Survivors of a shipwreck, waking up on an uncharted island in the Pacific, are tested by the elements & by the twisted shapes of half-seen, sadistic entities who haunt the atoll's jungled interior!
Description:
A rugged adventure tale in which the survival of a shipwreck's castaways, waking up on an uncharted island in the Pacific, is tested not only by the elements - but by the twisted shapes of half-seen, sadistic entities who haunt the atoll's jungled interior!
Be wrongfully accused, meet mysterious travelers, and face that which bumps in the night in this Gothic horror adventure.
Description:
Journeying far from home, you take refuge from the dangers of the wilderness in the company of a caravan of wanderers known as the Tarish. Their camp is alight with music and reverie late into the night, but the atmosphere turns suddenly hostile in the morning when one of your companions and a Tarish girl go missing, casting immediate suspicion on your group. Far from home and under the threat of a vengeful curse, you are given no choice but to explore the area to solve the mystery and clear your names. This is an introductory adventure to the medieval, Gothic world of Shadows of Esteren.
Your intrepid band of absinthe-soaked art students seek to stop Notre-Dame Cathedral's eccentric organist from opening a gate between our world and the horrific realm of Carcosa.
Description:
For more than seven centuries Notre-Dame Cathedral has loomed over the life and legend of Paris. Now, impelled by alien frequencies, the church's eccentric organist uses a captive entity to turn its Gothic ironwork into a gate between our world and the horrific realm of Carcosa. Only your intrepid band of absinthe-soaked art students stand in his way.
Your intrepid band of absinthe-soaked art students seek to stop Notre-Dame Cathedral's eccentric organist from opening a gate between our world and the horrific realm of Carcosa.
Description:
For more than seven centuries Notre-Dame Cathedral has loomed over the life and legend of Paris. Now, impelled by alien frequencies, the church's eccentric organist uses a captive entity to turn its Gothic ironwork into a gate between our world and the horrific realm of Carcosa. Only your intrepid band of absinthe-soaked art students stand in his way.
Your intrepid band of absinthe-soaked art students seek to stop Notre-Dame Cathedral's eccentric organist from opening a gate between our world and the horrific realm of Carcosa.
Description:
For more than seven centuries Notre-Dame Cathedral has loomed over the life and legend of Paris. Now, impelled by alien frequencies, the church's eccentric organist uses a captive entity to turn its Gothic ironwork into a gate between our world and the horrific realm of Carcosa. Only your intrepid band of absinthe-soaked art students stand in his way.
Your intrepid band of absinthe-soaked art students seek to stop Notre-Dame Cathedral's eccentric organist from opening a gate between our world and the horrific realm of Carcosa.
Description:
For more than seven centuries Notre-Dame Cathedral has loomed over the life and legend of Paris. Now, impelled by alien frequencies, the church's eccentric organist uses a captive entity to turn its Gothic ironwork into a gate between our world and the horrific realm of Carcosa. Only your intrepid band of absinthe-soaked art students stand in his way.
The Dragon's Spine has been an artifact of fascination for a thousand years. Our Heroes are sent there but find more than they bargained for when a force older than the Spine itself begins to awaken.
Description:
This is a adventure designed for brand new (or returning) players to D&D. It should be fun for any experience level, but the adventure and the design is built to help explain the rules of D&D as we go. If you'd been wanting to try D&D but have been a bit afraid of not knowing what you're doing, this is the game for you.
None of you are Dragonborn; all of you are in danger. Can you return safely to Riften?
Description:
Using the Dread playing system of horror games, can you survive a unique adventure in the world of the Elder Scrolls? Skyrim is full of danger, and difficult choices must be made.
In this adventure, you take on the role of a D.R.E.A.M unit, sent to recover a Vivid Dreamer. In this world, magic is fueled by dreams. Creativity emphasized.
Description:
You play as a group of Mages and Dreamers, who are attempting to recover a Vivid Dreamer, before the wrong people get their hands on him/her. Vivid Dreamers are very powerful, and potentially dangerous. This is because their dreams hold more magical power and can even warp the area around them before it is even tapped into by a mage. You are a D.R.E.A.M unit, (Dreamer Reconnaissance and Engagement for the Association of Mages). The organization most likely to be in opposition to you is a group that the Association of Mages calls M.A.R.E (Magic Abusing Revelers of Evil), who turn dreams to nightmares, and use them to fuel cursed magic, that slowly steals the humanity from the users. If M.A.R.E gets the Vivid Dreamer before you do, the results would likely be catastrophic.
In this adventure, you take on the role of a D.R.E.A.M unit, sent to recover a Vivid Dreamer. In this world, magic is fueled by dreams. Creativity emphasized.
Description:
You play as a group of Mages and Dreamers, who are attempting to recover a Vivid Dreamer, before the wrong people get their hands on him/her. Vivid Dreamers are very powerful, and potentially dangerous. This is because their dreams hold more magical power and can even warp the area around them before it is even tapped into by a mage. You are a D.R.E.A.M unit, (Dreamer Reconnaissance and Engagement for the Association of Mages). The organization most likely to be in opposition to you is a group that the Association of Mages calls M.A.R.E (Magic Abusing Revelers of Evil), who turn dreams to nightmares, and use them to fuel cursed magic, that slowly steals the humanity from the users. If M.A.R.E gets the Vivid Dreamer before you do, the results would likely be catastrophic.