Skip to main content

Proposed Game: Shadow plane


System D&D 5e

Game Master Richard

Venue: Glanville Hall Wednesday night


With the disappearance of the archangel Avacyn from the shadow plane, humanity becomes the universal prey when the light fades and the moon rises.

Gavony is where humanity remains safest and strongest, but it also has more dead buried here than anywhere else and so is plagued by undead and geists.

In Stensia, where the sun never seems to break through the oddly coloured clouds, the vampire bloodlines rule and keep their "cattle" safe from any Werewolves or others that might endanger their food.

Kessig contains vast forests and is home to Werewolves.

Nephalia is a coastal province and home to a number of small-to-medium port towns. It is populated mainly by humans, gesits and vampires, all of whom seek business, secrets or solitude.

Avacyns wards have slowly been fading since her disappearance and once again humanity is left unprotected and is at the mercy of those that wish to hunt them.

The balance within the Shadow Land has shifted and is affecting other realms as the undead become stronger the chains around the undead outside of this realm are lifted.

The church of Avacyn sent word out requesting aid in finding Avacyn. Other realms have sent those they can in order to aid in bringing the balance back with this land.


Comments

Popular posts from this blog

Running your combat in "Theatre of the Mind" a different Roleplaying experience

First off this is not just limited to Dungeons & Dragons, but can be applied to all systems. How To Run Narrative Combat For those used to running RPGs using a gridded battle map and miniatures, running narrative "theatre of the mind" combat can feel both terribly strange and strangely familiar. If we're used to running combat on a 5 foot per square grid, the switch to combat in the theatre of the mind can easily make us feel like something is missing. How can we really know what's going on in combat if we can't see it? The answer lies in the other two pillars of our game—exploration and interaction. We don't set up battle maps and lay out miniatures when our characters have a discussion with an NPC. We likely don't set up a big map and start counting off squares when the characters explore an ancient ruin (although we can!). We don't have visual queues when we're describing how a thief narrowly avoids a poisoned pin while attempting to disarm

Proposed Game: Ghosts of Saltmire

System D&D 5e Game Master Calum Venue: Glanville Hall Wednesday night A mixture of Roleplaying and action, nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone fool enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger.

Proposed Game: Two Wrongs

System Era: Hitman Game Master Mark C Venue: Glanville Hall Wednesday night In this game, you are a hitman, an assassin who eliminates targets for anyone paying the right amount. Whether your skill is stealth, approaching your enemies unseen, firing a bullet from a neighbouring rooftop, hacking automated defences or demolishing a building to eliminate everyone inside, you are always in demand. You might be new to being an assassin, or you might be a grizzled veteran about ready for retirement. None of this matters to the Assassins’ Guild; only that you can complete the job and your team are assigned. With the protection of the Guild, you need not fear retribution once you escape the scene of the crime – the scrubbers have your back. Every trace of you, every piece of camera footage, everyone who will testify that you were there will vanish without a trace. As a result, joining the Assassin’s Guild was never a hard decision for you, even with the possible downsides... When you are in t