The Adventure of the Three Damosels of the Fountain
Summary:
Errant knights eagerly ride to Camelot for the Christmas Court when they are suddenly waylaid by a mysterious lady. She offers three strange challenges and promises glory!
Description:
It is the Age of Romance. Arthur's Kingdom has been at peace for many years and chivalry is in full flower. Errant knights eagerly ride to Camelot for the Christmas Court when they are suddenly waylaid by a mysterious lady. She offers three strange challenges and promises glory and rich rewards should the knights prevail. But who are these challenges really for? A new power, it seems, is on the rise. Pre-gens provided, table size 3-6 players. About four hours.
Your tribe needs representation during a ritual challenge. As your tribe's recent victory at Dangerford prepared you for this contest?
Description:
The watch-tower called Storm's Eye stands at the southern ranges of the Stael Hills, near the Boulder Ruins, and has long been contested over by the Colymar and Malani Tribes. You and your fellow adventurers must represent your tribe in a ritual challenge to determine who wins the right to this sacred stronghold! (3 to 6 players per table) Pre-gens provide. About four hours.
Your tribe needs representation during a ritual challenge. As your tribe's recent victory at Dangerford prepared you for this contest?
Description:
The watch-tower called Storm's Eye stands at the southern ranges of the Stael Hills, near the Boulder Ruins, and has long been contested over by the Colymar and Malani Tribes. You and your fellow adventurers must represent your tribe in a ritual challenge to determine who wins the right to this sacred stronghold! (3 to 6 players per table) Pre-gens provide. About four hours.
Directed to the oasis of Days Rest, the band must find what happened to a missing merchant.
Description:
The shaman of your adventuring group has had a prophetic dream predicting trouble for his kin in the oasis of Day's Rest. If these visions are true, then murder and abduction must be foiled in this den of slave-traders and wild nomads. Vishi Dunn's companions join him in a mission into the lands of Prax in order to investigate. 3-6 players, pre-gens provided. Approximately 4 hours long.
Your daughter is missing, long enough that the town is mostly giving up looking. This is the last chance to track clues while anyone is willing to help.
Description:
The daughter of two Scottish parents refuse to give up searching for their daughter, even as the village search party abandons their efforts after days of hunting. Can they and their few companions trace what happened? Max six players per table, pre-gens provided. Approximately four hours. Content Warning: Child Endangerment trigger issue for some.
The Lunar Empire seeks to plunder the draconic secrets of Wyrmghost Ruins. Minaryth the Purple wants you to acquire the secrets first!
Description:
The Lunar Empire seeks magical secrets that could further its conquests in the Holy Country and beyond. Minaryth Purple wants you to acquire the secrets first - he has own plans to use draconic powers in the struggle to liberate Sartar. The ruins are cursed, and haunted. The local clans too frightened to go there. Can you survive to plunder the secrets of the EWF? Pre-gens provided, table size 3-6 players. About four hours.
Arctic exploring airships! Deadly rivals! Count von Zeppelin! Monsters! All under the scintillating lights of the Aurora Borealis. Uses the rules for Pulp Cthulhu.
Description:
Three years after the first successful crossing of the arctic by the airship Norge, Baron Alexander Tudsco, promises fame, fortune, and scientific advancement, to those that will join his international team of aviators, explorers, and scientists as he tries to duplicate this effort. But competitors, such as the famed Count Ferdinand von Zeppelin, plan their own polar expeditions. And who knows what fearsome dangers await your intrepid crew? Uses the Pulp Cthulhu rules variants (Pulp Cthulhu book not needed). Pre-gens provided, table size 3-6 players. About four hours.
Abandoned by deserting carnies, your fellow circus performers stand at graveside. The death of the lion tamer is but one of the many blows recently suffered. But is it all bad luck?
Description:
Abandoned by deserting carnies and performers, the few remaining members of the Great Romano Brother's Circus stand at graveside. The death of the lion tamer is but one of the many blows of fate laid on the shoulders of the investigators. But is it all bad luck and misfortune? Or is something to blame? Pre-gens provided.
An Old West judge tasks you with investigating an outlaws crimes before his trial. He says he's innocent, the townspeople say he's guilty of all sorts of crimes. Someone's lying.
Description:
A judge and his retinue of lawyers and assistants (the PCs) arrive in town to investigate and try a criminal. A gang leader who, strangely turned himself in and claimed to have done none of the misdeeds he is accused of. What's the real truth? The jury will decide. Pre-gens provided, Call of Cthulhu in the Old West (Down Darker Trails setting-book not needed).
An Old West judge tasks you with investigating an outlaws crimes before his trial. He says he's innocent, the townspeople say he's guilty of all sorts of crimes. Someone's lying.
Description:
A judge and his retinue of lawyers and assistants (the PCs) arrive in town to investigate and try a criminal. A gang leader who, strangely turned himself in and claimed to have done none of the misdeeds he is accused of. What's the real truth? The jury will decide. Pre-gens provided, Call of Cthulhu in the Old West (Down Darker Trails setting-book not needed).