Calpurnia's op to retrieve the Gemini Swords from the Drowned Canyon seemed simple enough. A snatch-and-grab affair, if ever there was one. But then the token of recall went awry and now you're lost.
Description:
Calpurnia's offer to teleport the party into one of the known locations within Arden Vul to seek out the Tomb of the Twins and recover the fabled Gemini Swords held the promise of substantial loot. It seemed like a low-risk operation with a made-to-order exit plan should things go badly. The teleport-in went off perfectly, and the Drowned Canyon was more impressive than you had imagined. As Calpurnia had warned, there were numerous submerged tombs in the flooded Canyon. Your party caught a break and as you found the Tomb of Phocius Tricotor quickly, locating the Tomb of the Twins became a simple matter of elimination. Conversely, the foul beast guarding the Tomb was bad ass! And then the token of recall went awry and sent you to an unknown location, tho perhaps still within Arden Vul. For PC levels 6-7.
Adventurers are bid through the Black Gate in pursuit of the crown of the fallen Horned King. In the icebound gloom of Thrice-Tenth Kingdom, they must pit their wits and brawn to survive and succeed.
Description:
Summoned by a coven of foul witches, the adventurers are bid through the Black Gate and across the multiverse, in pursuit of the crown of the fallen Horned King. There, in the icebound gloom of Thrice-Tenth Kingdom, they must pit their wits and brawn against his dread servants. His sullen citadel looms above the darksome woods and elfin ice caves, ruling over the mystic kingdom. Do you dare to ascend the throne of bones and declare yourself master of the Wild Hunt? Whatever your answer, the land beyond the Black Gate is sure to present a grim challenge for the even the hardiest of adventurers! A level 4 adventure.
Adventurers are bid through the Black Gate in pursuit of the crown of the fallen Horned King. In the icebound gloom of Thrice-Tenth Kingdom, they must pit their wits and brawn to survive and succeed.
Description:
Summoned by a coven of foul witches, the adventurers are bid through the Black Gate and across the multiverse, in pursuit of the crown of the fallen Horned King. There, in the icebound gloom of Thrice-Tenth Kingdom, they must pit their wits and brawn against his dread servants. His sullen citadel looms above the darksome woods and elfin ice caves, ruling over the mystic kingdom. Do you dare to ascend the throne of bones and declare yourself master of the Wild Hunt? Whatever your answer, the land beyond the Black Gate is sure to present a grim challenge for the even the hardiest of adventurers! A level 4 adventure.
Two years have passed since you escaped the terrible mines of the Cult of Chaos. Now, you must return, and destroy the cult once and for all! This is a level 2 adventure.
Description:
This is a sequel to Blood Diamonds of the Chaos Cult, but play in that scenarios is not a prerequisite. The players will need to be on their toes: the pace accelerates as time becomes part of the threat they face, along with more mundane foes like Slavers, Automata, and worse. As an added bonus, any player that survived the previous scenario will be allowed to bring one blood diamond relic they earned in the previous game, if any. All players will have superior equipment, as they have risen to the mighty ranks of level two adventurers!
When your tribe's prize possession - a functioning medibot - finally breaks down, your Seeker team is given a holy quest. Take the broken bot to the Monks of the Holy Order for repairs.
For more than a year, you have slaved in the diamond mines of the Chaos Cult, as they used the gems you find for their sorcerous rituals. Fight your way out of the diamond mine!
Description:
This zero-level funnel takes the players through a gauntlet of chambers touched by raw Chaos, and will pose horrible and unpredictable challenges to them. Although a chance for retribution against their captors will likely present itself, the terrifying power of Entropy will be their biggest foe. As a funnel, each player will have multiple (fragile) characters to play, and with each death, the bizarre magic of the Chaos Incursion will present unique effects. Many will perish, but the brave may survive, if they can master the strange power swirling within the disintegrating mine.
It's 1865 and the world is comin' to an end, or at least that's what you figured since the sun just went dark. You figure the next best plan is to kick yer heels up with a bottle of hooch in Arwich.
Description:
Lovecraftian Weird West, funnel-styled adventure that takes place during the beginning of the Seven Days of Night, a dark period of calamity that results in a supernatural tapestry blanketing the Earth and dimensionally-exiled Elder Gods awakening from a magical slumber, eager to escape their prison to exact revenge upon the descendants of those responsible for the treachery, mankind.
It's 1865 and the world is comin' to an end, or at least that's what you figured since the sun just went dark. You figure the next best plan is to kick yer heels up with a bottle of hooch in Arwich.
Description:
Lovecraftian Weird West, funnel-styled adventure that takes place during the beginning of the Seven Days of Night, a dark period of calamity that results in a supernatural tapestry blanketing the Earth and dimensionally-exiled Elder Gods awakening from a magical slumber, eager to escape their prison to exact revenge upon the descendants of those responsible for the treachery, mankind.
A simple milk run: go retrieve the special food that appears once a year and bring it back to the village. A unexpected disaster puts the party off course, and they must fight to complete their run.
A simple milk run: go retrieve the special food that appears once a year and bring it back to the village. A unexpected disaster puts the party off course, and they must fight to complete their run.