A sign on the door of the Tailor Shop states, "Enter the Shop." Seems like easy enough advice and you wouldn't steer you wrong, or unmoor you from time and space - would it?
Description:
Your crew finds itself in a strange, empty village, before a haberdashery with a sign that beckons you to enter. It seems as empty as the rest of the village but this is the first clue you have come across that might provide some answers. You soon find yourself traversing time and space as you search for a way to put an end to this time-distorting weirdness.
A low-level band of adventurers has decided this is the life for them and sets off into the wilds beyond the safety of civilization.
Description:
At level 1, PCs have gained a little notoriety and feel the time is right to step away from the safety (and low profit) of the keep they have been staying at and strike out into the wilds. Having gone through trials and tribulations at a small castle on the border of the wild lands, the party has found moderate success and much disappointment. Recently a group came through after finding a mighty haul in some ruins to the east but half their members had fallen and the rest decided to take their shares and retire into the safety of the west. You heard tales of Death and dismemberment, but you saw a small chest that took two men to move to the room the four had for the night as well as the gold they paid for the evenings fare with. This was enough to convince you to set off for the same ruins.
A low-level band of adventurers has decided this is the life for them and sets off into the wilds beyond the safety of civilization.
Description:
At level 1, PCs have gained a little notoriety and feel the time is right to step away from the safety (and low profit) of the keep they have been staying at and strike out into the wilds. Having gone through trials and tribulations at a small castle on the border of the wild lands, the party has found moderate success and much disappointment. Recently a group came through after finding a mighty haul in some ruins to the east but half their members had fallen and the rest decided to take their shares and retire into the safety of the west. You heard tales of Death and dismemberment, but you saw a small chest that took two men to move to the room the four had for the night as well as the gold they paid for the evenings fare with. This was enough to convince you to set off for the same ruins.
A low-level band of adventurers has decided this is the life for them and sets off into the wilds beyond the safety of civilization.
Description:
At level 1, PCs have gained a little notoriety and feel the time is right to step away from the safety (and low profit) of the keep they have been staying at and strike out into the wilds. Having gone through trials and tribulations at a small castle on the border of the wild lands, the party has found moderate success and much disappointment. Recently a group came through after finding a mighty haul in some ruins to the east but half their members had fallen and the rest decided to take their shares and retire into the safety of the west. You heard tales of Death and dismemberment, but you saw a small chest that took two men to move to the room the four had for the night as well as the gold they paid for the evenings fare with. This was enough to convince you to set off for the same ruins.
A low-level band of adventurers has decided this is the life for them and sets off into the wilds beyond the safety of civilization.
Description:
At level 1, PCs have gained a little notoriety and feel the time is right to step away from the safety (and low profit) of the keep they have been staying at and strike out into the wilds. Having gone through trials and tribulations at a small castle on the border of the wild lands, the party has found moderate success and much disappointment. Recently a group came through after finding a mighty haul in some ruins to the east but half their members had fallen and the rest decided to take their shares and retire into the safety of the west. You heard tales of Death and dismemberment, but you saw a small chest that took two men to move to the room the four had for the night as well as the gold they paid for the evenings fare with. This was enough to convince you to set off for the same ruins.
Travelers may swing wide around the Howling Crater, but rumors of treasure and strange mysteries have lured you here. The wind moans eerily as you check your guns and spur your horses forward.
Travelers may swing wide around the Howling Crater, but rumors of treasure and strange mysteries have lured you here. The wind moans eerily as you check your guns and spur your horses forward.
As long as you've known of the flame-licked and suffocating caverns, they have been forbidden to your people. But it should be easy enough for a bunch of gongfarmers, right? Level 0 adventure.
Description:
Three days ago, the Black King overran your town and took your friends and family hostage, and now he demands that you venture into the forbidden burning caverns and return with the secret of eternal fire!
On a dangerous mission to cleanse the evil that spawns from the very roots of the woods, you'll be challenged to remember: walking into the forest is easy. It's getting out alive that's hard!
Description:
In this mini-hexcrawl, the 1st-level party will choose which of the 11 blighted areas of the forest they wish to explore.
1893. Something's stopping drilling in Glenwood Valley, bringing the town's trade to a screeching halt. It's a darn mess down there and you're the only ones stupid enough to take on cleanup duty!
Description:
Wives waited days for their husbands to return from the rigs, pleading with the sheriff's deputy for help. Some said bandits, others said they saw smoke along the treeline. Then ol' crazy Jebediah came up from the Valley ramblin' about spirits, ghosts, and everything in between!