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  • DDN Playtest PbP in Eberron

    [b]System:[/b] Dungeons & Dragons: Next (current playtest packet, updated as they are released)

    [b]Setting:[/b] Eberron

    [b]Format:[/b] Play-by-Post



    [FONT="Century Gothic"][SIZE="5"]Gang War Looms, Sharn Watch dispatches Crack Team to Dark Undercity![/SIZE][/FONT]



    Intrepid members of the Sharn Watch head into the dark territory of No Man's Land in search of a dangerous murderer, the infamous "Raven". Gangs in Sharn's undercity and the towers above gird for an all-out crime war, and only the capture of this nefarious criminal can forestall the bloodshed. As they race to bring a cold-blooded killer to justice, secrets and perils unknown await. Survival, much less success, is not guaranteed.



    Will they succeed in time, or is will this be the premature end to their careers in the greatest city on Eberron?

    Category: Campaigns
    Last Activity: Thursday, 18th April, 2013 10:55 AM

    4 member(s)
    Latest Discussion:
    Still Here?
  • Mad King's Monkey

    There is a cold wind blowing through the Reaches of Man.



    For as long as history records, there have been gates - from the huge Arches through which whole wagon trains can pass, to little doors more suitable for a child than a grown adult. Between all of these gates is the Netherworld, sometimes dry and dusty, sometimes green and fertile, sometimes cold and snow-covered. But always with the same flat iron-grey sky and generally safe so long as you follow the rules; stay on the path, do not sleep while in the Netherworld and take nothing from the Netherworld through a gate.



    The paths of the Netherworld are as many and varied as the gates they traverse between. The most famous are the Great Roads that connect the Arches. They are arrow straight and topped with smooth paving stones. One hundred paces to each side the land is flat and featureless, adorned only with grass and wild flowers. The other paths range from tracks wide enough for wagons to those that seem little more than animal tracks. Most are of handpicked earth sometimes supplemented by hewn timber or crushed stone where the ground is boggy. Occasionally there are small bridges or raised walkways of timber or stones. But most are just hard-beaten earth. But whatever the appearance of the paths, they have been uniformly easy enough to traverse with good footing and clear of obstructing vegitation.



    Or so they once were. Now a days it is not uncommon to find weeds growing through the paving stones of the Great Roads, which no longer seem as straight and smooth as they used to be, and thorny bushes and corpses of small stunted trees and thick underground seem to crowd the roads in places. The smaller paths seem to be narrower, rockier and more treacherous underfoot, and a wise traveller takes a stout staff for there are places now where branches hang low over the paths and thorny bushes clutch and tear at the fabric of ones clothes. And while the Netherworld seems as empty and uninhabited as always, travellers commonly talk about the sense of being watched and of darker shadows lurking in the shadows which hover at the edge of ones vision. Many old timers will tell you that it is colder now in the Netherworld, and will point out the dark clouds that can now sometimes be seen rolling slowly across a sky that was once just a featureless expanse of unchanging grey.



    There is a cold wind blowing through the reaches of man and it seems to be coming from the Netherworld.



    Many dismiss such stories and reports of growing darkness and danger in the Netherworld as superstitious nonsense. They point to thousands of people who daily, and safely, traverse the paths between the portals. They point to the countless stories and fables of of dark happenings and terrible fates set in the Netherworld as evidence that nothing has changed, or if it has, it is not the first time it has, and will not be the last. Of course the Netherworld is dangerous, but not if you follow the rules: stay on the path, do not sleep while in the Netherworld and take nothing from it.

    Category: Campaigns
    Last Activity: Sunday, 11th November, 2012 10:24 PM

    6 member(s)
    This group doesn't have any discussions yet.
  • Freelands

    A Story-driven campaign primarily set within a region known as The Freelands.

    Category: Campaigns
    Last Activity: Wednesday, 3rd October, 2012 02:32 AM

    1 member(s)
    This group doesn't have any discussions yet.
  • FASA Star Trek

    This is just a place to store my FASA Star Trek resources. See the files, links, and other blocks over to the left.

    Category: Campaigns
    Last Activity: Sunday, 17th March, 2013 08:29 PM

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

    NOrth Manchester Pathfinder Society.

    More of a loose affiliation of less than half a dozen people, to be fair...

    Category: Campaigns
    Last Activity: Thursday, 21st August, 2014 04:34 PM

    1 member(s)
    This group doesn't have any discussions yet.
  • Hoard of the Dragon Queen

    No Description

    Category: Campaigns
    Last Activity: Tuesday, 2nd September, 2014 09:49 PM

    1 member(s)
    This group doesn't have any discussions yet.
  • Plaidmonthly's D&D Next Campaign

    This is a Play By Post Game using the D&D Next Playtest Rules.

    Here is a link to the [thread=330160]IN GAME[/thread] thread in the "Playing the Game" Forum.

    Here is a link to the [thread=330275]Out of Character[/thread] thread in the "Talking the Talk" Forum.

    Category: Campaigns
    Last Activity: Saturday, 13th October, 2012 01:57 PM

    5 member(s)
    Latest Discussion:
    Campaign Planning
  • The Keys of Solomon

    <i>They are coming.



    The First Prophet looked up at the stars, his eyes white and unseeing, yet his gaze extending far beyond time and space. From across a thousand light years and a hundred centuries, he could sense the gathering forces racing towards Solomon, ready to dive upon its surface and claim its treasure as their own. Millennia ago, Solomon had been entrusted with the Keys- seven links in the chain of reality, each with dominion over one of the basic forces of the Universe. Discovered by the ancient Eldar, scattered amongst the people of Solomon, hidden and protected against discovery at all costs, the Keys combined could make the wielder a god, able to reshape reality as he or she saw fit. For thousands of years, the people of Solomon had kept them secret and safe. Now the secret was out, and the race was on.



    Time. Space. Creation. Destruction. Matter. Energy. Spirit.



    The armies of the galaxy were gathering. The war for Solomon could result in the birth of a golden age- or the destruction of everyone and everything in the universe. Only time would tell.



    The First Prophet lowered his eyes. The End of All was near. After uncounted centuries, now it would fall to this generation to determine the fate of reality itself. He sighed wearily as the first pulses of ships translating from the Warp bloomed high over the planet's surface. Almost simultaneously, he felt the webway burst forth on Solomon's surface, disgorging the Eldar who would be the world's saviors or destroyers. It was all as he had feared.



    They are coming.</i>

    Category: Campaigns
    Last Activity: Monday, 22nd October, 2012 07:26 PM

    1 member(s)
    This group doesn't have any discussions yet.
  • Rise of the Rune Lords

    Running Paizo's 1st Adventure Path, Rise of the Rune Lords.

    -Campaign begins at level 1

    -High Fantasy Point buy (20 points)

    -Core Races

    -Any non-third party Class

    -No Alignment Restrictions

    Category: Campaigns
    Last Activity: Wednesday, 7th November, 2012 08:40 PM

    1 member(s)
    This group doesn't have any discussions yet.
  • Tales of Valgard

    No Description

    Category: Campaigns
    Last Activity: Thursday, 21st February, 2013 05:32 PM

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

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