occult class, only one Path of War class, only one Base class, only one Spheres class, etc. Initiating Archetypes for base/core classes can count as either base/core or Path of War for this purpose.
I just want to see some fairly non-traditional characters and have players take time to explore mechanics as story telling tools. This should give us the right mixture of versatile characters with a broad range of abilities to form a party for this game. Any combination of sources is permissible and I encourage you to consider a few different builds before proceeding. Again, I cannot stress this enough, with your classes, it is unusual, intriguing, flavourful, thematic combinations will be consider over gish-y "I can do everything" characters. That doesn't mean you HAVE to select two arcane spellcasting classes or two martial classes, but it does mean we're trying to avoid the "I can do everything and I need no one else" cliche and instead to focus in on "this character has one or two strong central themes". At the same time, please don't read this rule in an overly oppressive voice. The rule of cool applies here.
Multi-classing: Turned OFF for character creation. After that, we can chat. But also, probably no.
Feats: Gain four feats for becoming 1st level. You must meet all prerequisites. Gain two feats at every level after that. (two at 2nd, two at 3rd...) Please clearly denote which levels you are gaining these feats, keep everything orderly on your sheet, help me help you. We're going to use the original v1.0 Elephant In The Room feat tax rules found in the linked blog. Nice and simple.
Skills: Use the regular Pathfinder skill set with gestalt considerations. You gain the combined class skills of your two classes and the most skill points awarded by the best progression between your classes, with all normal rules otherwise applying.
Some info about the DM & Story Expectations: Been sitting around tables and happily roleplaying online for many, many years now. An old D&D 3.X junkie. Here is what I am all about. I'm interested in telling collaborative stories with interesting and sometimes bombastic characters, where the ultimate hero of the story is the entire party and everyone in it. I like players who can share the spotlight and understand that the glory will in fact be spread around in time. I really, really like players who feel a positive feeling when someone else on their team gets a cool piece of loot, or their character is celebrated for some distinct reason.
I like dark and gritty fantasy where people get murdered and where magic is sometimes terrifying and haunting. I like "realistic fiction" where death and destruction are still abnormal and meaningful. I like strong singular themes that help define a character in a straight forward manner, similar to Marvel heroes or Magic the Gathering's Planeswalkers. Obvious strengths, obvious weaknesses. If you're a wizard, you're a certain kind of wizard and the specific kind of wizard you are, the spells you know, are a direct reflection of your past and your personality. The two inform one another!I love a band of characters so diverse and unlike one another that they haphazardly blend and bend genres and themes, yet still find a way to work together, if not for the greater good then at LEAST for their shared and mutual self-interest. A properly motley crew, a five man band, we are almost aiming at Guardians of the Galaxy by way of Lord of the Rings. Ya feel me? Beyond this, I like characters who are honest about their personal motivations (at least on the character sheet) and who rarely claim to be the good guy, because white knights bore me and don't really exist. I mean, alright, clerics and paladins have rules they have to abide by... but... Feel free to live in the grey, IF YOU WANT, as long as you're the type who can figure out how to work with others so the story doesn't collapse like a dying star.
The overall shape of the Party should still say, "potential heroes". But anti-hero is definitely on the table.
A Mythical Journey: PCs are required to choose a mythic path from either the traditional paths or the spheres paths. You will not start the game with any of these abilities and the system will be HEAVILY modified for our story-telling purposes, but this will give me more of an idea of what kind of character you would desire and where the path to power might take you, as well as serving my purpose of asking for iconic, single-theme characters instead of gish-y all stars who don't need friends. You are The Archmage, The Genius, The Trickster. If you really want to make my day, you can get a little creative and thematic with it. You can even consider an alternative name or theme for this mythical path that lies before you. You can even stylize it differently, maybe a short phrase instead of a single word? Instead of "The Hierophant" maybe it's "I Walk A Path of Divine Burdens" and it takes on an eternal suffering servant type of vibe. Whatever you want to do.
But hopefully you can see the sort of creative liberties I am welcoming you to take across your whole character, as long as you do not modify the actual mechanical rules without my permission. But do not bother picking up mythic abilities or building your "what if" scenario mechanically because, as I said, the system will be modified, simplified and re-made for our game and our story.
Instead, accept the following definition for now: "Mythic power is like shoddy plot armour mixed with temporary creative liberty over the story, bestowed by a wide range of different supernatural sources". I can't stress enough that you won't be gaining access to these powers any time soon, and they mostly serve as a story-telling device.
Think of this like the Avengers, they're not any good at anything the others can do, or rather, the skill-set overlap is minimal. But when a significant challenges presents itself, they can all ramp up the effort and achieve extraordinary feats that are still tightly themed for each character. Thor can summon lightning and command the weather and he can ramp up those powers in spectacular ways. But he still can't handle a pistol or conduct a political assassination the way Black Widow can. I like that. We can achieve that, you can have a Technician/Gunslinger man of science teaming up with a Wizard/Occultist who calls upon the spirits of the dead to enrich his power. Some might argue that one is slightly more powerful than the other, but the truth is that both of them face constraints, the action economy still binds them both, they have clear and obvious weaknesses as well as domains of specialty that the others lack. Perfect!
Some other notes... Don't be afraid of some competition, may the best application win! Make a character you could truly see yourself enjoying, your own budding Avenger yet to be tested. Alignment Restrictions are mostly turned off, except in the case of say, Paladins and their oaths or Clerics and their articles of faith. But again, I am mostly just trying to emphasize the creative liberty aspect here, I want people to view mechanics and class ability choices as analogous to part of the story we're telling, and therefore I want you to understand that you can play around with the typical expectations or traditional lore of basically any classes in almost any way you can imagine in order to create what you want, and almost any theme, style or genre of character will be considered, as long as I can reasonably believe that they existed somewhere on Golarion. Some of the best characters I've seen are the ones that mostly dispense with the typical lore surrounding their chosen class(es) and instead focus on telling your own story with those mechanics as an aid, often while paying homage to the great archetypes of stories already told - man of the future, world-class criminal investigator, master thief, a fey-touched child witch, the noble royal spy, edgy teenager possessed by demons, mutant freak with nightmare-based psychic powers.
Sentient cleaning bot. The Big Guy With The Big Hammer. Super-man. Ya dig?- Pathfinder 1e
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The Elendel Daily
At great personal risk, and no small financial hardship to myself, which I mention not to guilt my editor into reimbursing me for costs incurred, but simply to impress upon you, dear reader, the hard-won veracity of these stories, I bring to you, the clever and well-informed readers of The Elendel Daily, the most up-to-date stories of the most wonderful world that Harmony, and of course the Survivor, has blessed us with. Do not think these to be the same as those stories of Allomancer Jak! I do not write of my own escapades, nor seek my own aggrandisement beyond that which is fairly accounted to me, but instead think of me as a nameless fly on the wall of great events, for truly I am merely a bug compared to the the Harmony blessed, and Survivor gifted, heroes of these stories, so please read to your fullest in the knowledge these stories are not only entertaining but true.
L. Zh.
The Elendel Daily, 5th of Doxil
341, pg. 1,
continued on pg. 4
- Miscellaneous
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The Emerald Oubliette
You join the Joes as new recruits. No sooner do you walk in the door than you are thrown into the fire with an undercover assignment from Dial-Tone. What starts as a simple recon mission/field training turns into a full-blown op that even experienced Joes would hesitate to take on. You’re the Joes there. Are you the Joes for the job?
- G.I. Joe RPG (Renegade Games)
- closes February 9
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- Pathfinder 2e
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The Fallout Chronicles
War. War Never Changes...
Since the dawn of humankind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything: from God to justice to simple, psychotic rage. In the year 2077, after millennia of armed conflict, the destructive nature of man could sustain itself no longer. The world was plunged into an abyss of nuclear fire and radiation.
But it was not, as some had predicted, the end of the world. Instead, the apocalypse was simply the prologue to another bloody chapter of human history. For man had succeeded in destroying the world - but war, war never changes.
- Fallout (2d20)
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- Miscellaneous
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The Fifth Blight
The first adventure is going to be pre-made and linear, so we can get used to each other. A merchant in the south of Ferelden is looking for guards for his caravan to the Chasind village he wants to visit. The PCs sign up and escort him there and back. However, in the Chasind village something dark is about to happen.
After this, the PCs will be free to pursue the main plot and their personal goals the way they want.
- Dragon Age RPG
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The Final Voyage of Drængr Thar
The adventure takes place in a freezing, lonely inlet many miles north of the raiders home territory. A group of brave reavers are sent to the inlet to find Drængr Thar, a famed raider whose boat was stranded while returning from a raiding voyage.
- Old School Essentials: Advanced Fantasy
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The Forge of Fury
The legend of the smith Durgeddin the Black is well known in this region. In each of the small scattered towns you've passed though, you've heard stories of wondrous treasure hidden in the long-lost dwarven vaults and a pitiless war of vengeance between dwarf and orc a hundred years past.
Durgeddin was a master smith who forged blades of surprising quality and power. Centuries ago, Durgeddin's home was sacked by orcs. Durgeddin led the remnants of his clan to a new stronghold in the mountains north of Blasingdell and established a small, secret stronghold somewhere in the trackless wilderness.
From his hidden redoubt, he waged a decades-long vendetta against all orc-kind, until one day his enemies discovered his fortress and attacked it. Durgeddin and his followers perished, and much wealth was carried away by the conquering hordes. But it's said that the deepest and best-hidden vaults and armories escaped the looting, and that some of Durgeddin's extraordinary blades still wait in the darkness for a hand bold enough to claim one.
- D&D 3.5e
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The Fortune
You've worked as a crewmember on the CS Bantha for Talan for quite some time. For running a variety of missions for him, he pays you well enough to keep your loyalty, even with his many secrets. You've traveled the galaxy with him & have earned a pretty penny doing so. One day, he returns from one of his common solo missions with a woman named Aggaes who he says owes him a life debt after he saved her. Although you've never even seen the inside of his quarters or the cockpit, you often see him bring Aggaes along with him, & it seems she is getting special treatment.
This story will take place at the very end of the Empire's reign over the galaxy & you will have the opportunity to visit multiple planets. With 3-4 players, this campaign should take about 10 sessions of 2 hours to complete, with a chance to extend the journey after this story ends. You can put your applications in that section, just so you know, I most likely will not have a Jedi on this campaign, but there may be a chance to become force-sensitive later on in the story. We will likely have a character creation session where we'll add our character's stats and attributes, but if you'd like to get ahead, we'll be using the Star Wars RPG Revised Core Rulebook for character creation & the game. If you have any questions, feel free to ask!
- Star Wars
- closes April 1
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- D&D 4e
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- 13th Age
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The Gathering Chaos
Four hundred years ago a vile priest named Vexilis rose to dominate the forces of Chaos. He gathered evil men and hideous monsters into his legions and cut a blood soaked swath across the civilized lands. His forces paused at the edge of the Rolling Plains at the foot of the Dragonspire Mountains. There he constructed an unholy fortress call the Temple of Evil Chaos. He intended to create a stronghold to guard against defeat but the pause gave the civilized lands and the Church of Law time to regroup and organize. The Grand Army of Law slammed like a hammer into the dark stone of the Temple and it gave way under the pressure. When the forces of Law were done every stone had been scattered and every man and monster who could be found that fought under the flag of Chaos was brought down. So complete was victory that peace reigned for generations after, but Chaos is insidious. It has crawled back into the world, haunting dark places and making borderland roads unsafe to travel. The nations of the Rolling Plains have troubled each other with wars that have left even more land barren and open for the darkness to slither in.
The Village of Downhaven sits on the crossroads between nations. It has enjoyed the protection of Castle Wolfsburr that looks down on the village from the highest hill. House Valcourd has been able keep the area neutral in the recent troubles and out of harm's way as armies shift around the borders of Valcourd lands so that trade is not disrupted. The fields remain productive and the water clean. The few refugees that have come this way have not been burdensome. Everyone in the village had begun to believe that Downhaven was untouchable.
This assumption has been proven flawed over the last fortnight. Bandits attacked peddler train on the West Road. A refugee family disappeared from a camp a couple miles east of town. Strange baying sounds have been heard coming from the Brambles, a small marsh a short walk to the north. All of this was tolerable until Marna Goodspring, the town wise woman, disappeared and the strange hobnail tracks led straight to the Washnoran Falls. The folk of Downhaven have always known there were caves behind the falls, but there was never much reason to worry about them. Now they are worried.
- OD&D (Chainmail)
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The Golden Scarab
You died.
You were evil and you were killed. The details remain a little hazy, the trauma of death does that apparently, but you were wicked and slain by righteous knights. One of your number, the necromancer, Ekul Ghossalm, escaped your fate, fleeing to Ustalav where he fell in with one faction of the Esoteric Order of the Palatine Eye. After years of working diligently against the cultists of the Whispering Way and the Night Heralds. In that time he changed, setting aside his evil ways and dedicating himself to the destruction of evil undead.
His guilt at abandoning you to your deaths lingered. Knowing your fate, an eternity of torture and abuse, he resolved to do something about it. He could not simply resurrect you, not without having redeemed your souls, but he could animate your remains, bind your souls to them, and give you the opportunity to redeem yourselves. While doing so you can also help with the missions of the Esoteric Order of the Palatine Eye.
- Pathfinder 2e
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The Governor's Gambit
The idyllic coastal City of Tarr has never been an easy posting. During the Great Orc Incursions of 6666 Tarr was a valued strategic port, allowing Human, Dwarven and Elven fleets to travel North to attack the Orc Hordes from the rear. But the war with the Orcs is long since over, and the port is now more important for trade than for a military staging ground.
But the Orc numbers will eventually recover, and the Elven Alliance will have great need of the port again, one day. The High Elves have decreed that the duty of protecting the City must fall to the Aquatic Elves who had remained absent from Artaria's troubles for far too long.
Governor Tanso has been tasked with achieving peace on the aptly named Coast of Carnage. Pirates, Drow, Goblins and the bloodthirsty Kuru have made it increasingly difficult to keep everybody safe, meanwhile his forces are bogged down in processing refugees from the Eastern Isles and curtailing crime in the Undercity.
It is for that reason that YOU are here. Governor Tanso has allowed Mercenaries into the city for the first time since his tenure began, a risky move, as Tarr's tentative situation has already been pushed to its limits. But it is a move that seems to be paying off. The City has plenty of work to go around and the Governor pays very very well. He has found that the best way to keep control of the mercenaries is to pay very very well.
- Pathfinder 1e
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