It's late spring 1983. Delta Flight, Canada's most junior super-team has been tasked with making a return trip to the great northwest to help with yet another problem. Role playing stressed.
Description:
It's late spring of 1983. Delta Flight, Canada's most junior super-team has been asked to return to the great northwest to answer a call for help from the princess of the north woods. It seems there is trouble again at that mine. It's action, adventure, mystery and maybe a little romance on the fringes of the Marvel Universe. Role playing stressed over game mechanics.
It's late spring 1983. Delta Flight, Canada's most junior super-team has been tasked with making a return trip to the great northwest to help with yet another problem. Role playing stressed.
Description:
It's late spring of 1983. Delta Flight, Canada's most junior super-team has been asked to return to the great northwest to answer a call for help from the princess of the north woods. It seems there is trouble again at that mine. It's action, adventure, mystery and maybe a little romance on the fringes of the Marvel Universe. Role playing stressed over game mechanics.
It's late spring 1983. Delta Flight, Canada's most junior super-team has been tasked with making a return trip to the great northwest to help with yet another problem. Role playing stressed.
Description:
It's late spring of 1983. Delta Flight, Canada's most junior super-team has been asked to return to the great northwest to answer a call for help from the princess of the north woods. It seems there is trouble again at that mine. It's action, adventure, mystery and maybe a little romance on the fringes of the Marvel Universe. Role playing stressed over game mechanics.
The Underhive of Necromunda is an unending struggle for survival. Stealth, guile, & a quick trigger finger give you the edge over the other gangers fighting for the Underhive's meager resources.
The Underhive of Necromunda is an unending struggle for survival. Stealth, guile, & a quick trigger finger give you the edge over the other gangers fighting for the Underhive's meager resources.
The Minion War is in full swing! Fort Apache is fending off the demonic hordes pouring out of Four Corners. The nation is in desperate need of more war materiel in order to break the stalemate.
Description:
The Minion War is in full swing! In the New West, Fort Apache leads the campaign to drive back the demons out of the Four Corners region. The nation needs more supplies to break the stalemate. The Cyberworks Training Facility at White Sands Missile Range may house a treasure trove of technology and material critical to the fight. Prior to the Cataclysm, the Cyberworks Aerospace Corporation built an facility to train colonists to inhabit moons and planets throughout the solar system. Rumor has it that is also a proving ground for the latest tech. The players are hired to inspect the site and report back. Unfortunately, White Sands is in a very hostile area. Hundreds of years ago, a great war took place between the hordes of Hades and the Apache nation. The hordes were driven off at a heavy cost. The region is a wasteland where only the most hardy and adepraved creatures roam freely.
Starting at level 4, a story & role-play heavy game set in a magical deep-wood where heroes & nobodies alike will surely find adventure. Dungeoneering involved/encouraged, but not the only focus.
Description:
I plan for us to play six hours on Thursday, Friday, and Saturday, so make sure to find the other two events to finish the campaign!
An ancient foe threatened to destroy the sacred grove, but was recently rebuffed by a mighty band of heroes. YOU... are not those heroes. Those heroes have moved on to bigger and better things, apparently, and these days, everything in the small elven duchy of Eldavnerin seems relatively peaceful and routine. The only thing likely to cause any real trouble is ne'er do wells and busybodies rousing it up now that the woods are safe to travel again.
Somewhere deep within a big old forest just East of the Sword Coast, this game is intended to be a relatively low-key experience, where players drive the action and story, rather than dungeon crawling, or some other set of rails. Now, rails are fun too, this just isn't that type of game.
Starting at level 4, a story & role-play heavy game set in a magical deep-wood where heroes & nobodies alike will surely find adventure. Dungeoneering involved/encouraged, but not the only focus.
Description:
I plan for us to play six hours on Thursday, Friday, and Saturday so make sure to sign up for the other two to finish the campaign!
An ancient foe threatened to destroy the sacred grove, but was recently rebuffed by a mighty band of heroes. YOU... are not those heroes. Those heroes have moved on to bigger and better things, apparently, and these days, everything in the small elven duchy of Eldavnerin seems relatively peaceful and routine. The only thing likely to cause any real trouble is ne'er do wells and busybodies rousing it up now that the woods are safe to travel again.
Somewhere deep within a big old forest just East of the Sword Coast, this game is intended to be a relatively low-key experience, where players drive the action and story, rather than dungeon crawling, or some other set of rails. Now, rails are fun too, this just isn't that type of game.
Starting at level 4, a story & role-play heavy game set in a magical deep-wood where heroes & nobodies alike will surely find adventure. Dungeoneering involved/encouraged, but not the only focus.
Description:
I plan for us to play six hours on Thursday, Friday, and Saturday so make sure to sign up for the other two to be a part of the whole campaign!
An ancient foe threatened to destroy the sacred grove, but was recently rebuffed by a mighty band of heroes. YOU... are not those heroes. Those heroes have moved on to bigger and better things, apparently, and these days, everything in the small elven duchy of Eldavnerin seems relatively peaceful and routine. The only thing likely to cause any real trouble is ne'er do wells and busybodies rousing it up now that the woods are safe to travel again.
Somewhere deep within a big old forest just East of the Sword Coast, this game is intended to be a relatively low-key experience, where players drive the action and story, rather than dungeon crawling, or some other set of rails. Now, rails are fun too, this just isn't that type of game.
You & your misfit crew of Demon Hunters must save the world from the forces of Evil. Yeah, we're screwed.
Description:
Inspired by the cult favorite "Demon Hunters" film franchise, and created by the minds behind "The Gamers" and "JourneyQuest." New GMs and new adventures every year!