Matron Martra's family has some deep dark secrets-the kind of secrets that some kill to keep, and other kill to find out. And that's why the Union takes the ransom note that offers trade her life for the secrets of the plaguewind with grave seriousness.
Matron Martra's family has some deep dark secrets-the kind of secrets that some kill to keep, and other kill to find out. And that's why the Union takes the ransom note that offers trade her life for the secrets of the plaguewind with grave seriousness.
A mysterious island, missing heroes, and Gods abound in this game where high adventure meets musical chairs. A maelstrom rages over the heroes tiny ship as they traverse through uncharted waters. Under dark skies, the storm shipwrecks the heroes upon an island that is not on the map. Wait a minute! Half the party is gone! As the heroes search for their missing friends, they soon meet the quirky Noc. These little bug-like natives immediately worship the heroes as the new gods of the island. On this island paradise, the Noc take the heroes to their village where they are lavished in all the riches the island has to offer. But one question hangs in the air, if the heroes are the new gods then who are the old gods? More importantly, what are the old gods? Time and space play tricks on the heroes as the missing party members switch with the current ones, yet no one seems to notice this except our heroes. The island poses only unanswered questions as the heroes find a Broken World, giants, and a mad scientist. What other mysteries does the island hold? Will the old gods be angry with these ânew godsâ? Why does the party keep changing? Where are the missing party members going to and coming from? And who are the guilded knockers? Join us at the table for the D&D adventure Noc Noc Nocing on Heavenâs Door!
You have been hired to retrieve the Duke's daughter, held prisoner by a local rogue name Reille. A straight-forward mission, with a suitable award for those who survive, says the recruiter. But why isn't the duke's guard carrying it out? Why is he hiring professionals? Bring you own 4th-6th lvl PCs (standard races), stats and items to be approved on site by DM.
Arise, Ancient Evil- A thousand years of barbarism followed the devastating war against Azt-Yarguthorlm. Will the sparks of enlightenment be doused by power-hungry men seeking to tap his power? Or will a motley band of heroes reclaim the key that locks him away? Role-playing will be stressed in this adventure for mature players.
Arise, Ancient Evil- A thousand years of barbarism followed the devastating war against Azt-Yarguthorlm. Will the sparks of enlightenment be doused by power-hungry men seeking to tap his power? Or will a motley band of heroes reclaim the key that locks him away? Role-playing will be stressed in this adventure for mature players.
The Death of Kings Part 2: Into the Maelstrom-A living Death Battle Interactive by Rucht Lilavivat
Description:
This event pits the White Rose against one of the Red Death's most potent agents. The Society must muster an army to wage war against the minions of Imhotep in the center of a raging sandstorm. If Imhotep is not stopped, a great tragedy will strike Gothic Earth. Prior to this event players will have a chance to gain insight and perhaps help for their heroes by participating in the RPGA adventure The Death of Kings: Part I: Signs and Portents.
An evil within the monolith has been calling forth the dead from nearby villages to come to the tower including the party's parents and grandparents. A cleric begs of you to stand guard this one night and stop all undead from entering. He will return at dawn to relieve you, if you can survive the night.
Your band of adventurers has been hired to meet a caravan bringing long lost news of a mysterious artifact. Although you werenât told anything by Lord Halijian, rumor has it that the news is related to a mysterious artifact long thought lost and destroyed, the Sympathetic Crystal. As you ride, you are eager to reach the caravanâ¦.