Find your next tabletop adventure with experienced Game Masters.
11 games found

Adventure in a world where every decision matters. In Rolemaster Unified, heroes rise through skill, grit, and hard-earned experience rather than simple levels. Characters develop through detailed talents, training, and professions, allowing warriors, mages, rogues, and scholars to grow in unique and highly customizable ways. Combat in Rolemaster is legendary for its intensity and unpredictability. A single strike can turn the tide of battle, with brutal critical hits that create dramatic moments—shattered shields, severed limbs, or a perfectly placed blow that ends a fight instantly. Victory requires tactics, awareness, and sometimes a bit of luck. Magic is equally powerful and dangerous. Spellcasters study vast spell lists, mastering disciplines that shape the elements, command the mind, or alter the forces of life itself. But great power demands preparation and knowledge. The system is designed for deep storytelling and immersive worlds where exploration, diplomacy, and clever thinking matter just as much as combat. Heroes must navigate dangerous wilderness, ancient ruins, political intrigue, and enemies far more powerful than themselves. Rolemaster is often called one of the most detailed fantasy RPG systems ever created. It rewards creativity, careful planning, and bold action. In this world, survival is never guaranteed. But for those willing to take the risk, the stories that emerge can become legends.

You were never meant to exist. In Promethean: The Created, you play one of the Created—an artificial being stitched together from corpses, alchemical experiments, strange materials, or forgotten science. Somehow, against all natural law, you awakened with a spark of life. But the world rejects you. Wherever you go, people grow uneasy. Machines malfunction. Communities slowly turn hostile. This supernatural curse, known as Disquiet, ensures that no place will ever truly accept you for long. Even if you mean well, your presence eventually brings fear, anger, and violence. Yet the Created share a dream. Prometheans believe that through struggle, growth, and self-understanding they can complete the Pilgrimage—a difficult path meant to transform them into real human beings. Along the way they learn painful lessons about hope, suffering, love, and what it truly means to be alive. Guided by strange alchemical principles and ancient philosophical paths called Refinements, Prometheans wander from place to place searching for meaning while avoiding those who would destroy them. Because the truth is both cruel and beautiful: You are a monster created by unnatural forces. But through your journey, you might become something more. You might become human.

The night belongs to monsters. In Vampire: The Requiem, you play one of the Kindred—a vampire cursed with immortality, hunger, and the slow erosion of your humanity. By day you hide from the burning sun. By night you move through the shadows of the city, feeding carefully so the mortal world never discovers what lurks beside it. But surviving the night is only the beginning. Vampires are not united. The undead are divided into rival covenants, each offering its own answer to what vampiric existence means. The aristocratic Invictus rule through tradition and power. The Carthian Movement experiment with new political systems among the undead. The Lancea et Sanctum believe vampirism is a divine curse meant to test humanity. Others pursue darker paths. Cities become battlegrounds for influence, territory, and blood. Alliances shift constantly. Betrayal is common. Every vampire struggles to balance ambition with the constant pull of the Beast—the predatory hunger that threatens to strip away what remains of their soul. Because immortality has a cost. Every night forces a choice: cling to your fading humanity, or surrender to the monster within. And in the endless night, the line between the two grows thinner with every drop of blood.

The world you know is only a shadow of the truth. Behind everyday reality lies a deeper, hidden cosmos shaped by symbols, ideas, and the power of human will. Most people sleep through life unaware of it—but some awaken. When that happens, they become mages. In Mage: The Awakening, characters experience a moment of revelation called an Awakening. In that instant they glimpse the Supernal World, a realm of pure truth beyond the broken reality humanity lives in. With that knowledge comes power—the ability to bend time, alter fate, command spirits, reshape matter, or even defy death. But power comes with consequences. Reality resists those who try to change it. When magic is used recklessly, the universe pushes back with dangerous paradoxes. Meanwhile, other mages compete for knowledge, influence, and control over hidden mysteries. Most awakened mages belong to the Pentacle, a loose alliance of magical orders dedicated to exploring the truth behind the world and protecting humanity from darker forces. Opposing them are the Seers of the Throne, servants of ancient tyrants who seek to keep humanity trapped in ignorance. Across secret sanctums, haunted cities, and strange otherworlds, mages search for lost knowledge, powerful artifacts, and fragments of the ultimate mystery: how to repair reality itself. Because the Awakened know something terrifying. The world is broken. And only those who see the truth have the power to change it.The world you know is only a shadow of the truth. Behind everyday reality lies a deeper, hidden cosmos shaped by symbols, ideas, and the power of human will. Most people sleep through life unaware of it—but some awaken. When that happens, they become mages. In Mage: The Awakening, characters experience a moment of revelation called an Awakening. In that instant they glimpse the Supernal World, a realm of pure truth beyond the broken reality humanity lives in. With that knowledge comes power—the ability to bend time, alter fate, command spirits, reshape matter, or even defy death. But power comes with consequences. Reality resists those who try to change it. When magic is used recklessly, the universe pushes back with dangerous paradoxes. Meanwhile, other mages compete for knowledge, influence, and control over hidden mysteries. Most awakened mages belong to the Pentacle, a loose alliance of magical orders dedicated to exploring the truth behind the world and protecting humanity from darker forces. Opposing them are the Seers of the Throne, servants of ancient tyrants who seek to keep humanity trapped in ignorance. Across secret sanctums, haunted cities, and strange otherworlds, mages search for lost knowledge, powerful artifacts, and fragments of the ultimate mystery: how to repair reality itself. Because the Awakened know something terrifying. The world is broken. And only those who see the truth have the power to change it.

War has returned to the world of Krynn. Armies march across the land, villages burn, and terrifying new forces have appeared on the battlefield—dragon-riding soldiers serving the ruthless Dragon Army. Whispers spread that the dark goddess Takhisis, the Queen of Dragons, is moving once more to conquer the world. In the northern land of Solamnia, the war has only just begun. Refugees flee the advancing armies, cities prepare their defenses, and desperate leaders search for heroes willing to stand against the coming storm. You are among those drawn into the conflict. What begins as a local crisis quickly grows into something far larger. As the Dragon Army advances, you’ll fight in desperate battles, uncover secret plans behind enemy lines, and witness the opening moves of a war that could reshape the fate of Krynn. Dragons fill the skies. Ancient powers stir. The forces of darkness believe victory is inevitable. Your story unfolds during the opening chapters of the legendary War of the Lance, in the adventure Dragonlance: Shadow of the Dragon Queen. In a world at war, heroes are not born in peace. They are forged in battle.

Across the Sword Coast, strange rumors are spreading. Villages are attacked in the night. Treasure is being stolen and moved in secret caravans. Cultists wearing the symbol of dragons gather in growing numbers. Something dangerous is rising. The mysterious Cult of the Dragon is carrying out a massive plan—one that spans kingdoms and threatens the entire region. Their goal is nothing less than the return of Tiamat, the five-headed dragon goddess of destruction. If they succeed, the world will burn. Your journey begins with a desperate defense against a dragon-led assault, but quickly becomes a continent-spanning mission. You will track cultists across wild frontiers, infiltrate enemy strongholds, uncover ancient secrets, and forge alliances with powerful factions who realize the danger is real. The road will lead from burning towns to hidden fortresses, from political councils to ancient dragon lairs. Along the way you’ll face assassins, dragons, dark magic, and enemies working from the shadows. All of it leads toward a single terrifying possibility: the summoning of Tiamat into the world. This epic struggle is known as Tyranny of Dragons. If the cult succeeds, dragons will rule the skies. And the age of mortals may finally come to an end.

In the great city of Waterdeep, power, wealth, and danger move through the streets as freely as the crowds. Beneath the glittering towers and busy markets lies a city of secrets—rival guilds, hidden factions, and criminal empires all fighting for influence. Recently, one secret has surfaced that could change everything. Hundreds of thousands of gold dragons—Waterdeep’s prized coins—have been stolen and hidden somewhere within the city. Now the race is on to find them. Your adventure begins with a simple job, but it quickly pulls you into a tangled web of conspiracies, thieves, nobles, and powerful villains who will stop at nothing to claim the treasure for themselves. As you explore taverns, back alleys, noble estates, and underground hideouts, you’ll discover that Waterdeep is a city where alliances shift quickly and trust is hard to find. Some seek the treasure for power. Others for revenge. And some simply want to survive the chaos. At the center of it all lies the mystery known as Waterdeep: Dragon Heist. In this story, the greatest weapon isn’t brute strength—it’s cleverness, connections, and knowing when to strike. Because in Waterdeep, fortunes can be made overnight. If you live long enough to claim them.

A death curse is spreading across the world. Those who were once restored to life are beginning to waste away, their bodies slowly withering as if time itself is devouring them. Resurrection magic fails. The dying cannot be saved. Priests and scholars whisper that something ancient and terrible is draining the power of life itself. All signs point to a distant jungle peninsula known as Chult—a land of steaming rainforests, lost cities, dinosaurs, and ruins swallowed by time. Somewhere deep within that jungle lies the source of the curse. Your journey will take you through forgotten temples, across dangerous rivers, and into ancient tombs filled with deadly traps and horrors left behind by a long-dead civilization. The deeper you travel, the clearer the truth becomes: this is not a natural disaster. It is a design. Behind it all is the legendary lich Acererak, a master of cruel puzzles and lethal dungeons who delights in watching adventurers fail. The only hope of ending the curse lies within a nightmare of traps, riddles, and impossible dangers known as the Tomb of Annihilation. Many will enter. Few will survive. And Acererak is waiting.

The road twists through cold mountain passes until the fog rolls in—thick, choking, and unnatural. When it clears, the world you knew is gone. Before you lies a grim valley of shadowed forests, dying villages, and silent roads where few dare travel after sunset. You have entered Barovia. The people here speak in hushed voices and keep their windows barred at night. Wolves howl from the forests, strange lights flicker in abandoned ruins, and travelers vanish without explanation. Every story, every rumor, leads back to the same name spoken with fear. Strahd von Zarovich. From the towering heights of Castle Ravenloft, the ancient vampire lord rules the valley with cruel patience. He has watched generations rise and fall beneath his shadow, and those who dare oppose him rarely survive long enough to be remembered. Yet something has changed. Fate—or perhaps Strahd’s own amusement—has drawn you into this cursed land. Barovia is filled with haunted ruins, forgotten relics, desperate allies, and horrors lurking in the night. Somewhere within these shadows lies the chance to confront the master of the castle himself. But Ravenloft is a place where heroes become legends… or the next ghosts haunting its halls. And Strahd is already watching.

A thick, unnatural fog rolls across the road. The world behind you disappears. When the mist finally clears, you find yourselves in a land that feels wrong—silent forests, crumbling villages, and a sky that rarely sees the sun. Welcome to Barovia. The people here live in fear. Doors are locked before nightfall, prayers are whispered to distant gods, and everyone knows the same terrible truth: no one escapes Barovia. The land itself seems trapped, sealed away by supernatural mists. Ruling over it all is Strahd von Zarovich, the ancient lord of Castle Ravenloft. He is more than a tyrant—he is the land’s master, its curse, and its eternal watcher. From the shadow of his towering castle, Strahd studies every new arrival… including you. Some believe Strahd cannot be defeated. Others whisper that heroes from beyond the mists might break the curse. But Barovia is a place where hope dies slowly, and the vampire lord enjoys his games. You are trapped in Strahd’s domain now. The only question that remains is this: Will you become another lost soul wandering the mist… —or the ones who finally challenge the Devil of Barovia?

The year is 1197 AD and you are in the city of Constantinople. Newly created, yet fast to learn this new world of Byzantine tricks and intrigues that the city has to offer.