Game Directory
All Games
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- Dresden Files
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- D&D 5e
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Portal knockout.
You were going about your life, when suddenly a portal appeared. A hand stretched out of the portal and hit you with a club. Next thing you know, you're tied to the inside of a wagon with metal chains.
In this game, your characters will be expected to come from a variety of universes. Be they fictional, real life, or vague and ill-defined. This world has different laws of physics, and different laws of magic than most others, so a magic user or athlete from another dimension may have their skills reduced or increased, depending on the individual. Anything a character says about their home universe is automatically canon.
- Miscellaneous
- closes April 30
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Free Rain (CWN one-shot)
It was supposed to be a simple job, but things are never quite as they seem...
You have responded to a vague advertisement on the local net seeking freelancers for a "special project;" you're savvy enough to read between the lines or desperate enough to take on any job, so long as it pays…
Free Rain is a standalone one-shot written for Stars Without Number, adapted to Cities, designed for 3-5 beginner players and GM. More experienced players are welcome to play, of course. This is a simple, straightforwardIn the cyberpunk "almost everyone is out to screw you over" sense, module focused on exploring a variety of CWN mechanics Occasionally shoehorned in over the SWN baseat a surface level, to give the players a taste of how everything fits together, and is not intended to be the springboard for a campaign (although it could certainly be used as such).
- Cities Without Number
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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 30
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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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- Pathfinder 1e
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Monster of the Week: Heroes of the Hour
Welcome to an experimental Monster of the Week (MotW) adventure! Beginners are especially welcome. I can't yet tell you what the game is about as Monster of the Week is a Powered by the Apocalypse (PbtA) game and PbtA games are pretty much created in play by the players and GM.
For MotW mavens, in addition to PCs, the party can come up with an optional Team Concept and/or Patron. The game will be set in the Present Day, otherwise almost anything goes.
- Monster of the Week
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Trouble in Glimmer Pass
You, veteran adventurers that you are, have come to the thriving port city of Avonlin due to the call for aid. Each of you have come for your own reasons, but those are irrelevant to the people of Avonlin, much less their Lord, Leonardo. He only cares that the trade route between mainland, resource-rich Avonlin, and the port-capital of Avonlin remain undisturbed, a task which now falls to you. Something has been interrupting convoys and stealing pack animals or people from them without warning or trace. Only once or twice a month, but that it's happening at all is cause for concern. How will you discover the cause, and what will you do when you find it?
A short little adventure which sprung out of an idea I had a while back, there are several options for solving this issue. hope you enjoy it.
- Pathfinder 1e
- closes April 27
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Team Tomorrow
The Men and Women of Project Utopia work hard to make our world a better place. But to whom they turn for support?
They call Team Tomorrow!
True guardians of justice, these real-life superheroes put their lives on the line for all of us!They are led by Cestus Pax, the living embodiment of the ideals of Project Utopia!
But Thwarting Nova Terrorists is only part of their mission. Team Tomorrow is also responsible for:
- Responding to disasters
- Decreasing local crime
- Improving Urban Infrastructure
- and Helping people like you and me!
Team Tomorrow needs you, young nova! Bring your Mazarin-Rashoud Test results to your Local project Utopia branch and join up today!
The year is 2028, it's been 10 years since Novas have come to our world because of the incident and changed our world!
This chronicle uses the Trinity Continuum Aberrant rules by Onyx Path and as part of Team Tomorrow, it is a more traditional superheroes story about saving the world.3 to 5 PCs would be nice.
- Miscellaneous
- closes April 5
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- D&D 3.5e
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Rin’s Storm King’s Thunder
Rin’s Storm King’s Thunder
What to Expect
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
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.
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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Mangled 'Verse
Scanning and assessing Earth δ0013 β9 for assimilation into System.
ERROR -- Interface Remenants detected in Sophont -- ERROR
Aborting access to tutorial.
Attempting Interface Reconstruction.
Unknown Interface Type.
Attempting Interface Patching.
Interface Active.
Error Corrected.
Welcome Sophont back to the System. Interface Damage prevented recovery of Levels and Skills, resetting you to Level 1. 3 extra respawns awarded as compensation.
As this translucent blue window fades from your view, you black out only to awaken elsewhere.
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This is a advertisement for a Isekai/Apocalypse LitRPG adventure being run using a Alpha version of my attempt to make a Multigenre Classless hybrid version of D&D 3.5 and D20 System. I am looking to run up to 5 seperate parties of 3 - 5 people each. Character Creation and Rule info is in the Game Forum. The reason I am running the game this early in the rewrite is to get feed back on changes, and to see what other changes may be needed. Character Application go in the Earth δ0013 β9 Sophont Scan Logs section.
- Homebrew
- closes April 17
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Legacy of Queen Dido
Some say that the Carthage taught Rome how to be an Empire…
It is 413 BC.
The power and control the Carthaginians wield in the Mediterranean is immense— they are the masters of sea and trade. Coin flows steadily into the empire, and its main city is considered one of the largest in the world. Brujah and Assamites have made it their home. Their hand helped foster the empire and make from the city Carthage a place where Cainites rule openly and mortals give their veins willingly.
Yet dark clouds loom over the horizon. Will the mortals forever bow down to these Cainites? Will every Cainite treat the humans fairly and well, as is promised? Is Carthage an Empire that can stand the test of time? Can it defend itself from the increasing rivalry and hostility from its neighbours, both mortal and immortal? The Carthaginians have recovered from the First Sicilian War, a blow to the pride for sure but not one that had crippled them. Though the Greeks still have influence over the majority of Sicily… A fact that is not forgotten.
This is a Vampire 20th Anniversary Edition: The Dark Ages game set in the Punic Empire of Carthage. We begin before the Second Sicilian War (410BC), perhaps some of your actions will determine how that will progress for the Empire. Or perhaps, you will busy yourself with something else entirely that threatens the empire, your clan, or just…you.- Vampire: Dark Ages 20th Anniversary
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- D&D 3.5e
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- Pathfinder 1e
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- 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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Savage Nentir Vale
A campaign runs with Savage Pathfinder, a slightly different version of SWADE, going for a cinematic feel here.
The game takes place in the world of the Nentir Vale, a settled frontier region dotted with ruins and monsters lairs. The game start in the Town of Fallcrest. Fallcrest is pretty much the hub and surrounded by farmlands. Travelers and traders come to Fallcrest being at the intersection between the old King Road and the dwarven trade road. The people of Fallcrest are mostly humans, halflings and dwarves. The local temples are for Erathis, Sehahine and Pelor.
A Nest of bandits near Fallcrest has been causing troubles, The Lord Warden is on the lookout for traveling or local sellswords to take care of the problem.
Seeking 3 to 5 players.- Savage Worlds Adventure Edition (SWADE)
- closes March 29
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- D&D 5e
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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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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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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 December 31