Fun
Only logged in members can reply and interact with the post.
Join SimilarWorlds for FREE »

SW D&D Game

Wanna play SW D&D? Wanna be a nerd? Here are the rules pick your Sex, Race, and Job class. This is called character creation. From here on I will be the dungeon master and give a story along with options of what you can do. We will see how long everyone survives. Maybe other SW members will intersect maybe they won't.

Sex:
Male/Female/Other


Race:
Human
Elf
Half-Elf
Dwarf
Halfling
Gnome
Half-Orc
Tiefling
Dragonborn


Job Class:
Knight – Proficient in fighting, armor, weapons, and combat tactics. Weakness: No healing or magic. Intelligence: Average to low. Speed: Average to low.

Mercenary – Proficient in stealth, quick attacks, traps, poisons, lockpicking, and using a wide variety of weapons. Weakness: Low armor and limited healing; struggles in prolonged direct fights. Intelligence: Average to high. Speed: High.

Pathfinder – Proficient in ranged weapons, tracking, survival, scouting, navigation, and fighting creatures in the wilderness. Weakness: Less effective in close combat and cannot use heavy armor. Intelligence: Average. Speed: High.

Combat Medic – Proficient in healing, medicine, survival, defensive fighting, and keeping themselves alive during long battles. Weakness: Lower damage and limited offensive abilities. Intelligence: High. Speed: Average.

Arcanist – Proficient in offensive magic, defensive magic, magical knowledge, elemental attacks, and supernatural abilities. Weakness: Physically weak, poor armor, and vulnerable when enemies get close. Intelligence: Very high. Speed: Average to low.

Wildcaller – Proficient in nature magic, shapeshifting, animal handling, tracking, and wilderness survival. Capable in both melee and ranged combat and can use healing and offensive magic. Weakness: Can only wear light armor, has limited weapon choices, and their spells are not as powerful as an Arcanist’s. Intelligence: Average to high. Speed: Average to high.


After you pick your Sex, Race, and Combat Class then pick your hair color and hair type, skin color, body build, eye color, favorite color and I will generate a character for you and give you a story to start off with.

Play at your own risk and I will respond when I can which might not always be instant.
Top | New | Old
Ooohhh, do me🙋‍♀, do me🙋‍♀, do me🙋‍♀....pleeeeeeze🙏

Defs an orc. Prolly a girl one🤗

And ummm 🤔🤔....ooh its tough,..
... do i wanna be a mad smash the crap outta stuff knight/mercinary or a sneaky arcanist? 🤷‍♀

*Looks around at team*🤨

Hmmm....me thinketh they need a smasher ☝

Make me a k-nig-t pleese🤗
(Can i have girly armour?😂)
@DeadOrbit i truly AM 😂

This has been a real hoot 🤪

Goodness she's gonna have one helluva headache when she wakes up 😏
@OogieBoogie

Six hours later, OogieBoogie opened her eyes feeling absolutely wonderful.

She stretched until her armor creaked, sat up in the little hidden hollow, and smiled at Cupcake. “Good mornin’, handsome. 🥰” As far as Oogie could remember, she had found some very pretty mushrooms. Everything after that was simply... missing. This did not trouble her nearly as much as it probably should have.

She crawled back through the hanging roots and stopped.

The caves looked like they had survived a war. Walls were blackened, timber supports had collapsed, weapons and supplies were scattered across the passages, and great dark stains covered the stone. Farther down, pieces of goblin were distributed across the cavern in ways that strongly suggested putting them back together was no longer an option. The place that had once been crawling with goblins was now eerily quiet.

Oogie stared.

Then she looked at Cupcake.


“Gosh. Somebody had a BUSY night.”

Cupcake climbed onto his usual place on her shoulder. Oogie hefted her poleaxe, perfectly refreshed and entirely unconcerned with the possibility that she might have had anything to do with the devastation around her. Whatever had happened here was somebody else’s mystery. She and Cupcake still had a mission.
“C’mon, Sir Cupcake. We got people to find.”

And together they headed deeper into the mountain.
@DeadOrbit Oogie starts to hum, (very out of tune), and is a tad disappointed she cant skip through the low hanging, rather snug cave tunnel. (Bit of a tight fit).
Its a shame really, as it truly does feel like a skipping type morning.
That is, if its morning ?🤔

Oogie makes an analytical decision and decides it HAS to be morning based entirely on the fact that she just woken up and waking upusually means its morning.

So she humms herself down deeper into the dark wondering if there are others who also know its morning....in the hope of a potential breakfast, perhaps a cup of tea 🤔🤗☕
Sex:
Female

Race:
Dragonborn

Job Class:
Wildcaller – Proficient in nature magic, shapeshifting, animal handling, tracking, and wilderness survival. Capable in both melee and ranged combat and can use healing and offensive magic. Weakness: Can only wear light armor, has limited weapon choices, and their spells are not as powerful as an Arcanist’s. Intelligence: Average to high. Speed: Average to high.

[image/video deleted]
@DeadOrbit Ooo darkness
@V00dooLovesTheMoon The darkness beneath the mountain seems to deepen the farther V00doo looks. Somewhere beyond the broken cage, three goblin voices still echo through the stone, unaware that their prisoner now stands armed and free. Beyond them lies the creature they call the Master, the walking dead, and perhaps other prisoners who were not fortunate enough to escape.

For the moment, V00doo has not been discovered. The tunnels are open before her, and whatever secrets this mountain keeps are waiting in the dark.


What does V00doo do?
@DeadOrbit Fights them all
Teirdalin · 31-35
Male, sun elf, Sorcerer.
Teirdalin · 31-35
@DeadOrbit I go ahead and hang out with the goblins and let them show me what they're working on.
@Teirdalin Teirdalin decides curiosity is worth tolerating the smell a little longer.

Teirdalin: “Fine. If your master’s magic is as impressive as you claim, show me what you’re working on.”

The goblins exchange looks.

Goblin 2: “See? Elf gets it.”
Goblin 1: “Could be trick.”
Goblin 3: “Everything elf says sounds like trick.”


Teirdalin: “Then keep your weapons pointed at me if it makes you feel clever.”

That apparently does.

Charisma: 19 + 2 = 21 — Success.

Goblin 1 reluctantly unlocks the cage himself, while the others crowd around Teirdalin with spears. They do not return his belongings, but they also make no attempt to bind his hands.

Goblin 1: “No funny magic.”
Goblin 2: “Unless Master says funny magic.”
Goblin 3: “Master got very funny magic.”


They lead Teirdalin deeper through the caves. He quietly memorizes every turn he can.
Intelligence: 15 + 3 = 18 — Success


He notices the prison area connects to a broader central passage, with several smaller tunnels branching away. One slopes upward and carries faint cooler air. Another descends deeper into the mountain. The goblins take him down.

The smell changes first.

Rot.

Then Teirdalin sees several goblin corpses laid across crude stone tables. Strange markings have been drawn around them in ash, blood, and something black and waxy. Against the far wall stand three goblins that should very clearly be dead.

None speak.
None breathe.

One slowly turns its head toward Teirdalin.
Goblin 3: “That’s Gritz.”
Goblin 2: “Was Gritz.”
Goblin 3: “Still hate when he does that.”

Teirdalin does not need much magical education to recognize that whatever is happening here is tied to death magic.

And somewhere deeper in these caves, someone is doing far more than simply raising dead goblins.


For now, the goblins seem satisfied that Teirdalin is cooperating. They are not locking him back in the cage or dragging him from place to place. A couple of them keep an eye on him, but otherwise he is being allowed to move around the nearby caves and observe what they are doing.

That gives Teirdalin a rare amount of freedom for a prisoner. He can explore, talk to the goblins, look for his belongings, search for other captives, inspect the strange magic being prepared, or test just how far the goblins are willing to let him wander before they stop him.

What does Teirdalin do?
Teirdalin · 31-35
@DeadOrbit "Are you trying to make Gritz into a zombie, I feel like there's easier methods than,.. whatever this is." he says while motioning to the rituals. "Can I have my things back by the way, I feel silly without my equipment."
WanderingHelplessly · 51-55, M
Sex: Male Job; Pathfinder

Race: Human
WanderingHelplessly · 51-55, M
@DeadOrbit I'll proceed cautiously. Setting any traps that will help me to detect an ambush. I take my time tracking, looking for a place to set up a safe spot. I feel I may need help, but I will try to get an idea of what I can accomplish alone.
@WanderingHelplessly WanderingHelplessly moves deeper with patience, never allowing the darkness to convince him that he is alone. Before committing to each new stretch of tunnel, he checks behind him and leaves subtle warning traps along the route. Nothing elaborate enough to announce his presence unless someone actually follows him. He wants to know if the cave closes behind him before the goblins know he was ever there.

His dire wolf moves a few paces ahead, nose close to the stone. Before long, the goblin tracks stop being the only story on the ground.

Human boots.

Several different sizes. Some walking, others stumbling. Scuffed heels cut through the dirt where someone had been dragged or shoved forward, and a frayed length of rope lies caught against a sharp piece of stone. Farther ahead he finds a small smear of dried blood and a torn scrap of cloth that certainly did not come from a goblin.

The missing people came through here.

More importantly, some of these tracks are recent.

WanderingHelplessly finds a recessed shelf of stone overlooking one of the branching passages and quietly establishes it as a fallback point. It is hidden from the main route, difficult to notice from below, and offers more than one way out. From there he can begin learning the rhythm of the cave rather than simply walking into it.
The goblins have numbers, but the caves give him something numbers cannot easily overcome: narrow passages.

Five enemies standing shoulder to shoulder in the forest are dangerous. Five enemies trying to push through a tunnel barely wide enough for two are something else entirely. A shock trap could turn a choke point into a killing ground. Poison could fill a confined passage. One explosive arrow placed correctly could strike an entire group, while ice could seal a route or make pursuit almost impossible. Acid in a cramped corridor would give anything behind the first goblin very little room to escape.

He does not need to fight the entire cave at once.

A lone guard disappearing into the darkness might not be noticed immediately. A goblin trailing behind a patrol could be pulled away silently. Small groups could be removed before anyone realizes their numbers are shrinking. And if he can reach the prisoners without raising an alarm, he may not have to clear this place alone at all. Some may be too injured or frightened to fight, but others might be willing to pick up a stolen blade, a bow, or even a rock if it means escaping.

His wolf pauses suddenly.
Ears forward.
Voices somewhere ahead.
Goblin voices.
And beneath them, faint enough that most people would miss it, something else.
A human cough.

WanderingHelplessly has found what he was looking for. Now the question is how much of this cave he intends to dismantle before the goblins realize there is a hunter inside it.

He could continue scouting and locate the prisoners before risking a fight, begin quietly removing isolated goblins to weaken the cave, start preparing the narrow passages with traps for a larger engagement, or attempt some combination of all three.


Whatever happens next, he still has the greatest advantage a Pathfinder could ask for.

They do not know he is here.
WanderingHelplessly · 51-55, M
@DeadOrbit I'll do a combo
Dungeon master/cat daddy
@V00dooLovesTheMoon You better create a character so I can have it ki... so I can give you a wonderfully crafted story 😌
🫪
Gender - Genderless
Race - Elf
Job-Arcanist, Wizard
Hair color - Iridescent silver
hair type-long natural wavy
skin color-indigo
body build- slender , graceful
eye color-purple with tapetum lucidum
Favorite color - green
@DeadOrbit

2. Examine the corrupted stone.

Greensnacks crouches in front of the stone, studying the warped patterns in its surface without touching it.

“Goblins can wait. If the magic down here is as badly disturbed as you say, I'd rather know what we're walking into than start swinging at the first thing that moves.”

She raises a hand and casts Mage Hand, carefully lifting a small loose fragment away from the corrupted stone. She turns it in the air, examining it from every angle, looking for traces of necromancy, familiar arcane markings, or anything that might explain how the faerzress has been altered. She draws on her Arcanist training to study the magic from a safe distance, watching for any reaction from the fragment.

Without looking at DeadOrbit, she adds, “And before you tell me to stand back, I'm already doing that. You're welcome.”

She finally glances at him, one eyebrow raised.

“Now, let's see if this thing has anything to teach us.”
@greensnacks Greensnacks holds the fragment suspended in the air with Mage Hand and lets her senses settle around it. At first, the magic feels merely wrong. Then the pattern opens beneath her scrutiny, and what she finds is far worse.

“Chaos,” she says quietly.

The faerzress inside the stone has not simply been weakened or poisoned. It has become unstable. Wild. The magical currents twist over one another in ways that should not be possible, building pressure and collapsing without warning. Greensnacks has seen spells fail before. She has even seen one blow back into the face of the person casting it. This feels like that moment stretched across an entire magical system.

She moves the fragment slightly farther away. “There is an enormous amount of power in this,” she says. “But almost no control.”

DeadOrbit watches without interrupting.

Greensnacks studies another pulse as it races through the stone and abruptly changes direction. “If this spreads far enough, casting a spell in an affected area could become a gamble. The spell might work. It might collapse. It might strike something else entirely.” Her expression hardens. “Or it might explode in the caster's hands.”

She finally looks toward DeadOrbit. “This is not dead magic. Dead magic would almost be preferable. This is magic that still works, except no one can be certain what it is going to do.”

Another surge flickers through the fragment. Mage Hand briefly shudders, and Greensnacks immediately drops the stone back onto the cloth.

“That was not me.”

DeadOrbit's hand settles instinctively against his shield.

Greensnacks stares at the fragment. “Every spell cast near enough corruption could become a ticking time bomb. The stronger the spell, the more power there is to lose control of.”

DeadOrbit looks toward the distant cave entrance. “And you were going down there alone.”

Greensnacks ignores that.

Her attention remains fixed on the stone. “If whatever is doing this reaches the Weave itself…” She hesitates. “This stops being an Underdark problem.”

Her eyes move toward the raven perched silently nearby.

“And what happens if it doesn't stop with Arcanists?”

DeadOrbit says nothing.

“Clerics. Druids. Paladins. Divine magic.” Greensnacks' voice becomes quieter as the thought takes shape. “What if eventually even the gods cannot reliably reach this world through it? A prayer answered with the wrong miracle. Healing that kills instead. Protection that turns against the person it was meant to save.”

DeadOrbit's expression beneath the hood changes.

Greensnacks looks back at the corrupted stone. “And if it becomes powerful enough to sever that connection entirely…”

For a moment, neither of them speaks.

“A world without the gods,” she says. “Not because they are dead. Because they can no longer reach us.”

DeadOrbit slowly closes his armored hand around the symbol of the Raven Queen hanging from his armor.

Greensnacks continues, “Magic would not disappear. That would almost be merciful. It would still be here—everywhere—but corrupted, unpredictable and growing more unstable. Kingdoms built around magic would collapse. Healers could no longer be trusted to heal. Wards protecting cities could fail without warning. Creatures held back by ancient spells could be released. Every magical object, every ritual, every spellcaster could
DeadOrbit watches the last unstable pulse fade from the stone and folds the cloth over it. “Enough. We know what it does. Now we find out who is doing it.”

Greensnacks rises and brushes the dirt from her hands. For once, she doesn't argue. The possibility of corrupted magic spreading beyond the Underdark has changed the situation considerably. DeadOrbit breaks camp quickly, extinguishing the lantern, securing his medical supplies beneath his cloak, and fastening the corrupted fragment inside a small metal container. His raven circles once above them before disappearing into the trees toward the caves.

They enter through the passage Greensnacks remembers. At first, little has changed. The narrow opening descends between old stone walls before widening into a natural tunnel where pale fungi once covered the ground like stars. Greensnacks remembers them glowing blue and violet the last time she passed through here.

Most of them are dead now.

The farther they descend, the quieter it becomes. DeadOrbit walks ahead with his shield raised while Greensnacks follows several steps behind, watching faint veins of faerzress shimmer through the stone. Occasionally one flashes the same sickly gray-black she saw in the fragment. Neither of them casts a spell. Not yet.

A flutter of wings comes from the darkness.

DeadOrbit's raven lands silently on the edge of his shield.

He stops immediately.

Greensnacks nearly walks into him. “What?”

DeadOrbit raises one finger.

Voices.

Goblins.

They move carefully toward a bend in the tunnel until dim torchlight appears farther ahead. DeadOrbit lowers himself behind a formation of stone and Greensnacks peers around the opposite side.

Six goblins are moving through the passage.

Four carry weapons. One carries a crude lantern hanging from a hooked pole. The sixth is helping drag something across the stone.

A person.

Human, perhaps. Male. Alive or dead, Greensnacks cannot tell from here. His wrists are bound, and every few feet the goblins stop to adjust their grip before continuing deeper into the tunnels.

Then one of them complains loudly in Goblin.

“Why carry this one? Kill him.”

The goblin with the lantern snaps back.

“Master wants living ones when we find them.”

Another goblin laughs.

“Dead works too.”

DeadOrbit's grip tightens around his hammer.

Greensnacks looks at him.

He says nothing, but she does not need him to.

They have found their first trail.

And it is moving deeper underground.

**What does Greensnacks do?**


1. **Ambush the goblins** — Let DeadOrbit take the front while Greensnacks attacks from behind him. Kill the patrol and rescue whoever they are dragging before the goblins can carry them farther underground.

2. **Follow them** — Stay hidden and allow the goblins to continue. The prisoner is in danger, but the patrol may lead Greensnacks and DeadOrbit directly toward whoever this “Master” is.

3. **Separate the patrol** — Use Greensnacks' magic and DeadOrbit's raven to create a distraction farther down another tunnel, drawing some of the goblins away before attacking the smaller group.
Jessmari · 46-50, T
Sex: Androgenous,
Race:Tiefling,
Job: Mercenary

Hair: Black
Skin: Red
Build: Slender, toned
Eyes: Amber
Favorite color: deep purple
@Jessmari Jessmari moves carefully through the enormous cave system, quietly building a rough understanding of its layout. Avoiding the goblins is almost effortless. The caves are dark, Jessmari knows how to disappear into places like this, and the goblins make enough noise for half the mountain. Their voices, footsteps, arguments, and careless movements usually announce them long before they could notice someone slipping through the shadows.

The deeper Jessmari goes, the clearer it becomes that this is far more than a simple goblin den. The tunnels seem to stretch through much of the mountain, branching into guard stations, storage areas, treasure rooms, prisoner chambers, and dangerous passages where one wrong step could mean a very long fall. There are signs that people have been captured here, but also evidence that some prisoners have escaped and fought their way deeper into the caves. A few goblins lie dead without the entire nest having been alerted. Whoever did that knew what they were doing.

More troubling are the passages leading farther below. Something about them feels wrong. Goblins are one thing, but there are signs of something else moving behind all of this, something connected to dark magic. One route in particular seems to descend far beyond the normal caves, toward the places Jessmari has only heard about in whispered stories: the Underdark. None of those stories ended pleasantly. Of course, most of them also involved enormous amounts of treasure.

For now, Jessmari remains unnoticed, watching the cave breathe around them. There are riches somewhere inside this mountain, but there are also other capable people moving through it. People clever enough to escape captivity, kill goblins, and avoid bringing the entire cave down on themselves.
That presents an interesting problem.

Jessmari came here to fill empty pockets and finally repay a debt. Whether those strangers become useful allies, convenient distractions, or simply people worth watching remains to be seen.



It doesn't look as if I will find anything of value unless I go further in, and that means dealing with something other than goblins...
Jessmari · 46-50, T
@DeadOrbit I'm going to make my way south east to the the captives and see how well it's guarded.

( I wasn't sure if i was to accept that I generally I had to go further in or pick a route from the map)
@Jessmari You can do whatever you want really I am making it up as I go.

Jessmari slips southeast through the tunnels toward the area marked for captives. The goblins remain painfully easy to hear. Their voices bounce through the stone long before their torchlight appears, giving Jessmari plenty of time to flatten into cracks, duck behind formations, or simply take another passage around them.

The prison area is more organized than most of the cave.

A narrow approach opens into a wider chamber with crude wooden cages built against the stone walls. Jessmari counts several prisoners, though darkness and iron bars make it difficult to tell exactly who or how many from this distance. Some lie motionless. Others whisper quietly whenever the goblins move away.

The guards are competent by goblin standards, but hardly disciplined. Two remain near the cages while another watches the main approach. A fourth seems to wander between the prison chamber and a nearby passage, apparently more interested in whatever is being eaten out of a wooden bowl than actually guarding anything. There are enough of them that attacking openly could create noise, but plenty of shadows, blind spots, and distractions for someone with Jessmari's particular talents.

More interestingly, one of the cages stands open.

Its lock isn't broken.

It has been picked.

There are faint traces of blood nearby and several goblin footprints chasing away from the prison area, followed by something much lighter.

Someone already escaped from here.

Jessmari settles into the darkness overlooking the chamber. Whoever these prisoners are, they may be useful. More importantly, somebody else moving through this mountain knows how to handle themselves.


What does Jessmari do?

1. Watch the guards — Learn their movements, rotations, and habits before deciding whether the prisoners are worth the trouble.
2. Get closer to the cages — Slip through the blind spots and quietly find out who has been captured without alerting the guards.
3. Follow the escape trail — Forget the prisoners for the moment. Whoever picked that lock might be far more useful than whoever is still inside.
SW-User
Female
Gnome
Wildcaller

I feel a short joke approaching ..
Also I'm a nerd
SW-User
@DeadOrbit hmmm...fight broke out

Also this is the coolest thing to have happened on sw . Ever ....thanks for doing this
@SW-User You are welcome! Also you have the freedom to pick what you want to do. just write in your wishes and I will provide you with the scenario and outcome of those decisions. I will also roll dice to see how the scenario plays out.
@SW-User

What does Chern0bylplaygr0unds do next?

1) Recover your lost gear — Try to work your way back toward the steep passage where you fell and search for the equipment scattered during the slide. It may be difficult to climb, but continuing deeper without everything you brought could be even worse.

2) Follow the goblins' trail — Use the map to head toward the storage area and guard post. There could be supplies, prisoners, more information about what the goblins are doing here, or more goblins who have no idea what happened to the four in the den.

3) Investigate the Master's mark — Follow the strange pressure deeper toward the old shrine marked “Belongs to the Master.” It is clearly the most dangerous choice, but it may also be the best chance to discover what is disturbing the Nether and why the goblins are behaving so strangely.

 
Post Comment