"Round the beggar from Varassa all sat in a ring,
and by the campfire they sat and heard his song.
And about walkers and wolfkin and every terrible thing,
and of his fear he sang to them all night long:
“There is something beyond the mountains, beyond the howls beyond the mist, there is something behind the veils, behind hearts cold as stone.
Hearken, something walks and whispers, walks and lures you in and whimpers:
Come to us, for this earth shall ever be ours and ours alone!”
In this open-world survival roleplaying game, you’re not heroes sent on missions dictated by others - instead, you are raiders and rogues bent on making your own mark on a cursed world. You will discover lost tombs, fight terrible monsters, wander the wild lands.
For years the Forbidden Lands have been blocked off by the Blood Mist. Communities have had to survive and develop without any contact with each other. Now the mist has mysteriously lifted, and the world is open for exploration.
Become part of a living world RPG where the actions of previous players has an impact on the world, what towns exist, what you will find in the dungeons and fortresses. No two games will be the same, and you'll get to experience a unique story built around unique PCs with randomly generated histories that will tie into every decision and experience you have.
Enter the Forbidden Lands and discover this darkly fascinating world.
Broo Gang Ambushes Caravan! Trader's Valley, near Glasswall - In an incident which bodes ill for Sartar trade and the towns of the Alda-Chur region, a voracious gang of broos apparenly attacked a merchant caravan camped beside The River. Sartar patrols report that the wreakage had been located and quarantined, to prevent the spread of the virulent diseases carried by chaos-worshipping broos. Long-known as a center of chaos activity, Snake Pipe Hollow in recent years has remained relatively quiet - with none of the mass migrations of chaos horrors which earned the Hollow its gruesome reputation. That peace has ended.
Snake Pipe Hollow is a classic dungeon crawl adventure module, originally released in 1979 for the Runequest roleplaying game. The original module will be run using the latest edition of the Chaosium Runequest rules. Characters will be provided, please bring your luckiest set of polyhedral dice with you.
The Road goes ever on and on
Down from the door where it began.
Now far ahead the Road has gone,
And I must follow, if I can.
The company search for the Easterly Inn, a piece of the Shire in the land of the Beornings, only to find that the Wild is still the Wild and it takes more than Hobbit cooking to keep adventures at bay. In no time, the companions become involved in the search for a missing trade caravan. Their quest will put them on the road to the High Pass, and see them go over hills and under hills.
This is a scenario set in JRR Tolkien's Middle Earth in the time after the Battle of Five Armies. It uses the D&D5e system as presented in Cubicle 7's Adventures in Middle-Earth. It is suitable for all ages and experience. It is a simple tale in the vein of The Hobbit and will appeal to fans of Tolkien, as well as fans of fantasy RPGs both old and new.
You are the most famous and powerful adventuring party in all the land.
You haven’t done much adventuring lately, though. A few years ago you defeated a Mindflayer in its dark underground lair and discovered something valuable on the way out: There was gold in the mountain. You retired and set up a mining operation.
But early on your Cleric pointed out that the tax on earnings from a mine is much higher than the tax on adventuring loot.
So you worked something out with a nearby goblin tribe.
They work in your mines, you get to pretend you stole this gold from them, everyone gets a cut, everyone’s rich.
But now you’re being audited.
A clerk sent by the Queen herself is coming with you on your next ‘adventure’ to confirm your tax records. So now you have to make it look convincing as you descend into your own mine to ‘steal’ from the goblins who work with you.
The job: Steal the Sceptre of Wonders from the Royal Treasury, deep beneath the Pink Palace, in the city of Anaxapajura, capital of the remote tropical island nation of Hcunanzamon. An impossible task, say most.
They don't know about the secret door inside though. On the other side of this door? The fabled place known as Down Below, a vast labyrinth of wonder and mystery, according to legend one of the last remnants of an ancient but advanced society who vanished abruptly thousands of years ago.
But there's a map, showing a safe path through the mysterious machinery, deadly traps and ancient guardians, which will enable you to escape beneath the city to the exit and be away on your waiting ship before the alarm is raised.
Of course, those rumours Down Below has been known to completely change its layout for no apparent reason whatsoever aren't true...
The day turned dark and you knew it was time for your hereditary task. You took, sword, word and spell and traveled to the temple to join the others.
Now you carry the embers of the deceased Sun God. You must climb the mountains and bring them to the sky.
Now the Moon Lord tries to taint your god.
A game about ideas and trying to get what you want from a bad situation, not directly with player versus player but expect to clash with fellow players. Probably thoughtful but light-hearted.
The land of DUNGEON WORLD is a dangerous place, steeped in mysterious magic and beset by fiendish monsters, but within its crumbling ruins lie vast riches and ancient treasures for those hardy souls willing to brave their dangers. Sharpen your sword and prepare your spells, for adventure awaits!
Aaaawwooooooooo
Was that..? Shit, a wolf’s howl. You hear another, and another joins them. You shiver drawing your cloak tighter. Wolves don’t come this far down the mountain, especially not where there are campfires burning. You hope.
Thick fog rolls over your campsite. Thick enough to obscure your fire. You can’t even see your hand in front of your face!
Aaaaaawwwooooooooo
Closer this time. You stand, hand on your weapon, ready.
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This is a modified version of Death House, the 5th edition Dungeons and Dragons Curse of Strahd introductory adventure.
“It’s like a horror movie, but with swords and armour!”
- Cooperative gothic-horror fantasy game, in the classic D&D Ravenloft setting
- No previous D&D knowledge required
- Even balance between role-play and combat
- Pre-generated characters provided, and we’ll spend a little time personalising them
- Some dark themes: 16+ only, and using red/yellow card system for limits, triggers and no-go areas.
Welfare notes:
- Death House is a Gothic Horror (fantasy) story set in the vampire-ruled land of Barovia and as such has many difficult and dark themes. Themes in this game include: violence (non-sexual), neglect, death, madness, the occult.
- There will be no ‘on-screen’ or explicit sexual violence, child abuse, racism, sexism, homophobia or transphobia and the same will not be tolerated from players.
- Please let me know any limits, triggers or no-go areas beforehand by PM, or chat to me on the day.
- We will employ a Red Card/Yellow Card system *during* gameplay, which will be discussed before game start. To use a yellow or red card, just say “yellow/red card”. You do not need to explain why (though you can if you want).
Dunhaven. The largest city in the world, the gateway to the new continent, home of freedom of thought and the new ideals. A place where nobles and common folk alike work together for the betterment of all.
Dusk City. The other side of Dunhaven. Home of The Right Kind of People. A place where all criminal underbosses work together for the betterment of all.
A diverse crew of criminal specialists have been called together to pull off a grand heist. Earn wealth, prestige, and most importantly - influence. But rumours of the heist are spreading, and the heat is on for this job to go off without a hitch.
Dusk City Outlaws is a fast paced and fun game about heists in a fantasy city. Players will be creating criminals at the top of their field and through the mechanics of the rules they will role-play the planning, preparation, and execution of their heist.
Each session will involve a different heist that is chosen based on the combination of characters the players choose.
One of Dusk City's greatest strengths is how it encourages clever thinking and planning from players without getting bogged down in hours of debate. Don't worry about analysis paralysis - DCO keeps the heat on and provides systems to prevent endless player debate while keeping things enjoyable and engaging.
Also complications can always arise that risk disrupting plans, so be ready to think on your feet!
Dusk City Outlaws
Dusk City Outlaws is set in the sprawling city of New Dunhaven. The players take on the roles of criminals on the wrong side of the law, collectively known as the Right Kind of People to those who run in outlaw circles. These criminals come together to form a crew, and take on a Job, a criminal enterprise brokered to them by a third party.
Each member of the crew is a member of one of the eight cartels that rule over the city’s criminal underworld. These cartels each have their own turf, their own specialties, their own motives, and their own methods, but they are all bound together by the Arrangement, an agreement that the cartels entered into to preserve themselves against too much infighting. In short, the cartels agree that they have enough enemies without warring with one another, and that they all want the same thing: to get rich. The cartels agree to respect each others' turf, and while some bickering and fighting is allowed, large-scale conflict is forbidden, and revenge is frowned upon.
To maintain this peace, when someone from the cartels has a Job they want done, they call upon the crew, which has members from several cartels, to pull off the Job. Each cartel gets a cut of the take from that Job, and the crew gains some wealth, prestige, and influence, plus the promise of future Jobs from those brokers.
Once the Job has been assigned, the crew must come up with a plan, do the legwork to set it into motion, pull off the plan, and then survive long enough to get paid.