A small job for the Emissaries of Convergence becomes a delve into the ruined prison of twelve elemental spirits.
Description:
You are a member of the Emissaries of Convergence, champions of peace on Vitaeoth. As new recruits, fresh out of your training, you have been given a mission to investigate a cave on the Mending Coast that locals report is making strange sounds. You are given a boat to approach the cavern and some supplies, but you are the Emissaries now. Peace is now your job.
Masters of the Universe 200X: Deception on Eternia
Summary:
King Randor has called for a delegation from races across Eternia to venture into Southern Plains to meet with the leader of a Gar separatist group that defected from the Dark Hemisphere.
Description:
King Randor has called for a delegation from races across Eternia to venture into Southern Plains to meet with Argus, the leader of a Gar separatist group that defected from the Dark Hemisphere and wishes to peacefully join the nations of Eternia. But forces conspire against the party to prevent this from happening!
Masters of the Universe 200X: Deception on Eternia
Summary:
King Randor has called for a delegation from races across Eternia to venture into Southern Plains to meet with the leader of a Gar separatist group that defected from the Dark Hemisphere.
Description:
King Randor has called for a delegation from races across Eternia to venture into Southern Plains to meet with Argus, the leader of a Gar separatist group that defected from the Dark Hemisphere and wishes to peacefully join the nations of Eternia. But forces conspire against the party to prevent this from happening!
In this adventure, you take on the role of a D.R.E.A.M unit, sent to recover a Vivid Dreamer. In this world, magic is fueled by dreams. Creativity emphasized.
Description:
You play as a group of Mages and Dreamers, who are attempting to recover a Vivid Dreamer, before the wrong people get their hands on him/her. Vivid Dreamers are very powerful, and potentially dangerous. This is because their dreams hold more magical power and can even warp the area around them before it is even tapped into by a mage. You are a D.R.E.A.M unit, (Dreamer Reconnaissance and Engagement for the Association of Mages). The organization most likely to be in opposition to you is a group that the Association of Mages calls M.A.R.E (Magic Abusing Revelers of Evil), who turn dreams to nightmares, and use them to fuel cursed magic, that slowly steals the humanity from the users. If M.A.R.E gets the Vivid Dreamer before you do, the results would likely be catastrophic.
In this adventure, you take on the role of a D.R.E.A.M unit, sent to recover a Vivid Dreamer. In this world, magic is fueled by dreams. Creativity emphasized.
Description:
You play as a group of Mages and Dreamers, who are attempting to recover a Vivid Dreamer, before the wrong people get their hands on him/her. Vivid Dreamers are very powerful, and potentially dangerous. This is because their dreams hold more magical power and can even warp the area around them before it is even tapped into by a mage. You are a D.R.E.A.M unit, (Dreamer Reconnaissance and Engagement for the Association of Mages). The organization most likely to be in opposition to you is a group that the Association of Mages calls M.A.R.E (Magic Abusing Revelers of Evil), who turn dreams to nightmares, and use them to fuel cursed magic, that slowly steals the humanity from the users. If M.A.R.E gets the Vivid Dreamer before you do, the results would likely be catastrophic.
The hermit Verdigris has asked a band of travelers for help with getting supplies.
Description:
The hermit Verdigris had told a group of travelers of both his need for supplies and the location of treasure beyond comprehension buried deep in a chasm near his home.
The hermit Verdigris has asked a band of travelers for help with getting supplies.
Description:
The hermit Verdigris had told a group of travelers of both his need for supplies and the location of treasure beyond comprehension buried deep in a chasm near his home.
The hermit Verdigris has asked a band of travelers for help with getting supplies.
Description:
The hermit Verdigris had told a group of travelers of both his need for supplies and the location of treasure beyond comprehension buried deep in a chasm near his home.
Ten years after the events of A Fine Adventure, the world is beginning to heal, but a new threat rises. Role-playing emphasized!
Description:
The pixies, spider riders, rat men, and frogs have begun to get their tiny world back into some semblance of order after the armies of the unliving were only barely held at bay. The great sacrifice of the pixie hero has not been forgotten, but his remaining people are a shadow of their former selves. A new enemy rises, however, threatening to put an end to the fragile peace that has settled over the land. This is a very role-play heavy game, continuing the story from before, but easy for new players to join in.
Ten years after the events of A Fine Adventure, the world is beginning to heal, but a new threat rises. Role-playing emphasized!
Description:
The pixies, spider riders, rat men, and frogs have begun to get their tiny world back into some semblance of order after the armies of the unliving were only barely held at bay. The great sacrifice of the pixie hero has not been forgotten, but his remaining people are a shadow of their former selves. A new enemy rises, however, threatening to put an end to the fragile peace that has settled over the land. This is a very role-play heavy game, continuing the story from before, but easy for new players to join in.