A covert group of WWI soldiers must sneak into Mons and determine if the ghostly angel is a protector or corrupter. If it even exists at all.
Description:
In the war-torn fields of Belgium, morale is fading fast. The regiment commander sends out a covert team of soldiers, chasing the tales of a mysterious Angel of Mons, who protected the troops as they were driven back by German forces. Many soldiers believe angels, or the spirits of past warriors are protecting them in the slowly corrupting trenches. But is the angel real? And is it a savior, or something worse? This one-shot adventure uses the +One system and is set in WW1 during the Never Going Home campaign setting.
A simple escort mission on a luxury airship goes terribly wrong, but do the characters have what it takes to uncover this plot and collect payment?
Description:
"Fly in luxury aboard the newest airship of the Luftreich Airlines! Enjoy casino games, live music and foods from around Europe prepared by our world-class chef." -Advertisement for Luftreich Airlines. A simple escort mission goes terribly wrong, but do the characters have what it takes to uncover this plot and collect payment? This one-shot adventure uses the Compass system and is set in the Wild Skies: Europa Tempest campaign setting.
A simple escort mission on a luxury airship goes terribly wrong, but do the characters have what it takes to uncover this plot and collect payment?
Description:
"Fly in luxury aboard the newest airship of the Luftreich Airlines! Enjoy casino games, live music and foods from around Europe prepared by our world-class chef." -Advertisement for Luftreich Airlines. A simple escort mission goes terribly wrong, but do the characters have what it takes to uncover this plot and collect payment? This one-shot adventure uses the Compass system and is set in the Wild Skies: Europa Tempest campaign setting.
You've been tasked with stealing a sculpture for the boss, who insists it's got "special powers." Grab a flapper dress or a suit and get to the gala. You'll need your powers to do this job!
Explore the fossilized memories of seminal points in the Ethem's history in order to stop an ancient virus from erasing those memories forever.
Description:
The first expedition into Ethem's lungs was via Sojourner, an unmanned probe sent remotely in SP~2,790. Sojourner was assembled and Imbued by a GERC-led group of Evoker, Mystic, and Umbrist researchers, all experts in their fields. That was over 2,000 years ago. Now, in the year SP~5,013, Sojourner II, the first live expedition into the lung, is ready to go. Your adventure takes you into Ethem - the Fekxtah, or planet, on which Beyonder takes place.
The year is 1985. For you and your friends, It's just another day in detention - until the broadcast begins!
Description:
At the height of the Reagan era, strangeness abounds in the sleepy suburb of Kingsland, Ohio. In a town rife with superstition and urban legends, you're a Junior High School student more concerned with hoarding quarters for the arcade, watching MTV, and choosing between Ghostbusters, Gremlins, and the Temple of Doom at the Cineplex. For you and your friends, It's just another day in detention - until the broadcast begins. This is a Semi-Live event that will move back and forth between live-action and narrative play. Bring your best 80s outfit!
A group of junior high kids out for a normal night at the arcade in the 80s find themselves exploring a mysterious house in the darkest part of suburbia.
Description:
You're enjoying the lazy summer of 1984 in the boring town of Clearfield, Delaware. Duran Duran and Tears for Fears on the radio, A-Team and Night Court on TV. Middle school is out, and you've got big plans: A birthday party at the legendary Centauri video arcade. Everyone's going to be there, including the town bullies. Can you avoid them and have a good time, or will you get roped into a dangerous set of escalating dares involving the creepy house on Tippett Ave?
A group of junior high kids out for a normal night at the arcade in the 80s find themselves exploring a mysterious house in the darkest part of suburbia.
Description:
You're enjoying the lazy summer of 1984 in the boring town of Clearfield, Delaware. Duran Duran and Tears for Fears on the radio, A-Team and Night Court on TV. Middle school is out, and you've got big plans: A birthday party at the legendary Centauri video arcade. Everyone's going to be there, including the town bullies. Can you avoid them and have a good time, or will you get roped into a dangerous set of escalating dares involving the creepy house on Tippett Ave?
Join the Agents of Division Six and save the people of Waterford.
Description:
The village of Waterford has a problem. Namely, their dead won't stay properly dead. Beneath the waning moon, shambling corpses drag themselves from hospital morgue drawers and new graves alike to attack the living, only to vanish by morning. Division Six has declared the area to be in a state of emergency. Your mission: contain the spread, put the dead back to rest, and save the townspeople by whatever means necessary.
Forced to retreat and confused in the midst of battle, a squadron of soldiers find themselves in an occupied village with a dark secret.
Description:
In the heat of battle, deep in the confusing labyrinth of the enemy trenches, your squadron was forced to retreat. The rolling clouds of gas had shifted in the wind and you soon realized you were running the wrong direction. Someone spotted the village as the sound of gunshots and ricochets began ringing out behind you. Arriving at the edge of the village you don't see reinforcements but the enemy encampment, full of robed figures, is clearly visible in the village square ahead. This one-shot adventure uses the +One system and is set in WW1 during the Never Going Home campaign setting.