Scout Master Bree has been acting strange since you freed him from the “Under Where”. Are things back to normal or will more marauding monsters return to spoil Kokomo’s annual Halloween Festival
The Wilderness Kids are off to Roswell New Mexico to for a little star gazing, when a mysterious meteor shower sets off a string of events that could bring the end of the world as we know it.
The Wilderness Kids are off to Roswell New Mexico to for a little star gazing, when a mysterious meteor shower sets off a string of events that could bring the end of the world as we know it.
A camping trip goes awry, a Wilderness Guide missing, a storm approaches, & the only place to go is the spooky old house on the hill. A great game for parents to introduce their children to RPGs.
Description:
A camping trip goes awry, a Wilderness Guide missing, a storm approaches, & the only place to go is the spooky old house on the hill.
You're on the way back from Fall camporee when the car breaks down on a deserted road. Scout Master Bree hiked backed to the spooky old house up the road to ask for help. It's been hours since he left... it's getting dark... and a storm is coming... so you decide to go find him. A great game for parents to introduce their children to role playing
A camping trip goes awry, a Wilderness Guide missing, a storm approaches, & the only place to go is the spooky old house on the hill. A great game for parents to introduce their children to RPGs.
Description:
A camping trip goes awry, a Wilderness Guide missing, a storm approaches, & the only place to go is the spooky old house on the hill.
You're on the way back from Fall camporee when the car breaks down on a deserted road. Scout Master Bree hiked backed to the spooky old house up the road to ask for help. It's been hours since he left... it's getting dark... and a storm is coming... so you decide to go find him. A great game for parents to introduce their children to role playing
Your team has been tasked with thwarting the Vril Society an occult arm of the Thule Society from collecting artifacts that may strengthen the Thule Society.
Description:
It’s 1936 and you’re on loan from your Secret Society. Your team has been tasked with thwarting the Vril Society or The Luminous Lodge – an occult arm of the Thule Society. Your group has been tasked to prevent the Vril Society from collecting artifacts that may strengthen the Thule Society and the Nazi Party. If they get their hands on these artifacts and figure out how to use them, there could be world changing effects. Can you and your team stop them before time runs out?
Your team has been tasked with thwarting the Vril Society an occult arm of the Thule Society from collecting artifacts that may strengthen the Thule Society.
Description:
It’s 1936 and you’re on loan from your Secret Society. Your team has been tasked with thwarting the Vril Society or The Luminous Lodge – an occult arm of the Thule Society. Your group has been tasked to prevent the Vril Society from collecting artifacts that may strengthen the Thule Society and the Nazi Party. If they get their hands on these artifacts and figure out how to use them, there could be world changing effects. Can you and your team stop them before time runs out?
A 1950s scouting group's bus breaks down, the Scoutmaster disappears, and now some of the kids are starting to act strangely. Action and adventure for the whole family.
Description:
After a weeklong trip at camp in the 1950s, the Wilderness Kids (a teenage scouting group) are returning home to Kokomo, Indiana. When nearing the outskirts of town, the bus develops trouble and the Scoutmaster leaves to get help from recently passed a gas station (about a 10-minute walk). After a half hour has passed, and the Scoutmaster hasn’t returned and the Wilderness Kids are getting hungry and thirsty, and some of them are starting to act strangely.
A 1950s scouting group's bus breaks down, the Scoutmaster disappears, and now some of the kids are starting to act strangely. Action and adventure for the whole family.
Description:
After a weeklong trip at camp in the 1950s, the Wilderness Kids (a teenage scouting group) are returning home to Kokomo, Indiana. When nearing the outskirts of town, the bus develops trouble and the Scoutmaster leaves to get help from recently passed a gas station (about a 10-minute walk). After a half hour has passed, and the Scoutmaster hasn’t returned and the Wilderness Kids are getting hungry and thirsty, and some of them are starting to act strangely.