Dureau Sathaos
Thank you for your very kind and generous hospitality. If I ever come back here, I will not hesitate to return to your inn.
Episode 0: Breburh
DM: Dave
Message
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- Scott308
- Guy Who Gamed With The Famous People
- Posts: 7437
- Joined: Thu Oct 02, 2014 3:13 am
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Re: Episode 0: Breburh
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
https://www.extra-life.org/participant/Scott Peterson
https://www.extra-life.org/participant/Scott Peterson
Re: Group 2, Episode 0: Breburh
To Greenest
As per the suggestion from Merey, you depart Breburh early, heading due north, not stopping for longer than the occasional break. Then, after what you guess to be four hours, the group marks the direction north, then breaks for lunch.
After a brief lunch, you resume your journey. The Uldoon Trail, as expected, is spotted a few hours later, straight ahead. All you need to do now is follow it east... directly to Greenest.
The trail, which, while consisting of nothing more than stamped mud and solid dirt, functions more like a road. A well traveled road, marked with footprints of all shapes and sizes, as well heavy draft animal impressions and wagon tracks, which are to be expected given this is the only real route trade caravans are able to travel.
You pass through the rolling grasslands, with some rolls in the landscape amounting to a near equivalent of an actual hills, making the journey more difficult. Especially for Daisy, pulling a cart.
You travel for roughly four more hours, then another four hours, before ultimately stopping to take a quick break again for dinner, finishing off any snacks gifted to you before leaving Breburh.
The sun, which began the day far off to your right, has now clearly passed to your left and continues to gradually descend against the western horizon.
As the sun continues to lower, and nightfall approaches, you suspect your journey may finally be nearing its end.
Your legs begin to ache as you begin yet another incline.
Clang!
A bell sounds off in the distance in front of you.
Clang!
The bell sounds again.
The clanging of this bell, at this time of night, fills you with a sense of unease.
Clang!
You near the top of the rise.
Greenest lies ahead, still a few short miles away. Thankfully this distance is all downhill; but care will still need to be taken for Daisy's benefit. The distance between your current location and the town proper is dotted with simple wooden structures -- farms, mills, tanneries, stables, carters, wainwrights, coopers, brewers, and other industries vital to supporting a trade town.
Clang!
The town.
When you catch sight of Greenest just ahead, instead of the pleasant, welcoming town you expected, you see columns of black smoke rising from burning buildings; figures, that are little more than dots at this distance, running to-and-fro; and a dark, winged shape wheeling low over the keep that rises above the center of the town.
Clang!
A bolt of lightning bursts forth from the dark, winged shape, striking the keep.
You think you hear screams! Of maybe that's just your mind playing tricks on you?
Greenest is being attacked by a dragon!
---
Your scene is officially set. I know you're going to be anxious to dive in and begin replying, but I am going to lock this down.
Expect a new thread later tonight or possibly tomorrow -- Episode 1: Greenest in Flames!
---
Date: 08 Kythorn 1489
Time: 20:17
Temperature
Character Status
Rolls
As per the suggestion from Merey, you depart Breburh early, heading due north, not stopping for longer than the occasional break. Then, after what you guess to be four hours, the group marks the direction north, then breaks for lunch.
After a brief lunch, you resume your journey. The Uldoon Trail, as expected, is spotted a few hours later, straight ahead. All you need to do now is follow it east... directly to Greenest.
The trail, which, while consisting of nothing more than stamped mud and solid dirt, functions more like a road. A well traveled road, marked with footprints of all shapes and sizes, as well heavy draft animal impressions and wagon tracks, which are to be expected given this is the only real route trade caravans are able to travel.
You pass through the rolling grasslands, with some rolls in the landscape amounting to a near equivalent of an actual hills, making the journey more difficult. Especially for Daisy, pulling a cart.
You travel for roughly four more hours, then another four hours, before ultimately stopping to take a quick break again for dinner, finishing off any snacks gifted to you before leaving Breburh.
The sun, which began the day far off to your right, has now clearly passed to your left and continues to gradually descend against the western horizon.
As the sun continues to lower, and nightfall approaches, you suspect your journey may finally be nearing its end.
Your legs begin to ache as you begin yet another incline.
Clang!
A bell sounds off in the distance in front of you.
Clang!
The bell sounds again.
The clanging of this bell, at this time of night, fills you with a sense of unease.
Clang!
You near the top of the rise.
Greenest lies ahead, still a few short miles away. Thankfully this distance is all downhill; but care will still need to be taken for Daisy's benefit. The distance between your current location and the town proper is dotted with simple wooden structures -- farms, mills, tanneries, stables, carters, wainwrights, coopers, brewers, and other industries vital to supporting a trade town.
Clang!
The town.
When you catch sight of Greenest just ahead, instead of the pleasant, welcoming town you expected, you see columns of black smoke rising from burning buildings; figures, that are little more than dots at this distance, running to-and-fro; and a dark, winged shape wheeling low over the keep that rises above the center of the town.
Clang!
A bolt of lightning bursts forth from the dark, winged shape, striking the keep.
You think you hear screams! Of maybe that's just your mind playing tricks on you?
Greenest is being attacked by a dragon!
---
Your scene is officially set. I know you're going to be anxious to dive in and begin replying, but I am going to lock this down.
Expect a new thread later tonight or possibly tomorrow -- Episode 1: Greenest in Flames!
---
Date: 08 Kythorn 1489
Time: 20:17
- Sunrise: 05:56
- Sunset: 21:03
Temperature
- Low: 57°
- High: 73°
- Precipitation: None
- Wind: Still
- None
- None.
- None
Character Status
- BearSiren817 | Dr. Catarina Jones | Tabaxi | Rogue (2) | Alignment: Chaotic Neutral | Gender: Female | HD: 2 (1d8) | HP: 18 | AC: 14 | SP: 30' (Climb: 20') | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
- Passive Senses
- Perception: 16
- Investigation: 12
- Insight: 14
Spells: None.
Features:- Feline Agility: 1
- When you move on your turn in combat, you can double your speed until the end of the turn.
- Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
- Cat’s Claws:
- Because of your claws, you have a climbing speed of 20 feet.
- In addition, your claws are natural weapons, which you can use to make unarmed strikes.
- If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- 1st: Expertise (Perception, Stealth)
- Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
- 1st: Sneak Attack (1d6)
- Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
- You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
- 1st: Thieves’ Cant
- During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
- Only another creature that knows thieves’ cant understands such messages.
- It takes four times longer to convey such a message than it does to speak the same idea plainly.
- In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
- 2nd: Cunning Action
- 3rd: --
- Feature: Optional Feature: Dragon Scholar
- You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.
- Note: This has been modified to limit this study and familiarity to just metallic dragons, not those of the chromatic variety.
- You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.
- Passive Senses
- Computer +1 | Urth Stormwind | Human | Warlock (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20 | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: No (Devil's Sight to 120-feet) | Inspiration: Yes
- Passive Senses
- Perception: 12
- Investigation: 12
- Insight: 10
Spells- Spell Attack: +5
- Save DC: 13
- Slots: 2
- Slot Level: 1st
- 1st: Arms of Hadar, Commnad, Hellish Rebuke
- 2nd: --
Invocations Known: 2
Features:- 1st: Otherwordly Patron (The Fiend: Belail, Archdevil of the 4th level of Hell)
- 1st: Pact Magic
- 2nd: Eldritch Invocations
- Agonizing Blast
- When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
- Devil's Sight
- You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Agonizing Blast
- 3rd: --
- 1st: Dark One's Blessing
- When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
- 6th: --
- 10th: --
- 14th: --
--- - Fiend Expanded Spells
- 1st: Burning Hands, Command
- 2nd: --
- 3rd: --
- 4th: --
- 5th: --
- Feature: Military Rank
- Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank.
- You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use.
- You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
- Passive Senses
- GreyWolfVT | Grimbul Graybeard | Dwarf (Hill) | Ranger (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d10) | HP: 24 | AC: 15 | SP: 25' | Initiative: +1 | Darkvision: Yes | Inspiration: Yes
- Passive Senses
- Perception: 11
- Investigation: 10
- Insight: 11
Spells- Spell Attack: +3
- Save DC: 11
- Slots: 2
- 1st: 2
- 2nd: --
- 1st: Ensnaring Strike, Hail of Thorns
- 2nd: --
- Dwarven Resilience
- You have advantage on saves against poison and resistance against poison damage.
- Stonecunning:
- Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
- Tool Proficiency
- Brewer's Supplies
- Dwarven Toughness:
- Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
- 1st: Favored Enemy: (Humanoids: Goblinoids, Gnolls, Goblin)
- 1st: Natural Explorer: (Forest)
- Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it.
- While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel
- Your group can’t become lost except by magical means
- You remain alert to danger even when you are engaged in another activity
- You can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures
- You learn the exact number, sizes, and how long ago they passed through the area.
- 2nd: Fighting Style: (Archery)
- You gain a +2 bonus to attack rolls you make with ranged weapons.
- 2nd: Spellcasting
- 3rd: --
- Feature: Respect of the Stout Folk
- As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
- Passive Senses
- Pulpatoon | Kañ-Demir | | Dwarf (Hill) | Monk (1) | Alignment: Chaotic Good | Gender: Male | HD: 2 (1d8) | HP: 18 | AC: 15 | SP: 35' (Unarmored Movement (+10')) | Initiative: +2 | Darkvision: Yes | Inspiration: Yes
- Passive Senses
- Perception: 15
- Investigation: 9
- Insight: 15
Spells None.
Martial Arts: 1d4
Ki Points: 2
Features:- Dwarven Resilience
- You have advantage on saves against poison and resistance against poison damage.
- Stonecunning:
- Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
- Tool Proficiency
- Cook's Utensils, Horn, Mason's Tools
- Dwarven Toughness:
- Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
- 1st: Unarmored Defense
- While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
- 1st: Martial Arts
- You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
- For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
- You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
- 2nd: Ki
- Flurry of Blows
- Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense
- You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- Step of the Wind
- You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
- Recovery: Short (Rest must include at least 30 minutes of meditation.)
- Flurry of Blows
- 2nd: Unarmored Movement
- 2nd: Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
- 9th: --
- 3rd: --
- Feature: All Eyes on You
- Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
- Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
- Passive Senses
- Scott308 | Dureau Sathaos | Human | Cleric (2) | Domain: Grave | Alignment: Lawful Neutral | Gender: Male | HD: 2 (1d8) | HP: 16 | AC: 18 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: Yes
- Passive Senses
- Perception: 13
- Investigation: 9
- Insight: 15
Spells- Spell Attack: +5
- Save DC: 13
- Slots: 3
- 1st: 2
- 2nd: --
- 1st: Create or Destroy Water, Cure Wounds, Guiding Bolt, Healing Word, Inflict Wounds
- Grave Domain Spells: Bane, False Life
- Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
- Grave Domain Spells: Bane, False Life
- 2nd: --
- Circle of Mortality: Spare the Dying
- Does not count against the number of cleric cantrips you know.
- For you, it has a range of 30 feet,
- It can be cast it as a bonus action.
- 1st: Spellcasting
- 1st: Divine Domain: Grave Domain
- Domain Spells
- 1st: Bane, False Life
- Domain Spells
- 1st: Circle of Mortality
- When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
- In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
- 1st: Eyes of the Grave: 3
- As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
- This sense doesn’t tell you anything about a creature’s capabilities or identity.
- Recovery: Long
- 2nd: Channel Divinity: Turn Undead: 1
- As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.- Recovery: Short
- As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
- 2nd: Channel Divinity: Path to the Grave
- Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
- Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
- 5th: --
- Feature: Shelter of the Faithful
- As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
- You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
- Those who share your religion will support you (but only you) at a modest lifestyle.
- Passive Senses
- Dram | Targarious LongShank | Half-Elf | Rogue (1) | Alignment: Neutral Good | Gender: Male | HD: 2 (1d8) | HP: 18 | AC: 14 | SP: 30' | Initiative: +3 | Darkvision: Yes | Inspiration: Yes
- Passive Senses
- Perception: 11
- Investigation: 10
- Insight: 11
Spells: None.
Features:- Fey Ancestry:
- You have advantage on saving throws against being charmed.
- Magic can’t put you to sleep.
- 1st: Expertise (Perception, Stealth)
- 1st: Sneak Attack (1d6)
- 2nd: Cunning Action (Bonus Action to Dash, Disengage, or Hide)
- 3rd: --
- Feature: Criminal Contact
- You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
- Passive Senses
Rolls
- None.
Last edited by dmw71 on Tue Feb 19, 2019 7:17 am, edited 1 time in total.
Reason: Edit: Worked Daisy into the wrong group.
Reason: Edit: Worked Daisy into the wrong group.
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- ↳ 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)
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- ↳ 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)
- ↳ 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
- ↳ Hedge's Adventures in the World of Golarion (Pathfinder 2e)
- ↳ Ashes of the Prince (2400 Legends)
- ↳ 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)
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- ↳ 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)
- ↳ 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)
- ↳ Playtest: Untitled Project (1e)
- ↳ Simple Idea, Zero Prep (OSRIC)
- ↳ Record of the Star Wars (OD&D)
- ↳ Shadows in the Dark (Shadowdark)
- ↳ The Silver Vale (5e)
- ↳ The Verdant Springs (Ars Magica)
- ↳ Adventures in Baldur's Gate (5e)
- ↳ Numenera (Fail States RPG)
- ↳ Repo Men (Classic Traveller)
- ↳ Sundered Realms Away Team (OSE)
- ↳ Hedge's Greyhawk Adventures (2e)
- ↳ Previous Adventures
- ↳ Tales of Argosa (Tales of Argosa)
- ↳ Nentir Vale Solo (Tales of Argosa)
- ↳ Wrath of the Righteous (PF1)
- ↳ The Would-Be Heroes of Clearwater (DCC)
- ↳ Completed Adventures
- ↳ The Redoubt of the Crocodile Kings (BX/OSE)
- ↳ Hullabaloo over Ragged Hollow (OSE)
- ↳ WEG Star Wars 1st Edition d6
- ↳ WW2 Supers d6
- ↳ Completed Missions
- ↳ Barrowmaze (1e)
- ↳ Settlement: Bogtown
- ↳ Settlement: Crooked Yew
- ↳ Settlement: Helix
- ↳ Settlement: Ironguard Motte
- ↳ Settlement: Wrydwood
- ↳ Completed Expeditions
- ↳ In The Year 62,062 (SWN)
- ↳ Chronicles from the Vale (Basic Fantasy)
- ↳ Tales of the Nentir Vale (Tales of Argosa)
- ↳ 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 Small Time Job (Burning Wheel Gold Revised)
- ↳ 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)
- ↳ 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)
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