Guests of the Silver Stein Inn have been disappearing over the past few days at random, usually overnight. Uncover the mystery & help save the kidnapped.
Description:
The Silver Stein Inn is easily the most popular destination for travelers within the city of Cantrahar. But for the past week, there have been rumors of some patrons heading up to their rooms for the night never to come back down; the room is empty in the morning, as if there was no patron there. The innkeeper has demanded that the city investigate why so many patrons are dashing off without full payment for services, but there are many who think there is something more foul going on. The Duke has offered a reward for information solving this mystery; perhaps an overnight stay would be worth the hassle....
Pregenerated characters will be provided, but additional Player's Handbooks would be appreciated.
Olmstead's report of Innsmouth would be unbelievable, but enough rumours surround that odd town that you're going undercover to find evidence of real, verifiable crimes - not this fish-men nonsense.
Description:
Considered in isolation, the account given of events in Innsmouth by young Mr. Olmstead would be utterly unbelievable - but enough rumours and incidents cluster around that isolated, unfriendly town to warrant a closer look. As Federal agents, your task is to travel to the sea-port of Innsmouth and carry out an undercover investigation. Look for evidence of bootlegging, forgery, organised crime. Real, verifiable crimes, not the nonsense about fish-men and sea-gods spouted by that unstable young chap. You're not nervous, impressionable antiquarians like him; you're sober, level-headed G-Men. You'll find the truth in Innsmouth.
Olmstead's report of Innsmouth would be unbelievable, but enough rumours surround that odd town that you're going undercover to find evidence of real, verifiable crimes - not this fish-men nonsense.
Description:
Considered in isolation, the account given of events in Innsmouth by young Mr. Olmstead would be utterly unbelievable - but enough rumours and incidents cluster around that isolated, unfriendly town to warrant a closer look. As Federal agents, your task is to travel to the sea-port of Innsmouth and carry out an undercover investigation. Look for evidence of bootlegging, forgery, organised crime. Real, verifiable crimes, not the nonsense about fish-men and sea-gods spouted by that unstable young chap. You're not nervous, impressionable antiquarians like him; you're sober, level-headed G-Men. You'll find the truth in Innsmouth.
Stranded with your pack far away from help, your best hope is to take shelter & find a way to survive in a castle where death & spirits lurk around every corner - &possibly something worse.
Description:
Stranded with your pack far away from help, your best hope is to take shelter and find a way to survive in a castle where death and spirits lurk around every corner... and possibly something worse. In a full survival-horror setting, you will quickly learn that unless you can keep your sanity, the most dangerous thing might be each other. Run by The Wrecking Crew and The Dead Gamers Society.
A bold heist to steal rare herbs from the Tri-Khan's gardens & a race against Realm agents, all for the life of 1 sick child.
Description:
The rare flowers known as the Jewels of the Tri-Khan have miraculous properties, able to restore health to the dying and youth to the aged. A young Solar Circle risks a daring heist to steal the plant from the Tri-khan's own gardens for the sake of a dying child, yet other parties also seek the Jewels, and things soon become a desperate race for the prize... This will use the Third Edition rule-set, with some possible tweaks to boost ease of play for first-time players.
The Lasers get a distress call from a world which has a derelict spaceship on a collision course towards it at relativistic velocities, & they're the only ones who can stop it destroying the planet.
Description:
The Lasers receive a planetary distress call from a world that has detected a seemingly derelict spaceship moving toward it at relativistic velocities on a collision course. The impact will destroy the planet, and the lasers are the only ones who can prevent it. Their investigation brings them up against the political machinations and scientific manipulations devised by two powerful figures who each seek to shape the future of the Bleed.
The Lasers get a distress call from a world which has a derelict spaceship on a collision course towards it at relativistic velocities, & they're the only ones who can stop it destroying the planet.
Description:
The Lasers receive a planetary distress call from a world that has detected a seemingly derelict spaceship moving toward it at relativistic velocities on a collision course. The impact will destroy the planet, and the lasers are the only ones who can prevent it. Their investigation brings them up against the political machinations and scientific manipulations devised by two powerful figures who each seek to shape the future of the Bleed.
A thematic & strategic dice worker placement game. Build a great abbey in the 11th century: manage resources, train clergy, construct buildings, bring in peasants, & defend against the darkness!
A thematic & strategic dice worker placement game. Build a great abbey in the 11th century: manage resources, train clergy, construct buildings, bring in peasants, & defend against the darkness!