In Holun, all spellcasters derive their magic from the energy that manifests itself in the world, and (much less often) from otherworldly, extrapanar sources.
Mages generally channel and collect energies from the natural world, siphoning power from inorganic portions of the environment- elemental sources such as lightning, fire, lava, ice, rock, stone and the wind, and from opening up conduits to alien/extra-planar realms. Some mages can pull energy from organic, living things (necromancy), but most do not...not for ethical reasons, but simply because they have been trained in a fundamentally different manner.
Druids pull lynsic/necromantic energy from organic bodies (vegetation, decomposers, organisms and bacteria in the soil, etc) and also from elemental sources, like mages. Druids understand that wanton use of their necromantic powers can kill ecosystems, so they generally encourage growth in living systems (if for no other reason than to have abundant sources of magic around). Druids tend to have a neutral outlook on things, but they also can have strong political and moral beliefs.
Clerics are a strange lot, as their low level spells siphon power from all aspects of the environment (like druids), but only through the accumulation of power through the performance of highly ritualized ceremonies. Clerics do not understand the nature of the energy that they harness but, having been trained in their particular doctrines, are nevertheless able to control it. Low level clerics are usually deluded, and most pray to gods that do not exist. But high level clerics (5th level and above) are aligned to some being of higher power (a demon, a supernatural entity, or a "real" demi-god), and receive spells from that entity as reward for service. Clerics (good and evil) of such "deities" siphon monads of energy from large numbers of individual congregants through necromantic rituals and then funnel that power to their masters (who send a fraction of it back to their clergymen). Although higher level cleric spells (level 3+) are garnered from these stronger beings, the energy involved was ultimately acquired through vampiric means.
There are a few "real" gods in/about Holun, but only select characters will know of them.
The people of Nurlund generally worship Bellash, the Puissant Lord (Lord of Fecundity, Prosperity and Agriculture) or Tammara (Goddess of Family, Security and the Hearth). Neither of these gods are "real," but the people of Norlund perceive them as such.
The dwarves of Horlenholt worship Branna, the Mother. She is not a real god, but the higher level clerics of Horlenholt gain their magical powers from a hidden entity.
Magic and the Gods
Message
Author
- Landifarne
- Pathfinder
- Posts: 283
- Joined: Sat Oct 12, 2013 7:57 pm
- Location: Los Angeles (Miracle Mile)
- Landifarne
- Pathfinder
- Posts: 283
- Joined: Sat Oct 12, 2013 7:57 pm
- Location: Los Angeles (Miracle Mile)
Re: Magic and the Gods
#2 Post by Landifarne »
The Witch class is available to players, as detailed in Dragonsfoot's periodical Footprints #20. I'll post relevant sections here, for players' easy reference (slowly building it up):
Re-using this material: The following article is Open OSRIC content.
Witches are people with mystic vision. They can see into the spirit world and converse with entities imperceptible to others. They draw on ancestors or local gods for power, rather than the deities of major pantheons. Examples of such characters from literature include Robert E. Howard's Pictish wizard Zogar Sag, Leiber's Snow Women or Ursula Le Guin's village occultists. In traditional Western European-style campaigns, they may come from less technologically advanced tribal cultures. The witch is meant to cleave to OSRIC's source literature which contains few clerical archetypes. In campaigns that lack clerics, witches can, to some extent, be substituted. Alternatively, witches can work alongside clerics, since the two classes' abilities do not necessarily overlap. Humans, half-elves and half-orcs may be witches. Half-elves and half-orcs are limited to level 6 at the highest. A witch may be of any alignment.
The witch's prime requisites are Wisdom and Charisma, and they receive a 10% experience bonus if both exceed 15. Witches never receive Wisdom-dependent bonus spells. The witch may use magic items usable by clerics.
The Witch Character
Minimum Scores: Str 6, Dex 6, Con 9, Int 6, Wis 9, Cha 10
Hit Die Type: d6 (max 10)
Alignment: Any
Experience bonus: Both Wisdom and
Charisma 15+
Armour/Shield Permitted: Leather or padded armour only, with or without a shield
Weapons Permitted: Club, dagger, hand axe, sling, spear, staff.
Weapon Proficiencies: 2 + 1 every 3 levels
Penalty to hit for non-proficiency: -4
Weapon specialisation: N/A
Second sight is the witch's innate power to see invisible things and detect magical auras. The witch spends one turn concentrating and has the percentage chance listed to see invisible or detect magic.
Contact spirit is the witch's chance to speak with the local spirits, if any. Although certain spirits can be helpful, as a general rule spirits are often mischievous and much of what they have to say is likely to be disinformation.
Relevant Witch Class' First Level Spells:
Re-using this material: The following article is Open OSRIC content.
Witches are people with mystic vision. They can see into the spirit world and converse with entities imperceptible to others. They draw on ancestors or local gods for power, rather than the deities of major pantheons. Examples of such characters from literature include Robert E. Howard's Pictish wizard Zogar Sag, Leiber's Snow Women or Ursula Le Guin's village occultists. In traditional Western European-style campaigns, they may come from less technologically advanced tribal cultures. The witch is meant to cleave to OSRIC's source literature which contains few clerical archetypes. In campaigns that lack clerics, witches can, to some extent, be substituted. Alternatively, witches can work alongside clerics, since the two classes' abilities do not necessarily overlap. Humans, half-elves and half-orcs may be witches. Half-elves and half-orcs are limited to level 6 at the highest. A witch may be of any alignment.
The witch's prime requisites are Wisdom and Charisma, and they receive a 10% experience bonus if both exceed 15. Witches never receive Wisdom-dependent bonus spells. The witch may use magic items usable by clerics.
The Witch Character
Minimum Scores: Str 6, Dex 6, Con 9, Int 6, Wis 9, Cha 10
Hit Die Type: d6 (max 10)
Alignment: Any
Experience bonus: Both Wisdom and
Charisma 15+
Armour/Shield Permitted: Leather or padded armour only, with or without a shield
Weapons Permitted: Club, dagger, hand axe, sling, spear, staff.
Weapon Proficiencies: 2 + 1 every 3 levels
Penalty to hit for non-proficiency: -4
Weapon specialisation: N/A
Second sight is the witch's innate power to see invisible things and detect magical auras. The witch spends one turn concentrating and has the percentage chance listed to see invisible or detect magic.
Contact spirit is the witch's chance to speak with the local spirits, if any. Although certain spirits can be helpful, as a general rule spirits are often mischievous and much of what they have to say is likely to be disinformation.
Relevant Witch Class' First Level Spells:
Allure (Reversible)(Occult illusion/phantasm)
Level: Witch 1 Components: V,S,M
Range: Self Casting time: 1 round
Duration: 1 hour Saving throw: Neg.
Area of effect: Caster
Allure enhances the caster's persuasiveness
with regard to the target creature. Used on
an NPC, the target will be 50% more likely to
respond positively to the player character's
attempt at persuasion, intimidation, bribery
or other social manipulation.
For example, the caster attempts to bribe a
guard. The GM adjudicates that the bribery
attempt would normally have a 50%
chance of working, so the Allure spell makes
the chance (50%x50%=)25% more likely to
work, for a final chance of 75%.
This spell makes no difference to an attempt
at manipulation which normally has no
chance of success.
The spell's reverse, Hideousness, causes the
caster to take on a horrifying aspect.
Creatures in combat with the caster suffer a
penalty of 25% on morale check rolls.
Call familiar (Occult conjuration/summoning)
Level: Witch 1 Components: V,S,M
Range: Special Casting time: 2d12 hrs
Duration: Special Saving throw: Special
Area of effect: 1 creature
Except as may be noted above, this spell
resembles the 1st level arcane spell Find
Familiar. The creature that appears is
determined on the following table:-
d20 Familiar AC Mv HD hp #at Dam Special
1 Badger, normal 4 60 ft 1+2 1d8+2 3 1d2/1d2/1d3 Swim (30 ft)
2 Bat, giant 8 10 ft ½ 1d4 1 1d2 Flight (240 ft), sonar
3 Bat, normal 8 10 ft ¼ 1d2 1 1 Flight (240 ft), sonar
4 Cat 6 60 ft ¼ 1d2 1 1d2-1 Rear claws
5 Centipede, huge 9 150 ft ¼ 1d2 1 Nil Poison (save at +4)
6 Dog 7 120 ft 1 1d8 1 1d4 -
7 Fox 7 120 ft ¼ 1d2 1 1d2 -
8 Frog/toad/newt 6 30 ft 1hp 1 - - Swim
9 Goat 7 90 ft ½ 1d4 1 1d2 -
10 Owl 6 10 ft ¼ 1d2 1 1 Silent flight (150 ft), nightvision
11 Rat, giant 7 120 ft ½ 1d4 1 1d3 Disease (5%)
12 Rat, huge 8 120 ft 1hp 1 1 1 Disease (5%)
13 Raven 7 10 ft ¼ 1d2 1 1 Flight (360 ft), speech
14 Skeleton, animal 8 60 ft 1-1 1d8-1 1 1d4 Resist sharp weapons
15 Spider, large 6 60 ft 1+1 1d8+1 1 1d4 Poison (save at +2), webs
16 Stirge 8 30 ft 4 1d8+1 1 1d3 Blood drain
17 Talking skull 9 Nil ¼ 1d2 1 1 Speech
18 Weasel, huge 7 150 ft 1+1 1d8+1 1 1d8 Blood drain
19 (Player's choice)
20 (Player's choice)
Grimalkin (Occult conjuration/summoning)
Level: Witch 1 Components: V,S
Range: 20 ft Casting time: 5 seg
Duration: 2d8 rounds Saving throw: None
Area of effect: 1 summoned creature
With a chant and a gesture, the witch
conjures a Grimalkin—an evil spirit bound
into the form of a long-bodied cat-like
creature, about the size of a lynx. The
Grimalkin will fight as the witch commands.
If there is no enemy to fight, it will perform no
other service, and will demand that the
witch feeds it some of her blood (costing her
1d3 hp). The Grimalkin fights as a Huge
Weasel: AC7, MV 150ft, HD 1+1, #AT1, dam
1d8 + blood drain. When the spell's duration
expires or the Grimalkin is killed, it fades
back into the spirit world, leaving no corpse.
Mystic delving (Occult divination)
Level: Witch 1 Components: V,S
Range: Touch Casting time: 1 round
Duration: Instant Saving throw: None
Area of effect: 1 object
Mystic delving enables the witch to understand
the properties and purpose of an item
that is held or touched. There is a 10%
chance per caster level that any command
word will be revealed and, if the item has a
significant or relevant history, the witch will
see a vision that sheds some light on it e.g.
touching a murder weapon might give a
brief glimpse of blood.
Regenerate (Reversible) (Occult necromancy)
Level: Witch 1 Components: V,S
Range: Touch Casting time: 1 round
Duration: See below Saving throw: None
Area of effect: 1 creature
Regenerate heals injury on the target
creature at the rate of 1hp per round. It lasts
for at least 1d6 rounds with a minimum of 1
round per caster level. Thus, a 7th level
witch need not roll, since her spell will always
last for 7 rounds.
The reverse of the spell, Affliction, causes the
target creature to lose 1hp per round. The
target creature must be touched (requiring
a "to hit" roll), and receives a saving throw.
Spirit servant (Occult conjuration/
summoning)
Level: Witch 1 Components: V,S,M
Range: 10 ft Casting time: 1 round
Duration: 12 rounds Saving throw: None
Area of effect: 1 summoning
Except as noted above, this spell is exactly
as the arcane spell Unseen servant, save
that the Spirit servant is particularly adept at
household chores and can perform tasks
such as fetching wood, drawing water,
laundry or sweeping in half the normal time.
The material component is a saucer of milk.
Touch of suggestion (Occult enchantment/
charm)
Level: Witch 1 Components: V,S,M
Range: Touch Casting time: 1 seg
Duration: 1d6 rounds Saving throw: Neg.
Area of effect: 1 creature
The caster utters the spell and touches the
targeted human, demi-human or humanoid,
who then receives a saving throw vs.
spells. Success means the spell has no
effect, but failure means the target will obey
a brief, reasonable-sounding suggestion for
1d6 rounds. Long suggestions, or those that
sound unreasonable to the target, will have
no effect.
The spell can overcome many suspicions,
but will fail in the face of certainties. For
example, if John the guard has received
orders to investigate the mysterious
disappearance of the Esoteric Jewel of
Kwal, and the witch suggests that he looks
for footprints outside the ground floor
window, then the spell might work on him;
but if he has been ordered to arrest the
witch for theft, then he will not obey her. This
spell will never work in a melee or pursuit
situation.
If instead of touching the target, the witch
kisses him or her on the lips, then the saving
throw is at -4.
Weird whetstone (Occult conjuration/
summoning)
Level: Witch 1 Components: V,S,M
Range: Touch Casting time: 1 round
Duration: 1 turn Saving throw: None
Area of effect: 1 whetstone
By means of this spell the caster conjures a
magical whetstone that will cause any
non-magical, edged or pointed weapon
sharpened by it to become a +1 magical
weapon for the next three turns (30 melee
rounds). It takes one round to sharpen one
axe, sword or polearm, two spears or
javelins, or three arrows or quarrels. The
whetstone vanishes after one turn (10
rounds).
Witch-candle (Occult conjuration/ summoning)
Level: Witch 1 Components: V,S,M
Range: Touch Casting time: 1 turn
Duration: 4 hours Saving throw: None
Area of effect: 1 candle
This spell is used to speed the recovery of
the party's hit points while resting. The witch conjures a magical candle that is lit upon
arrival and will burn for up to 4 hours unless it
goes out for any reason, whence it vanishes
and the spell expires. While the candle is
burning, every living creature within 30 ft of it
regains 1hp per complete turn that elapses,
so long as that creature is resting (not
memorising spells, not standing watch, but
actually resting). No matter how many such
candles are within 30 ft, only 1hp per
complete turn can be regained with this
spell.
Level: Witch 1 Components: V,S,M
Range: Self Casting time: 1 round
Duration: 1 hour Saving throw: Neg.
Area of effect: Caster
Allure enhances the caster's persuasiveness
with regard to the target creature. Used on
an NPC, the target will be 50% more likely to
respond positively to the player character's
attempt at persuasion, intimidation, bribery
or other social manipulation.
For example, the caster attempts to bribe a
guard. The GM adjudicates that the bribery
attempt would normally have a 50%
chance of working, so the Allure spell makes
the chance (50%x50%=)25% more likely to
work, for a final chance of 75%.
This spell makes no difference to an attempt
at manipulation which normally has no
chance of success.
The spell's reverse, Hideousness, causes the
caster to take on a horrifying aspect.
Creatures in combat with the caster suffer a
penalty of 25% on morale check rolls.
Call familiar (Occult conjuration/summoning)
Level: Witch 1 Components: V,S,M
Range: Special Casting time: 2d12 hrs
Duration: Special Saving throw: Special
Area of effect: 1 creature
Except as may be noted above, this spell
resembles the 1st level arcane spell Find
Familiar. The creature that appears is
determined on the following table:-
d20 Familiar AC Mv HD hp #at Dam Special
1 Badger, normal 4 60 ft 1+2 1d8+2 3 1d2/1d2/1d3 Swim (30 ft)
2 Bat, giant 8 10 ft ½ 1d4 1 1d2 Flight (240 ft), sonar
3 Bat, normal 8 10 ft ¼ 1d2 1 1 Flight (240 ft), sonar
4 Cat 6 60 ft ¼ 1d2 1 1d2-1 Rear claws
5 Centipede, huge 9 150 ft ¼ 1d2 1 Nil Poison (save at +4)
6 Dog 7 120 ft 1 1d8 1 1d4 -
7 Fox 7 120 ft ¼ 1d2 1 1d2 -
8 Frog/toad/newt 6 30 ft 1hp 1 - - Swim
9 Goat 7 90 ft ½ 1d4 1 1d2 -
10 Owl 6 10 ft ¼ 1d2 1 1 Silent flight (150 ft), nightvision
11 Rat, giant 7 120 ft ½ 1d4 1 1d3 Disease (5%)
12 Rat, huge 8 120 ft 1hp 1 1 1 Disease (5%)
13 Raven 7 10 ft ¼ 1d2 1 1 Flight (360 ft), speech
14 Skeleton, animal 8 60 ft 1-1 1d8-1 1 1d4 Resist sharp weapons
15 Spider, large 6 60 ft 1+1 1d8+1 1 1d4 Poison (save at +2), webs
16 Stirge 8 30 ft 4 1d8+1 1 1d3 Blood drain
17 Talking skull 9 Nil ¼ 1d2 1 1 Speech
18 Weasel, huge 7 150 ft 1+1 1d8+1 1 1d8 Blood drain
19 (Player's choice)
20 (Player's choice)
Grimalkin (Occult conjuration/summoning)
Level: Witch 1 Components: V,S
Range: 20 ft Casting time: 5 seg
Duration: 2d8 rounds Saving throw: None
Area of effect: 1 summoned creature
With a chant and a gesture, the witch
conjures a Grimalkin—an evil spirit bound
into the form of a long-bodied cat-like
creature, about the size of a lynx. The
Grimalkin will fight as the witch commands.
If there is no enemy to fight, it will perform no
other service, and will demand that the
witch feeds it some of her blood (costing her
1d3 hp). The Grimalkin fights as a Huge
Weasel: AC7, MV 150ft, HD 1+1, #AT1, dam
1d8 + blood drain. When the spell's duration
expires or the Grimalkin is killed, it fades
back into the spirit world, leaving no corpse.
Mystic delving (Occult divination)
Level: Witch 1 Components: V,S
Range: Touch Casting time: 1 round
Duration: Instant Saving throw: None
Area of effect: 1 object
Mystic delving enables the witch to understand
the properties and purpose of an item
that is held or touched. There is a 10%
chance per caster level that any command
word will be revealed and, if the item has a
significant or relevant history, the witch will
see a vision that sheds some light on it e.g.
touching a murder weapon might give a
brief glimpse of blood.
Regenerate (Reversible) (Occult necromancy)
Level: Witch 1 Components: V,S
Range: Touch Casting time: 1 round
Duration: See below Saving throw: None
Area of effect: 1 creature
Regenerate heals injury on the target
creature at the rate of 1hp per round. It lasts
for at least 1d6 rounds with a minimum of 1
round per caster level. Thus, a 7th level
witch need not roll, since her spell will always
last for 7 rounds.
The reverse of the spell, Affliction, causes the
target creature to lose 1hp per round. The
target creature must be touched (requiring
a "to hit" roll), and receives a saving throw.
Spirit servant (Occult conjuration/
summoning)
Level: Witch 1 Components: V,S,M
Range: 10 ft Casting time: 1 round
Duration: 12 rounds Saving throw: None
Area of effect: 1 summoning
Except as noted above, this spell is exactly
as the arcane spell Unseen servant, save
that the Spirit servant is particularly adept at
household chores and can perform tasks
such as fetching wood, drawing water,
laundry or sweeping in half the normal time.
The material component is a saucer of milk.
Touch of suggestion (Occult enchantment/
charm)
Level: Witch 1 Components: V,S,M
Range: Touch Casting time: 1 seg
Duration: 1d6 rounds Saving throw: Neg.
Area of effect: 1 creature
The caster utters the spell and touches the
targeted human, demi-human or humanoid,
who then receives a saving throw vs.
spells. Success means the spell has no
effect, but failure means the target will obey
a brief, reasonable-sounding suggestion for
1d6 rounds. Long suggestions, or those that
sound unreasonable to the target, will have
no effect.
The spell can overcome many suspicions,
but will fail in the face of certainties. For
example, if John the guard has received
orders to investigate the mysterious
disappearance of the Esoteric Jewel of
Kwal, and the witch suggests that he looks
for footprints outside the ground floor
window, then the spell might work on him;
but if he has been ordered to arrest the
witch for theft, then he will not obey her. This
spell will never work in a melee or pursuit
situation.
If instead of touching the target, the witch
kisses him or her on the lips, then the saving
throw is at -4.
Weird whetstone (Occult conjuration/
summoning)
Level: Witch 1 Components: V,S,M
Range: Touch Casting time: 1 round
Duration: 1 turn Saving throw: None
Area of effect: 1 whetstone
By means of this spell the caster conjures a
magical whetstone that will cause any
non-magical, edged or pointed weapon
sharpened by it to become a +1 magical
weapon for the next three turns (30 melee
rounds). It takes one round to sharpen one
axe, sword or polearm, two spears or
javelins, or three arrows or quarrels. The
whetstone vanishes after one turn (10
rounds).
Witch-candle (Occult conjuration/ summoning)
Level: Witch 1 Components: V,S,M
Range: Touch Casting time: 1 turn
Duration: 4 hours Saving throw: None
Area of effect: 1 candle
This spell is used to speed the recovery of
the party's hit points while resting. The witch conjures a magical candle that is lit upon
arrival and will burn for up to 4 hours unless it
goes out for any reason, whence it vanishes
and the spell expires. While the candle is
burning, every living creature within 30 ft of it
regains 1hp per complete turn that elapses,
so long as that creature is resting (not
memorising spells, not standing watch, but
actually resting). No matter how many such
candles are within 30 ft, only 1hp per
complete turn can be regained with this
spell.
Return to “Wardens of the North Campaign [1E Homebrew]”
Jump to
- News, Help, Introductions and LFP/LFG
- ↳ Donate to The Unseen Servant
- ↳ News and Announcements
- ↳ Help and Support
- ↳ Admin Requests
- ↳ Suggestions
- ↳ Introductions and welcomes
- ↳ Looking for players or games
- Play-by-post campaigns
- ↳ WEG Star Wars 1st Edition d6
- ↳ WW2 Supers d6
- ↳ Completed Missions
- ↳ Big Shiny Island (1E Sandbox, with real sand)
- ↳ Completed Missions
- ↳ Wandering Windswept Wastelands (HYPERBOREA)
- ↳ Completed Missions
- ↳ Revisiting the Classics: Mod 1 “Return to Kendall Keep” (1e)
- ↳ Completed Missions
- ↳ Areas of the Keep
- ↳ GreyWolf's Mystara Adventures (2e)
- ↳ Archive
- ↳ Hedge's Greyhawk Adventures (2e)
- ↳ Previous Adventures
- ↳ Hedge's Adventures in the World of Golarion (Pathfinder 2e)
- ↳ Adventures in Baldur's Gate (5e)
- ↳ District 268 Year 1105 (CT/CE Traveller)
- ↳ Dooms of Evisath (2e)
- ↳ Tales From the Gam'A Zone (DCC/MCC)
- ↳ Archive
- ↳ Honor or Death (FGU Bushido)
- ↳ Law of the Gun (Boot Hill 3e)
- ↳ Barrowmaze (1e)
- ↳ Settlement: Bogtown
- ↳ Settlement: Crooked Yew
- ↳ Settlement: Helix
- ↳ Settlement: Ironguard Motte
- ↳ Settlement: Wrydwood
- ↳ Completed Expeditions
- ↳ United Earth (Champions 5th Edition (HERO))
- ↳ Earthquakes in the Jotens (1e)
- ↳ Nocturne (2e)
- ↳ Rex's HarnWorld Campaign (HarnMaster Sandbox)
- ↳ Scarik's Keep on the Borderlands (BX/Chainmail)
- ↳ Shadows in the Dark (Shadowdark)
- ↳ The Spinward Main (CT)
- ↳ Adventure 1: A Simple Pickup
- ↳ The Silver Vale (5e)
- ↳ Chronicles from the Vale (Basic Fantasy)
- ↳ The Redoubt of the Crocodile Kings (BX/OSE)
- ↳ The Would-Be Heroes of Clearwater (DCC)
- ↳ BACKWATER (Classic Traveller)
- ↳ Repo Men (Classic Traveller)
- ↳ The Verdant Springs (Ars Magica)
- ↳ Playtest: Untitled Project (1e)
- ↳ Edeldhur's Swords & Wizardry Incursion (S&W)
- ↳ The Lost City of Eternity (1e)
- ↳ A Small Time Job (Burning Wheel Gold Revised)
- ↳ Tales of Argosa (Tales of Argosa)
- ↳ Record of the Star Wars (OD&D)
- ↳ Scenario Simulator (All the Rules!)
- ↳ 7th Sea (R&K)
- ↳ 2400 Legend
- ↳ Black Hack
- ↳ Burning Wheel
- ↳ Cairn
- ↳ Cold Iron
- ↳ D&D (1e)
- ↳ D&D (2e)
- ↳ D&D (5e)
- ↳ Fate
- ↳ Five Torches Deep
- ↳ Index Card RPG
- ↳ Knave
- ↳ Maze Rats
- ↳ Old School Hack
- ↳ RuneQuest
- ↳ Torchbearer
- ↳ Tunnel Goons
- ↳ Tunnels & Trolls
- ↳ Vagabonds of Dyfed
- ↳ VLC Fantasy
- ↳ Warhammer Fantasy Roleplay (4e)
- ↳ Zweihander
- RPG discussion
- ↳ General RPG discussion
- ↳ Tips for the DM
- ↳ RPG theory
- ↳ House rules
- ↳ Tips for the Player
- ↳ Unseen Servant builds a town
- Completed, archived and abandoned games
- ↳ Completed Games
- ↳ Mortaya
- ↳ Characters
- ↳ Empire of the Dragon Throne [BECMI/RC]
- ↳ Adventures in Foxmoor
- ↳ Star Wars RPG: Star Fall
- ↳ Hedge's Forgotten Realms Adventures
- ↳ Slave Pits of the Undercity
- ↳ Mutant Future - The Wretched Regions
- ↳ Resurface (LL)
- ↳ Kingdoms and Dungeon Crawls
- ↳ War is Hell - Palace of the Silver Princess
- ↳ The Entrenched Necromancer
- ↳ In Search of Adventure
- ↳ Assassin's Run (1e)
- ↳ WEG Star Wars 1st Edition d6 Old Threads
- ↳ A Flickering Light (Torchbearer)
- ↳ Terrible Trouble at Tragidore (2e)
- ↳ No Country for Deadbeat Adventurers (Torchbearer)
- ↳ Black Obsidian: D&D Next
- ↳ Rot World RPG
- ↳ [ACKS] The Wilderlands of Absalom
- ↳ UK5 Eye of the Serpent
- ↳ Nolenor (OD&D)
- ↳ Dave's Pathfinder Game
- ↳ At the Forest's Edge (Beyond the Wall and Other Adventures)
- ↳ Adventure 1: Death Comes to Herebury
- ↳ Dave's BX Game
- ↳ The Lair of the Black Druid - OSRIC
- ↳ Fabricator of Planes: a Rukellian Module
- ↳ Rebirth of Power: a 4c system game
- ↳ The Pits of Wob (1e AD&D)
- ↳ Into the Unknown (B/X D&D)
- ↳ Veranar (DnD 5e)
- ↳ Tomb of Horrors
- ↳ Party 1
- ↳ Party 2
- ↳ Dave's 2E Sandbox
- ↳ Crimson Skies (d6)
- ↳ Dark Clouds Gather AD&D 1E
- ↳ Can You Help A Brother Out? (1E)
- ↳ The Scouring of the Shire 1419 (1E)
- ↳ Ravenloft
- ↳ U1 The Sinister Secret of Saltmarsh (1e)
- ↳ Hedge's Adventures in the Realms (5e)
- ↳ Dwimmermount (ACKS)
- ↳ A Village With No Name [Sandbox] (2e AD&D)
- ↳ North Spine campaign (Labyrinth Lord)
- ↳ Under Streets of Splendor (2ed)
- ↳ Anything Goes: Vol. 1 (beta run)
- ↳ Silverymoon
- ↳ Price of Freedom
- ↳ Adventure on the Borderlands of Lamora (LL)
- ↳ Dave's Mega-Dungeon (LL)
- ↳ Minn's Mound (1e AD&D)
- ↳ The Great Underground Enterprise (T&T)
- ↳ Dave's 5e Urban Investigation
- ↳ Rebirth of Power (4e GURPS)
- ↳ Dark Eye of the East (OSRIC)
- ↳ HarnWorld Campaign (BlueHolme)
- ↳ Star Trek Adventure Gaming in the Final Frontier
- ↳ C3 The Lost Island... (1E Tournament)
- ↳ Revenge on the Borderlands Keep (1E)
- ↳ Arena of Thyatis & Legions of Thyatis (Ad&d 2e)
- ↳ Archive
- ↳ DCC RPG: 0-Level Funnel
- ↳ Archive (The Temple of Chaos)
- ↳ Lab Lord: The North Marches
- ↳ (IC) Settlement - Gaul
- ↳ (IC) Settlement - Idmi d’dum
- ↳ (IC) Settlement - Frogmorton Ford
- ↳ (IC) Settlement - Beith's Watch
- ↳ (IC) Settlement - The White Tower
- ↳ (IC) Settlement - Halls of the Dwarven-King
- ↳ (IC) Settlement - Town of Pinewood Vale
- ↳ (IC) Settlement - Bastion of Eruanna's Flame
- ↳ History - Completed Expeditions
- ↳ You are the Hunted (Barbarians of Lemuria)
- ↳ Throes of Thran (Barbarians of Lemuria)
- ↳ Skull Mountain (LL/AEC)
- ↳ Blood in the Dark (Torchbearer)
- ↳ Barrowmaze [LL AEC]
- ↳ Dismal Depths (OD&D)
- ↳ That Which Should Not Be (Call of Cthulhu)
- ↳ Wolfpack's Chat Game (1e)
- ↳ Adventures in Aberdeen (5e)
- ↳ Sauron Victorious (1e)
- ↳ The Unknown Darkness (1e)
- ↳ Ruins of Undermountain (2e)
- ↳ Traversing Tiny Dungeons (Tiny Dungeon)
- ↳ New Haven? (Fair Ones)
- ↳ Spies In The Sewer (Warlock!)
- ↳ Roleplaying in the Emerald Empire (L5R)
- ↳ City of Rumors and Favors (???)
- ↳ Oaths of the Void (Starforged)
- ↳ Adventures in Manor Hills (5e)
- ↳ Previous Adventures
- ↳ Adventures In Mystara (DCC)
- ↳ Change Agents (CRAWLERS)
- ↳ Casketlands (Apocalypse World)
- ↳ A Brave New World (OSE)
- ↳ Wild West Waterworld (Classic Traveller)
- ↳ Imperial Gambit [Traveller/Star Trek]
- ↳ The Legacy (Risus)
- ↳ Wake The Dead (CoC)
- ↳ Star Frontiers Alpha 1.0 (Advanced Rules)
- ↳ Tir tywyllwch - "Land of Darkness" (Blueholme)
- ↳ Oath of the Bolted Tomb (1e)
- ↳ The Old School Board Game Parlor
- ↳ Pawns of the North Wind (AS&SH 2e)
- ↳ 2112: The Prog-Rock RPG! (BRP)
- ↳ X Minus One (Gamma World 2e)
- ↳ Once and Future Earth (1e)
- ↳ The Absent Professor (Fate Core)
- ↳ The Horror at Briarsgate (1e)
- ↳ Koninkrijk - Adventures in a Pocket Empire (Mongoose Traveller)
- ↳ Ghostbusters RPG
- ↳ Mission Archive
- ↳ OOC Archive
- ↳ Lore Drop Library
- ↳ Game Rules
- ↳ On the Payroll (Character Sheets)
- ↳ Firehouse Utility Page.Maps, Containment Unit, Investors Etc
- ↳ L2 The Assassin’s Knot (1e)
- ↳ Gateway to the West (Worlds without Number)
- ↳ Top Secret New World Order (Top Secret)
- ↳ Freya's Tears (5e)
- ↳ Dust to Dust (SWN)
- ↳ Nentir Vale Adventures (SFA/TD Hack)
- ↳ Game Resources
- ↳ Lakeside & Beyond (Adventurers!)
- ↳ Game Resources
- ↳ Archived Games
- ↳ Suthdael Campaign
- ↳ The Reaches of Hanadel
- ↳ The Good, Bad & Ugly
- ↳ Y'raelstra AD&D
- ↳ Star Wars: Rebel Dawn
- ↳ Tomb of the Iron God
- ↳ Castle of the Mad Archmage
- ↳ Tavern Tales
- ↳ ToEE and Friends (1st Edition)
- ↳ The Elf Campaign
- ↳ T1 - Temple of Elemental Evil
- ↳ Gothmoor: City of Shadows
- ↳ Gothmoor: City of Shadows II
- ↳ Distorted Humor's Tunnels and Trolls
- ↳ C&C - A0: The Rising Knight
- ↳ mithrandir138's Call of Cthulhu Game
- ↳ AD&D 2e - First Quest Box
- ↳ B4 - The Lost City
- ↳ The Secrets of Anollia - AD&D 1E/2D Homebrew
- ↳ Recklessfireball's Star Frontiers Campaign
- ↳ Darker Dungeons of Thunder Rift
- ↳ DCC RPG Barrowmaze
- ↳ [ACKS Hexcrawl] Strangers in a Strange Land
- ↳ The Hidden Shrine of Tamoachan - 1ed
- ↳ Ars Magica - A New Covenant
- ↳ IM22 Earl Aubec and the Iron Galleon
- ↳ Adventures in the Barrowmaze
- ↳ Barrowmaze, Part Duex
- ↳ IM15 Round the Bend
- ↳ AQuebman's DCC Campaign
- ↳ The Allathurion Chronicle
- ↳ The Haunted keep-B/X or Labrynth Lord
- ↳ 1E Greyhawk: Strange Days in Ratik
- ↳ Ancient Kingdoms: The Mystery of Feyd
- ↳ Forgotten Realms: Moonshae Isles Adventures (Labyrinth Lord AEC)
- ↳ Wardens of the North Campaign [1E Homebrew]
- ↳ The Inn of the Unseen Servant - Greyhawk 2.5e
- ↳ The Morrow Project: MO-R-02
- ↳ Pod-Caverns Of The Sinister Shroom
- ↳ April 2031
- ↳ Tales From the Fallen Empire [DCC]
- ↳ Elphand Adventures (ACKS Wilderlands)
- ↳ Delving into Rappan Athuk
- ↳ Shadow over Rendhold Playtest
- ↳ Ancient Kingdoms: Journey in the Wildreach
- ↳ Humanspace Empires
- ↳ Torchbearer: Return to the Keep on the Borderlands
- ↳ Legacy of the Unknown - Pacesetter Games Playtest (OSRIC module)
- ↳ Incursion into Newiron - OSRIC
- ↳ X1 - The Isle of Dread (B/X)
- ↳ Enharza and the Southern Isles (LL sandbox)
- ↳ Eulalios' Iberian Campaign
- ↳ Of Course It Begins in a Tavern
- ↳ The Stink in Golonda - OSRIC
- ↳ The Balance Shifts... (Dungeon World)
- ↳ Monsterhearts: Against my better judgment
- ↳ Numenera: The Beale of Boregal
- ↳ Aroth
- ↳ Pantheons, Cabals & Divulgence (1ed)
- ↳ What if there is no tomorrow? (Aftermath!)
- ↳ On the Knife's Edge (Classic Traveller)
- ↳ A People Divided (1e)
- ↳ Shadowrun, 3rd-E, Home Grown
- ↳ Dark Horsemen - 1ed AD&D
- ↳ Castle of the Mad Archmage (S&W)
- ↳ The Vanguard - Comic Book Campaign
- ↳ Two Fronts (Only War & Dark Heresy)
- ↳ Mud, Blood and Pain
- ↳ Ars Magica 5th Edition Saga
- ↳ Game of Thrones: Against the Band of Nine
- ↳ Collision Course - Metamorphosis Alpha
- ↳ Against the Giants (OSRIC)
- ↳ Deviation Street (Unknown Armies 2e)
- ↳ The Walking Dead - BRP
- ↳ House of Bone and Amber (Spears of the Dawn)
- ↳ [Dungeon World] Forced Conversion
- ↳ Let the Gods Sort 'em Out (Burning Wheel)
- ↳ The Caves of Chaos (LL)
- ↳ White Plume Mountain (LL/AEC)
- ↳ Gurps SAO: Genius swordsman0351's Arc
- ↳ Character Creation
- ↳ Steading of the Hill Giant Chief (1e)
- ↳ Valnwall: The Barrowmaze (LL)
- ↳ Keep of Shadows (S&W Core)
- ↳ The Rim of the Sky (ACKS)
- ↳ Against the Giants (1e)
- ↳ The Possible Highway (GURPS)
- ↳ Distant Peaks (Black Hack)
- ↳ Tomb of the Witch King Amun Thoth (Crypts & Things 2nd)
- ↳ The Torchbearers of Kroyia (Torchbearer)
- ↳ The Keep on the Borderlands
- ↳ The Hidden Shrine of Tamoachan (1e)
- ↳ The Monastery at Dimwater (1ed)
- ↳ Shadows of Yog-Sothoth and beyond - Call of Cthulhu 5E
- ↳ BATTLETECH 3025 (d6)
- ↳ The Isle of Dread (Labyrinth Lord)
- ↳ The Great Thirst (ACKS)
- ↳ [Mechwarrior 2] 3028 campaign
- ↳ Brave New World - 3.5ed
- ↳ Candles Against the Night (Traveller)
- ↳ Adventures in Valnwall (LL AEC)
- ↳ A New Hope to the West
- ↳ Calm before the Storm (Traveller)
- ↳ GARGANTUA - Into the Odd
- ↳ Dave's Skype Game (LL)
- ↳ dmw71
- ↳ The Forbidden Caverns of Archaia (LL AEC)
- ↳ Into the Unknown (1ed/2ed)
- ↳ Across the Known World (B/X retro)
- ↳ Island of The Forgotten Gods (AS&SH 2e)
- ↳ Barrowmaze (Blueholme)
- ↳ The Midlands [LFG]
- ↳ The Pod-Caverns of the Sinister Shroom (OSRIC)
- ↳ Paths of the Damned (Zweihander)
- ↳ sonofotho’s Sandbox (Sharp Swords & Sinister Spells)
- ↳ The Rise of Smaug (Burning Wheel)
- ↳ 2015 Archive
- ↳ ACKS Campaigns
- ↳ DrPete's Lankhmar Game (DCC)
- ↳ The Charred Isle: A Funhouse (1e)
- ↳ The Reverse Dungeon (AD&D 2e)
- ↳ Archive
- ↳ Go Heeled [Boot Hill 2nd Edition]
- ↳ Enter the World of Greyhawk (LL/AEC)
- ↳ Pavis the City of Plunder Sandbox (Runequest Glorantha)
- ↳ Torchbearer: Scoundrels
- ↳ The Mines of Khunmar (LL)
- ↳ Into the Unknown (Stars Without Numbers)
- ↳ Space Rats Campaign (1st Ed Mongoose Traveller)
- ↳ Tales From the Yawning Portal (5e)
- ↳ Tyranny of Dragons - Group 1 (5e)
- ↳ Tyranny of Dragons - Group 2 (5e)
- ↳ Tomb of the Hero's Light (5e)
- ↳ Frank's RuneQuest 1
- ↳ Character Generation
- ↳ Frank's Yoon Suin (OD&D|BX)
- ↳ Heroes of the Oldhammer Age (Warhammer 1ed)
- ↳ Out of the Abyss (5e)
- ↳ Lucky's Number Seven (CT/CE/MgT(1st))
- ↳ Deadly Delves: Reign of Ruin (5e)
- ↳ Archive
- ↳ The Umbrage Saga (Castles & Crusades)
- ↳ In Dank Darkness Below (S&W)
- ↳ Ravenloft (2e)
- ↳ Pirates: Cannons and Dragons (1ed homebrew)
- ↳ Master of the Desert Nomads (Labyrinth Lord)
- ↳ Cat's Cradle (SWN)
- ↳ Adventures in the Known World (BX)
- ↳ Zhym's Hack-'n-Slash Random Dungeon Crawl (BX)
- ↳ The Other Party (2d6 OGL Homebrew)
- ↳ The Forgotten (Kult: Divinity Lost)
- ↳ Into The Darkenfold (C&C)
- ↳ Dave's Solo Play (5e)
- ↳ Dave's 2e Campaign (2e)
- ↳ Athens has Fallen (AFG)
- ↳ A Lost and Overgrown Path (There and Back Again)
- ↳ Al-Qadim: One Dozen and One Adventures (Ad&d 2e)
- ↳ Archive
- ↳ Times of Antiquity Campaign (1e)
- ↳ Adventure in Antiquity (1e)
- ↳ Broken Valley (S&W Complete Hexcrawl)
- ↳ Wolfpack's Solo Game (1e)
- ↳ 1E World of Greyhawk Campaign (1e)
- ↳ Beyond the Black Spire (S&W)
- ↳ Wine Dark Rift (Classic Traveller)
- ↳ Adventures in the Old World (WFRP, 1e)
- ↳ Tales of the Troll Company (Tunnels & Trolls, 5th)
- ↳ The Ruined Tower of Zenopus (Holmes Basic)
- ↳ World of Xoth (5e)
- ↳ The Fires of Wrath (DCC)
- ↳ Level 7 Solo for Samwell (5e)
- ↳ The Rescuers (Tiny Frontiers)
- ↳ A Paladin in Hell (AD&D 1e)
- ↳ Chaos Halls (1e)
- ↳ A Candle in the Darkness (1e)
- ↳ Insurrection (Into the Odd)
- ↳ Deadlands Reloaded (Savage Worlds)
- ↳ Antiquities Timeline (1e)
- ↳ Valley of Nuromen (Blueholme)
- ↳ Into the Emptiness (1e)
- ↳ Sigma Chronos (SWN:Revised)
- ↳ Old School Dungeon Crawls (OD&D)
- ↳ In Dark Recesses (Pulp Cthulhu (CoC 7th ed.))
- ↳ Neon Shadows (PbtA: The Sprawl)
- ↳ The Octagon (D&D)
- ↳ Tales of the Falcon (SF: KH)
- ↳ Tour of Duty (Revised Recon RPG)
- ↳ GreyWolfVT's GreyHawk Adventure (2e)
- ↳ The Haunted Tower (2e)
- ↳ Archive
- ↳ Between The Cracks (Mongoose Traveller)
- ↳ The Halls of Arden Vul (1e)
- ↳ Dungeon of the Mad Mage (5e)
- ↳ Dave's OSE Adventures (OSE)
- ↳ Baltimore by Night (Vampire: The Masquerade (V20))
- ↳ Adventures in Pavis (RQII)
- ↳ An Honorable Foix (CE Traveller)
- ↳ Research Station Gamma (Classic Traveller)
- ↳ Dreading the Kalduhr Forest (Trophy Dark)
- ↳ Sargolis
- ↳ A Fistful of Crypto (24MBB)
- ↳ Broken World (1e)
- ↳ Cyberpunk:2050 (HERO 5th Edition)
- ↳ Forgotten Realms: Adventures in the North (1e)
- ↳ In the Marches (Traveller)
- ↳ Akus Moby (Traveller)
- ↳ Silverband (C&C)
- ↳ Exploring the North Lands (5e)
- ↳ Highfell: The Drifting Dungeon (LL)
- ↳ Would Be Legends (Tal 4e)
- ↳ Space 1977 (Classic Traveller)
- ↳ Dragon Keepers of the Fallow (FAE)
- ↳ Reikland Adventures (WFRP 4e)
- ↳ Adventures In Eriador (The One Ring 2e)
- ↳ Prax (RQ2)
- ↳ How to find a Million (Mongoose Traveller, 1137)
- ↳ A new Heaven? A new Earth (Traveller)
- ↳ Free Starspiel (FKR/Star Frontiers)
- ↳ The Valley of Karaccia (C&C)
- ↳ Light of Lost Souls (BX)
- ↳ Basilisk Hills Breakdown (OSE)
- ↳ Marullus' Bushido (FGU)
- ↳ Blackmarsh Adventures (Cold Iron)
- ↳ Samurai Adventures (Cold Iron)
- ↳ Greyhawk Campaign: Sandbox (1e)
- ↳ Into the Shadowdark (Shadowdark)
- ↳ Spire: The Resistance (Spire: The City Must Fall)
- ↳ Bowman (Traveller MgT2)
- ↳ Out of Oghma (MgT1)
- ↳ Aftermath (5e)
- ↳ The Forbidden Caverns of Archaia (Dragonslayer RPG)
- ↳ TheMyth's OSE Adventures in Tegel County (OSE)
- ↳ TheMyth's Wayfarers (Dr.Who RPG/Vortex)
- ↳ The Lone City in the Wildlands (OSRIC)
- ↳ The Völsunga Chronicles (BECMI)
- ↳ Dragons Belch: A New Beginning
- ↳ HeliXSwitch Initiative (Outbreak: Undead 2E)
- ↳ Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)
- ↳ The Midland War
- ↳ Carcosa (LotFP and S&W)
- ↳ Paths of War (Pathfinder 1e)
- ↳ The Heritance of Taloran Accords (Unity)
- ↳ Colonial Marines, Torchbearer (USCMC Supplement)
- ↳ A Return to Form (SWN:Revised)
- ↳ The Haunted Mines of Gomor - 1ed AD&D
- ↳ Vaults & Wastelands - Fallout PnP
- ↳ A Company of Corpses (B/X)
- ↳ Labyrinth Lord West Marches Sandbox
- ↳ History - Completed Expeditions
- ↳ Settlement - Vaul
- ↳ Settlement - Tower of Wendall
- ↳ In the House of the Ten Veils (Burning Wheel)
- ↳ Lost Horizon - Stars Without Number
- ↳ Exploring Erillion (LL)
- ↳ Dungeonesque (LL AEC)
- ↳ RANDUNSAN! 5E Pulp Sandbox
- ↳ Dragon Age - Clash of Steel, Age of Magic
- ↳ Odin's 1E Greyhawk Campaign
- ↳ Villains & Vigilantes Campaign
- ↳ Forgotten Tales of Arda: the Treachery of Rhudaur (TABA)
- ↳ Operation Unfathomable (Knave)
- ↳ B2/B5 Guido Wiedig's Keep on the Borderland & the Hills of Horror & Chaos
- ↳ 1A: The Inheritance - 1ed AD&D
- ↳ Time of the Dragon (5e)
- ↳ Bloodlines: D&D 5th Ed
- ↳ Monumentstaden (Svärd & Svartkonst)
- ↳ In the Halls of Geryon (QF)
- ↳ Orlando by Night (Vampire: The Masquerade (V20))
- ↳ A Graveyard Vigil - AD&D 2e
- ↳ Castle Amber (1st Ed D&D)
- ↳ The Forgotten Temple of Thurizdun (1e)
- ↳ Viking Sand Box Adventure (1e)
- ↳ Under the Vaults of Vaarn (UtVoV)
- ↳ Numenera (Fail States RPG)
- ↳ Dolmenwood Halloween Adventure (BX - Old-School Essentials)
- ↳ Treasure Hunt (2e)
- ↳ The Harper's Tale (2e)
- ↳ Go Fer Yer Gun campaign: Clear Water Guns
- ↳ The Lost City (Crypts & Things)
- ↳ & Magazine Section
- ↳ Ideas for Articles
- ↳ General Discussion