doctorbadwolf
Heretic of The Seventh Circle
My buddy is running a great homebrew world 5e game, where we are chasing the trail of a necromancer-recently-turned-lich, and a criminal organization that seems to be selling captured people to necromancers as experiment/undeadification fodder.
I'm still running a FR game that began in 4e, and is now a level 12 5e game. The team is currently stuck in Abeir, chasing rumors of planeswalking tech, and gods long lost to Faerun, possibly reborn on this strange world.
Occassionally, I also run an Eberron game that recently hit 6th level. The group has earned a townhouse base in Sharn, and has stumbled upon the threads of a conspiracy between agents of the Emerald Claw, rogue dragons, and excoriated members of the 12 Houses.
Lastly, I'm about to dive back into playtesting my own game, Quest For Chevar. The playtest will focus on the Modern Era, in a campaign called Signs and Portends, set primarily in the Central Californian town of Bakersfield. Demon cults, ghosts, vampires, mad werewolves, angry land spirits, and the first steps on the trail to the 9 World, Chevar, await the semi-rotating cast of Rangers.
I'm still running a FR game that began in 4e, and is now a level 12 5e game. The team is currently stuck in Abeir, chasing rumors of planeswalking tech, and gods long lost to Faerun, possibly reborn on this strange world.
Occassionally, I also run an Eberron game that recently hit 6th level. The group has earned a townhouse base in Sharn, and has stumbled upon the threads of a conspiracy between agents of the Emerald Claw, rogue dragons, and excoriated members of the 12 Houses.
Lastly, I'm about to dive back into playtesting my own game, Quest For Chevar. The playtest will focus on the Modern Era, in a campaign called Signs and Portends, set primarily in the Central Californian town of Bakersfield. Demon cults, ghosts, vampires, mad werewolves, angry land spirits, and the first steps on the trail to the 9 World, Chevar, await the semi-rotating cast of Rangers.