Near the United States' first tourist attraction is a powerful amulet being sought by agents of the Six Fingered Hand, as well as the Order of the Dragon. Can you recover it for the Fellowship before either of them get it? And, can you discover why they want it? A Premiere Fellowship of the White Star event set in 1905.
Near the United States' first tourist attraction is a powerful amulet being sought by agents of the Six Fingered Hand, as well as The Order of the Dragon. Can you recover it for the Fellowship before either of them get it? And, can you discover why they want it? A Premiere Fellowship of the White Star event taking place in 1905.
Near the United States' first tourist attraction is a powerful amulet being sought by agents of the Six Fingered Hand, as well as The Order of the Dragon. Can you recover it for the Fellowship before either of them get it? And, can you discover why they want it? A Premiere Fellowship of the White Star event taking place in 1905.
As adventurers misplaced in time and space, you must make world altering choices for civilizations you donât know. The voyage across the sea and a decision as to whether a god lives or dies will be your task in this 7th level adventure for mature players only. This is the last part of the second story arc of the Lost Religion Found Campaign. Playing in previous story arcs or sessions is not required.
As adventurers misplaced in time and space, you must make world altering choices for civilizations you donât know. The information gained from the people who can survive in this frozen wasteland in front of you will bring you to your first big decision. A 7th level adventure for mature players only. This is part of the second story arc of the Lost Religion Found Campaign. Playing in previous story arcs or sessions is not required.
As adventurers misplaced in time and space, you must make world altering choices for civilizations you donât know. The information gained from the people who can survive in this frozen wasteland in front of you will bring you to your first big decision. A 7th level adventure for mature players only. This is part of the second story arc of the Lost Religion Found Campaign. Playing in previous story arcs or sessions is not required.
When a group of M-Forcers get caught in some freaky glowy thing they end up in a world similar to but very different from their own. It's overrun by monsters, but everyone seems oblivious to the fact - kind of weird since you figure 1 in 5 people is some kind of vampire, fairy, or werewolf. Luckily these monsters are weak, stupid, and more concerned with Byzantine politics than survival. If you can stop giggling you'll have the place monster-free.
Itâs time to play the music, itâs time to light the lights, Itâs time to save the world! An alien menace threatens the Earth, and the only thing that can stop it is a frog, a bear, a pig and some other stuff. Can Kermit and the gang save the day? Game uses the Hero System but is "mechanics-light." No rules system knowledge needed but a great sense of humor necessary. Role playing stressed.