The Brotherhood of Mithras are today just ordinary soldiers heading north of the Wall to deal with a Caledonii threat. A nice rest from the supernatural horrors you've faced, right?
Description:
In 228CE 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 of Mithras, who serve among the auxiliaries. But today you are just soldiers, as your century is part of a force that is responding to a call from the client kingdom north of the Wall. They are being threatened by an incursion of Caledonii from even farther north. The provincial governor himself is leading the mission, probably with a view to political advancement. You are just looking forward to getting out of your fort and doing some simple soldiering for once - surely, no supernatural horror could be involved this time?
The Brotherhood of Mithras are today just ordinary soldiers heading north of the Wall to deal with a Caledonii threat. A nice rest from the supernatural horrors you've faced, right?
Description:
In 228CE 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 of Mithras, who serve among the auxiliaries. But today you are just soldiers, as your century is part of a force that is responding to a call from the client kingdom north of the Wall. They are being threatened by an incursion of Caledonii from even farther north. The provincial governor himself is leading the mission, probably with a view to political advancement. You are just looking forward to getting out of your fort and doing some simple soldiering for once - surely, no supernatural horror could be involved this time?
It's 1983 and PBS launches its first national pledge week. From French chefs to puppeteers to painters, they're all there. But when evil rears its ugly head, it's a beautiful day for a showdown.
The Boston Society of Natural History, January 1932 Decades of professional and amorous rivalry, blackmail, scandal, mythos, and murder. All about the role playing and the story.
Description:
The Boston Society of Natural History, founded in 1830, is an organization dedicated to the study and promotion of natural history. This means the membership acquires various relics from around the world by hunting, exploring, or archeology and then displaying them. Now, seven people brought together by their past, are confronted by its legacy.
Be the player, and the gamemaster! Every player will get a chance to GM a portion of the game, using a card-based tool to help you create adventure scenes on the fly.
Description:
Join us for a thrilling journey into the unknown as we demonstrate The Radiance Adventure Engines capabilities in real-time. Bring your imagination and experience firsthand how Radiance can elevate your adventures. Get ready for an unforgettable, unprepped, improvisational roleplaying experience!
Our pulp heroes are hired by genius inventor Sam Brushwood to solve his own murder! Does his imminent demise have something to do with his new weather machine? Pre-gens provided.
Description:
Summer 1937, Seattle. Genius, eccentric millionaire Sam Brushwood has converted a B-17 to house his newfangled machine he claims can control the weather! Just days before the highly publicized test flight, he contacts the heroes asking for help solving his own murder! Is Sam really dying? Does it have anything to do with his weather contraption? This game will be using the Pulp Cthulhu ruleset set to high pulp. Pre-generated pulp heroes will be provided.
A massive stone tablet is excavated by the Sealab crew. What's that giant moving mass on the sonar? Is it a tremendous school of fish? Or some other, humungous form of aquatic life?
Description:
If you're looking for me. You better check under the sea. Cause that is where you'll find me. Underneath the Sealab, Underneath the water. Sealab, at the bottom of the sea.
K-pop (Korean popular music) has become a worldwide phenomenon. What are you willing to do to rise to the top of the K-pop world and see your dreams come to life?
A friend of a friend has contacted you to ask for help in regards to finding his missing son. Gerald wants your investigation performed quietly to avoid a scandal.
Description:
James Frazer, a bit of a young rebel, abandoned his studies at the Miskatonic University in Arkham because he missed his sweetheart in Kingsport. Nine days earlier he left Arkham and has not been seen since. The last Gerald heard from him was a phone call just after leaving Arkham where, during their argument, James informed his father he was dead tired and was going to spend the night at a motel before continuing the journey to Kingsport. As far as Gerald knows, James never arrived at Kingsport as his sweetheart Emily claims he never arrived. You are sent a two hundred dollar retainer and a photograph of James, a young, smiling, lantern-jawed man with light-colored hair. On the rear of the photo Gerald has written: James Frazer, 62, blonde hair, brown eyes. Drives a Black Chrysler Coupe, Number Plate AB 1652.