The Weeping Woman cries for the sorrows of the world and provides miraculous blessings to ease the world's pain. A pilgrimage to one of her holy sites can bring blessings that no mortal magic could supply. Now, a band of pilgrims and their protectors set forth across the Border Kingdoms, perilously near the Shadowlands themselves, in the hopes that their show of devotion will be rewarded--even as foul powers plot to destroy them with the aid of a traitor in their midst.
Hundreds of years ago, a dwarven colony set out to build mines for precious metals deep in the Underdark. After only a few decades, other denizens of the Underdark cut off the routes that allowed the colony to deliver their goods back to their home kingdom. Now, as terrible eldritch foes make those metals even more valuable, an Underdark calamity has cleared out most of the path between the kingdom and its lost colony. The dwarven king has dispatched your group to re-establish a connection to the lost colony and get its vital mines working again.
Hundreds of years ago, a dwarven colony set out to build mines for precious metals deep in the Underdark. After only a few decades, other denizens of the Underdark cut off the routes that allowed the colony to deliver their goods back to their home kingdom. Now, as terrible eldritch foes make those metals even more valuable, an Underdark calamity has cleared out most of the path between the kingdom and its lost colony. The dwarven king has dispatched your group to re-establish a connection to the lost colony and get its vital mines working again.
Solve a fantasy mystery in this adventure by Reynolds C. Jones.
Description:
Within the Magocratic Empire of Purdun, in the south of the Continent of Khamista, horrible things are suddenly happening. The Blue Council, which has long been the principal seat of power under the Emperor, has been ripped apart by an unprecedented and unexpected attack of evil powers. The Yellow Council, usually the minority power and mostly consisting of bureaucrats and artisans, strains to maintain calm in the cities. There is also upheaval in the Great Academy, where many of the greatest mages in the nation teach, study, and are themselves trained. Evil forces have descended on the campus and seek to seize the ancient magical artifacts from the armory. Only one school, the School of the Elements, has so far been undisturbed by the collapse of a government that lasted a thousand years. The School's leadership has assigned you to save the artifacts at any cost.
Solve a fantasy mystery in this adventure by Reynolds C. Jones.
Description:
Within the Magocratic Empire of Purdun, in the south of the Continent of Khamista, horrible things are suddenly happening. The Blue Council, which has long been the principal seat of power under the Emperor, has been ripped apart by an unprecedented and unexpected attack of evil powers. The Yellow Council, usually the minority power and mostly consisting of bureaucrats and artisans, strains to maintain calm in the cities. There is also upheaval in the Great Academy, where many of the greatest mages in the nation teach, study, and are themselves trained. Evil forces have descended on the campus and seek to seize the ancient magical artifacts from the armory. Only one school, the School of the Elements, has so far been undisturbed by the collapse of a government that lasted a thousand years. The School's leadership has assigned you to save the artifacts at any cost.
Can you find who is killing the crew of a merchantship? In the style of the RPGA's "Classic" pregen adventures, a role-playing heavy mystery game by Reynolds C. Jones for pregenerated characters.
Description:
The Merchantman "New Horizons" is living up to its name. You were sailing along on your way to the Eastern Trade Cities Port at East Haven on Zest'qua, with goods and important passengers aboard, until... you weren't. You have no idea where you are now. The stars are strange, what few of them you see through the mists, and something, or someone, is picking off members of the crew one at a time. A mutiny nears, not that it will matter if you can't find your way back to familiar seas. In any event, the crew can no longer be trusted-- they seem to be withdrawing into sullen cliques. The three gentlefolk aboard must work with the Captain, Boatswain, and First Mate to solve this before it's too late.
Can you find who is killing the crew of a merchantship? In the style of the RPGA's "Classic" pregen adventures, a role-playing heavy mystery game by Reynolds C. Jones for pregenerated characters.
Description:
The Merchantman "New Horizons" is living up to its name. You were sailing along on your way to the Eastern Trade Cities Port at East Haven on Zest'qua, with goods and important passengers aboard, until... you weren't. You have no idea where you are now. The stars are strange, what few of them you see through the mists, and something, or someone, is picking off members of the crew one at a time. A mutiny nears, not that it will matter if you can't find your way back to familiar seas. In any event, the crew can no longer be trusted-- they seem to be withdrawing into sullen cliques. The three gentlefolk aboard must work with the Captain, Boatswain, and First Mate to solve this before it's too late.
A group of teens must rescue the heir-apparent. In the style of the RPGA's "Classic" pregen adventures, a role-playing and romance heavy game by Adam H. Strong-Morse for pregenerated characters.
Description:
The six of you have grown up together as pages, fosterlings, and later squires in the Court of the Emperor of Southern Drucien. You are nobles and princes and princesses in your own right, but until now, you have been treated as children--educated and trained, but mostly kept safe and away from opportunities to prove yourself. All that changes when the foulest enemies kidnap the heir-apparent of the Empire while the Emperor and his Council are busy with a diplomatic matter that must not be disturbed. It is up to you to prove yourself and save the prince--while you also are confronted with great questions about your feelings for each other and your futures, together or apart.
A group of teens must rescue the heir-apparent. In the style of the RPGA's "Classic" pregen adventures, a role-playing and romance heavy game by Adam H. Strong-Morse for pregenerated characters.
Description:
The six of you have grown up together as pages, fosterlings, and later squires in the Court of the Emperor of Southern Drucien. You are nobles and princes and princesses in your own right, but until now, you have been treated as children--educated and trained, but mostly kept safe and away from opportunities to prove yourself. All that changes when the foulest enemies kidnap the heir-apparent of the Empire while the Emperor and his Council are busy with a diplomatic matter that must not be disturbed. It is up to you to prove yourself and save the prince--while you also are confronted with great questions about your feelings for each other and your futures, together or apart.