In 202X, the heir to a powerful industrial dynasty has gone missing and the family has hired the elite Bywaters Detective Agency to bring him home.
Description:
There are reasons the Giltwell family didn't report the disappearance of its eldest son. Perhaps it's his bad habits, the big contract depending on his cooperation, or a shameful family secret. Take on the role of an elite detective agency as you unravel the mystery. Employ social guile, investigative cunning, decisive action, and a little bit of magic to find Aaron Giltwell and bring him home.
The warlock wants you to hijack a heavily-armored Stunty Man super train and crash it into a volcano. Or something like that, you weren't really paying attention during the briefing. Tickets, please!
The warlock wants you to hijack a heavily-armored Stunty Man super train and crash it into a volcano. Or something like that, you weren't really paying attention during the briefing. Tickets, please!
The warlock wants you to hijack a heavily-armored Stunty Man super train and crash it into a volcano. Or something like that, you weren't really paying attention during the briefing. Tickets, please!
Corporate plots. Corrupt security. Illegal human experiments. Your crew was hired to find a pair of scientists missing from Tycho Station, but among the outer planets, things are rarely so simple.
Description:
Corporate plots. Corrupt security. Illegal human experiments. Your crew was hired to find a pair of scientists missing from Tycho Station, but among the outer planets, things are rarely so simple. An adventure from the Expanse RPG core rulebook.
Corporate plots. Corrupt security. Illegal human experiments. Your crew was hired to find a pair of scientists missing from Tycho Station, but among the outer planets, things are rarely so simple.
Description:
Corporate plots. Corrupt security. Illegal human experiments. Your crew was hired to find a pair of scientists missing from Tycho Station, but among the outer planets, things are rarely so simple. An adventure from the Expanse RPG core rulebook.
After Templars rip a long-hidden mage from his home, his desperate parents beg you to save him from the Circle. All you have to do is get in, find the kid, and get back out. If only it were that easy.
Description:
A neighbor called the Templars when they saw the boy next door doing magic. The boy's parents were livid. They begged the Templars to let their son stay, but were instead advised to cut off all contact. Fearing the worst, they've reached out for anyone willing to rescue their son. The Circle will not be easy to penetrate; it will be even harder to escape, especially with a scared mage in tow.
After Templars rip a long-hidden mage from his home, his desperate parents beg you to save him from the Circle. All you have to do is get in, find the kid, and get back out. If only it were that easy.
Description:
A neighbor called the Templars when they saw the boy next door doing magic. The boy's parents were livid. They begged the Templars to let their son stay, but were instead advised to cut off all contact. Fearing the worst, they've reached out for anyone willing to rescue their son. The Circle will not be easy to penetrate; it will be even harder to escape, especially with a scared mage in tow.
After Templars rip a long-hidden mage from his home, his desperate parents beg you to save him from the Circle. All you have to do is get in, find the kid, and get back out. If only it were that easy.
Description:
A neighbor called the Templars when they saw the boy next door doing magic. The boy's parents were livid. They begged the Templars to let their son stay, but were instead advised to cut off all contact. Fearing the worst, they've reached out for anyone willing to rescue their son. The Circle will not be easy to penetrate; it will be even harder to escape, especially with a scared mage in tow.