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85 posts. Alias of TPJ.




Saltmarsh Map

Welcome to the gameplay thread. We will begin shortly.


Saltmarsh Map

Welcome to the discussion thread.


“GOLD OFFERED TO ANY BRAVE ENOUGH INVESTIGATE HAUNTED HOUSE NEAR SALTMARSH!”

“Inquiries answered at The Wicker Goat Tavern in Saltmarsh.”

So reads a posting that has appeared in several inns and taverns in and near the fishing village of Saltmarsh along the southern coast of Keoland.

The parchment is crisp and white and the ink appears barely dried.

You might be a wandering adventurer, or mercenary. Perhaps you are a local resident in the region, or even a citizen of the fishing town itself. But the posting and promise of reward has caught your eye.

Perhaps you are puzzled at the thought of a haunted house. Maybe you’ve heard whispers over the last decade or so of such a horror in your very community. Maybe you just really need some fast gold. Nevertheless you’re intrigued enough to seek out more information and make your way to The Wicker Goat.

Scope
I’m looking for 4-6 players, new and experienced alike. We will be starting with The Sinister Secret of Saltmarsh and continuing with other adventures in the book if there’s sufficient interest.

Setting
The setting is the world of Greyhawk, along the southern coast of Keoland. Several hooks are included for existing backgrounds along with a few new ones detailed below. Once players have their backgrounds selected the GM will provide the additional hooks.

If you’d like additional detail on the setting, DM’s Guild has both editions of World of Greyhawk from AD&D 1e.

Character Creation:

Characters start at level 1, max HP +CON bonus by class.

Stats
Roll 4d6 for each stat below and drop the lowest roll. Arrange stats as you like. Alternatively you may use the standard array (15, 14, 13, 12, 10, 8).

Classes
Any class from the Player’s Handbook may be used. If playing a Ranger you may use the Unearthed Arcana version instead.

Subclass, Archetype and Race Options
You may use subclass and race options from the sources below. Large and flying races will not be used.

* Player’s Handbook (PHB)
* Volo’s Guide to Monsters (VGM)
* Xanathar’s Guide to Everything (XGE)
* Mordenkainen’s Tome of Foes (MToF)

Third-party, homebrew, Unearthed Arcana, Eberron and Ravnica are not permitted.

Variant humans and all feats from the above sources are allowed.

Multi-classing will be allowed at higher levels but must be developed in-game. No automatic dips.

Backgrounds:

Use of new backgrounds or Ghosts of Saltmarsh integrated backgrounds is optional but should help in defining your character. You may also use the tables from This is Your Life in XGE to help flesh out your character.

New Backgrounds:
* Fisher
* Marine
* Shipwright
* Smuggler

A redacted guide to all the backgrounds can be found here. Once you’ve selected your background I’ll provide the missing names.

House Rules:

Initiative
GM rolls initiative by side. The highest DEX bonus and advantage from the party will be factored in. Players may act in any sequence during their side’s turn.

Skill Checks
Please describe the actions you perform. The GM will determine if a skill check is required. The GM will roll passive checks when needed.

Inspiration
Inspiration will be awarded for exceptional role play. Players may have one inspiration point banked at any time.

Saving Throws & Death Saves will be rolled by the players on request from the GM.

Experience Points & Leveling
XP will be awarded at certain milestones. When characters receive enough experience they may level up after a short rest. The Sinister Secret of Saltmarsh should advance characters to level 3 at completion.

Alignment
Choose one if you like. Just don’t blame the GM if you choose to be evil and it ends badly.

Maps & Handouts
I’ll be using a combination of theatre of the mind and Google docs and move to Roll20 if needed.

Posting Frequency
Every 1-2 days. Let me know if you need to be away longer than a week.


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

The following is already known:

“Once, long ago there was a Kingdom of unspeakable wealth that traded in dark wonders, secrets and death. And many of the strange things now on earth were theirs. They drew their power and magic from a place, and guarded it fiercely against all. Then, out of spite (somehow) as their kingdom slowly died, they hid their treasure palace in a lake, and set there: sleepless and indestructible guards. Everyone knows where it is, on the Lock, upriver of Carrowmore. No-one who goes there has ever come back.”

— —

You’ve been on the road for a few days, heading to Carrowmore, searching for the legendary treasure you’d heard rumors about. Word started spreading, and the group of you, adventurers, met up and decided to make the dangerous journey. You’re all relatively inexperienced, but eager to find wealth. And so you set off. You don’t really know much about each other, aside from your shared goal, and that you’re fairly certain nobody in the group is going to kill anyone else. You also meet a pair of young rogues who claim to be expert treasure hunters, and offer their services for a cut of the take. One among you has a wagon and offers it as transport for a slightly higher cut.

Though you've traveled by merchant’s wagon, the journey has been plagued by cold heavy rains, vicious storms and muddied roads. In the middle of your second night of the journey, the two rogues grabbed their gear and turned back. Several times you considered doing the same and seeking a warm bed by a hearty fire, but the promise of wealth steeled your resolve and you pressed on through uncertain terrain.

Finally, this morning the storm broke and the sun came out as you set on the last leg of your journey.

As you see the town nearly within reach, you realize the rains were even heavier in these parts. The Lock river has flooded the entire valley. It’s possible that the dam far upriver has burst from the storms.

Approaching the river, the water gets deeper and deeper, and you are forced to abandon the wagon and continue on foot. When you are almost at the town, the water is over three-five feet deep in some parts. The town appears devastated and in chaos.

You witness three sights right by the river, all happening at once:

1. An old man drags a drowned body.

2. A petty cleric clutching a floating log shouts ”All is lost!”

3. A man struggles with a makeshift raft full of children and the old.


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

Welcome to the discussion thread.


DCC Quick Start Rules|DCC Reference Sheets|Map of the Keep Evil Judge /1

Welcome to the gameplay thread.


DCC Quick Start Rules|DCC Reference Sheets|Map of the Keep Evil Judge /1

Welcome to the discussion thread. Gameplay will begin tomorrow hopefully.


1 person marked this as a favorite.

This is a recruitment for up to 5 players using the Dungeon Crawl Classics (DCC) system.

Since time immemorial you and your people have toiled in the shadow of the cyclopean ruins. Of mysterious origins and the source of many a superstition, they have always been considered a secret best left unknown by the folk of your hamlet.

But now something stirs beneath the crumbling blocks. Beastmen howl in the night and your fellow villagers are snatched from their beds. With no heroes to defend you, who will rise to stand against the encircling darkness? The secrets of Chaos are yours to unearth, but at what cost to sanity or soul?

An introductory adventure for the Dungeon Crawl Classics Roleplaying Game, Sailors on the Starless Sea pits a mob of 0-level adventurers against the legacy of the Chaos Lords and their corrupted hordes. Delving beneath the crumbling ruins, the characters discover ancient crypts, a starless sea, and an ancient ziggurat, where death and treasure await in equal measure!

This adventure is designed for up to 5 players controlling 10 to 15 0-level characters. Each player should have 3 characters.

You are not required to be familiar with Dungeon Crawl Classics to play. The links below will get you started.

DCC Quick Start Rules - Free PDF Download
DCC Reference Sheets - Free PDF Download
DCC Core Rules (PDF)

About Dungeon Crawl Classics

You’re no hero.

You’re an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them.

Dungeon Crawl Classics (DCC) is an old-school style RPG based on a streamlined version of D&D 3E. Characters are randomly rolled and start as 0-level ordinary people. If they survive what's called a "funnel" adventure, such as this one, they advance to level 1 and become adventurers proper. There are no feats (though there are Mighty Deeds starting at level 1), there is no optimization. You build and go, and hope one of these plucky upstarts survives to adventure on into greatness.

Character Creation

Follow the Quick Start Rules to generate 4 0-level characters. Drop the one with the lowest stats. You may determine gender and name. Everything else is rolled. Create a 1-3 sentence description for each character (seriously, keep it short and quick).

1. Roll ability scores (3d6 in order).
2. Determine 0-level occupation (1d100).
3. Calculate saving throws and choose an alignment.
4. Determine randomly determined equipment.

Gameplay
For this 0-level funnel you won’t create custom profiles. Since you’re controlling multiple characters, use the OOC tag around the character’s name to indicate which one is speaking or performing an action.

Gameplay will begin when there are enough players and characters generated. Posting Frequency will be around once per day.

Other quick & dirty rules:

I will explain these as gameplay goes on.

Combat
- Attack rolls use d20 + modifiers.
- Rolling a 1 causes a fumble. Roll an additional 1d20 and subtract your luck modifier (lower is better)
- Rolling a natural 20 is a crit. Roll an additional 1d4 and add your luck modifier

Saves
- DCC uses 3 types of saves, Fortitude, Reflex and Willpower. These might be affected by your Luck Score.

- Ability scores are described below
Strength: Physical power for lifting, hurling, cutting, and dragging. Your Strength modifier affects melee attack and damage rolls. Note that a successful attack always does a minimum of 1 point of damage regardless of Strength. Characters with a Strength of 5 or less can carry a weapon or a shield but not both.

Agility: Balance, grace, and fine motion skills, whether in the hands or the feet. Your Agility modifier affects Armor Class, missile fire attack rolls, initiative rolls, and Reflex saving throws, as well as the ability to fight with a weapon in each hand.

Stamina: Endurance, resistance to pain, disease, and poison. Your Stamina modifier affects hit points (even at level 0) and Fortitude saving throws. Note that a character earns a minimum of 1 hit point per character level regardless of Stamina. Characters with a Stamina of 5 or less automatically take double damage from all poisons and diseases.

Personality: Charm, strength of will, persuasive talent. Personality affects Willpower saving throws for all characters. Personality is vitally important to clerics, as it affects the ability to draw upon divine power and determines the maximum spell level they can cast, as shown on table 1-1.

Intelligence: Ability to discern information, retain knowledge, and assess complex situations. For wizards, Intelligence affects spell count and maximum spell level, as noted on table 1-1. For all characters, Intelligence affects known languages, as described in Appendix L. Characters with an Intelligence of 7 or less can speak only Common, and those with an Intelligence of 5 or less cannot read or write.

Luck: “Right place, right time;” favor of the gods, good fortune, or hard-to-define talent. Players would be well advised to understand the goals of gods and demons that shape the world around them, for they are but pawns in a cosmic struggle, and their luck on this mortal plane can be influenced by the eternal conflict that rages around them. Luck affects several elements of the game.


This is a recruitment for a 5E game.

Deep Carbon Observatory

You are a group of adventurers who have heard of the legends of lost treasure just beyond Carrowmore and have set out to find it. However, you may not be the only ones interested...

“Once, long ago there was a Kingdom of unspeakable wealth that traded in dark wonders, secrets and death. And many of the strange things now on earth were theirs. They drew their power and magic from a place, and guarded it fiercely against all. Then, out of spite (somehow) as their kingdom slowly died, they hid their treasure palace in a lake, and set there: sleepless and indestructible guards. Everyone knows where it is, on the Lock, upriver of Carrowmore. No-one who goes there has ever come back.”

“The adventure takes players from a town devastated by an unexpected flood, through a drowned land where nature is turned upside down and desperate families cling to the roofs of their ruined homes, hiding from the monstrous products of a disordered world, through the strange tomb of an ancient race, to a profundal zone, hidden for millennia and now exposed, and finally to the Observatory itself, an eerie abandoned treasure palace, where they will encounter a pale and unexpected terror which will seek to claim their lives.”

“The adventure is suitable for a lucky mid-range party, a stupid high-level party or an exceedingly clever low level party. It is difficult, with a meaningful possibility of character death. Should you find them, and defeat their guardians, the treasures of an ancient culture will be yours.”

This is a medium-length adventure (~80 pages) written by Patrick Stuart (the not-Picard one), one of the co-authors of Maze of the Blue Medusa which I’m currently running on these boards. It’s a surreal adventure contains unique creatures and human threats and relies on player cleverness and problem-solving skills.

The Setting
The setting is indeterminate, but closer to Greyhawk with bits of Vornheim and A Red & Pleasant Land. It’s grittier and lower-fantasy than Forgotten Realms. This is a world where magic is uncommon and strange. Spellcasters and nonhuman characters may be greeted with fear, suspicion, awe and/or hostility and will by necessity try not to attract attention. Keep that in mind when you build your character.

Character Creation:
- 4-6 Players, either experienced with 5E or just 5E-curious.
- Stats: 27 point buy or standard array.
- Characters start at Level 1, max HP + CON for class.
- Standard starting equipment and wealth by class/background plus 3d10 GP (roll below) for additional supplies. Characters should start with several days rations on hand and several healing kits (see house rules below).
- Sources: Official WotC, but no winged/flying races. No Homebrew/DM’s Guild. Most UA is allowed, provided it can fit in a Greyhawk-like setting. I’ll allow the 5e version of the Alice class from A Red & Pleasant Land because it fits in this world and I’ve run it before.
- Optional rules allowed: Variant Human, Feats, sub-race options from SCAG (except winged Tieflings). Check with me first for races from Volo’s Guide.
- Any alignment is allowed, but don’t blame me if the rest of the group decides to use you as a shield.
- I will award Inspiration for exceptional RP.
- All stats and abilities must be posted in your character’s profile. This BBCode 5E character sheet may be useful.
- Please include at least the following bits of information in the Race or Class field in your profile: Hit Points, Armor Class, Initiative, anything “consumable” (points, spell slots, etc.).

DM’s House Rules:

Some rules, some clarifications and tweaks for Play-by-Post:

Backgrounds
You may use backgrounds from any published WotC sources or create a custom one. Custom backgrounds are limited to 2 skills, plus 2 languages or tool proficiencies or combo thereof. Starting equipment can only be mundane items with no armor or weapons and max 15 GP wealth.

Experience/Level Advancement
I will award experience based on milestones completed. Characters should advance a few levels by the completion of the adventure. Level advancement requires a short or long rest to complete.

Initiative
I now use group initiative since I find it’s more efficient in PbP games. I will roll init for each character and monster/npc, and average each side. The side with the higher average wins. Characters may go in any order during their turn.

Lucky Feat
Some GMs have an issue with the Lucky feat in PbP. I don’t. There’s a detailed post here about how I handle it.

Maps
I use a combination of theater of the mind, Google Drawings and Roll20 as needed.

Saving Throws
I will roll saving throws for characters.

Skill Checks
Skill checks are not replacements for actions. They are in support of actions. Please include a brief description of the action you perform that warrants a skill check.

For this adventure I'm considering using the following optional rules from the DMG to make the setting grittier and more dangerous.

Healing & Injury
Short Rest: Spending hit dice requires use of a healer's kit.
Long Rest: Full hit points are not recovered at the end of a long rest. Instead characters may spend remaining hit dice to recover hit points.

If a character misses a death save by 5 or more, and/or drops to 0 hit points twice between long rests, roll 1d20 for a lingering injury.

Posting Frequency
I can be lenient. If you have IRL stuff going on and need to be away for a while just let me know. Likewise if things are at an impasse and require GM action or clarification, let me know. My own posting frequency varies by day of week, workload and access to a proper computer. I strive for one post per day, but I'll take short breaks to let players catch up.

Recruiting is open until Monday, April 3. Players will be selected on April 4, gameplay will begin on or around April 5.


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

Introduction

Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few strange and ferocious monsters to slay the unwary.

It is filled with rich treasures both precious and magical, but in addition to the aforementioned guardians, there is said to be a demi-lich who still wards his final haunt.(Be warned that tales told have it that this being possesses powers that make him nearly undefeatable.)

Accounts relate that it is quite unlikely that any adventurers will ever find the chamber where the demi-lich Acererak lingers, for the passages and rooms of the tomb are fraught with terrible traps, poison gases, and magical protections.

Furthermore, the demi-lich has so well hidden his lair that even those who avoid the pitfalls will not be likely to locate their true goal. So only large and well-prepared parties of only the bravest and strongest should even consider the attempt, and if they do locate the tomb, they must be prepared to fail …

So was the legendary tomb of Acererak described to you, many weeks ago. You have since spent your waking hours and extraordinary resources trying to locate the tomb, and have finally found it at the western border of the Duchy of Geoff.

Now, here you are, a group of brave, perhaps foolhardy adventurers, at the peak of your skills and knowledge, ready to press forward in search of what may be the greatest treasure you’ll ever know.

You have arrived at the site of the demi-lich’s last haunt: a low, flat-topped hill about 200 yards wide and 300 yards long. Ugly weeds, thorns, and briars grow on the steep sides and bald top of the 60-foot- high mound. Several large black rocks are scattered on the hilltop.

Take a moment to introduce yourselves before we begin. And yes, we’re set in Greyhawk, for those keeping score..


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

Welcome to the discussion thread. This may be a good place for your last will & testament.


In the far reaches of the world, under a lost and lonely hill, lies the sinister Tomb of Horrors. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil Demi-Lich.

The Tomb of Horrors: Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few strange and ferocious monsters to slay the unwary. It is filled with rich treasures both precious and magical, but in addition to the aforementioned guardians, there is said to be a demi-lich who still wards his final haunt. (Be warned that tales told have it that this being possesses powers which make him nearly undefeatable!) Accounts relate that it is quite unlikely that any adventurers will ever find the chamber where the demi- lich Acererak lingers, for the passages and rooms of the Tomb are fraught with terrible traps, poison gases, and magical protections. Furthermore, the demi-lich has so well hidden his lair, that even those who avoid the pitfalls will not be likely to locate their true goal. So only large and well-prepared parties of the bravest and strongest should even consider the attempt, and if they do locate the Tomb, they must be prepared to fail. Any expedition must be composed of characters of high level and varied class. They must have magical protections and weapons, and equip themselves with every sort of device possible to insure their survival.

This is the legendary original meat grinder dungeon written by The Man Himself, Gary Gygax, to take his high-level players down a peg. It’s basically designed to cause TPKs as neatly and efficiently as possible.

So, in the spirit of the holidays (not really this one, but one of them), I’m throwing this out there to any 5E or 5E-curious player who wants to try and see how long they can survive.

What I’m Looking For
4-6 crazy souls looking to shred a perfectly good character and have some fun doing it.

Why?
Really, why not? It’s a fun way to wind down 2016 with some old-fashioned murderhobo fun.

The Crunch:

Character Creation
- Start with 27-point buy or standard array; adjust up to appropriate level (see below)
- Races & Classes from PHB allowed, along with options from SCAG and UA
- Max hit points +CON bonus for first level, then average +CON for each subsequent level or roll in this thread
- Variant Humans and feats are absolutely allowed
- Classes get skills and spells appropriate to their starting level (again, see below)
- Any alignment is allowed. You'll probably get farther by being evil.
- No Homebrew or Third-Party content. No exceptions.

And now things get interesting …

Starting Level
Characters will start between level 10 and 14. Roll 1d6 in this forum to determine your starting level:

1 - 10
2 - 11
3 - 12
4 - 13
5 - 14
6 - 12

(That’s not a typo for #6)

Starting Wealth
Roll 1d100 twice. Multiply the results with each other, and multiply that by 10. You may use this starting wealth to purchase treasure or magic items that you think you may need to survive.

Sample: 1d100 => 70 1d100 => 85
70 * 85 * 10 = 59,500

Magic Items
The following types may be purchased: Common, Uncommon, Rare, Very Rare. No Legendary items or Artifacts. Items from the PHB & DMG only.

Additional Skills
You may expend 5000 GP to purchase an additional skill up to 4 skills / 20,000 GP.

Additional Feats
You may purchase additional feats starting at 10,000 GP for the first feat. Each additional feat costs double the previous feat. These are in addition to optional feats in place of ability score increases.

1st feat - 10,000 GP
2nd feat - 20,000 GP
3rd feat - 40,000 GP
4th feat - 80,000 GP
etc.

The Fluff:

Backgrounds & Character Story
Backgrounds will be used only for determining base skills and proficiencies. Let’s be real, this is the Tomb of Horrors, the legendary meat-grinder adventure. The chance of your character surviving is really slim. Make up a backstory if you must, but don’t go too crazy or get attached to this character. You’re doing this for fame, fortune and treasure and to have the bragging rights that you played it (or played it again).

Min-Maxers, Munchkins, Murderhoboes, etc.
Normally I’m not a fan of such things, preferring good roleplay above obsessive optimization, but this being what it is, go crazy and optimize to your heart’s content. It won’t save you.

In Case of Death
Your character is dead. Cheer on your fellow players from the sidelines, or wish them a fate more gruesome than yours. If you spent your gold to have an NPC cleric with a resurrection spell standing by, I’ll allow it.

The adventure ends when the last member of the party falls or you actually finish the final challenge.

When do we start?
As soon as I have 4-6 characters ready. Preferably by December 20th.

Posting Frequency
I try to keep at a pace of at least once per day. Given that it's the holiday season, that may not be feasible for everyone, so I can be more casual. You can die as quickly or as slowly as you like.


Villiage Map Evil GM /2

Nightfall! That thing you’ve been dreading all day as you’ve made your way through the swamp. You’re on a raft crossing through the Mere of Dead Men, or Merdelain as it’s known in Elvish. It’s been a long journey from Waterhaven, where a local guildmaster had contracted you for some adventuring work. He promised a payout of 10,000 gold to track down a fugitive named Dervis. Normally this sort of business would be handled within the guild, but all he’d say is that this particular mission had to stay off the books, so he looked for outside help. Bring him in dead or alive and don't ask questions, and you get 10,000 GP. It seemed simple enough.

The last known sighting of Dervis was in the settlement of Leilon, which is where you began your investigation two days ago. You managed to track him down this morning, and he escaped into the swamp with a couple hours head start. You chartered a raft, piloted by a half-orc, and set off after him. Your contacts indicated that he’d arranged for transport on the other side of the Sword Mountains, just south of the swamp, and if he made it that far he’d disappear.

For the last several hours, you’ve made your way through the marshes. Things are quiet, almost too quiet. You’ve gone deeper into the swamp, hell-bent on catching the fugitive, despite warnings to not venture out after nightfall. You could have stopped for the night at the Weeping Willow Inn, but instead you all decided to keep going, lest your bounty escape for good. You’ve seen a couple crocodiles and a few flocks of birds, but even they have been absent the past couple hours. Now, as it gets darker and colder, under the light of a half moon you sit huddled together by torchlight and slowly keep floating into the void ahead. The water ahead is black and still, broken only by the slow motion of your raft.

A fog started rolling in several minutes ago, and has been getting more dense the further you go. Soon, you can’t even see the trees or reeds jutting out of the water. Just blackness. All you hear is your own breathing and heartbeat, and the same from your fellow companions. The blackness of the marsh turns to a pale grey, the light from your torches reflecting back at you off the wall of mist.

As quickly as it rolled in, the fog rolls back, but now the swamp looks different …


Villiage Map Evil GM /2

Welcome to the discussion thread for Ravenloft: Night of the Walking Dead. Players, please check in here when you get the chance.


1 person marked this as a favorite.

In a rain-soaked graveyard, a small group of men stands round a coffin bound with heavy chains. “We are here to mourn the passing of Jean de Cardeau,” intones the village priest. “Let us pray that his rest is eternal, and that he never returns.”

As the pallbearers lift the coffin, something scrapes on the wood from inside. Quickly and without emotion, the attendants slide the casket into a crypt. Then they seal the door and flee. Behind them, unheard, a dull thudding begins, growing louder with the onset of twilight.

There can be no peace for those who linger in the earthly realm after death. And there can be no sanctuary on the Night of the Walking Dead!

--

You’re a group of novice adventurers, traveling through a swamp in the Forgotten Realms on a raft, trying to reach a destination with a promise of adventure and great treasure.

“Night begins to settle over the swamp, cloaking the dense undergrowth in darkness and turning the water's surface to black. With it comes a clinging, creeping fog, rising from the water like spectral steam. The fog surrounds you, its dampness caressing you like cold, dead hands. The swamp seems to retreat from the mists, its sights and sounds disappearing into some unseen distance. All that remains visible is the cold, choking fog. Even your companions seem far away. For a moment, everything is quiet. What few sounds you can hear are amplified by the surrounding mists: your own breathing, your beating heart. Then the fog begins to dissipate, fading away as quickly as it appeared, leaving you and your companions alone in the dismal swamp.”

--

The Details

This is a D&D 5th Edition conversion of the classic, 2nd Edition horror-themed adventure set in the Ravenloft campaign. It’s an introductory adventure featuring zombies, swamps and other creepy and deadly things.

This is a fairly short adventure. I'm running it as a nice counterbalance to a longer campaign I just kicked off a couple weeks ago.

Character Creation

    - 4-6 Players, either experienced with 5e or just 5e-curious.
    - Characters start at Level 1, max HP + CON, standard starting equipment by class/background
    - Standard Array or 27 point buy for base stats. Here’s an online Point-Buy calculator with race adjustments.
    - If you're feeling lucky, you may instead roll 4d6 six times in the thread below, dropping the lowest from each roll, and arrange as you wish.
    - The following WoTC sources are allowed: PHB; SCAG; EE (spells only); UA (Revised Ranger, Gothic Characters, Feats, Non-Divine Faithful); CoS Character Options *
    - Optional rules allowed: Variant Human, Feats, optional sub-race rules from SCAG (except winged Tieflings)
    - No winged/flying races allowed.
    - You may use any method for character sheets, but all stats and abilities must be posted in your profile. This BBCode 5E character sheet may be useful.
    - Any alignment is allowed, but remember that player cooperation is essential to survival.
    - I will award Inspiration for exceptional RP.

Disclaimer and Content Warning

This is a horror adventure, as are most that are set in the Ravenloft world. It contains a mix of gothic and body horror. As it involves zombies, things can get a little intense and gross, with lots of dead and undead things. If that's not at all your cup of tea, you may wish to pass on this adventure.

--

Recruiting will be open through Friday, October 22nd. Player selection and Gameplay will begin by October 26th. Expected posting frequency is around once per weekday.

*:

Glossary for those unfamiliar with 5e:
WotC - Wizards of the Coast, publisher of D&D 5e.
PHB - Player's Handbook
SCAG - Sword Coast Adventurer's Guide
EE - Elemental Evil Player's Companion
UA - Unearthed Arcana
CoS - Curse of Strahd


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

Welcome to the gameplay thread.


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

Welcome to the discussion thread. Everyone please check in and get settled. If you are still tweaking your builds and have questions, you may post them here. You can also discuss amongst yourselves if any of your characters have previous connections with one another.

Regarding the content of Maze of the Blue Medusa, as I mentioned in the recruiting thread, some of it is mature, and there's sections that deal with body horror and other disturbing things. I've already flagged a few sections that I'll be toning down, but if these are subjects that you find unappealing or disturbing, please let me know.

I'm genuinely excited and anxious* about running this adventure, as I think it's something quite unique and unusual.

I'm still putting together the opening scenario that will get the characters to the start of the actual adventure, but it will follow what I posted in the recruiting thread. Before gameplay begins, I will PM each character some pieces of information and rumors that they have learned during their brief stay in Vornheim. You may choose to share or withhold that information with other players as you wish.

I expect that gameplay proper will begin around the final week of September, possibly sooner if I have the opener completed.

I'll be posting links to visual aids as needed. Likewise I'll set up maps if things get complex with tracking combat.

--
* Anxious because I want to do this adventure justice. This is kind of ambitious for me, so bear with me if I occasionally stumble.


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Maze of the Blue Medusa
The Hyperfunctional Megadungeon for the 21st Century

Infinite broken night. Milky alien moons. Wavering demons of gold. Held in this jail of immortal threats are three perfect sisters...

Maze of the Blue Medusa is a dungeon. Maze of the Blue Medusa is art. Lethal gardens, soul-rending art galleries, infernal machines -— Maze of the Blue Medusa reads like the poetic nightmare of civilizations rotted to time, and plays like a puzzle-box built from risk and weird spectacle.

There is a rumor of an empire, ancient and lost to time. An Empire ruled by three perfect women who could never do wrong, and who would never die. And though they were beautiful, ageless, and merciful, the kingdom that grew around the Triarchy was the most monstrous yet made. A tyranny of torture and pain that could never end while the three immortal sisters lay at its center like pearls in a poisoned shell. Until one day it did. The women disappeared and were never seen again. The Empire slowly faded and fell, leaving only a memory, like a nightmare recalled at dawn.

For those who follow such things, MotBM just won multiple ENNies at GenCon this year. I've been eager to run this adventure since I first picked it up a couple months ago.

**Disclaimer**
This adventure does contain some mature content. As needed, I will adjust to ensure we stay within Paizo's Community Guidelines. If you are easily offended by artistic representations, this may not be the adventure for you.

Why 5E and not Pathfinder?
The adventure isn't system-specific, but clearly favors roleplay over crunch, so I feel that 5E may be a better fit for this than Pathfinder. And I really like 5E. I really like Pathfinder too, but I feel this fits 5E a bit better.

About Me
I'm still fairly new at this. I'm currently DM'ing another PBP game, and I've been back at this for several months after many years away. Some might say it's crazy to try to run an adventure like this. I'd say they're right.

The Setting
This adventure is system and setting agnostic. Because we're playing it in 5E, it may very well begin in the Forgotten Realms, or it may not. Don't worry about it. Aside from the beginning hooks, the entire adventure will be within the Maze.

The Details
I’m looking for 4-6 players to participate, starting at level 3. This is a long adventure, and I’m expecting gameplay to last for many months. To be considered for play, post in the thread below with your answer to the following scenario, 500 words or less:

“You must steal a painting that is important to you. Describe the painting you steal and how you steal it.”

The painting can be any real or imaginary work of art. The candidates with the most creative responses will be selected. You may post in-character or not. Just be creative.

I will accept responses until Saturday, September 10th. Players will then be selected and notified by September 14th. You will have additional time after to complete your character. Gameplay will start in late September.

Character Creation:
This list is a bit long, but I'm trying to be comprehensive and cover all bases.

Here's the skinny: This adventure isn't really suited for minmaxers and murderhoboes, but at the same time I get that people may be bored playing yet another elven ranger, so I'm trying to find some balance. Build the character you want to play, but make it a character worth playing.

    - Characters start at Level 3
    - Standard Array or 27 point buy for base stats. Here’s an online PB calculator with racial adjustments.
    - HP: standard starting HP, then either roll below or use the class average +CON for subsequent levels.
    - Sources: WoTC material is allowed - PHB, SCAG, EE, UA. I'm not averse to third-party material, but I need to review it first.
    - If you're familiar with the Alice class from A Red & Pleasant Land, and want to try a 5E conversion, we can work something out.
    - Optional rules allowed: Variant Human, Feats, Multiclassing (combined levels must equal 3).
    - Characters have standard starting equipment by class/background plus 2000 GP for upgrades.
    - Trinkets: Pick or roll 1d100 for a trinket from PHB p160-161 or a Gothic Trinket from CoS Character Options. Integrate it into your background/history.
    - Backgrounds/History: You may use material from the sources above, or any other WoTC 5E supplements (e.g. Curse of Strahd). You may also create a custom background, max 2 skills and 5 items. Please also include a brief character history.
    - You have one magic item. Roll 1d6 then 1d100 when you post your character build and I will assign based on that. Items will be qualified for your class/level and (probably) not cursed.
    - You may use any method for character sheets, but all stats and abilities must be posted in your profile. This BBCode 5E character sheet may be useful.
    - Any alignment is allowed, but remember that player cooperation is essential to survival.
    - I will award Inspiration and bonus XP for exceptional RP.
    - Minmaxing will not save you, but cleverness and cooperation might. Remember that not every encounter is meant to be resolved by combat.

Posting Frequency:
    - I expect players to post at least once per weekday. I will bot characters if they have not posted in over a day and are delaying play.
    - If you need to be absent for any period of time please post in the discussion thread and let me know. No reasons required, just notification.
    - As this is a megadungeon and a very long adventure, if we need to take extended breaks (holidays, fatigue, etc.) we'll discuss at the appropriate time.
    - If play is held up because you are waiting for DM response, please post OOC “Waiting for DM” in the gameplay thread.
    - Players that are chronically absent without notification may find their character has evoked the ire of the Gods, which could result in any of the following or worse: loss of XP and treasure, permanent disadvantage rolls, reduction of random stats, strange bodily afflictions.

One More Thing...:
To indicate that you have thoroughly read the description and guidelines, include the phrase ”False Chanterelle” somewhere in your answer to the scenario above, but not as the title of the painting.


Shadowbrook Manor Ground Level Map Evil Labirynth Lord /2

Legends of the dark-hearted sorcerer Sigyfel abound in the local town, despite the fact that he has been dead for centuries. His evil exploits are the topic of many late night fireside stories, and to this day the local townspeople often paint a red eye above their doors to ward off Sigyfel’s evil spirit.

Dark forces stir along a stretch of road near Sigyfel's tomb. A local farmer was found dead along the road, his mouth locked open in an immortal cry of terror. The locals whisper that the tomb of Sigyfel has been opened, and evil seeps from its dark recesses.

The local sheriff has offered a reward of 300 gp to any group of adventurers brave (or foolish) enough to destroy the evil in the tomb and return alive.

You, the adventurers, have gathered in The Green Griffon Tavern to meet and prepare to embark on your quest.

Welcome to the gameplay thread. After the characters post a little RP introducing themselves I'll move things along.


Shadowbrook Manor Ground Level Map Evil Labirynth Lord /2

Welcome to the discussion thread.


I'm fairly new to contemporary RPGs and played old-school D&D back in the 80s. I'm looking to try my hand at being a GM, and for my first forray into running my own game I'd like to return to the rules I know best.*

*Insert standard spiel about how back in the day 3 alignments were all we needed, races were classes, we killed every NPC we encountered, and carried a 10-foot pole to explore dungeons.

The Tomb of Sigyfel is a short** introductory dungeon-crawl adventure by Goblinoid Games for the Labyrinth Lord system, based on the D&D Basic & Expert rules from 1981.

**Seriously, the PDF is only 1 1/2 pages long. This is a simple, single-level dungeon. I'm not asking for any long-term commitments here, because I don't even know if I'm any good at being a GM.

The Details
- Looking for 4-6 players, new players or new-to-OSR preferred, but anyone is welcome to apply.
- We will be using the Labyrinth Lord rules, but if you may substitute the D&D Basic Rules if you have them.
- recruiting wil remain open for the next several weeks, until we have sufficient players or July 1st.

Character Creation
- Class choice of Cleric, Dwarf, Elf, Fighter, Halfling, Magic-User or Thief, any alignment
- Roll 3d6 six times in the tread below, and arrange as you wish.
- For any stats below 7, you may either re-roll once and accepting the new roll, or take a 7.
- If all your stats fall at 7 or below, you may declare a mulligan and re-roll again. Your GM is not completely without mercy.
- I have a link below to a form-fillable Labyrinth Lord character sheet you can use. Please also fill out your character profile panel and put your vitals in the Classes/Levels field.

The Adventure -- The Tomb of Sigyfel

The Tomb of Sigyfel is a quick play adventure for the Labyrinth Lord fantasy role playing game, and is fully compatible with other Basic Edition games. It is intended for 1st to 3rd level characters. The adventure can be completed in a few hours of play, and is written and presented in the old-school tradition of classic dungeon crawls.

The location presented may be placed near any settlement in the Labyrinth Lord's campaign world. This is an old-school dungeon crawl ripe with danger, wealth, and glory for those who navigate it successfully. The careless will join the dead within the evil tomb.

Background
Legends of the dark-hearted sorcerer Sigyfel abound in the local town, despite the fact that he has been dead for centuries. His evil exploits are the topic of many late night fireside stories, and to this day the local townspeople often paint a red eye above their doors to ward off Sigyfel's evil spirit.

Dark forces stir along a stretch of road near Sigyfel's tomb. A local farmer was found dead along the road, his mouth locked open in an immortal cry of terror. The locals whisper that the tomb of Sigyfel has been opened, and evil seeps from its dark recesses.

Links to rules
- Labyrinth Lord Rules (including free download versions)
- Labyrinth Lord Core Rules (direct zip download)
- D&D Basic Rules (PDF purchase - $4.99 USD)
- Labyrinth Lord Form-Fillable Character Sheet

GM House Rules
- Clerics get spells at 1st level, as per LL rules and not D&D rules.
- Starting characters get max starting hit points for their class.
- For all combat encounters initiative will be rolled individually for each character and NPC, not as a group.
- Posting frequency will be around once per weekday, weekends optional. I'd like to keep things moving, but I understand that real life takes precedence.