Journey/Escape FWS #D602, Part seven and the finale of the Journey series. Any
Summary:
You are sent to retrieve the artifact "Power Beyond the Sun". Players who have the Trapped! cert are encouraged to participate. An Any FWS event set on April 18, 1910.
Journey/Escape FWS #D602, Part seven and the finale of the Journey series. Any
Summary:
You are sent to retrieve the artifact "Power Beyond the Sun". Players who have the Trapped! cert are encouraged to participate. An Any FWS event set on April 18, 1910.
Journey/Escape FWS #D602, Part seven and the finale of the Journey series. Any
Summary:
You are sent to retrieve the artifact "Power Beyond the Sun". Players who have the Trapped! cert are encouraged to participate. An Any FWS event set on April 18, 1910.
A comedic adventure where intellectual orcs, incompetent wizards, and holy zombies form the backdrop to an epic story of unrequited love, burning passions, and reluctant heroism.
A comedic adventure where intellectual orcs, incompetent wizards, and holy zombies form the backdrop to an epic story of unrequited love, burning passions, and reluctant heroism.
JumperCon 2013: The Multiverse is Yours for the Taking!
Summary:
A convention filled with Jumpers, an auction of amazing antiquities, and a host who couldn't possibly have anything nefarious in mind?! There are 24 badges remaining - what could possibly go wrong?
Description:
Mr. Najim invites you to JumperCon, one of the finest time-traveler focused conventions in the Multiverse. A four-day badge gets you everything you need: access to the vendors on the convention floor; a bidder card to the Antiquities Auction; free admission to a number of seminars on Jumping, time-traveling, and survival; and most valuable of all... a room and a bed in a place you are guaranteed not to Fade. And, for today only, a four-day badge is FREE! Hurry, only 24 badges remain. All you need to do is sign on the dotted line, and enjoy the festivities. Don't worry that the days don't seem to end, or the visions of a mysterious little girl wandering the hallways - strange things happen at a dimensional nexus in the Multiverse. Just sit back, relax, enjoy a complimentary Mai Tai, and leave everything else to Mr. Najim. You can trust him - he's been doing this for a long, long time...
June 1944, France -- WW2 Straight Up & Dry, The French Connection
Summary:
North Africa, Sicily in '43, Italy '44 and now France, June 1st ‘44. Your team has been tasked with another secret mission; check out a Nazi project site in occupied France prior to the invasion.
Description:
You have survived North Africa, then Sicily and Italy, now it is time to finish the job. Occupied France awaits. As in the past your team has been picked for a special mission. June 1st, 1944, a secluded airfield somewhere in England. You are a member of an elite team prepared to jump into occupied France to an undisclosed location to perform a secret mission that could ensure a successful invasion. You will be met by a member of the French Resistance to help you navigate the terrain and take you to your objective. What will you find?
In 1962 a group of archeologists were captured by one of the factions fighting in the Congo Crisis. British and American interests hired a group of mercenaries to repatriate the captives.