A thief on the loose, but things aren't always as they seem.
Description:
This adventure is available to all new players to the campaign. As a living campaign, you need an LSJ character to play. Character generation rules are available at the website below or pre-generated characters will be available on site. You may take your character to other LSJ adventures in which they are level eligible. This event is for levels 1-7
A thief on the loose, but things aren't always as they seem.
Description:
This adventure is available to all new players to the campaign. As a living campaign, you need an LSJ character to play. Character generation rules are available at the website below or pre-generated characters will be available on site. You may take your character to other LSJ adventures in which they are level eligible. This event is for levels 1-7
A thief on the loose, but things aren't always as they seem.
Description:
This adventure is available to all new players to the campaign. As a living campaign, you need an LSJ character to play. Character generation rules are available at the website below or pre-generated characters will be available on site. You may take your character to other LSJ adventures in which they are level eligible. This event is for levels 1-7
A thief on the loose, but things aren't always as they seem.
Description:
This adventure is available to all new players to the campaign. As a living campaign, you need an LSJ character to play. Character generation rules are available at the website below or pre-generated characters will be available on site. You may take your character to other LSJ adventures in which they are level eligible. This event is for levels 1-7
Britannia 227 CE. A Roman merchant ship is lost at sea. When items from its cargo begin to turn up strangely marked and seemingly cursed, the soldiers of the Brotherhood of Mithras must investigate.
Description:
In 227 CE Hadrian's Wall in Britannia, and the brave auxiliary soldiers who man it, provide the physical security for the northern frontier of the mighty Roman Empire. However, only some enlightened few understand the graver supernatural threats lurking among the dark forests and trackless marshes of the border region. Those few are yourselves, the Brotherhood, initiates into the Mysteries of Mithras who serve among the auxiliaries at the Wall. Some time ago a Roman trading ship was lost along the coast north of the Wall. Sadly, this is not unknown in the rough seas around Britannia. However, items from its cargo have recently begun turning up bearing strange new marks. The locals claim these are cursed and related to a spate of disappearances. After your previous success with delicate esoteric matters, the Governor has instructed your Prefect to assign the Brotherhood to investigate.
Britannia 227 CE. A Roman merchant ship is lost at sea. When items from its cargo begin to turn up strangely marked and seemingly cursed, the soldiers of the Brotherhood of Mithras must investigate.
Description:
In 227 CE Hadrian's Wall in Britannia, and the brave auxiliary soldiers who man it, provide the physical security for the northern frontier of the mighty Roman Empire. However, only some enlightened few understand the graver supernatural threats lurking among the dark forests and trackless marshes of the border region. Those few are yourselves, the Brotherhood, initiates into the Mysteries of Mithras who serve among the auxiliaries at the Wall. Some time ago a Roman trading ship was lost along the coast north of the Wall. Sadly, this is not unknown in the rough seas around Britannia. However, items from its cargo have recently begun turning up bearing strange new marks. The locals claim these are cursed and related to a spate of disappearances. After your previous success with delicate esoteric matters, the Governor has instructed your Prefect to assign the Brotherhood to investigate.
1988: It's Halloween and by tradition the kids in the Loop spend a night in a house known to be haunted. But something goes wrong and two kids disappear. It's now up to you to find out what happened.
The adventurers are tasked with helping keep the balance of the forest. Their first mission is to take supplies to a remote village that is running dangerously low on food.
Description:
First of 7 parts of a 5e campaign. Create a level 1 character using the standard array or point buy system. You can't play in subsequent events unless you register for this one. If you play in the first session of this series of seven games you will have a seat at the other 6 sessions. The intention is to have players play in all 7 sessions.
Tales of the Old Margreve - Part 2 of 7 The Honey Queen
Summary:
The adventurers are tasked with helping keep the balance of the forest. Their second mission will be to procure magic honey for a buyer.
Description:
Second of 7 parts of a 5e campaign. Create a level 2 character using the standard array or point buy system. You can't play in subsequent events unless you register for RPG22201268. If you play in the first session of this series of seven games you will have a seat at the other 6 sessions. The intention is to have players play in all 7 sessions.