Deliria: Something Wicked (A Tale of the Goblin Markets)
Description:
Great treasures can be found beneath the paper lanterns and flickering antique bulbs, provided you pay the price. The traveling markets of the Palenoch visit lands both near and far, utterly alien and oddly familiar. But when one market crosses Deliria and reaches the suburban town of Nabiscoding, Ohio, those who make the market their home and those who come in search of their dreams find themselves enmeshed in a tale both ancient and eternal which will leave none of them unscathed--and transform them all.
Some cities stand closer than others to Deliria's wake. In San Keros, Green Girls walk the streets and flowers bloom at their footstep. Shape-changers prowl misty alleys, searching for prey and salvation. Shadows are given life and identity is questioned by balloons. But not all the blessings of Deliria are bright, and with the arrival of three Strangers in town, the Mysterium learns that for their bounty of dreams there is a terrible price.
Months after the events of Scions, those who witnessed the events that night are once again brought togetherâ¦but this time it is the secrets that they keep themselves, not ancient prophecy, that begins to undo the fragile balance of the Mysterium. Can they come to terms with themselves, and each other, before the Scions come to claim their prize?
With one of their own lost beyond the veil of Deliria, each of San Keros' Mysterium are reluctant to come to terms with the threats they face and the unknown fate of one of their own--until dreams from that lost soul begin to visit each of them, and they find themselves drawn towards the tortured voice in the darkness. Will their hope be enough?
The culmination of the Scions plans begin to be felt as the Mysterium gathers their wits and allies in hopes of solving the riddle of the Seeds and the strange transformations several of them have begun to manifest. But it is another one, long thought lost who holds the key to their victory--if they're willing to pay its price. All players must have played in any of episodes I, II, and III this year or in previous years.
Set on their way by a powerful spirit towards the Scionsâ kingdom, the Mysterium finds itself in a realm of masks and illusions. Here lies treachery for those who would seek answers in the Kingdom of Lies, and misdirection for those who seek a way home. But here, too, wait revelationsâand in a land of secrets, those are the most dangerous of all⦠All players must have played in any of episodes I, II, and III this year or in previous years.
Caught in the web of Ausano, the Mysterium finds itself being courted by three different factionsâand with no clear perception of which may be allies and which may be baiting a trap. If they choose wisely, they will go forward towards the Scions kingdom armed with magics and secrets. If they do not, one of them will face a fate beyond their comprehension. And theyâre the lucky oneâ¦Players must have played in either episode IV or V to play.
4th Edition. The year is 2070, and shadowrunners sell their unique magical and cybernetic skills in the Sixth World, dominated by the brand new wireless Matrix. Ah, destruction, your favorite word. Just a simple lab smash, but will trouble follow you home? Learn the newest edition of Shadowrun, bring your favorite d6 dice, and prepare for the future. Character sheets will be provided.
Intro to the Wickedly Errant Game System. WEGS mechanics provide high heroic sword and sorcery adventure with a Vegas-laced twist. The perfect intro to WEGS, a rag-tag assortment of Dwarves, Elves, Goblins, Gnobbits and Humnz will be plunged into the randomly generated dungeon run by the mad Gnobbit trickster Dingbitt. In WEGS, players do all they can to defy the odds because there's never any knowing what's going to happen next in the Wegsworld. It's all a matter of odds and gods - the odds of making the roll, the gods of chance. Donât be afraid - jump into the fray!
Intro to the Wickedly Errant Game System. WEGS mechanics provide high heroic sword and sorcery adventure with a Vegas-laced twist. The perfect intro to WEGS, a rag-tag assortment of Dwarves, Elves, Goblins, Gnobbits and Humnz will be plunged into the randomly generated dungeon run by the mad Gnobbit trickster Dingbitt. In WEGS, players do all they can to defy the odds because there's never any knowing what's going to happen next in the Wegsworld. It's all a matter of odds and gods - the odds of making the roll, the gods of chance. Donât be afraid - jump into the fray!