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  • Empyrean Age

    In a world torn asunder by an endless holy war and in the remnants of a once glorious empire ripped apart by greed and lust for power, a mysterious prophecy is unveiled. The shaky but stable peace that has blessed the land for the past decade is about to come to an end as the world will soon be plunged into desperate and bloody battle once more. Only a few have the power to stem the tide of the coming doom.

    Last Activity: Thursday, 20th September, 2012 03:40 AM

    1 member(s)
    This group doesn't have any discussions yet.
  • Dark Mircale

    *Geography*



    The village of Skull creek sits low in a ravine surrounded by hills. Fog often covers the town in a blinding blanket leaving townsfolk and travelers stranded for weeks at a time. The sky is often a somber grey and a feeling of humdrum surrounds it thicker than even the fog. Despite it's chilling outward appearance the town's people are content. Crime is low, violence is rare and everyone feels safe. (As safe as one can feel in a land with dragons, Minotaur and other beasts.)



    To the far west there is a lake known as Yaul's Lake named after Skull Creek's founder Serrevin Yaul. It is from this lake that the creek flows through the town and heads west to east ( an unusual trait for moving water.) As the river flows from Yaul's lake the area around it has become marshland. It is home to a variety of amphibious creatures ranging from frogs to the more voracious predators of the wilds.



    To the North is a large forest it has no official name. Everyone calls it different depending on which settlement you are in bordering the forest. Klem's Rest is the closest town to the north and is about a week and a half away.



    To the East is the closest town to Skull Creek, simply called, Pit. It lays in the bottom of a crater caused long ago. Who or whatever created the crater has long since been forgotten. It is the closest town to Skull creek at only a half-weeks travel by foot.



    *Politics*

    These three major settlements are part of a Greater Country known as Mothwing. Ruled by an Oligarchy on the highest level. Each city itself is a City-state ran by an elected Aristocrat. Skull Creek is ran by the Heir of Serrevin Yaul, Mal Yaul. Klem's rest is ran by Payu, and lastly, Pit is ran by Leero.

    Last Activity: Wednesday, 3rd October, 2012 01:15 AM

    5 member(s)
    This group doesn't have any discussions yet.
  • DnD 3.5 DM ad-lib campaign

    A World Like None Other:



    Temporal Rifts have been plaguing the land for months now, and it has become clear that something out of the ordinary is going on... People disappearing, reappearing seconds or even months later.... No one is sure how it started, but it may not be the best time to be holding on to a loved one.



    --



    This is a mini project I've been putting off for awhile. I am going to ad lib an entire adventure starting from 1st level, aiming to around level 13.. or higher, depending on how often we play and how hard the PC's work.



    Voice chat required, camera optional.



    Basic Info about me-



    DM'd multiple campaigns from 1st level to epic levels, from my own world, online resources, and even some content borrowed from friends. Started with AD&D, and played through 3 and 3.5, stopping there once I realized I wasn't liking any of the newer content. I'm generally available on weekday evenings, and most weekends, though I do work and have other obligations.



    Basic info about character gen-



    This is going to be a challenging campaign, so most anything (besides psionics) is a go. Run it by me first, and I will give you a yes or no. Anything from the Core rulebooks and the Magic Item Compendium are allowed, and may be used without asking (though you ARE starting at level 1, so I don't think it'll be an issue about magic items). Stats go as follow: 3d6, reroll lowest or reroll all 3 (once per stat), and reroll the lowest 2 stats. keep whichever is higher. Basic starting package with maxed starting gold for your class. Every character starts with some bonus, depending on class and stats. This may range from an increase in hit points, to additional spells per day/known, to additional to hit, etc.



    House rules-



    vampires. I'll have to type up how they have been changed. its a LOT.

    natural 20's and 1's. % roll for effect. fun little aspect ;)

    XP gain is completely ad lib. you may level every session or every 30 sessions.

    temporal rifts explain temporary disappearances of PC's (and NPC's), so sessions WILL GO ON





    Looking for a min of 2 players, max of 8.

    Recommend: 1 player that can heal, 1 arcane spell caster.

    Last Activity: Saturday, 13th October, 2012 05:10 AM

    1 member(s)
    This group doesn't have any discussions yet.
  • JANE AUSTEN'S CTHULU

    The Grand Duchy of the Hanse is one of, if not the, richest provinces of the Empire; that sprawling, ramshackle state on the northern end of the civilised world. The Grand Duchy is centred along the mouth of the great River Don that flows from beyond the western borders of the Empire, through its heartlands until finally reaching the eastern sea. A thriving metropolis has grown up at the mouth of the Don on the great stone hill that casts its shadow over the river mouth. The hill and city are both known as the Burg.



    The Burg, including the suburbs of Docktown, Riverside and Northfields, is home some sixty thousand souls. This number swells by some ten thousand during the busiest time of year (spring and autumn) when the traders from across the empire congregate to do business. They bring with them their ships' crews, body guards, seasonal workers and the inevitable cloud of scavengers, thieves and conmen.



    The good folk of the Grand Duchy spend their days in the usual pass-times: attending balls, parties, soirees, laying-ins, dressings, et etcetera, et etcetera, et etcetera The humble folk go about their business of, um, whatever it is humble folk do. I'm sure it's very worthy, what ever it is.



    But behind the facade of aristocratic indulgence, middle class work ethic and working class thrift there lies a world of dark secrets. There is barely a notable family in the Grand Duchy that does not hide some unpleasant past behind its respectable face. Even the greatest of noble families have skeletons in their closets. Indeed some cynics might say that the greater the family, the more terrible the secret. Some of these secrets are merely embarrassing but some of the greatest families hide truths that would destroy them and possibly the whole Grand Duchy along with them.



    And now an insidous evil rises to threaten the Grand Duchy and the very Empire. Cultists of dark gods gather and seek to throw down the True Church and set their graven idols up in its place. The cultists move in the shadows, their actions hidden behind respectable faces and great wealth. They are laying their intrigues in great nets across the Grand Duchy, ensnaring the unwary and the foolish. That they intend nothing but unholy evil is beyond question, what remains to be found out is When and Where shall they strike?

    Last Activity: Friday, 12th October, 2012 03:32 AM

    1 member(s)
    This group doesn't have any discussions yet.
  • Vampire: The Masquerade - Who Wants To Live Forever?

    The second chronicle in our story follows Clover, Koln and Lacey to Los Angeles. It has been 9 months since they moved into the city. Although Clover and Koln don't realize it, these 9 months have held some of the most important moments in recent kindred history! With the invasion of the Kuei-jin the Anarchs have had their hands full keeping the city of LA under their control. The Camarilla have taken this opportunity to invade and they have managed to put a Prince in place, Victoria St. John, an ambitious Ventrue.



    Unfortunately, the Camarilla aren't the only ones who took advantage of the Anarch's weakness. The Sabbat have been very active in the city as of late as well, and rumors of a strange wanderer with the power to cheat death seem to have their attention. This, on top of a shadow war between the Camarilla and the Anarchs, a crazed vampire serial killer on the loose and your typical gang violence make for some interesting nights to come for our "heroes" as they continue their vampire existence in a much larger and much more dangerous city.

    Last Activity: Wednesday, 17th October, 2012 02:16 AM

    2 member(s)
    Latest Discussion:
    Welcome to Our Campaign Page
  • Stranger in a Mage Land

    The year was 1359 Dalereckoning, Year of the Serpent. Toril was still reeling from the Year of Shadows and all the chaos and change it brought about. Old gods died and new ones ascended to replace them. Among the divine casualties was Mystra, Goddess of Magic. The human mage Midnight rose to take her mantle, but this event caused some unrest among the magocracy of Halruaa.



    Located in southern Faerun, Halruaa is no place to grow up without a proclivity to magic. Alas, the poor souls chronicled here were such luckless folk...



    Stump, a squalid village in the Akhlaur Swamp southeast of the West Wall, was the only home our restless adventurers had, until this point, ever known. A hard existence full of back breaking work, Stump was one of many such communities that existed to provide fish and lumber for the arcane overlords who ruled Halruaa from their tall towers in distant shining cities. These ruling elite could be spotted on rare occasions soaring far overhead in their magical skyships, sailing the blue skies with nary a glance at the less fortunate souls scratching out a meager existence far below.



    The fish were pulled from the Ghalagar River which flowed down from the mighty Lhairghals mountains. The lumber was harvested from the trees growing in the diabolical swamp. Both practices were frequently deadly what with all the monsters and humanoids calling Akhlaur Swamp home. But even these dangers paled in comparison to the horrors the locals whispered about that dwelt in the fetid swamp far from any settlement. Legend held that at the black heart of Akhlaur lay an ancient city destroyed by the gods for growing too decadent, and some believe too powerful. Many foolish folk struck out in search of the ruins never to be seen or heard from again.



    It was from this time and place our party formed, the hand of fate playing no small part in its humble origins. These stalwart heroes would rise from this insignificant village and.... well the rest, as they say, is history...

    Last Activity: Tuesday, 25th September, 2012 04:21 PM

    1 member(s)
    This group doesn't have any discussions yet.
  • HM's Temple of Elemental Evil

    Trying out the Manager and decided to use a game that needs a lot of managing.

    Last Activity: Wednesday, 17th April, 2013 07:04 PM

    3 member(s)
  • The Little Kingdom

    An E6 Thought Experiment

    Last Activity: Wednesday, 31st October, 2012 03:50 AM

    1 member(s)
    This group doesn't have any discussions yet.
  • WotBS(modified)-Clawson

    No Description

    Last Activity: Wednesday, 20th February, 2013 06:53 AM

    3 member(s)
    This group doesn't have any discussions yet.
  • ~ When the Skies Burn ~

    Vlaakith lives.



    A group of adventurers had managed to infiltrate the dread palace of the Revered Lich Queen, bested all odds and slew her, destroying her phylactery. They were fools! None can truly defeat Her Magnificence, she is merely delayed but a little while.



    When she rises again, the Prime worlds will tremble, the enemies of Gith's children will pray to their impotent gods, cities will fall, all knees shall bend and skies will burn....



    ~~~~~~~~~~~~~~~~~~~~

    Last Activity: Thursday, 1st November, 2012 11:28 PM

    1 member(s)
    This group doesn't have any discussions yet.

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