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With a wide variety of Role Playing Games at our disposal, we want to make sure the community can stay engaged with stories that interest them. From Sci-Fi to Steampunk, Horror to Historical, we strive to provide opportunities for everyone to be the character they want to be.
Convergence: A D&D 5E Continuous Campaign
Convergence

A Sandbox Style D&D 5E Campaign of epic proportions. Being run by multiple DM's over separate sessions happening each week, Convergence is a sprawling tale of adventure, danger, and most importantly, LOOT!
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Sessions of D&D that are part of the Convergence campaign will be tagged in their description as such.
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Convergence sessions are open to players of any level that qualify for that session. Table limits and session choices are made by the DMs running those lands.
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There is a $5 table fee for all participants.
Grimmheimr

Part of the Convergence Campaign.
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A new portal has appeared along the northeastern caldera rim. An unstable thing, flickering with wild energies. A constant, cold wind blows through it and snow builds up around its footing. Bick Flukeboots, the once charismatic gnome tinkerer has taken on a sullen demeanor. Now contracted through the In Good Company and unable to return to his home plane, he begrudgingly is assembling adventuring parties to go through the portal into the unknown and scout for resources, supplies and wealth.
A returning party has started to speak about their experiences but surely the stories can't be true, can they? Can the Gods just quit? Where does that leave the people of the land? More importantly, what happens when higher beings stop answering and the world is left to it's own devices? Somewhere, in a dark corner, something is stirring.
Who will answer when the Gods don't?
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6 Player Table Limits
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$5 Table Fee
Dim Star

Part of the Convergence Campaign.
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Long after the light of the world has faded, the stars have turned right, and the depths of hell turned out, the world still turns.
In the aftermath of a magical apocalypse, the world lays strewn with secrets and artifacts ripe for the taking, if you have the skill and instincts to navigate and survive.
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8 Player Table Limits
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$5 Table Fee
Rekhut

Part of the Convergence Campaign.
There exists a utopia that thrives underneath the light of a sentient Sun. A region bordering a great desert that changed forever when its God transformed into a literal sun disk. Its skies never darken, its people are rumored to never sleep, and its crops never wither. It’s said that this land is so abundant with divine energy that Gods are born there every year. In the heart of this fertile plane lies a land known only to its people as…Rekhut.
Rekhut is a lush paradise founded on the Iteru, a massive river said to have been blessed by the god Hathor herself. Adjacent to a massive desert kingdom, it is a region full of wandering giants and mythological beasts. Full of immaculate monuments as large as mountains and kingdoms ruled by Pharaohs as old as the Gods they worship.
Cursed these Pharaohs are. After the collapse of the Old Kingdom, the palaces of queens and kings became their everlasting tombs and out of them came the Pharaohs, immortal and merciless. Their armies now maintain order in the land and march endlessly between cities.
Yet there is also beauty in the landscape. Behold, the wonders of Rekhut: the hanging Gardens. The Great Burning Library of the Ifriti. The Living Sphinxes. The Fighting Pits of the Sandsworn. Tombs and mausoleums too great to count. And to the east are the Pyramids of RA and the fabled city of Araste in a land said to be ruled by Dragons.
What secrets protect this seeming utopia? What mysteries may be floating down river on the Iteru? What is behind the abundance of divine energy and if Gods can be born in Rekhut, what is to stop an adventurer from becoming one too?
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6 Player Table Limits
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$5 Table Fee
Kravoa

Part of the Convergence Campaign.
The continent of Kravoa is small compared to the neighboring Veavrish. Legends tell of the night fire fell from the sky and the earth belched smoke and ash. Then a crack resounded across the plains as the once great land of Agetea split in two. The seas rushed in from the north and south, first steaming, then boiling as they met the magma beneath. Cities fell, people fled and nature reclaimed the small landmass. Slowly the people returned. First to explore, then to settle and now to thrive. The area is harsh and unforgiving but the Kravoans are a hardy and resilient mix of most of the known peoples. Travelers claim to have seen terrible beasts of legend and rumors suggest that an ancient evil is beginning to awake. The Council of the Wise is in search of brave souls willing to endure danger and hardship to discover the truth behind these disturbing accounts.
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6 Player Table Limits
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$5 Table Fee
Cavallo

Part of the Convergence Campaign.
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In the rolling plains and rocky canyons of western Cavallo, clans of bandits and outlaws engage in a seemingly endless tug-of-war with the sheriffs and lawmen. But each group knows that the other isn’t the real threat… it’s the darkness that lies under the surface in wait that could end Cavallo forever. Dragons roam the skies and dangerous aberrations make their dens in the caves and canyons, threatening the entire region.
Meanwhile, the technological advancements in the cities to the east push further and further west, threatening to leave the outlaw way of life in the dust. Railroad barons build arcane trains and weaponry to protect their investments, and its getting harder and harder for the people of western Cavallo to claim their territory.
Will you help bring order to the lawless west, or will you embrace the outlaw lifestyle? The choice is yours to make… if you survive to make it.
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6 Player Table Limits
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$5 Table Fee
Madeira

Part of the Convergence Campaign
This mysterious portal leads into an ancient citadel that opens up into a Larger-Than-Life forest of incredible trees and danger.
What could be hidden in this ancient arboreal landscape.
What lost civilizations, ancient dangers, and incredible discoveries await you in Madeira.
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8 Player Table Limits
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$5 Table Fee
Lychia

Part of the Convergence Campaign
Half-way up the inner side of the caldera rests a small, non-descript cave. If one were to wander inside, they would find a strange portal that doesn’t seem to have a consistent shape. It appeared to fluctuate and flare with magic. What could be seen beyond showed a world of darkness, decay and death.
A young woman stands before it, watching with an insistence that leans toward obsession. Papers are scattered around her, notes of what she has seen through the portal. Sketches of withered faces and monstrous creatures are scattered over the pages along with landscapes lain barren. The once remains of a forest, the husk of a draining sea, a city fallen to ruin with nothing but corpses amongst the streets. It was as if the world itself was dying. There were probably a few months worth of sketches and notes as if written by a mad-man.
“The other portals have all opened,” she mutters to herself, gaze flicking up once more. “This one has not. What happened to this land? Why is there even a portal to a dying world? What benefit is there?” She shook her head, making one more note before tossing it aside for another piece of paper.
As she did the fluctuating barrier started to snap and crackle. The edges twisted before a strange white light shot out almost blinding her. Upon adjusting her eyes to the bright light, the woman now stood in front of a glowing white oval portal more stable than she had ever seen it. Within, for a brief moment, she swore she saw an unearthly gorgeous woman before the vision faded. Before her, an aerial view showed a beautiful island nation of lush forest and gentle lapping coastline. The image flitted to another of a harbor city in the midst of repair, than another of a forest of trees that seemed to twitch and move in a way that couldn’t have been the wind, than another of a lighthouse set on the edge of a deteriorating cliff-face, the light still rotating above even with the apparent age.
[4:02 PM]
A beautiful city appeared, vast in all aspects of life and construction, spanning miles all around, surrounded by three curved spikes that seemed to radiate magic and, in that image, a creature appeared, a flame-haired woman with wings. Below her, only a bit off was a creature made of flesh that floated as if beside her. The flesh is chained together and the creature is covered in orifices that ooze bile and blood. The two seem to be conversing before their attention snaps to the portal. They seemed to peer through the portal, as if aware of it’s existence as the fleshy creatures started to smile with all its mouth like orifices, staining the ground below with it’s wretched bile. The winged creature shot forward, her claws reaching for the portal, inches from the woman’s face before the portal shifted one more time to what appeared to be the inside of a tree and there, it stayed, as if waiting.
The woman snapped to her feet, quickly jotting down every image she had seen, every thought that came to mind before racing out of the cave and toward the city. Whatever had happened, she NEEDED to find out. With the portal now stable, it was time to find adventurers willing to dive inside. She was excited. How did that island appear? Was the rest of the land still in ruin? How was it that this country still seemed to hold so much life when the rest of that world did not?
She was going to find out those answers, and she was going to use adventurers to do it. After all, with that many ruined cities, there was bound to be treasure galore and what adventurer didn’t love the appeal of treasure?
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8 Player Table Limits
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$5 Table Fee
SS Intrepid

Part of the Convergence Campaign
Down a hidden tunnel on the edge of the Aetherloom lies a nearly forgotten portal. None but the researcher who first found it and a handful of adventurers she has entrusted with the secret know of its existence. When activated, it leads to another reality, one in which the reaches of the Astral Sea and Wildspace are plied by ships specially constructed to traverse these places. Unknown wonders and terrors alike await those brave enough to leave the relative security of large celestial bodies behind to reach for all that lies beyond in the vast void of endless starry night…
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8 Player Table Limits
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$5 Table Fee
Gisylra

Part of the Convergence Campaign
From the roiling volcanoes of Ferrodeth, to the sprawling mountains of Aerastorm and the untamed wilds of Laukinis, Gisylra is a vast land filled with culture and mystery. With bustling cities, major port towns, lonely hamlets, and all the wilds in between, there is no lack of places to explore. A portal has long existed within the quiet corner of Winterwood, close to the town of Hillcrest Meadow. Most assumed it to be dormant - decades had gone past without much of a disturbance, until one fateful day when researchers from the Senescent Institute appeared at the portal and paid a visit to the mayor’s house. So far, most of Gisylra has maintained a cordial relationship with these researchers and those on the other side of the portal.
Whispers of evil have been traveling through the land as of late. While the most ignorant are quick to pin it as heresy, some have been questioning the intentions of the Keepers, the individuals who tend to the temples of the great deities of old. Despite keeping mostly to the most secluded temples, deep in the woods and far in the mountains, there are those that wonder if even the devout within the bustling citadels will one day become corrupt. For now, at worst, it remains a lingering thought on the minds of perhaps the most wary.
In the meantime, Cypress Greenhand, liaison from the Greenhand family, has ventured through the portal to spend time within the research institute, providing valuable insight into the way of living, local natural resources, and breakthroughs in magic. He has also been encouraging adventurers to explore Gisylra - his father, Wilyas, would be more than happy to receive them and provide insight into possible lucrative opportunities for those looking.
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8 Player Table Limits
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$5 Table Fee