You are the most famous and powerful adventuring party in all the land.
You haven’t done much adventuring lately, though. A few years ago you defeated a Mindflayer in its dark underground lair and discovered something valuable on the way out: There was gold in the mountain. You retired and set up a mining operation.
But early on your Cleric pointed out that the tax on earnings from a mine is much higher than the tax on adventuring loot.
So you worked something out with a nearby goblin tribe.
They work in your mines, you get to pretend you stole this gold from them, everyone gets a cut, everyone’s rich.
But now you’re being audited.
A clerk sent by the Queen herself is coming with you on your next ‘adventure’ to confirm your tax records. So now you have to make it look convincing as you descend into your own mine to ‘steal’ from the goblins who work with you.
The job: Steal the Sceptre of Wonders from the Royal Treasury, deep beneath the Pink Palace, in the city of Anaxapajura, capital of the remote tropical island nation of Hcunanzamon. An impossible task, say most.
They don't know about the secret door inside though. On the other side of this door? The fabled place known as Down Below, a vast labyrinth of wonder and mystery, according to legend one of the last remnants of an ancient but advanced society who vanished abruptly thousands of years ago.
But there's a map, showing a safe path through the mysterious machinery, deadly traps and ancient guardians, which will enable you to escape beneath the city to the exit and be away on your waiting ship before the alarm is raised.
Of course, those rumours Down Below has been known to completely change its layout for no apparent reason whatsoever aren't true...
The day turned dark and you knew it was time for your hereditary task. You took, sword, word and spell and traveled to the temple to join the others.
Now you carry the embers of the deceased Sun God. You must climb the mountains and bring them to the sky.
Now the Moon Lord tries to taint your god.
A game about ideas and trying to get what you want from a bad situation, not directly with player versus player but expect to clash with fellow players. Probably thoughtful but light-hearted.
The land of DUNGEON WORLD is a dangerous place, steeped in mysterious magic and beset by fiendish monsters, but within its crumbling ruins lie vast riches and ancient treasures for those hardy souls willing to brave their dangers. Sharpen your sword and prepare your spells, for adventure awaits!
Aaaawwooooooooo
Was that..? Shit, a wolf’s howl. You hear another, and another joins them. You shiver, drawing your cloak tight. Wolves don’t come this far down the mountain, especially not where there are campfires burning. You hope.
Thick fog rolls over your campsite. Thick enough to obscure your fire. You can’t even see your hand in front of your face!
Aaaaaawwwooooooooo
Closer this time. You stand, hand on your weapon, ready.
This is a modified version of Death House, the introductory adventure published alongside Curse of Strahd, a 5th edition Dungeons & Dragons adventure modified for 5e 2024 rules.
This adventure is ideal for beginners! No Dungeons & Dragons knowledge required.
Welfare notes:
Death House is a Gothic Horror (fantasy) story and as such has many dark themes. Themes in this game include: violence (non-sexual), neglect, death, madness, the occult.
There will be no ‘on-screen’ or explicit sexual violence, racism, sexism, homophobia or transphobia and the same will not be tolerated from players.
Please let me know any limits, triggers or no-go areas beforehand or as we play.
We will employ a Red Card/Yellow Card system *during* gameplay. To use a yellow or red card, just say “yellow/red card”. You do not need to explain why (though you can if you want).
Dunhaven. The largest city in the world, the gateway to the new continent, home of freedom of thought and the new ideals. A place where nobles and common folk alike work together for the betterment of all.
Dusk City. The other side of Dunhaven. Home of The Right Kind of People. A place where all criminal underbosses work together for the betterment of all.
A diverse crew of criminal specialists have been called together to pull off a grand heist. Earn wealth, prestige, and most importantly - influence. But rumours of the heist are spreading, and the heat is on for this job to go off without a hitch.
Dusk City Outlaws is a fast paced and fun game about heists in a fantasy city. Players will be creating criminals at the top of their field and through the mechanics of the rules they will role-play the planning, preparation, and execution of their heist.
Each session will involve a different heist that is chosen based on the combination of characters the players choose.
One of Dusk City's greatest strengths is how it encourages clever thinking and planning from players without getting bogged down in hours of debate. Don't worry about analysis paralysis - DCO keeps the heat on and provides systems to prevent endless player debate while keeping things enjoyable and engaging.
Also complications can always arise that risk disrupting plans, so be ready to think on your feet!
Dusk City Outlaws
Dusk City Outlaws is set in the sprawling city of New Dunhaven. The players take on the roles of criminals on the wrong side of the law, collectively known as the Right Kind of People to those who run in outlaw circles. These criminals come together to form a crew, and take on a Job, a criminal enterprise brokered to them by a third party.
Each member of the crew is a member of one of the eight cartels that rule over the city’s criminal underworld. These cartels each have their own turf, their own specialties, their own motives, and their own methods, but they are all bound together by the Arrangement, an agreement that the cartels entered into to preserve themselves against too much infighting. In short, the cartels agree that they have enough enemies without warring with one another, and that they all want the same thing: to get rich. The cartels agree to respect each others' turf, and while some bickering and fighting is allowed, large-scale conflict is forbidden, and revenge is frowned upon.
To maintain this peace, when someone from the cartels has a Job they want done, they call upon the crew, which has members from several cartels, to pull off the Job. Each cartel gets a cut of the take from that Job, and the crew gains some wealth, prestige, and influence, plus the promise of future Jobs from those brokers.
Once the Job has been assigned, the crew must come up with a plan, do the legwork to set it into motion, pull off the plan, and then survive long enough to get paid.
Come explore a dynamically-generated dungeon using Dungeon Delvers, a simple d6 system with 4 classes, 3 races, spells, healing, conditions, and monsters.
Death of Legends is a dark-fantasy roleplaying game that tells the story of epic deeds against great odds.
Twenty years have passed since the Enemy was defeated and its armies vanquished.
Twenty years since a small group of heroes rose from obscurity to become the stuff of legends, turning the tide of battle.
Twenty long years of peace and prosperity.
But now there are rumours that the Enemy has returned.
War is coming and nobody knows who can be trusted.
This is the story of the last great war against the Enemy.
This is the story of the Death of Legends.
Death of Legends in a GM-less, character driven game in which each player takes the role of a legendary hero, forges their path to greatness, then determines the fate of the Free Territories in a climactic struggle against a relentless, malevolent, Enemy.
Once a powerful proponent of Law, the Archmage Tazimack the Red was eventually driven mad by a fear of mortality. As he slipped into insanity his retirement home began to reflect the chaotic bent of his mind.
Long after Tazimack's unnaturally animated body has disintegrated, his manor house remains as a shadow cast by a twisted intellect.
Can the characters bring order to this chaos?
This fast paced game of exploration, action and humour combines old school, early D&D style gaming with a modern, rules lite RPG sensibility. Use your cunning and daring to outwit the deadly Shadowbrook Manor to claim your treasure.