In the freezing winter of northern Germania, on the longest night of the year, the clear freezing skies are split with a light from heaven that descends into a forest to the north. The bishop has asked you to investigate, but the roads are snowed in, it is the coldest winter in memory and a terror lurks in the northern forest.
When a group of scientists goes missing in the Wilds, your team is hired to track them down and bring them back. Part 1 of the Storm Front saga, you do not have to play all parts. An AO:Evolutions campaign event, bring your own character or one can be provided.
When a group of scientists goes missing in the Wilds, your team is hired to track them down and bring them back. Part 1 of the Storm Front saga, you do not have to play all parts. An AO:Evolutions campaign event, bring your own character or one can be provided.
When a group of scientists goes missing in the Wilds, your team is hired to track them down and bring them back. Part 1 of the Storm Front saga, you do not have to play all parts. An AO:Evolutions campaign event, bring your own character or one can be provided.
When a group of scientists goes missing in the Wilds, your team is hired to track them down and bring them back. Part 1 of the Storm Front saga, you do not have to play all parts. An AO:Evolutions campaign event, bring your own character or one can be provided.
When a group of scientists goes missing in the Wilds, your team is hired to track them down and bring them back. Part 1 of the Storm Front saga, you do not have to play all parts. An AO:Evolutions campaign event, bring your own character or one can be provided.
An ancient relic of power and evil, the Witch Head has been hidden for centuries lest it fall into the wrong hands. Now it has been discovered by a party of outlaw adventurers, who threaten havoc unless the heir to the family charged with guarding the relic is delivered into their clutches. Can a hardy band of adventurers capture the Witch Head before the evildoers can deliver on their threats?
The residents of the harbor town of Cirrha, through which pilgrims pass on the way to Delphi, have been plagued by the sudden appearance of violent, undead creatures. The terrorized populace has issued a call for brave mercenaries to assist them in ridding the region of these ghouls. A fistful of dinars and eternal renown await those brave enough to answer the call.
One hundred years ago, a mad sorcerer called Khaldun ravaged the kingdom with pestilent magic after unearthing a tome bound in medusa flesh. Banished to the icy forests by the city's defenders, Khaldun perished - but not before erecting a crypt in which to lie until the time came to rise again and exact his revenge. That time has come. A 'classic' dungeon adventure filled with tricks, traps, puzzles, and fearsome undead.