Professor Harold Lime arrived in Arkham with the intention of meeting with you regarding the new book collaboration, only to be killed in a car accident right in front of you!
Description:
Pre-generated PCs and all materials provided. This is a two-hour demo-style game that will tell a short Call of Cthulhu story while teaching 7th edition rules. Great for 5e players looking to check out a different game.
Professor Harold Lime arrived in Arkham with the intention of meeting with you regarding the new book collaboration, only to be killed in a car accident right in front of you!
Description:
Pre-generated PCs and all materials provided. This is a two-hour demo-style game that will tell a short Call of Cthulhu story while teaching 7th edition rules. Great for 5e players looking to check out a different game
London, 1926. The staff of Smythe's Discreet Investigations are busier than ever; an important case is keeping them on their toes. But just how helpful is their new assistant going to be?
Description:
The staff of Smythe's Discreet Investigations, London's first -- indeed, only -- all-female detective agency, are busier than ever as everyone's help is needed to handle an important and sensitive -- and unusual -- case, with potential ramifications reaching into the corridors of power, and perhaps beyond. Edwina Sandringham-Smythe, the agency's owner, has hired a new assistant, but not everything is going to plan. Is the assistant who she says she is and, if not, what are her motives for coming to the Agency; who, or what, is she really working for?
London, 1926. The staff of Smythe's Discreet Investigations are busier than ever; an important case is keeping them on their toes. But just how helpful is their new assistant going to be?
Description:
The staff of Smythe's Discreet Investigations, London's first -- indeed, only -- all-female detective agency, are busier than ever as everyone's help is needed to handle an important and sensitive -- and unusual -- case, with potential ramifications reaching into the corridors of power, and perhaps beyond. Edwina Sandringham-Smythe, the agency's owner, has hired a new assistant, but not everything is going to plan. Is the assistant who she says she is and, if not, what are her motives for coming to the Agency; who, or what, is she really working for?
A "Suicide Squad" of researchers and mystics are aiming to prove that high altitude rocketry is viable in 1930s California. Will they reach the highest heights of humanity, or fall to ruin?
A group of mediums and occultists have been brought together to give closure to the Demarcio family, though not everyone wants the dead's secrets revealed. Even fewer can reach them.
1892. A British expedition ventures into uncharted icy territories of the Arctic Circle, seeking to map the last blank spots on the globe. Beneath the frozen surface, something ancient awaits.
Description:
In 1892, the Royal Geographical Society approved funds for an expedition aboard the HMS Erebus II to map uncharted Arctic waters, search for new routes through the Northwest Passage, and collect scientific data on glacial activity and Arctic ecosystems.
Outside of the public eye, the stated mission of the HMS Erebus II expedition is to conduct a survey of an uncharted island recently glimpsed by a Russian vessel but left unexplored due to treacherous conditions and reports of unusual magnetic readings in the region. The readings raised the possibility of rich mineral deposits, making it a potential strategic asset to the British Empire.
Untouched amid the cold, a distant rumble, like a great exhalation, stirs the frost-laden air. The wind wails across the frozen expanse, carrying the bitter sting of ice and time. Beneath the surface, something ancient awaits never meant to be found.
Despite The Great Depression, a local railroad company is having trouble keeping workers. A group of stakeholders gathers to find out why and uncover a terrible secret.
Escape Vielsend, a quiet town covered in an inescapable fog, plagued by supernatural mysteries and dark secrets.
Description:
Your party wakes up in a village hidden in a valley, shrouded by an endless, eerie mist. You have no memories of how you arrived by soon learn that no one who enters the village can escape. The few who stumble upon it are trapped like the villagers before them. The air is damp, lanterns burn with a bluish flame, and carved wards adorn door frames to keep unseen horrors at bay. Locals speak of "The Mistwarden," a mysterious entity said to guardor imprisonthe village. Time feels distorted, and every night the bell tolls thrice before midnight, warning all to stay inside.