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Dungeons & Dragons (5th Ed.)
Welcome to Waterdeep, the Crown of the North, where a wondrous tale of urban adventure is about to unfold. Our story begins with the gathering of adventurers at the Yawning Portal Inn and Tavern. Volothamp Geddarm, the famous explorer and raconteur, has a quest for them—one that entangles the characters in a bitter conflict between two nefarious organizations. If the adventurers complete his quest, Volo rewards them handsomely. Yet a much greater prize lies hidden somewhere in the City of Splendors, waiting to be claimed.
Waterdeep: Dragon Heist is an adventure designed for characters starting at 1st level. By the end of the story, the characters will be at least 5th level. If you’re planning to run through the adventure as a player, stop reading now!
If you’re looking for higher-level adventure content, Waterdeep: Dungeon of the Mad Mage explores the vast dungeon under Waterdeep known as Undermountain and is designed for characters of levels all the way up to 20th.
Dungeons & Dragons (5th Ed.)
Welcome to Ghosts of Saltmarsh. This book collects seven adventures, each famous for their unique challenges, for their deadly threats, and for embracing the danger and wonder of the high seas. Some of these adventures initially charted their courses in the earliest days of D&D’s history, while others set sail in more recent years. In each case, these tales of plunder and peril have been updated for the current edition of the game, revealing deadly shores for brave crews to explore anew.
Along with these adventures returns one of D&D’s most famous seaside settings: the port town of Saltmarsh. The original backdrop of three of this collection’s tales (“The Sinister Secret of Saltmarsh”, “Danger at Dunwater”, and “The Final Enemy”), this fishing community has a tradition of being a starting point for incredible adventures. Historically, Saltmarsh and the dangers facing its people provided a widening sphere of adventure, with increasingly dire threats drawing heroes to explore more of the coast of the Azure Sea. Ghosts of Saltmarsh continues that tradition, presenting a portion of the coastal lands of Keoland, a kingdom in the Greyhawk setting. Each adventure notes where that story might unfold in the region around Saltmarsh, providing a shared setting for them all. Although these seven adventures weren’t designed to create a single overarching narrative, the tools provided herein make it easy to link these stories into a wider Saltmarsh campaign.
Dungeons & Dragons (5th Ed.)
This campaign started in 1989 at a University in frigid lands at the top of New York State.
Throughout the years the college friends continued to play and adapt the campaign from AD&D second edition through the current D&D 5e.
Though the original characters have retired, their descendants have taken up the mantle of would be heroes trying to save the land of Silvesti from those evil powers that would wish to dominate it.
Dungeons & Dragons (5th Ed.)
The Savage Frontier (also known as the North) is a cold, rugged, sparsely populated land of snow-capped mountains, rocky hills, sprawling forests, and foggy vales. Isolated strongholds, ancient burial mounds, and the ruins of many forgotten empires dot this vast landscape. Bounded by the Sea of Swords to the west and the desert of Anauroch to the east, the Savage Frontier extends as far north as Icewind Dale and as far south as the town of Daggerford. Old roads stretch across this great expanse, linking the dwarven strongholds and mines in the mountains to the coastal settlements, frontier towns, and fortified outposts of humans and other folk. These roads are long, lonely, or poorly defended, making them dangerous to traverse. In fertile valleys, towns and cities have sprung up, separated by dozens if not hundreds of miles of untamed wilderness haunted by bandits, barbarians, and monsters.
Evil dragons stirred into action by their dark queen, Tiamat, threatened the settlements of the Savage Frontier for a time. Ultimately, they were defeated and forced to withdraw to their lairs, while Tiamat was banished to the Nine Hells. Fear of the dragons’ wrath has faded quickly with the coming of a new threat: giants. The peoples of the North are no strangers to giant incursions. Frost giants have long claimed the Spine of the World as their demesne, and hill giants are known to scrounge for food in the untamed hills. But now, in the past couple of months, giants of every kind have emerged from their strongholds in force to threaten civilization as never before — and not just frost giants and hill giants, but also stone giants, fire giants, and cloud giants. All of the giants are in an uproar. Reports of giant attacks throughout the North have reached the coastal cities of Luskan, Neverwinter, and Waterdeep, stoking fears that the giants are waging war against humans, dwarves, elves, and other small folk.
Fantasy Flight Games
Now recruiting for the Rebel Alliance!
The Star Wars™: Age of Rebellion™ RPG thrusts you directly into the ongoing Galactic Civil War between the evil Empire and the rag-tag Rebel Alliance. Woefully outnumbered and outgunned by the Empire’s vast military, you and your friends may undertake any of a wide variety of missions. No matter your duty, no matter your motivation, this is your chance to play your part in the cause for galactic freedom. Be a hero. Join the Rebellion!
Starfinder RPG
In the Against The Aeon Throne Adventure Path, An ancient, crashed starship on a new Pact Worlds colony in the Vast draws the attention of the sinister Azlanti Star Empire, who invade and annex the colony, remove an experimental starship drive from the crash site, and kidnap one of the colonists. The heroes must liberate the colony from Azlanti occupation before venturing inside the mysterious Star Empire, in search of both the experimental drive and the kidnapped colonist, who is an old friend of the heroes. Will the heroes rescue their friend and keep the drive out of Azlanti hands, or will the might of the Azlanti Star Empire crush them as it has so many others who have stood against the Aeon Throne
Piazo Pathfinder 2e
Ten thousand years ago, the world of Golarion came close to ending. Earthfall, as this extinction-level event came to be known, saw the world pummeled by a shower of falling stars that sank continents, hollowed out new seas, and destroyed civilizations. It took centuries for the world to recover, and centuries more for society to rebuild, but recover it did.
Dwarves ascended to the surface from the underground reaches of the Darklands in their legendary Quest for Sky, elves returned from the neighboring planet of Castrovel via a network of portals to reclaim their lands and traditions, and gnomes from the mysterious First World sought shelter from a now-forgotten terror. Survivors from other ancestries who had sheltered through the terror and destruction of Earthfall emerged during the Age of Darkness to reclaim their ancestral lands, from scrappy goblin tribes with a knack for surviving despite all odds against them to industrious halflings who emerged from the ruins to found societies of their own.
But humanity made the most astounding recovery. Less than 2,000 years after the near-extinction from Earthfall, the Age of Destiny saw the rise of many new human empires throughout the world. Humanity built wondrous structures, and its schools relearned magic that had been thought lost. Among these human nations walked a man named Aroden—an immortal survivor of the devastation of Earthfall. Aroden had long since cultivated a following of loyal subjects who regarded him with awe, for immortality was but one of the wonders he’d achieved. Greatest among these was his discovery of a shard of potent magic known today as the Starstone, a fragment from the stars that fell during Earthfall, which had lodged at the bottom of the Inner Sea. Contact with this alien artifact assailed Aroden with phantasmagoric visions, subjected him to a series of deadly martial trials, and posed exhausting moral quandaries that challenged his limits more than any of the arduous experiences he had yet endured. He emerged from this test a living god, and his first divine act was to raise the Starstone and the mass of land on which it had lain from the bottom of the sea to form the Isle of Kortos—also known as Starstone Isle—where he then established the city of Absalom.
Dungeons & Dragons (5th Ed.)
The Iron Kingdoms possess a rich history—and a tumultuous future—full of unique monsters, deities, heroes, and villains.
More than a thousand years ago, the land that is now called the Iron Kingdoms was western Immoren, a mire of warring human city-states. Then came the Orgoth, evil imperial humans from beyond the sea who would change the face of western Immoren forever. The Orgoth Empire occupied the land for six hundred years before the people of Immoren banded together to defeat the invaders and drive them back across the sea from whence they came. While the rebel armies kept the peace, their leaders convened in a city called Corvis. This Council of Ten drafted the Corvis Treaties after weeks of furious debate, and the Iron Kingdoms were born.
Strictly speaking, the term “Iron Kingdoms” refers to the lands of humanity, those five kingdoms that signed the Corvis Treaties: Cygnar, Khador, Llael, Ord, and the Protectorate of Menoth. Other nations of western Immoren are commonly included in that description, although they took no part in the treaties. In the frigid north is the dwarven kingdom of Rhul. To the northeast lies the mysterious homeland of the elves, Ios. The last kingdom informally included when speaking of the “Iron Kingdoms” is the hostile island nation of Cryx, ruled over by Lord Toruk, the Dragonfather. All these nations—and many more—share the continent of Immoren.
The Orgoth were driven from western Immoren more than four hundred years ago, but the decisions made during the rebellion still echo through the world. There are many strange legends from the last days of that war—tales of dark, mysterious allies who helped drive off the invaders. Some say it would have been impossible to defeat the Orgoth without this help, that the rebel leaders had to make dangerous deals with infernal powers. These tales have proven true, and the Iron Kingdoms have recently been irrevocably changed by the Claiming, an attempt by these infernal creatures to take the payment they have long been owed—an unfathomable number of souls.
Pathfinder 2e Forgotten Realms
Welcome to Waterdeep, the Crown of the North, where a wondrous tale of urban adventure is about to unfold. Our story begins with the gathering of adventurers at the Yawning Portal Inn and Tavern. Volothamp Geddarm, the famous explorer and raconteur, has a quest for them—one that entangles the characters in a bitter conflict between two nefarious organizations. If the adventurers complete his quest, Volo rewards them handsomely. Yet a much greater prize lies hidden somewhere in the City of Splendors, waiting to be claimed.
Waterdeep: Dragon Heist is an adventure designed for characters starting at 1st level. By the end of the story, the characters will be at least 5th level. If you’re planning to run through the adventure as a player, stop reading now!
If you’re looking for higher-level adventure content, Waterdeep: Dungeon of the Mad Mage explores the vast dungeon under Waterdeep known as Undermountain and is designed for characters of levels all the way up to 20th.
Free League
Space is vast, dark, and not your friend. Gamma rays and neutrino bursts erupt from dying stars to cook you alive, black holes tear you apart, and the void itself boils your blood and seizes your brain. Try to scream and no one can hear you—hold your breath and you rupture your lungs. Space isn’t as empty as you’d think, either—its frontiers are ever expanding. Rival governments wage a cold war of aggression while greedy corporations vie for valuable resources. Colonists reach for the stars and gamble with their lives—each new world tamed is either feast or famine. And there are things lurking in the shadows of every asteroid—things strange and different and deadly.
Things alien.
This is the official ALIEN tabletop roleplaying game—a universe of body horror and corporate brinkmanship, where synthetic people play god while space truckers and marines serve host to newborn ghoulish creatures. It’s a harsh and unforgiving universe and you are nothing if not expendable.
Stay alive if you can...
Dungeons & Dragons (5th Ed.)
Verendum is a world of high fantasy dominated by monsters and war. Mercenaries prowl the battlefield or long abandoned ruins for contracts. Explorers search out into the world to find lost treasures and forgotten realms. And soldiers fight in the longstanding Dracon wars. All in all this wonderful realm, while plagued by monstrosities and war, is a place ripe for adventure.
West End Games
It is a period of civil war. Rebel spaceships, striking from a hidden base, have won their first victory against the evil Galactic Empire. During the battle, Rebel spies managed to steal secret plans to the Empire’s ultimate weapon, the DEATH STAR, an armoured space station with enough power to destroy an entire planet.
Pursued by the Empire’s sinister agents, Princess Leia races home aboard her starship, custodian of the stolen plans that can save her people and restore freedom to the galaxy….
Shadowrun 5e
Seattle is a state of the UCAS on the Pacific Coast separated from the rest of the country by the Native American Nations. Seattle itself is located in the middle of Salish-Shidhe, its access to the Pacific Ocean passing through Salish-Shidhe waters in the Puget Sound and Juan de Fuca Strait. However the provisions of the Treaty of Denver give Seattle unlimited access to the passage. It is sometimes called Seattle State or Seattle Metroplex when there is a need to distinguish it from Seattle City (which is itself more commonly designed as Seattle Downtown).
Cubicle Seven
The sinister schemes of the Chaos Gods have shattered the galaxy. The Great Rift tore through space and reality, pushing mortal life to the precipice of oblivion. The Gilead System has lost contact with the vast Imperium, trapped in the silent darkness. As the shadows of extinction loom, hope fades but is not yet entirely extinguished. Rallied by the Rogue Trader Jakel Varonius, a disparate group are dedicated to doing what must be done to keep the Gilead System from being consumed by the darkness. Can they resist the machinations of Chaos as well as the plots of those who see the rift as an opportunity to further their own power?
Time is running out in the 41st Millennium. This accursed age needs heroes more than ever before.
Cubical Seven
The Old World is a grim and perilous place. Its vast mountain ranges are teeming with warlike Orcs and Goblins. The deep forests are the home of marauding Beastmen. The corrupting force of Chaos leeches into the world, the result of a tragic accident when the world was young. The insidious taint of Chaos leaves folk hideously altered, and liable to seek solace in the worship of Daemons and the Ruinous Powers of the Chaos gods. The followers of Chaos gather in the north, armies of reavers and monsters that threaten to overwhelm the world. But they also reside in secret in the towns and cities of the Old World: an enemy within plotting to overthrow civilization and establish their own regime in its place.
Nations such as the Empire stand defiant against the darkness. Its people come from all walks of life, from landed aristocracy to the urban poor. Most are heedless of the true dangers that beset their world; they imagine themselves safe within city walls and merely try to make a good living for themselves. But there are those adventurous folk who, driven through desperation or ambition, seek to confront dangers and win renown.