The Wizarding World of Harry Potter D&D - 7 Years After Voldemort (Chapter 3)
Summary:
Choose a house & play as a Hogwarts student. Find out what evil plots & villains still lurk in the rebuilt Hogwarts, builds on story started in 5 & 6 Years After Voldemort, prior Years not required.
Description:
With a new and old Evil revealed in Year 6, again gather to cast spells, find allies, focus your studies, and use powerful magic items to explore an open world adventure. Use magic and your wits to Influence events during a critical historical turning point in the Wizarding World!
The Wizarding World of Harry Potter D&D - 7 Years After Voldemort (Chapter 3)
Summary:
Choose a house & play as a Hogwarts student. Find out what evil plots & villains still lurk in the rebuilt Hogwarts, builds on story started in 5 & 6 Years After Voldemort, prior Years not required.
Description:
With a new and old Evil revealed in Year 6, again gather to cast spells, find allies, focus your studies, and use powerful magic items to explore an open world adventure. Use magic and your wits to Influence events during a critical historical turning point in the Wizarding World!
The Wizarding World of Harry Potter D&D - 7 Years After Voldemort (Chapter 3)
Summary:
Choose a house & play as a Hogwarts student. Find out what evil plots & villains still lurk in the rebuilt Hogwarts, builds on story started in 5 & 6 Years After Voldemort, prior Years not required.
Description:
With a new and old Evil revealed in Year 6, again gather to cast spells, find allies, focus your studies, and use powerful magic items to explore an open world adventure. Use magic and your wits to Influence events during a critical historical turning point in the Wizarding World!
The Wizarding World of Harry Potter D&D - 7 Years After Voldemort (Chapter 3)
Summary:
Choose a house & play as a Hogwarts student. Find out what evil plots & villains still lurk in the rebuilt Hogwarts, builds on story started in 5 & 6 Years After Voldemort, prior Years not required.
Description:
With a new and old Evil revealed in Year 6, again gather to cast spells, find allies, focus your studies, and use powerful magic items to explore an open world adventure. Use magic and your wits to Influence events during a critical historical turning point in the Wizarding World!
Stop a mad dragon from sacrificing a continent so they can ascend to godhood! Your characters will be level 20, and you'll need all that power before the end of the campaign…
Description:
Venadath the Vengeful, an Ancient Black Dragon, is preparing his ascension as a Greatwyrm. He is planning a grand ritual which, if successful, will empower him by sacrificing everyone on the continent. The greatest level 20 heroes of myth and legend have been called together to stop the ceremony and slay Venadath so he may never attempt such a thing again. If you succeed, you will be fighting a vengeful ancient dragon with 7th level spells. If you’re too slow, you will fight a rampaging Greatwyrm with 9th level spells. Good luck!
The streets of New York have been claimed by the corruption of the wyrm for generations, but the warriors of Gaia cannot give it up without a fight. Join a young pack, as new to being werewolves.
Description:
The streets of New York have been claimed by the corruption of the wyrm for generations, but the warriors of Gaia cannot give it up without a fight. Join a young pack, as new to being werewolves as we are to the brand new Werewolf 5th edition system, sent on a mission of vital importance.... even if it is clearly suicide. Will you answer their howl? What legends will the Garou sing of you? When will you Rage?
Cadet's Log, Stardate 48379.4. I and my fellow cadets are taking a Danube Class runabout to Narendra Station for our graduation ceremony and assignment to commissioned ships.
Description:
Theirs are faces I've seen at the Academy, but never really gotten to know. I have a sense that the next few days will be pivotal ones. Prizes and surprises in store!
Your team of seasoned spies has followed a smuggling ring to Odessa, Ukraine. You find your only informant killed by something...unnatural. Can you escape with your lives?
Your team of seasoned spies has followed a smuggling ring to Odessa, Ukraine. You find your only informant killed by something...unnatural. Can you escape with your lives?
Centuries after the Fall of the Lazax and the end of the Imperium, six surviving races expand outward toward the center of the galaxy. Prove yourself worthy to sit upon the Throne of Mecatol Rex!
Description:
We will be using the base game and both expansions. The optional rules used will be Territorial Distant Suns, Leaders, Custodians of Mecatol Rex, Flagships, Mechs, the Wormhole Nexus, Trade III (Mercenaries), Warfare II, Technology II, Bureaucracy, Shock Troops, Artifacts, Race Technologies, Final Frontier and Political Intrigue. Oh, and tragically, the hideously OP Yssaril race did NOT survive the fall of the Lazax Empire.