Your team has been tasked with thwarting the Vril Society an occult arm of the Thule Society from collecting artifacts that may strengthen the Thule Society.
Description:
It’s 1936 and you’re on loan from your Secret Society. Your team has been tasked with thwarting the Vril Society or The Luminous Lodge – an occult arm of the Thule Society. Your group has been tasked to prevent the Vril Society from collecting artifacts that may strengthen the Thule Society and the Nazi Party. If they get their hands on these artifacts and figure out how to use them, there could be world changing effects. Can you and your team stop them before time runs out?
Your team has been tasked with thwarting the Vril Society an occult arm of the Thule Society from collecting artifacts that may strengthen the Thule Society.
Description:
It’s 1936 and you’re on loan from your Secret Society. Your team has been tasked with thwarting the Vril Society or The Luminous Lodge – an occult arm of the Thule Society. Your group has been tasked to prevent the Vril Society from collecting artifacts that may strengthen the Thule Society and the Nazi Party. If they get their hands on these artifacts and figure out how to use them, there could be world changing effects. Can you and your team stop them before time runs out?
A 1950s scouting group's bus breaks down, the Scoutmaster disappears, and now some of the kids are starting to act strangely. Action and adventure for the whole family.
Description:
After a weeklong trip at camp in the 1950s, the Wilderness Kids (a teenage scouting group) are returning home to Kokomo, Indiana. When nearing the outskirts of town, the bus develops trouble and the Scoutmaster leaves to get help from recently passed a gas station (about a 10-minute walk). After a half hour has passed, and the Scoutmaster hasn’t returned and the Wilderness Kids are getting hungry and thirsty, and some of them are starting to act strangely.
A 1950s scouting group's bus breaks down, the Scoutmaster disappears, and now some of the kids are starting to act strangely. Action and adventure for the whole family.
Description:
After a weeklong trip at camp in the 1950s, the Wilderness Kids (a teenage scouting group) are returning home to Kokomo, Indiana. When nearing the outskirts of town, the bus develops trouble and the Scoutmaster leaves to get help from recently passed a gas station (about a 10-minute walk). After a half hour has passed, and the Scoutmaster hasn’t returned and the Wilderness Kids are getting hungry and thirsty, and some of them are starting to act strangely.