Milani

-- Dark Angel --'s page

193 posts. Alias of WhtKnt.



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Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Hurricane time. Please be patient and, gods willing, I'll see you on the other side.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Within the fey-ridden Darkmoon Wood, a council of noble animals meets at the behest of the wolf, Draketh. This meeting takes place in the fading light of day. Already, the woods are darkened and the trees cast great shadows. In attendance, besides yourselves, are: Draketh, the representative of the local wolves, who has called the meeting, Azune, the deer, Nale, the otter, and Jurisper, the field mouse.

"Thank you all for coming," Draketh begins. "I would not have called you here unless my business were urgent. I assume that many of you have noticed the increased activity among the two-legs of late?"

Indeed, human activity has greatly increased in the last week or so, with bands of angry humans entering the forest by day.

"The two-legs are hunting wolves," Draketh growls. "Already, four members of my pack have been taken, caught unawares. We have grown warier, but the two-legs are persistent."

Azune looks unconcerned. "Forgive my callousness, Draketh, but this sounds like a problem for your pack, not the rest of us," she says.

"And what do you think will happen when all the wolves have been eliminated, Azune? Who will protect you from the two-legs, or the worgs?"

"He's right," Nale nods. "This problem affects all of us. If the two-legs are killing all the wolves, then something must be wrong. Any of us could be next. What would you have us do, Draketh?"

Draketh sighs. "We must discover why the two-legs are doing this. Does anyone speak their tongue?"

Jurisper, the field mouse, raises her paw. "I can understand the language of the two-legs, but I cannot do this alone. I will need help."

"Very well," Draketh replies, "Are there any volunteers?"

Dark Archive

I'm looking to see if anyone would be interested in a game of a different sort. Instead of playing humanoids, you would portray noble animals protecting (or opposing, as the case may be) the two-legs. They do not know of your existence (with a few exceptions), and must not become aware of such, but you are sworn to aid the goodly peoples of the world against the forces of evil.

This campaign uses the rules found in Skirmisher Publishing's The Noble Wild. The primary mechanics are the Pathfinder system, modified somewhat to fit the circumstances. You do not have to have a copy of the rules to participate.

Everyone portrays a woodland species of your choice (it has to be an animal that might be found in a temperate forest). For the most part, characters are built according to the Pathfinder rules and choose from the usual assortment of classes found in the core rulebook.

Would there be any interest in such a campaign or even just a single adventure?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Gameplay thread.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

All out-of-character discussion goes here.

Dark Archive

This is to alert those chosen among you, who know who they are, that I am ready to kick off my D&D Castle Amber adventure. This is an invitation-only game (sorry).

CHARACTER CREATION

  • Characters begin at 3rd level.
  • Begin with the standard equipment package for your class and background, and add 100 gp to your total (which may be spent as desired).
  • Everyone receives one potion of healing.
  • Maximum hit points at 1st level, roll thereafter.
  • Use the deities of Greyhawk, found on page 293 of the Player's Handbook.
  • Standard races and classes only (those found in the Player's Handbook and Tasha's Cauldron of Everything).
  • This will be largely a theater-of-the-mind game. I may post a reference map, but by and large, you will be asked to use your imagination.

CAMPAIGN RULES

  • In general, I will post as often as the players do, but I am imposing a three-day limit. If you go three days without posting, your characters will stand quietly and act only in self-defense.
  • That said, I am taking care of my wife, who is blind, and I do pretty much everything for her. I should be able to keep pace, but there may be times that I am a little slow in posting.
  • I am very much into role-playing over roll-playing. If the PCs are RPing well, I will wait for a natural break to continue. If you ever need to retro some RPing, feel free to attach a RETRO tag to it.
  • If I am going to be out for an extended stretch, I will provide notice prior to it whenever possible. I expect the same courtesy in return.
  • No politics or religious discussions. Regardless of your beliefs or platform, this is not the place for it.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Use this thread for OOC commentary, questions, etc.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Our story begins in the City of Deepwater, in the Grey Minstrel Inn in Trades Ward, where fate has brought each of you individually. This particular day is gray and dreary, the rumbling skies threatening rain. The Grey Minstrel is well-spoken of in the city as a good place to stay and somewhere to find a meal, if not a hot one. The taproom is busy this afternoon and there are few open tables available. Three barmen work the long bar, as numerous barmaids bustle amongst the tables, clearing away dishes and bringing drinks to the guests. A large bouncer stands at each door, armed with a wooden cudgel. A fire is roaring in the hearth, chasing away the chill of the autumn air...

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This is a recruitment for Mutants & Masterminds 3rd edition. Please apply here, even if you have already done so in the other thread, as I want to keep everything in one place.

Several years ago, Green Ronin released a supplement for 2E Mutants & Masterminds that proposed using the M&M ruleset in a fantasy campaign. I'm bringing it full circle to 3rd edition. This is set on Theria, a fantasy world of my own creation. I will be selecting six characters.

Character Creation
You may create a PL 6 character in accordance with the Mutants & Masterminds 3rd edition rules and the Google document located here.

You are not required to take a racial template. They are there for you to use if you don't have an idea of your own.

No character may have any attribute higher than 5 at the beginning of the campaign. This will be raised as the PL increases.

Character submission will end on [color=red]SUNDAY, 18 August 2019 at 11:59 PM CDT[/color]. Characters submitted after this point will not be considered.

The campaign begins in Deepwater, but from there, it's very sandbox-y. I have a few places laid out (The Black Tower, the Caverns of Chaos, Kovlyn Hide, the ruins of Brookhaven, and Xayomm's Lair), but there are a great number of scenario hooks in Deepwater as well (a LOT of hooks). With a couple of exceptions, I'll largely let the characters control their own destiny.

One note: don't worry if you are familiar with the Caves of Chaos (dungeon module B2) of old. While the setup is pretty much the same (a canyon full of caves of evil beings), the layout and inhabitants are very different.

I'm used to using Roll20 for my maps, but this time I'm going to give Google docs a try. I will ask you folks, to bear with me as I learn my way around Google docs.

Full Disclosure: My wife is blind and I serve as her eyes. In addition, I have severe depression. This means that things will move a little slow at times. I try to check in once a day, but don't always make it. My weekends tend to be very busy, and I will generally not post over the weekends. Just want everyone to be aware that this game will move slower than usual, though I seldom go more than a few days without at least checking in. If I will be away for an extended period, I will make a post telling you so (assuming that I am able to do so).

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In Xcrawl, the players are superstar athletes taking their chances in a live-on-pay-per-view death sport. It’s a modern-day world with a fantasy twist, and the game is simple: the Dungeon Judge, or DJ, creates an artificial dungeon under controlled – but lethal – conditions. He designs the maze and stocks it with monsters, secret doors, magical traps, treasure, and prizes. The players must go through the dungeon and fulfill whatever conditions the DJ puts forth in order to win.

Xcrawl is a sport and the challenges are created, but the danger is no less real. If you die, you die. There are no second chances. Citizens of the North American Empire tune in every week to watch their favorite celebrities get eaten, paralyzed, turned to stone, and ripped apart. The nation’s hunger for blood and mayhem grows with every contest. How will you fare?

Does anyone here play the Pathfinder version of Xcrawl? I've recently recovered my copy of the book and it looks like a lot of fun. I'm not sure if I'm ready to run a campaign, but if there is sufficient interest (and no one else is willing), I might be talked into it. Players would need access to the rules, but you can get them at Drive-Thru RPG.

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Maps: Car. Crown || Forge of Heroes || Skull & Shackles

It begins, as so many epic adventures do, in a tavern. The Yawning Portal is usually busy at any time, day or night, and tonight is no exception. The taproom is crowded, and as you scan for an empty table, your eyes are drawn to four figures, in particular, that stand out among the crowd.

The first is a tall, beautiful dark-skinned woman sitting at a table by herself. She wears robes that look like spun gold, decorated with numerous gemstones. Her headgear contains daffodils and around her neck hangs an oversized golden coin that depicts a beautiful woman in profile.

At another table, a young noblewoman, to judge by her clothing, sits alone with a worried look upon her face. She is sipping at a glass of wine and watching carefully those who enter the place. She meets your gaze briefly as you step into the taproom.

Near the fire sits a well-groomed bearded man playing a lute poorly. People are largely ignoring him as he desperately tries to make his way through the chorus of an elven hymn. The mangled tune sounds only vaguely familiar, but he perseveres, a hat sitting on the floor before him.

On the other side of the room, at a large table and surrounded by a small crowd, a storyteller plies his trade. Like the bard, he is well-dressed (though not nobility) and well-groomed and is clearly enjoying telling his tales. His audience seems appreciative as well, for most of them hang on his every word.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

This is the OOC board for the Mad Mage of Undermountain.

Dark Archive

Trying this again, since the forums glitched and posted it three times last time, and I have added the name of the adventure to the title.

Time to address the elephant in the room. Since no one else seems to be interested in running it, I'm thinking of running the Mad Mage of Undermountain. This would be a 5e dungeon crawl for 5 players. Two things that are important to note:

1) My wife is mostly blind and I am her eyes. This means that I do all the driving, read and respond to her emails, and generally take up a lot of the slack around the house. As I am also fighting depression, my posting is not regular. Generally, I try to post as often as the players do, but sometimes it takes a little longer. Weekends are usually right out, as they are very busy for me. I will say that I am slow but steady. If the players are game, I will see it through to the end. My Skull & Shackles PbP has been going on for almost three years!

2) The maps will be hosted on Roll20 and all players will be expected to be able to access them. I try to be very descriptive, but Undermountain is very complex and the maps will help tremendously.

If you think that you can handle both of these issues, and would be interested, speak up. I don't know exactly when I will be ready, but it will probably be in the next few weeks.

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Back in the days of M&M 2E, Green Ronin released a supplement titled "Warriors & Warlocks" which I found to be interesting at the time. I looked it over and wanted to utilize it in a campaign, but never found the opportunity. It is, for all intents and purposes, fantasy role-playing using the M&M ruleset. Well, better late than never.

Characters would begin in a typical fantasy world with PL 6 heroes and work their way up. Now, PL 6 is certainly better than the average human (PL 2), but they are still "killable." They would be very heroic adventurers, kind of like Conan or Fafhrd and the Grey Mouser. Most of their powers would be very down-to-earth abilities, like heightened attributes and lots of feats (and there are plenty of new feats to be found in this setting). Truly super-powers would represent unique abilities or spells.

So, what do people think? Would this be something in which there would be any interest? If so, should we use the 2E ruleset, as intended, or should I strike it over to 3E?

One thing; this would be a lot easier if you have the Warriors & Warlocks supplement, but I think that I can manage to nursemaid through character creation those who are lacking it.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

This is the discussion page for the Tales from the Yawning Portal campaign run by WhtKnt. Please use this area for all out-of-character discussion.

My rules are pretty simple. If it isn't addressed to you, don't open it. If you can't understand the language, please don't read the spoilers (unless someone translates). Under no circumstances should you ever read spoilers labeled "GM Screen".

Finally, I will try to check in at least once every weekday and update when necessary. The exception is weekends or vacations (for which I will provide warning). My weekends are very busy and I do not usually have time to check up on things during the weekend.

Oh, one last thing. My wife is 90% blind and I serve as her eyes. I do all her emails, as well as all of the driving. If I miss a day or two, it's probably just because I'm very busy. Please excuse the delay. She knows that I am running games online and respects that, so it should be infrequent, but the possibility still exists.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The Yawning Portal inn in Waterdeep is well-known as a gathering place for adventurers, and your group is no different. Each of you has come separately to this place, drawn by the lure of adventure. The Yawning Portal is managed by Durnan, a retired adventurer, and is a draw for people of all races and beliefs. If adventure is to be found, then it will be found here.

Arendyl:
You are tracking a runaway agent of the Babayaga known as Belak. Rumor has it that he was last seen some 13 years ago in a small town called Oakhurst, about a tenday's ride to the north of Waterdeep, near the city of Neverwinter. You are on your way there now.

Fargus:
You have been making the circuit, and Waterdeep is just another stop on the gladiator's tour of the North, but you recently received word of an interesting development. The old dwarven citadel of Kundrukar is rumored to be somewhere in the North. You can remember tales your father told you of the old citadel, a dwarven forge that fell to orcs some 100 years or so ago. It is said to now be largely abandoned, but if rumors are to be believed, some of the weapons forged by the legendary dwarven smith Durgeddin may yet wait there to be discovered.

Fyird:
You have been contacted by a man named Symond Turney who has asked you to meet him at the Yawning Portal in Waterdeep. Turney is a famous treasure hunter with a lead on his next acquisition and is always looking for adventurers to aid him in finding his artifacts.

Tairdo:
You are following the trail of Talgen and Sharwyn Hucrele, a brother-sister team of adventurers who recently disappeared in the region of the village of Oakhurst, a few miles north of Neverwinter. Waterdeep is just a stop-over and you have heard good things about the Yawning Portal Inn. The Hucrele family has offered a sizeable reward for anyone who discovers the fate of the pair or returns them hale and whole. It probably wouldn't hurt to get some assistance on this venture, and the Yawning Portal seems as good a place as any to do that.

Joxi:
Through your old spy network, you have heard of the disappearance of Sharwyn and Talgen Hucrele, the son and daughter of a very wealthy merchant family from Neverwinter. They were last seen near the village of Oakhurst, about ten miles northwest of Neverwinter. The family has posted a reward for the recovery of their remains or else the recovery of their persons, hale and hearty. It probably wouldn't hurt to get some aid for this venture, and the Yawning Portal seems as good a place as any to find such help.

Jaynie:
Waterdeep has always been your home, and the job at the Yawning Portal is just another way to make some quick cash by serving as a barmaid. Durnan is a fair employer and doesn't seem concerned about your unique abilities. Still, if only a chance for real money-making would come along...

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So, I found a document on DM's Guild that links these disparate adventures (Tales from the Yawning Portal) into a cohesive campaign that looks like fun to play and should carry the group from 1st to at least 15th level, and possibly further. The system would, of course, be D&D 5E.

If I were to run it, it would need to be understood that it might move a little slower than what you are used to. My weekdays are very busy and my weekends are almost always full (today is a rare exception). That said, I will keep it going for so long as the players continue to post and show an interest. I check in once a day (unless I'm on vacation, and I will alert you of such) or, at the very least, every other day.

A lot of the speed of play would depend heavily on the players posting regularly, so I would be looking for people who can post at least once a weekday (or every other day, at a minimum). Weekends don't concern me as much.

So, is there any interest?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Everyone check in here, please.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

This is the discussion thread. Please use it for all out of character extended discussion.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

You have traveled for many days, leaving the Realm and entering into the wilder area of the Borderlands. Farms and towns have become less frequent and travelers few. The road has climbed higher as you enter the forested and mountainous country.

You now move up a narrow, rocky track. A sheer wall of natural stone is on your left, the path falling away to a steep cliff on the right. There is a small widening ahead, where the main gate to the KEEP is. The blue-clad men-at-arms who guard the entrance shout at you to give your names and state your business. All along the wall you see curious faces peering down at you - eager to welcome new champions of Law, but ready with crossbow and halberd to give another sort of welcome to enemies.

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Maps: Car. Crown || Forge of Heroes || Skull & Shackles

This game will use Roll20 for maps. Would everyone please sign in at https://app.roll20.net/join/3245225/O3QwmA and then tell me your Roll20 identity so that I can set everything up. If this really irks anyone to the point of non-participation, I will use Google drive, but I prefer Roll20.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

You have traveled for many days, leaving the Realm and entering into the wilder area of the Borderlands. Farms and towns have become less frequent and travelers few. The road has climbed higher as you enter the forested and mountainous country.

You now move up a narrow, rocky track. A sheer wall of natural stone is on your left, the path falling away to a steep cliff on the right. There is a small widening ahead, where the main gate to the KEEP is. The blue-clad men-at-arms who guard the entrance shout at you to give your names and state your business. All along the wall you see curious faces peering down at you - eager to welcome new champions of Law, but ready with crossbow and halberd to give another sort of welcome to enemies.

Dark Archive

Invitation Only. Sorry.

Dark Archive

Thirty years ago, former Dartmouth physicist Paul Van Zandt changed the world. Actually, he changed hundreds of them. He invented a parachronic projector, a machine that could send matter into another dimension – another timeline. The first world he discovered was “Earth-Beta,” almost identical to his own world, which he dubbed “Homeline.” But as he improved his technology and his survey techniques, he began to discover worlds where Rome never fell, or where America was a feudal kingdom. Some worlds – those on the same “quantum level” as Homeline, Quantum 5 (Q5) – were easy to reach. Others, on Q4 and Q6, were slightly harder; Quantum 3 and Quantum 7 were downright difficult. However, Van Zandt persevered, and built up a small team of daring assistants who helped him map 23 more universes.

He funded further research with profits from trading between worlds, an undertaking he formalized with White Star Trading. In 1998, Van Zandt revealed his discovery of parachronic travel to the public, and revealed a secret to the U.N. Security Council. Whatever the secret was, it halted demands for his technology to be nationalized, militarized, or destroyed. Instead, the Security Council established the United Nations Interworld Council (UNIC) from its own membership, which chartered a new corporation, Infinity Unlimited (often shortened to “Infinity” by the media). Van Zandt became CEO of Infinity, and UNIC added its own bureaucrats to the board. The Interworld Treaty, which chartered Infinity, required that Infinity work to “better the lot” of the other worlds it explored and exploited. To that end – and possibly to counter the threat Van Zandt revealed to the Security Council – Van Zandt created the Infinity Patrol.

The Infinity Patrol, like all of Infinity, is specifically chartered by the U.N. Security Council. It has a unified command with an existence independent of any given mission, and so resembles a private security force more than a multinational peacekeeping task force. In practice, the Patrol is a supranational paramilitary agency under Infinity’s control, dedicated to protecting Homeline, The Secret, Infinity, and the unknowing innocents of other worlds, in roughly that order. Patrol facilities, like all Infinity property, are considered “U.N. soil,” and cannot be searched or seized without violating international law. By its charter, it must “keep the peace, and preserve the smooth operation of interdimensional travel for the good of all mankind.” This translates, for Infinity Unlimited and the Patrol alike, as “ride herd on everyone else with a conveyor, keep Homeline problems on Homeline, and do well by doing good in the meantime.”

This was hard enough when the Patrol thought itself alone in the continuum, but nine years ago, Corporate Security captured an intruder in a secret Infinity facility on the Quantum 6 world Turkana. He turned out to be from another cross-dimensional paramilitary organization, the Interworld Service, of a crosstime civilization called Centrum. Centrum was aggressive, competent, and devoted to spreading its own hierarchical system across the worlds. Fortunately, Centrum was on Quantum 8; it could not reach Homeline and neither could Homeline reach Centrum. The quanta between became battlegrounds, especially the Q6 “echoes,” worlds that mirrored Homeline history exactly. Centrum could, and did, shift many of those echoes out of Quantum 6 and into quanta inaccessible to Homeline! The infinity war had begun, and the Patrol had a new set of missions.

You are a member of Infinity Unlimited, tasked with patrolling the multiverse and keeping it safe from interference from both Centrum and well-meaning (or perhaps just idiotic) tourists alike. You will perform exploration missions, rescues, extractions, and setting right what others have put wrong.

Character Creation Rules

  • This will be a 150-point GURPS 4th edition campaign.
  • There are six slots open.
  • You may create characters from any time or place desired, so long as they equal 150 points with up to -45 points in disadvantages.
  • Base TL for Homeline is TL8, with pockets of TL9. You may not have equipment above TL8, even if you hail from the far-flung future. Yes, this is an artificial limitation, but just suspend disbelief.
  • Characters should be human or fairly human-like. The odder you look, the harder it will be for you to blend in. There are worlds where elves, dwarves, and aliens exist and they are recruited from, but most parallels are human-centric.
  • I have access to almost all of the 3rd edition worldbooks, so you may freely draw from those resources, up to the TL and point value limits.
  • You will be issued some specialty equipment, so you shouldn't need to purchase much. Advantages like Wealth (and disadvantages like Poverty) will be mostly meaningless in this campaign and may not be taken.
  • I reserve the right to disallow any other "meaningless" advantages or disadvantages as they come up. If in doubt, ask.
  • Super-powers are not permitted, but psionics and magic are both allowed.
  • You should provide at least a brief background about where your character comes from. It doesn't have to be a novel, but a few sentences will go a long way towards getting chosen.
  • Recruitment will last until Saturday, April 27, 2018 at 11:59 PM CDT. Characters submitted after that time will not be considered.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The Stretching Goat is the tavern in the Keep. This can be used for out-of-character discussion, as well as RPing until the players are chosen. Role-playing will not have any effect on my decisions, but you are welcome to do so.

While I'm here, this seems as good a place as any to put my rules.

RULES

  • It is one thing to play in character, it is another entirely to be a jerk. Don't be a jerk.
  • If something is in a spoiler that doesn't apply to you, please don't read it. If you don't speak that language, don't read the spoiler. You may read the Dice Rolls spoiler, as I will put all rolls there.
  • Likewise, you may not, under any circumstances, read the GM Screen spoilers. These contain notes to me about the encounter or other pertinent GM info.
  • I know that there are ways to cheat the dice roller. If I catch you doing it, you will be blacklisted from all of my games. This goes for all other forms of cheating. Play fair and have fun!
  • Please don't metagame. I don't mind that you may have played these classic adventures, but your characters haven't. Please keep that in mind.

That's it. Pretty simple, yes?

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I haz it! Into the Borderlands from Goodman Games! Into the Borderlands updates two classic old-school adventures to 5th edition rules and combines them for even more fun! I will be running these in 5th edition format. I'm looking for six characters interested in undertaking these classics, with the possible addition of some other classic adventures later on. Here are the character creation rules:

  • The only sources permitted are the Player's Handbook, the Sword Coast Adventurer's Guide, and Xanathar's Guide. No Unearthed Arcana, no Tortles, or any 3rd party stuff.
  • All races and classes are permitted, except variant humans.
  • All characters begin at 1st level.
  • To preserve the "old school" feel, we will roll stats in the recruitment thread. Use 4d6, drop the lowest, and place them in the order desired. If you don't have at least a +1 overall stat bonus average, you may scrap the character and reroll.
  • Hit points are maximum at 1st level and rolled thereafter, but if you don't get at least the average, take the average.
  • Roll for gold in the thread, or you may start with equipment based on class and background, not both!
  • You may roll your background traits randomly, or you may choose them. The choice is yours.
  • No chaotic evil PCs! Lawful evil and neutral evil may be permitted, but I'll be looking at party harmony in making my decisions, so if there is a paladin chosen, don't expect that your LE monk will get picked.
  • Recruitment will run until Saturday, April 21 at 11:59 PM CDT. Characters submitted after that time will not be considered.
  • My choice will be based on those characters that I find most intriguing and that make for the best party.
  • You are not required to write a background, but if you do, expect me to mine it for ideas and plotlines.
  • The campaign is set in the Forgotten Realms, in the region of the Snowflake Mountains, a range of mountains in West Faerûn forming the borders between Tethyr, Amn, and what was once the barony of Impresk. The adventure begins at a small keep in the Shilmista forest.

One last thing... I'm going to be very upfront about this. My wife is legally blind and I am her eyes. As a result, my games tend to move a bit slowly because I cannot devote as much time as I would like to make moves every day. That said, I will try to update at least as often as all the players update and will try to check in at least once a day except on weekends, which are very busy for me.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

You now approach the Village of Hommlet, having come from lands across the Flaness. You are poorly equipped and have no large sums of cash. In fact, all you have is what you wear, plus the few coins that are hidden in purses and pockets. What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe.

The small community at the crossroads is a completely unknown quantity. What is there? Who will be encountered? Where should you go? These are your first explorations and encounters, so chance may dictate as much as intelligence. Will outsiders be shunned? Are the reports true — is the whole community engaged in evil practices? Are the folk here bumpkins, easily duped? Does a curse lay upon those who dare to venture into the lands which were once the Temple's? All of these questions will soon be answered.

The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine grazes nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them. A road angles west into the hill country, and to either side of the road ahead are barns and buildings — Hommlet at last! The adventure begins...

Rather than go through the tedious process of guiding each of you through the village, I am going to make the assumption that you would know enough to ask about the local hub of activity, which in this case is...

The square wooden sign shows a buxom and smiling girl holding a flagon of beer. This must be the Inn of the Welcome Wench, a place renowned for its good food and excellent drink! Passing merchants make a point of stopping, as do many other sorts of wayfarers, and it is said that the place is always filled with patrons.

Entering, you see that this is indeed true, for there is a good crowd within, though still several tables open and seats at the bar empty. The innkeeper, a strapping man, greets you heartily. "Welcome thirsty travelers. I am Ostler Gundigoot. Please take a seat where you would like and someone will be with you in a moment."

You are not assumed to all know one another or be traveling together, though you may if you wish. If you are strangers, then let's play out your meeting.

I need for everyone to go to this url and sign in, then let me know your Roll20 name so that I can set up the tokens and permissions. You will find there, under the Journal tab, a map of Hommlet to aid you in getting around the village. You will also see (once your token is activated) on the main map window, a layout of the inn. I don't think that (I hope not) we will need a tactical map right now, but this will give you an idea of how the building looks. Likewise, I am not going to populate the inn with patrons unless the need arises.

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Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Please do all pre-selection role-playing here. Thank you.

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First, let me say that I am nowhere near ready yet. I am just starting work on conversions, but...

Would there be any interest in a mega-campaign that starts with the Temple of Elemental Evil, goes through the Scourge of the Slave Lords quartet, a side trek into Expedition to the Barrier Peaks, then Against the Giants, Descent into the Depths of the Earth, Shrine of the Kuo-Toa, and Vault of the Drow, and ending with Queen of the Demonweb Pits?

It would carry a group from 1st to about 16th or so level and would be firmly ensconced in Greyhawk, where it belongs, but use the Pathfinder rules set. This would be open only to core races and classes. Deities and setting would be all classic (pre-Wars) Greyhawk.

PLEASE DO NOT SUBMIT CHARACTERS AT THIS TIME! I am only trying to get a feel for how much interest there would be in such an undertaking (as I don't want to do the work if no one is interested).

Please indicate if you would be in for such a journey and your level of familiarity with the adventures listed and with Greyhawk in general. These won't have any bearing on whether you get chosen or whether I do this; I'm just curious.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Use this thread for OOC chit-chat, please, as well as notifications that all need to see.

Dark Archive

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Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Chosen ones check in here, please.

Dark Archive

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I'm considering running a 3E Mutants & Masterminds game set in the DC Universe. I'm thinking of starting with street-level heroes (PL 8). It would be set in the modern day with the "classic" DC Heroes (as described in the DC Heroes and Villains books). The gist is that the PCs represent a new group of heroes who are sponsored by the Justice League. Think the Young Justice TV show, except that your team would not be composed of ex-sidekicks, but rather unique heroes.

So knowing that, would there be any interest?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Discussion thread is now open.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Like most people, you find yourself beginning your adventures in the Verge in the Tendril system.. You have arrived at the Lighthouse, a massive station run by the Galactic Concord, that is considered a neutral ground for anyone, regardless of religion, national origin, or species. It has only recently arrived in the Tendril system and is scheduled to remain here for two weeks to take on supplies and ingress new passengers.

You arrived on the same freighter that carries so many to their destiny among the stars. The trip had been long and boring, with little opportunity to stretch one's legs. It feels good to walk about.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

When everyone has arrived, we'll kick off. First, I want to set a few ground rules.

  • If something is posted within a spoiler, do not read it unless it pertains to your character. If it is a language that your character does not speak, then that's too bad. If it is labeled with a character's name or names, then it is a private message for them. If you fail the skill check (or don't have the skill), oh well. Finally, if it is labeled GM Screen, you may absolutely not read it!
  • There are ways to cheat the die roller. If I find you using any of them, you will be kicked from the game. Don't cheat. It ruins the enjoyment for everyone.
  • Everyone who is not familiar with how to format text in BBCode needs to read the "How to format your text" section below. Click the Show button and read the instructions.
  • When you character is speaking aloud and in-character, please use boldface text. That way I know instantly that what is being said is said in-character.
  • When speaking in a language other than Common, please enclose it in a spoiler labeled with the language. This adds to the realism that not all of you can speak the same languages. If you wish, you may substitute a real-world language into the text; just be sure to put the English translation in a spoiler.
  • I use Roll20 for maps. If this presents a problem for anyone, I will instead use Google docs, just let me know. If you don't have an issue with Roll20, let me know your Roll20 name so I can set your permissions.
  • Please us the Discussion thread for out-of-character discussion, but I am not opposed to an OOC comment in this thread, so long as it is marked as such (using the occ BBCode).
  • I will roll for initiative when needed, and post the order. I roll for all similar monsters as a group, unless one or more is a boss (they get their own initiative).
  • Be nice to one another. There is playing in character and then there is just being a jerk. Don't be a jerk.
  • Have fun!!!

Dark Archive

PERPETUAL TWILIGHT is an Alternity campaign for up to eight players. It begins with starting characters, as described in the Alternity Player's Handbook. The following races are available in this campaign. If you are interested in playing a race that is not covered in the Player's Handbook (cidi, dralasites, kaa, pershala, vargr, vrusk, or yazarians), let me know and I will provide you with what you need to play.

If you have no experience with Alternity but would still like to get into the game, let me know and post a description of the type of character you want to play. Be very descriptive, as I will build your character from this description. I will work with you to insure that you get what you want to play.

Aleerin
An aleerin can be easily mistaken for a human at a distance or in poor lighting, for he bears the general shape and size of a human, averaging about 1.8 meters tall and weighing around 90 kilograms. Closer inspection, however, reveals veins of circuitry that weave with the aleerin’s flesh and blood to form a totally synthesized body. An aleerin’s hair consists of combined protein strands and filaments of cable and wire. Even the aleerin’s skeleton has been reinforced with super-strong synthetic materials, and bony protective plates cover the bioorganic flesh at the shoulders and across the chest.

Aleerins have ordered minds, which translates into a highly structured society and an equally organized outlook on life. Although they think with the precision and logic of a machine, they are deeply emotional people who work hard to subdue their negative emotions. They posses the same range of emotions as humans, though they downplay hostility or aggression.

Cidi
Cidi are the tiniest vertebrates yet discovered. They stand 16.5 centimeters tall and weigh 680.4 grams. They have large, dark eyes, a snout resembling a bear’s, pointed ears, and sharp teeth. They are completely covered with short, soft fur ranging in color from golden blonde to a deep brown or russet. Their hands are like humans’; their bodies tend to be plump. Their legs and tail make them uniquely suited to life both on the ground and in the trees—they resemble a terrestrial kangaroo rat’s—and a cidi can hop for short stretches as quickly as a human can run. At the same time, the feet have sharp claws and the tail is prehensile, making the race excellent climbers.

Cidi are gregarious, making friends easily. They are often frustrated by the tendency of humans to regard them as clever pets, but their feelings on this matter are mild compared to their feelings towards the kaa, who see the cidi as appetizers. They are capable engineers and many cidi have made a name for themselves as artists and writers.

Dralasite
Dralasties are short, about 1.3 meters tall, rubbery xenomorphs that have no bones or hard body parts. They weigh around 65 kilograms. Their skin—a flexible, tough, and scratchy membrane—is dull gray and lined with dark veins that meet at the dralasite’s two eyespots. Dralasites breathe by absorbing oxygen directly through the skin and have no lungs. They are omnivorous and have an exceptional sense of smell. Dralasites have a limited ability to alter their shape.

Dralasites are thoughtful, philosophical beings. Their communities are small, and many dralasites prefer to live alone. They care little for wealth, power, or status, judging themselves instead by the quality of their ideas and their ability to discuss important ideas wisely. Discussions and debates are among their favorite ways to relax.

Fraal
Quiet and peaceful, the fraal appear calm and composed in even the most chaotic situations. Averaging 1.5 meters tall, the fraal are thin humanoids with large eyes; pale, almost luminous skin; and swept-back ears. While many are bald, some have wisps of silver, white, or pale yellow hair atop their large round heads. Individual fraal can be so thin as to appear practically weightless, but most weigh about 55 kilograms. Even the youngest fraal adults have an ancient, wizened look that can be as intimidating to humans as it is disconcerting.

Fraal are thinkers and philosophers with a deeply spiritual nature. Because they are a long-lived species, the fraal have a patient attitude that sometimes annoys humans. Their spirituality centers around mind-walking, the study and application of psionics. Though not pacifists, fraal believe that violence should be hte last resort of an intelligent, civilized species. They can seem cold and distant, but that's because they don't have as wide a range of emotions as humans--and the emotional range they do possess doesn't shift as rapidly or unpredictably as human emotions do.

Kaa
The kaa are “snake men.” Their bodies are 4.1 meters long and flexible, ending like that of an earthly snake. They have two flexible arms ending in formidable claws, but they have no legs—they move via undulation, or “slithering.” Their reptilian heads thrust forward, and the normally keep the forward half or third of their bodies erect. Kaa can be any number of colors, with vivid green being the most common. The kaa have no nudity taboo, but the often wear clothing and jewelry on their upper bodies for decoration, including vests, smocks, necklaces, torcs, armbands, and head dresses.

Kaa are an arrogant and powerful slaver race, believing themselves superior to all others and certain of their manifest destiny to rule the universe. They are also subtle and persuasive, with impeccable eloquence and charm. The kaa practice ritual cannibalism and are known to eat other sentients.

Kaa are individuals, and with the permission of the game master, could be selected as a player character race. However, the player should be aware that the character will automatically acquire his race’s reputation and will be shunned at best and openly attacked at worst. The player should be prepared to fully role-play the difficulties of fitting into an alien culture where everyone thinks you are a heartless, cold-blooded killer.

Klicks
Klicks are arachnid-like aliens from a distant part of the Milky Way galaxy. Ferocious, aggressive, and merciless, they have invaded our local space in a slow and steady wave of invasion. Klicks have strange, wedge-shaped bodies covered with smooth chitinous plates. They possess six multi-jointed legs ending in thick claws, and an additional pair of forelimbs ending in sharp, manipulating claws. A klick’s sensory organs hang in a pendulous glob below the main part of its body, between the forelimbs.

Klicks perform brutal but effective “hit-and-run” combat tactics. They favor ambushes and overwhelming numbers. Beyond this, little is known about the klicks or their society.

Klicks do not speak any language that can be interpreted by humans or their allies.

Klicks are the major enemy in the PERPETUAL TWILIGHT campaign. They are absolutely unsuitable for use as player characters and this WILL NOT be permitted under circumstances, so don’t bother asking. Their entry here is included for completeness.

Pershala
The pershala are cat-like humanoids, standing an average of 1.7 meters and weighing about 52.2 kilograms. They are arrogant, standoffish, reckless, brazen, and fiercely competitive. They find the general state of uncleanliness of other races distasteful and are notoriously difficult to get along with. They are also considered the best pilots in the known galaxy. They seem to be born with a natural gift for piloting and starfighter squadrons that boast a pershalan pilot among their number are widely feared by enemy combatants.

Pershala are stubborn, impulsive individuals. They rarely think things through or consider the consequences of their actions. They exemplify the motto: "Live fast, die hard." Most other races find this frustrating, to say the least. Vrusk and aleerin, in particular, find dealing with pershalans extremely taxing; both races tending to be very logical and patterned in their thinking.

Sesheyans
Standing approximately 1.7 meters tall and weighing a mere 40 kilograms, sesheyans are humanoid only in the broadest sense of the word. A bulbous head encircled by eight small eyes and capped by large, pointed ears flows into a light, muscular frame. Powerful wings that extend to a 6 meter span spread from the sesheyan's back, and a long tall with an expandable fan-shaped tip provides stabilization while in flight. The wings can be folded lightly against the creature's upper back when they are not in use. Though they walk with a hunched, labored gait when on the ground, sesheyans exhibit a gracefulness while airborne that is matched by few other creatures capable of flight.

Most humans can't help feeling uneasy in the presence of a sesheyan. This attitude comes from humankind's innate fear of the dark and the creatures that inhabit it. Even the most primitive sesheyan finds this reaction mildly amusing. Though a sesheyan is a born hunter, he is also a being who might seem cold and aloof but actually has a profound respect for all life and his place in its natural cycle. Tehcnology is new and mystical to the sesheyans. They can learn to use it, but most never become completely comfortable with it, and some deeply religious sesheyans refuse to have anything to do with it.

T'sa
Even when standing absolutely still-something that's almost impossible for the creature to do-a t'sa conveys an impression of speed, sharp reflexes, and constant activity. Standing 1.4 meters tall, a t'sa is lightning-quick, with a fast mind to match his fast body. Sleek, with a reptilian form and the legs of a runner, a t'sa has a fine covering of interlocking scales that provide a modicum of natural protection. Most humans find t'sa, with their expressive eyes and childlike exuberance, to be extremely likeable.

T'sa have a natural curiosity and affinity for all things technological. They are consumate tinkerers, disassembling devices to discover how they work and to find new ways to improve them. T'sa have an undeserved reputation among humans for being overly naive, due to their infectuous cheerfulness. Everything a t'sa does, he does quickly. He's always on the move, always asking questions, always seeking answers. Although often misunderstood, t'sa are nonetheless eager to please and make friends.

Vargr
Vargr are upright bipeds who resemble humanoid wolves with bipedal postures and arms ending in hands instead of claws. The average vargr stands 1.6 meters and weighs around 60 kilograms. Vargr legs are digitgrade—that is, they walk on their toes, their heel not touching the ground. Their bodies are covered with short fur, typically gray, brown, black, or rust-colored, though a wide variety of patterns are possible. Their fairly long tails end in a flattening brush. Their muzzle is shorter and more pronounced than a Terran canine, but still quite evident with strong jaws and sharp teeth.

The vargr are a very gregarious people, enjoying the company of one another and demanding the security and comfort of fellowship with others of their own kind. As a rule, vargr enjoy living in close proximity with one another. At the family level, they tend toward extended families. Solitary confinement is more of a torture to most vargr. On the other hand, they have less modesty and sense of privacy than humans—within a pack, that is. Among other races, vargr tend to be quite proper, even to the point of excess.

Vrusk
A vrusk (singular and plural) resembles a large insect. Standing 1.5 meters tall, they are also 1.5 long and weigh around 85 kilograms. Eight legs grow from her abdomen, four on each side, and she has two arms connected to the shoulders of her somewhat humanoid torso mounted upright at the front of the abdomen. vrusk hands are circular pads with five fingers spaced evenly around the edge. A vrusk’s shoulder is double-jointed, allowing 360 degree rotation without straining any muscles. Their body is covered in a hard carapace, but unlike insects, vrusk do have an internal skeleton.

Vrusk are driven, practical beings who base their society and values around independent corporations. A vrusk’s company determines whom the vrusk lives with, what the vrusk’s job is, where the vrusk travels, and so forth. Unsurprisingly, many vrusk are less than enamored with this life and seek to free themselves from their society, taking to the stars as a free individual.

Weren
Standing roughly 2.2 meters tall and weighing in at a hefty 180 kilograms, a weren (singular and plural) is hard to miss. Covered in thick fur, he has a powerful form and wicked claws that make him a formidable opponent even when he is not carrying a weapon. A great mane flares from his head. His fur ranges from black to shades of gray, brown, or white—regardless of color, weren fur has a shimmer and an ability to shift slightly in hue, varying with the surrounding lighting. Weren males are slightly larger than the females and have two oversized tusks jutting from their lower jaw; the females do not have tusks, but share the males’ powerful builds.

Weren are proud, fierce, honorable warriors, although their eagerness to make peace leads many to become diplomats of one sort or another. They make stalwart companions and bond easily with humans and other species that have learned to temper their primal natures.

Yazarians
Yazirians are tall, thin humanoids. Standing about 2.1 meters tall and weighing in at 55 kilograms, they have long arms and legs and slender torsos. Two large flaps of skin called a patagium grow on either side of their bodies, attached along their arms, torso and legs. When a Yazirian raises its arms, this membrane is stretched tight and forms a sort of wing. Under certain conditions, Yazirians can glide short distances using these wings. Yazirians have muzzles and high foreheads, giving them an animal-like appearance. Their heads are surrounded by manes and collars of hair, which varies in color from glossy black to pale yelow. Their skin color ranges from gray to Iight tan. Because their bodies do not sweat, Yazirians pant to keep cool. They are omnivores.

Yazirian communities are divided into large, loosely organized clans. All the members of a clan are related to each other. In the past, clan ties were very strong. The clans had traditional enemies and allies, and they struggled constantly for power and land. Since the Yazirians moved into space, they have learned to cooperate more and the clans have become less important. Despite this, Yazirians still have a reputation throughout the Frontier as proud, fierce fighters. A custom Yazirians have kept intact is the selection of a life-enemy. When a Yazirian chooses a life-enemy, he dedicates his life to destroying, overcoming or outdoing that enemy as completely as possible. In the past, a Yazirian would choose an enemy clan or clan member as his life-enemy, but now the choice is much wider. A Yazirian scientist could name an incurable disease as his life-enemy, or a Yazirian trader could choose a competing company. The scientist would try to find a cure for the disease; the trader would try to build up his own company so it is more powerful than his enemy's, or even try to drive the other company out of business.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Please us this for role-playing prior to the recruitment process and for out-of-character discussion.

Dark Archive

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I am looking for five bold adventurers who have never played or read (and therefore do not know) the Sinister Secret of Saltmarsh and the other modules in that series. On the border between Andor and Cheliax, there lies a small town called Saltmarsh. Nearby are said to lie the ruins of an abandoned stronghold. Those of an adventuring mind might find riches and glory therein, it is said. They might also find only death.

  • Characters begin at 1st level. They will eventually reach 10th level (with the possibility of continuing past that point if desired).
  • 20 point buy
  • No 3rd party materials
  • Characters may be of any race, subject to the rule above about 3rd party materials
  • Start with 150 gp to buy gear
  • No evil alignments because I said so
  • Two traits
  • Begin with maximum hit points. After that, you will take the average (just as for PFS play)
  • You do not have to write a lengthy background, but please offer at least a few sentences as to where you are from, how you came to Saltmarsh, and a description of your character.
  • Recruitment will end on Nov. 19, 2016 at 11:59 pm Central Time

    This prolonged adventure path will play through a revised B1 In Search of the Unknown, the Saltmarsh trilogy, and will culminate in an assault on the Caverns of Chaos. Be warned, however, that not all is what it seems, and several alterations to the originals have been made to preserve a sense of surprise.

    Contrary to the above, I will accept people who know the secrets (because I have made several changes to the adventures), but first preference will be given to those who do not. Please indicate your familiarity (or lack thereof) in your submission.

    You can role-play if you wish, though it will not affect your chance of being chosen. Please do so in the Discussion thread to avoid cluttering the Recruitment thread.

  • Dark Archive

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    So, I'm wondering. Does anyone remember Alternity? Would you be interested in a Star*Drive campaign with the races from Star Frontiers tossed into the mix? I'm toying with the idea right now, but I want to see how many people are interested before I invest the time into it.

    Dark Archive

    I have a den of kobolds in a tight cave system. The average ceiling height is 4 feet, presenting no problems for halflings and gnomes, but making it very cramped for Medium-sized (or larger) creatures. How can I best represent the difficulty in movement and combat under such conditions.

    Difficult terrain doesn't account for combat penalties, though it could represent being forced to crouch or crawl. Squeezing isn't appropriate, because the tunnels are 5 feet in width, just very low.

    Thoughts?

    Dark Archive

    How do you store your Pathfinder Pawns? I have several sets that I currently keep in the boxes, but it is difficult looking through them all to find just what I need. Wondering if there is a better way to store my pawns. Any thoughts?

    Dark Archive

    Maps: Car. Crown || Forge of Heroes || Skull & Shackles

    Please put non-game discussion here.

    Dark Archive

    Maps: Car. Crown || Forge of Heroes || Skull & Shackles

    Okay, everyone who hasn't needs to finalize what your nationality is. The default is assumed to be American, but any of the Entente Powers is acceptable. In addition to your basic equipment, you have been issued a steel helmet and a gas mask.

    Your unit has seen a lot of action and replacements are few and far between, necessitating the acquisition of some interesting allies. In gathering stragglers and survivors from other units, your little band of brothers consists of:

    Lieutenant George Thayer (American)
    Colour Sergeant John Majors (British)
    Private William Danvers (American)
    Private Sean Perrin (British)
    Private Gabriel Tangiers (American)

    ...and the PCs:
    Private Michael Bartholomew Abbey
    Ryadovoi Aleksei Yarovich
    Soldat de deuxieme classe Jacques Corbett
    Private Wilbur Morrison
    Private Daniel Morgan

    Everyone check in here with your aliases, please!

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