Game: D&D 5e Group type: Online Experience: Any Location/Timezone: Mountain Time Schedule: Sundays at 3 PM Roles sought: We currently have 3 players and are open for 3 more. Game style: Casual, Roleplay, Exploration, Collaboration
I have more seats to fill with this active game with elements from "Monster Hunter", "The Witcher", and "Pokemon". If you like monster lore, interacting with characters on the road, and designing more personalized weapons and armor from collected parts, this might be the game for you! Click the link below and join our party as you explore different realms and face unique bosses in this anthology!
The party stumbled upon a mysterious tavern floating in space and met its occupants, uncovering a lucrative business opportunity: hunting monsters while collecting and crafting treasures. To join the guild, they had to demonstrate their survival skills by locating a suitable campsite. Initially, the task seemed straightforward until they discovered the campsite was to be set in a dinosaur-inhabited valley. After reluctantly accepting the mission, they traversed the portal, commencing their adventure. Following encounters with raptors, forging alliances with local elementals, and defeating a voice-mimicking creature, the party earned apprenticeships within the guild. Their journey, however, is only beginning. The guild master has posted a new mission targeting a mutating foe in a jungle.
"Polyhedrooze"
The hunters drank some caipiranhas to trek into the Maphrok Jungle. Deep within this tropical rainforest, they met with their contractors, a clan of goblins hired to refurbish dungeons and lairs for the highest bidders. They ran into trouble at the former lair of a crazed biomancer, who accidentally mutated a gelatinous cube into a foe that constantly adapts to its environment. Our heroes took the job and journeyed through the foliage with mutant fruit, capybaras, overly cheerful amphibians, a distressed jungle gnome, and an archaeological dwarf in peril.
This didn't steer our hunters off the path as they eventually made it to the "Big Bad Base" to face their quarry. Even with the traps marked by the goblins, the dungeon proved dangerous to intruders and the creatures inside didn't tolerate them. Fortunately, the hunters learned of their prey's weakness. Due to residual memories from a red dragon who lived within, the oozes had an unusual fascination with treasure, including money! Using some gold coins as bait, victory was assured but at the cost of one artificer in the group. To save his life, a local mycelian sacrificed themselves to have him reborn in a new spore-filled body.
The party after a successful hunt took their reward and returned to the tavern for rest and a nice breakfast of a new recipe in the kitchen "goblin eggs". The guild mistress, impressed by their efforts, awarded them with her guide, a thick tome that contains all the anatomical charts of all known monsters for harvesting useful parts. Grateful, the party was ready to go off on their next adventure. After all, a hunter's job is never done!
"Reign of Iron"
Just a swig of an iron miner's mule away, the village of Rodelv fell into trouble with a local magnetite dragon. The beast, named Lorhaem, ruled the mountain of Haemspire with a literal will of iron. That was until the day a mountain dragon, Volrak, invaded and fought Lorhaem in mortal combat. It was said that the mountain flashed with fire and rained swords as the two serpents battled. In the end, Volrak retreated with massive stab wounds, and Lorhaem retreated into the remains of her lair. For years, Haemspire remained silent and abandoned.
That was until years later when sightings of a dragon flying over the village were reported. However, something was wrong. The beast snatched away all the steel and iron from the town. Chief Jorman sent one of his thanes, Hjelma, to the hunters to post a wanted notice. Our heroes, seeking another challenge, took the job and met with Hjelma and the chief to learn about the magnetic reptile. To aid them on their quest, they received a piece of the dragon's horn, which served as a compass to guide them up the mountain slopes.
It was still no easy task. Volrak cultists were spying on the mountain to plan another attack, and rumors of a legion of kobolds spread. These cultists were encountered by our heroes but were convinced by the bard to form a temporary alliance with them to help fight Lorhaem. This alliance ended with the cultists being killed by swarms of diseased birds and traps at the entrance to the dragon's lair.
Within the dragon's lair, an abandoned monastery, the hunters faced the dragon's ability to manipulate all manner of ferrous metals in the form of flying weapons and animated armor from the former residents. If that wasn't bad enough, they had to deal with metallic rocks erupting from the ground and antimagic fields! Despite this, their teamwork allowed them to survive the fight and confront the lair's mistress. However, it wasn't Lorhaem.
Lorhaem lay dead at the peak. Her bones had been picked clean by scavengers long ago. Floating above her was a smaller dragon, her wyrmling and the true owner of the horn. They discovered that the infant was scared and couldn't control her magnetic powers, so she accidentally took the village's metal, forming a crown that adorned her head. The party's artificer returned the horn and tried to mend the damages; however, his hand slipped, scaring the wyrmling further, and causing her to hide beside her mother's corpse.
Thanks to a spare croissant from the bard, the dragon was no longer afraid and followed them down to the mountain to tell the chief of their efforts. To cover the losses of the village's mining operations, some of the spoils from the dragon's hoard were donated to them. The chief still didn't want them to leave without something since they were leaving the money. So, he let them have a wolfskin cowl that would allow them to transform into winter wolves. The artificer, on the other hand, fell under a spell from the chief's ring and tried to convince him to give it up. The wizard, being crafty, used a gambling game of "gnomestones" to make him give it up. Unfortunately, for the artificer, the ring was cursed, bringing avarice along with its riches.
"Dread and Breakfast"
During their downtime, the party prepared for their next big hunt by completing side quests to earn extra rewards while the tavern's mechanic crafted new creations for them. One of these side quests involved tricking a ranger into believing the corvum bard's molting feathers were from rare harpy eagles, but they were paid all the same. Another reward came in the form of a robust essence from a magnetite dragon, provided by monks from the Order of Haem. They were grateful to the hunters for sparing the daughter of their guardian and wanted to help in return. With the essence added to their collection and a new suit of magnetic studded leather in the works, the hunters left for another world in the Tanglepines.
Beyond the portal and after sipping "Twisted Forest" cocktails, the hunters found themselves in a mutated forest of twisted conifers, frorpions, and owlboars. They had arrived to quickly cure a sick child and discovered a new parasite infecting the local endemic life.Their curiosity was short-lived when their wizard scrumped a potato and got arrested. The guild mistress, disappointed that one of her own would steal from a mostly isolated community, bailed him out but forced him to take a contract in return.
Rumors spoke of an unseen monster that was devouring travelers on the roads, known as "The Tanglepine Terror. " The contractor, the enigmatic "Dr. Stein," lived in the next outpost, prompting them to accept the job. Thus, they traveled there, unaware of what was watching them from the rocks and trees of this altered forest.
Game: D&D 5e
Group type: Online
Experience: Any
Location/Timezone: Mountain Time
Schedule: Sundays at 3 PM
Roles sought: We currently have 3 players and are open for 3 more.
Game style: Casual, Roleplay, Exploration, Collaboration
I have more seats to fill with this active game with elements from "Monster Hunter", "The Witcher", and "Pokemon". If you like monster lore, interacting with characters on the road, and designing more personalized weapons and armor from collected parts, this might be the game for you! Click the link below and join our party as you explore different realms and face unique bosses in this anthology!
Join the hunter's guild!
Startplaying Profile
The Story So Far:
The party stumbled upon a mysterious tavern floating in space and met its occupants, uncovering a lucrative business opportunity: hunting monsters while collecting and crafting treasures. To join the guild, they had to demonstrate their survival skills by locating a suitable campsite. Initially, the task seemed straightforward until they discovered the campsite was to be set in a dinosaur-inhabited valley. After reluctantly accepting the mission, they traversed the portal, commencing their adventure. Following encounters with raptors, forging alliances with local elementals, and defeating a voice-mimicking creature, the party earned apprenticeships within the guild. Their journey, however, is only beginning. The guild master has posted a new mission targeting a mutating foe in a jungle.
"Polyhedrooze"
The hunters drank some caipiranhas to trek into the Maphrok Jungle. Deep within this tropical rainforest, they met with their contractors, a clan of goblins hired to refurbish dungeons and lairs for the highest bidders. They ran into trouble at the former lair of a crazed biomancer, who accidentally mutated a gelatinous cube into a foe that constantly adapts to its environment. Our heroes took the job and journeyed through the foliage with mutant fruit, capybaras, overly cheerful amphibians, a distressed jungle gnome, and an archaeological dwarf in peril.
This didn't steer our hunters off the path as they eventually made it to the "Big Bad Base" to face their quarry. Even with the traps marked by the goblins, the dungeon proved dangerous to intruders and the creatures inside didn't tolerate them. Fortunately, the hunters learned of their prey's weakness. Due to residual memories from a red dragon who lived within, the oozes had an unusual fascination with treasure, including money! Using some gold coins as bait, victory was assured but at the cost of one artificer in the group. To save his life, a local mycelian sacrificed themselves to have him reborn in a new spore-filled body.
The party after a successful hunt took their reward and returned to the tavern for rest and a nice breakfast of a new recipe in the kitchen "goblin eggs". The guild mistress, impressed by their efforts, awarded them with her guide, a thick tome that contains all the anatomical charts of all known monsters for harvesting useful parts. Grateful, the party was ready to go off on their next adventure. After all, a hunter's job is never done!
"Reign of Iron"
Just a swig of an iron miner's mule away, the village of Rodelv fell into trouble with a local magnetite dragon. The beast, named Lorhaem, ruled the mountain of Haemspire with a literal will of iron. That was until the day a mountain dragon, Volrak, invaded and fought Lorhaem in mortal combat. It was said that the mountain flashed with fire and rained swords as the two serpents battled. In the end, Volrak retreated with massive stab wounds, and Lorhaem retreated into the remains of her lair. For years, Haemspire remained silent and abandoned.
That was until years later when sightings of a dragon flying over the village were reported. However, something was wrong. The beast snatched away all the steel and iron from the town. Chief Jorman sent one of his thanes, Hjelma, to the hunters to post a wanted notice. Our heroes, seeking another challenge, took the job and met with Hjelma and the chief to learn about the magnetic reptile. To aid them on their quest, they received a piece of the dragon's horn, which served as a compass to guide them up the mountain slopes.
It was still no easy task. Volrak cultists were spying on the mountain to plan another attack, and rumors of a legion of kobolds spread. These cultists were encountered by our heroes but were convinced by the bard to form a temporary alliance with them to help fight Lorhaem. This alliance ended with the cultists being killed by swarms of diseased birds and traps at the entrance to the dragon's lair.
Within the dragon's lair, an abandoned monastery, the hunters faced the dragon's ability to manipulate all manner of ferrous metals in the form of flying weapons and animated armor from the former residents. If that wasn't bad enough, they had to deal with metallic rocks erupting from the ground and antimagic fields! Despite this, their teamwork allowed them to survive the fight and confront the lair's mistress. However, it wasn't Lorhaem.
Lorhaem lay dead at the peak. Her bones had been picked clean by scavengers long ago. Floating above her was a smaller dragon, her wyrmling and the true owner of the horn. They discovered that the infant was scared and couldn't control her magnetic powers, so she accidentally took the village's metal, forming a crown that adorned her head. The party's artificer returned the horn and tried to mend the damages; however, his hand slipped, scaring the wyrmling further, and causing her to hide beside her mother's corpse.
Thanks to a spare croissant from the bard, the dragon was no longer afraid and followed them down to the mountain to tell the chief of their efforts. To cover the losses of the village's mining operations, some of the spoils from the dragon's hoard were donated to them. The chief still didn't want them to leave without something since they were leaving the money. So, he let them have a wolfskin cowl that would allow them to transform into winter wolves. The artificer, on the other hand, fell under a spell from the chief's ring and tried to convince him to give it up. The wizard, being crafty, used a gambling game of "gnomestones" to make him give it up. Unfortunately, for the artificer, the ring was cursed, bringing avarice along with its riches.
"Dread and Breakfast"
During their downtime, the party prepared for their next big hunt by completing side quests to earn extra rewards while the tavern's mechanic crafted new creations for them. One of these side quests involved tricking a ranger into believing the corvum bard's molting feathers were from rare harpy eagles, but they were paid all the same. Another reward came in the form of a robust essence from a magnetite dragon, provided by monks from the Order of Haem. They were grateful to the hunters for sparing the daughter of their guardian and wanted to help in return. With the essence added to their collection and a new suit of magnetic studded leather in the works, the hunters left for another world in the Tanglepines.
Beyond the portal and after sipping "Twisted Forest" cocktails, the hunters found themselves in a mutated forest of twisted conifers, frorpions, and owlboars. They had arrived to quickly cure a sick child and discovered a new parasite infecting the local endemic life.Their curiosity was short-lived when their wizard scrumped a potato and got arrested. The guild mistress, disappointed that one of her own would steal from a mostly isolated community, bailed him out but forced him to take a contract in return.
Rumors spoke of an unseen monster that was devouring travelers on the roads, known as "The Tanglepine Terror. " The contractor, the enigmatic "Dr. Stein," lived in the next outpost, prompting them to accept the job. Thus, they traveled there, unaware of what was watching them from the rocks and trees of this altered forest.