With allies gained from denizens of the Underdark, the former drow city of Szith Morcane is on the verg of being retaken. During the battle, secrets of the drow are revealed. 5th-10th level.
Description:
With allies gained from denizens of the Underdark, the former drown enclave of Szith Morcane is on the precipice of being retaken. During the battle for Szith Morcane, secrets of the drow community are revealed. What will you do with this knowledge, and how will it affect the outcome of the conflict? An adventure for level 5-10 characters.
War has displaced a flood of survivors into the ancient city of Byzantion. This is a tale of strangers who become comrades struggling together to build a new life by the waters of the Bosphorus.
Description:
War has displaced a flood of survivors into the ancient city of Byzantion. Those from all walks of life are forced to survive as best they can in the chaos wrought by conflict. This is a tale of strangers who met fleeing war and who, through hardship, became comrades together scrambling for a new life by the waters of the Bosphorus.
This fantasy game is set in a magic-rich alternate ancient Earth in the city of Byzantion in a faltering empire that is not quite Rome. The genre combines the aesthetic of the ancient world with intrigue and desperation one might expect from political thrillers or steampunk stories. The game focuses on collaborative storytelling more than rules or rolls, with an emphasis on difficult decisions and moral choices that defy black and white answers.
Some influences include Martin's Game of Thrones, Wolfe's Soldier in the Mist, and Carey's Kushiel series.
War has displaced a flood of survivors into the ancient city of Byzantion. This is a tale of strangers who become comrades struggling together to build a new life by the waters of the Bosphorus.
Description:
War has displaced a flood of survivors into the ancient city of Byzantion. Those from all walks of life are forced to survive as best they can in the chaos wrought by conflict. This is a tale of strangers who met fleeing war and who, through hardship, became comrades together scrambling for a new life by the waters of the Bosphorus. This fantasy game is set in a magic-rich alternate ancient Earth in the city of Byzantion in a faltering empire that is not quite Rome. The genre combines the aesthetic of the ancient world with intrigue and desperation one might expect from political thrillers or steampunk stories. The game focuses on collaborative storytelling more than rules or rolls, with an emphasis on difficult decisions and moral choices that defy black and white answers. Some influences include Martin's Game of Thrones, Wolfe's Soldier in the Mist, and Carey's Kushiel series.
Tales of the Slayer's Take, Part 1: The Huntmasters's Favor
Summary:
The head of the Slayer's Take guild tasks a band of hopeful applicants with a simple, but delicate, search & retrieval mission that leads them into the forgotten corners Vasselheim.
Description:
The head of the Slayer’s Take guild tasks a band of hopeful applicants with a simple, but delicate, search and retrieval mission that leads them into the forgotten corners of the holy city of Vasselheim in search of a missing money lender. Set within the world of Exandria from Geek & Sundry’s Critical Role, the adventure will be utilizing the new Critical Role Campaign Setting Book published by Matt Mercer & Green Ronin Publishing. Part 1 character level range is 1st-2nd.
As employees of the Take you are used to menial tasks that nonetheless require discretion. But when a simple delivery to a client traps you in the now deceased mage’s tower, what could go wrong?
Description:
As employees of the Take you are used to menial tasks that nonetheless require discretion. But when a simple delivery to a client traps you in the now deceased mage’s tower within the Dusk Meadow District of Vasselheim, what could go wrong? Set within the world of Exandria from Geek & Sundry’s Critical Role, the adventure will be utilizing the new Critical Role Campaign Setting Book published by Matt Mercer & Green Ronin Publishing. Part 2 character level range is 2nd-3rd.
Tales of the Slayer's Take, Part 3: The Wild & Crazy Hunt
Summary:
The Take's hopefuls finally are granted their trial contract & must venture into the mountains north of Vasselheim in pursuit of a beast that infiltrated the city.
Tegel Manor, a great manor-fortress on the seacoast, once provided protection for the market village to the west. These days, the villagers need protection from the Manor's inhabitants themselves!!
Description:
Tegel Manor, a great manor-fortress on the seacoast, is rumored to be left over from ancient days when a charm was placed over it protecting it from most of the ravages of time and human occupation. The hereditary owners, whose family name is Rump, have been amiss in their traditional duty of providing protection for the market village to the west. Some have said that this failing and their bizarre eccentricities have led to their corruption. Many have found the manor and area to be a dangerous place to visit!
Returning from an arduous adventure, the party died & the remainder ambushed! The attackers took the remains & a pulsing jewel. Are you strong enough, brave enough to retrieve what was stolen?
Description:
The long adventure was to be fraught with dangerous but things went poorly for your group. Quickly it became a desperate retreat for your lives and half of the party did not survive the ordeal. Escaping with the badly wounded and remains of your adventuring companions the only treasure worth mention was a strange large jewel that beats and pulses. On the dangerous journey back to civilization with no means of healing and little time to rest you are ambushed just on the edges of the wild lands, with no easy way to defend your selves you are overcome by the attackers and unable to stop them from stealing the remains of your fallen comrades and the jewel. Is your party strong enough, brave enough to retrieve that which was stolen?