The city-state of Nyre-War is immersed in twilight. Nothing seems amiss except for the time of day, for it’s noon! What does the eerie month of growing darkness portend when the lights go out?
Uh oh! Looks like your party bit off a bit more than you could chew when you promised the king you would stop what was destroying cities to the south. Those aren’t lizard scales on the ground...
Defeat of the archmage’s plan, rescue Princess Dorothy and return her safely to North Point all before King Henry returns from his hunting. . . trip or else! A role-playing, puzzlesolving adventure.
A fellow magus in your covenant has gone insane and must be sought out in the tunnels he has created under the tower. Solve the mystery behind his insanity, save the covenant from a great evil.
For GMs only. How to design a campaign with durability. Erick Wujcik, author of “Teenage Mutant Ninja Turtles,” will describe how the groundwork laid back in 1978 is still used in 1988.
Tired of being frustrated by espionage role-playing? Come one, come all for some valuable tips on this subject. We won’t make you into a James Bond, but better knowledge is guaranteed.
All the USS Valiant wanted was a peaceful first contact. What do they get? Well, you’ll see! Contains diplomacy, action and requires good role-playing and problem-solving.