In ages long past, the world was ruled by worms. Deep within dreaming jungles, fell priests sacrificed the blood of man & his kith to the mammoth war-worms. The age of the worm is once more upon us.
Description:
A Level 1 Adventure - In ages long past and best forgotten, the world was ruled by worms. Deep within dreaming jungles, and high atop monolithic temples, fell priests sacrificed the blood of man and his kith to the mammoth war-worms.
One wizard would return the world to the rule of the worm. From deep within the blood-soaked earth, calling upon the spirits of the slain and blood of the dying, rising from the moldering bones of fallen warriors, the war-worms have returned. Their foul Mother – last of her kin – births more crawling horrors with every passing hour.
The age of the worm is once more upon us. The call is sounded: Who will rise to purge the darkness?
In ages long past, the world was ruled by worms. Deep within dreaming jungles, fell priests sacrificed the blood of man & his kith to the mammoth war-worms. The age of the worm is once more upon us.
Description:
A Level 1 Adventure - In ages long past and best forgotten, the world was ruled by worms. Deep within dreaming jungles, and high atop monolithic temples, fell priests sacrificed the blood of man and his kith to the mammoth war-worms.
One wizard would return the world to the rule of the worm. From deep within the blood-soaked earth, calling upon the spirits of the slain and blood of the dying, rising from the moldering bones of fallen warriors, the war-worms have returned. Their foul Mother – last of her kin – births more crawling horrors with every passing hour.
The age of the worm is once more upon us. The call is sounded: Who will rise to purge the darkness?
Mae Curlow claims she saw children's ghosts roaming through the walls of her Great Arkham home & heard bizarre voices speaking out of thin air. Can you find the cause before Mae is cruelly evicted?
Description:
Mae Curlow’s house, in the Westheath area of Great Arkham, is said to be haunted. She claims to have seen the ghosts of children roaming through the walls, and heard bizarre voices speaking out of thin air. What could be causing these strange apparitions – and can you find out before Mae is cruelly evicted?
Legend tells of secret treasures hidden at the center of the massive garden once tended to by a great illusionist. Anyone who survives the magical garden's perils will claim the old wizard's stash.
Description:
Centuries ago, a great illusionist with a bit of a green thumb grew a massive garden around his lonely tower. Legends speak of strange creatures, magic portals, and living hedges within its borders. The illusionist disappeared one day leaving his garden unattended. When he disappeared, all the color seemed to drain from the leaves and flowers he tended. The plants still thrived, but the whole garden took on a more sinister aspect. All who entered the garden never returned. The old wizard's tower is still at the center of the garden, though. What treasures might the illusionist have kept inside, just waiting to be taken? A 1st level introductory adventure for Swords & Wizardry.
The best roleplaying in the weirdest system you've probably only even heard of.
Description:
System Mastery, having reviewed more than 120 games, will now pick one entirely at random to run for you.
What’s the engine? It’s a surprise. It’ll be something that was an episode of System Mastery once, and that’s all the hints you’re getting. It’ll be awesome, though. Could it be Haven? City of Violence? Perhaps ACE Agents? Everway? HoL? Gear Krieg? A|State? (Man, we've been doing this a long time.)
We'll provide pre-gen characters, necessary dice or other randomizers (heck, might be dominoes or matchsticks or something), and rule short sheets so you can get in the game even if the game is impossible.
The Wild Hunt are beings from Celtic myth - or so we thought. People pushing for Irish independence have learned how to bind them to do their bidding & aid them in their criminal enterprise.
The Wild Hunt are beings from Celtic myth - or so we thought. People pushing for Irish independence have learned how to bind them to do their bidding & aid them in their criminal enterprise.
A camping trip goes awry, a Wilderness Guide missing, a storm approaches, & the only place to go is the spook house on the hill.
Description:
You're on the way back from Fall camporee when the car breaks down on a deserted road. Scout Master Bree hiked backed to the spooky old house up the road to ask for help. It's been hours since he left... it's getting dark... and a storm is coming... so you decide to go find him. A great game for parents to introduce their children to role playing