The sources of fresh water are drying up. Rains have stopped, the rivers are thinning. Many have gone to find the Tap of the World & save Erth, none have returned. Why would you be any different?
Description:
This is the first of three adventures for The Tap of the World Dungeon World campaign. While the adventures are linked by the grand quest to find out why your world is running out of water, each adventure can stand alone.
What kind of a madman goes to the dry wastes during a drought?
Your caravan has been conscripted to carry a mysterious stranger to an unknown desert destination.
Cultists and Cloud Giants are somehow connected. When the latter are involved you know that the adventure is bound to be outsized.
The sources of fresh water are drying up. Rains have stopped, the rivers are thinning. Many have gone to find the Tap of the World & save Erth, none have returned. Why would you be any different?
Description:
This is the second of three adventures for The Tap of the World Dungeon World campaign. While the adventures are linked by the grand quest to find out why your world is running out of water, each adventure can stand alone.
From the dry wastes to frozen peaks and the embattled dwarves beneath them.
Your quest to uncover the cause of the world-wide drought continues as traitors are revealed and loyalties are tested. Who is behind the increasing cold which is locking up precious water? Is the new and sudden Ice Age a boon and bulwark against disaster or is it making the problem worse?
Dimensional Gates and Elemental Fates are bound up in the final fate of Erth. Can you solve the mystery of the ice caps when knowing what to do may be harder than actually doing it?
The sources of fresh water are drying up. Rains have stopped, the rivers are thinning. Many have gone to find the Tap of the World & save Erth, none have returned. Why would you be any different?
Description:
This is the third of three adventures for The Tap of the World Dungeon World campaign. While the adventures are linked by the grand quest to find out why your world is running out of water, each adventure can stand alone.
The Ice Caps of Erth are behind you, but it has perhaps so far all been just a dalliance as greater schemes and the masterminds behind them are revealed.
The rains have ceased, the seas are shrinking, and the end of all things draws near. Sages agree that the Tap of the World may indeed be the last hope for your parched world, but where to find it?
Your foes are set against you unraveling the final mystery and could they have one last betrayal in store? While the world dries up so does trust and faith. Can you hold together, see things to the end and save creation?