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Bram
Posted by the GM
Guilds of Ravnica
The start of the campaign
Disclaimer: The Living Guildpact is not responsible for the fate of those who are arrested by the Azorius, beaten by the Boros, dodged by the Dimir, grossed out by the Golgari, gored by the Gruul, imploded by the Izzet, outwitted by the Orzhov, rousted by the Rakdos, subsumed by the Selesnya, or sickened by the Simic. Join or leave a Guild at your own risk, and get caught up in Guild politics at your peril.
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Character Backgrounds
Provide a brief background of your character and their thoughts about the letter they received.
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Lucas
Posted by the GM
Aedda: A Calamidade
Ato III, pt. 1 - Calamidade
A viagem de volta pelo esgoto não foi melhor do que a ida. Exaustos do trajeto, e com mais cinco pessoas que também não estavam nas melhores condições, o grupo seguiu uma marcha lenta em busca da saída mais próxima. Com o mapa em mãos, Ragnar buscou a saída mais próxima, mas o cheiro, os túneis destruídos e a tensão pelo inimigo que fugiu para lugares desconhecidos atrapalhavam sua leitura, aumentando ainda mais o percurso. Nelath, mesmo feliz por reencontrar sua amiga, não tirava os olhos das curvas, esperando inimigos ou armadilhas em todo canto.

Após encontrarem, um local seco e menos fedorento, decidiram parar para comer algo e retomar o fôlego. Conversaram, comeram e vigiaram por uma hora. Quando retomaram a viagem, aconteceu.

O tremores começaram leve, e foram ficando cada vez mais potente à medida que o tempo passava, chegando a um ponto que era impossível ficar de pé. O chão começou a se abrir, e parte do teto, a ceder. Todos tentavam se segurar, porém era inútil. Quando os tremores chegaram a um ponto em que parecia que o mundo ia acabar, Robb, Dremian, Áster, Akin e Olara são engolidos pelo escuro. O buraco fecha e os tremores param.


fin



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Epic!
My Life Story - told by Belegor (me)
When I was born, my parents named me Belegor, which comes from the word beleg, which means ‘great’ in Elvish. I believe the name fits me very well. My mother was an elf, and my father was a human. My father was a drunkard, though, and they didn’t stay together long after that. My father took ownership of me after they broke up.
My father bought a ranch and we lived off of it. Over that time, he taught me the finer things in life: drinking, flexing, and hitting things really hard, preferably all at once. I excelled at them all.
For my 18th birthday, my father gave me a big axe that he said would make me a true warrior. He said I could put my mark in the hilt, to truly make it mine. I went out into our bull pen and slaughtered the biggest one with the axe, and then I asked my father to put the eye of the bull in the hilt. He laughed and said he was proud of me. The next time he went into town, he did what I asked. With such a mighty blade, he said, I should go out into the world and prove myself as a true fighter.
Since then, I have done all I can to make my father proud. I drink a lot, flex a lot, and kill many things. He said it would give me a charm the women can’t resist, but I haven’t had much luck with that so far. It must be because of my looks. I am strong like a human, but I have the elegance of an elf. Bah, elegance. As far as I know, you can’t kill things with it, so what good is it? Ugh. I need another drink.
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Mark
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The Recursive Multiverse
The Haunting Introduction
After your defeat of the monster of the many mouths, you were requested to go to Estate headquarters for on boarding. On the way to North Dakota a flash brief comes in that some children have gone missing in New England. The circumstances and patterns surrounding their disappearance is very unusual, unusual enough for the Estate to be enlisted to investigate.

The aircraft has already been diverted and is en-route. This mission is top secret and is not to be shared with the public in any way. Avoid any and all press coverage.

At the airport you are met by a Gibbs, your driver, who arrived by different means earlier. He drives up with a tinted 9 seated government looking black van. The weather is typical fall weather in the North East, dreary, cold with a slight breeze. It is around 1100 AM and the last known location of the children is a popular hangout park in central Derry, Maine, near the high school.

Once the team arrives at Derry, they can choose where to go so long as eventually they end up at "the house."

Derry has a problem. News and rumor abound concerning the disappearance of six children over the last several weeks. Some say they were troubled kids, part of a children's gang and were subject to the retribution of a rival gang. Some believe they eaten by local woodland predators. Others say they simply ran away. But, the majority of the townsfolk believe they were kidnapped and taken to “The House”.




Police: believe that all of the children are troubled runaways, as each family in their own way has been struggling with family relationships. They, of course, do not buy into any superstitious rumors about "the house". They searched the abandoned house but did not find the secret door to the basement, where the children, ages 10-12 are sedated and chained. Police believe the townsfolk to be under educated and superstitious, attributing the sounds to wild animals on the moors. They have staked the park out and have had no disappearances since.

Evidence:


-Sticky black residue on the side of a tree. Unknown origin, but biological in appearance and texture. a bit like oily snot. (Level 3)

-An ear ring belonging to one of the victims in the sand near a storm water drain at the corner of Kansas and Costello Circle. (Level 4)

-Some children's shoes matching the description of one of the kids (Green Nike Air Force) South on Witchum St (Level 3)

Interviews: of the towns people will reveal a mix of "I don't want no trouble" to " They was runaways anyway and those families always had trouble!", but most will point to the creepy house south of the city limits on the witchum Moors. Strange lights, screams and noises they say that they can hear across the moors in the dead of night.
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