You knew it was bad when you awoke in a barricaded temple. You knew it was worse when you observed that the town around the temple was seemingly abandoned and showed signs of combat. You began to feel an icy chill as you realized that, not only are the people around you complete strangers, but you have no memory of who YOU are. The fact that the phrase "The Harvester comes by night!" is written on the wall in blood is just icing on the cake.
Another year has passed since you followed the Harvester's progeny through a gateway to the past and prevented it from changing the course of history. What you didn't quite count on, however, was the damage that the Harvester's meddling with time would cause. The Sages of the West may still be able to help you regain your memories, but only if you can manage to help them prevent the end of the world first!
Another year has passed since you followed the Harvester's progeny through a gateway to the past and prevented it from changing the course of history. What you didn't quite count on, however, was the damage that the Harvester's meddling with time would cause. The Sages of the West may still be able to help you regain your memories, but only if you can manage to help them prevent the end of the world first!
Almost a year ago, you survived the horror of the Harvester. While you are still suffering from memory loss, you have managed to arm and equip yourselves and begin your journey to consult with the sages of the West in hopes of regaining your identities. On your journey, however, you stumble on an all-but-abandoned town and lone mortally-wounded soldier. He lives long enough to speak only one word: "Harvester".
Your long range desert patrol has been sent on a secret mission to stop Mussolini's scientist from helping the Germans awaken an ancient evil from the lands called Cush. Will your patrol be in time?
The war has dragged on for decades, those that started it are all dead and still people fight and die in the vacuum of space. Now years after your capture a chance at freedom has come. Either through success or defeat you will have your freedom.
The Iron Alliance has hired you to help retrieve 8 Air Launched Cruise Missiles (ALCMS) each with a single 200-kiloton GB86 nuclear ghost rock warheads. The missiles were the payload of an old B1B bomber that went off course into the Black Hills and crashed. Set in DeadLands: Hell On Earth.
So, Baron Achille arrived home from his winter home to find that giant rats had taken over his manor east of Chantapho. He has hired you to clean out his home. Seems pretty simple, but, is it really that easy? Players aged 8 to 11 only. Adults may watch but cannot play
Monday August 28th 2005 17:00 hours New Orleans Louisiana. All right listen up - your Magical Response Team (MRT) has been called to New Orleans, because our worst fears have happened. A Voodoun priest has caused a level 5 magical event. Your job is to wait for the hurricane to pass, search for the voodoo practitioner, and exterminate with extreme prejudice. Good luck! And Good hunting!
The year is 1602 and hand-picked by Solomon Kane are a new group of "Wanderers". They have been chosen to investigate the rumors of strange deaths of villagers and mutilated livestock within a hamlet in Wallachia. Rumors abound about a mysterious sect of monks that are bringing back to the area, from Istanbul, the decapitated head of the region's former prince, Vlad Teppes. The prince is said to be cursed and destined to walk the earth again.