The sources of fresh water are drying up. Rains have stopped, the rivers are thinning. Many have gone to find the Tap of the World & save Erth, none have returned. Why would you be any different?
Long Description:
This is the second of three adventures for The Tap of the World Dungeon World campaign. While the adventures are linked by the grand quest to find out why your world is running out of water, each adventure can stand alone.
From the dry wastes to frozen peaks and the embattled dwarves beneath them.
Your quest to uncover the cause of the world-wide drought continues as traitors are revealed and loyalties are tested. Who is behind the increasing cold which is locking up precious water? Is the new and sudden Ice Age a boon and bulwark against disaster or is it making the problem worse?
Dimensional Gates and Elemental Fates are bound up in the final fate of Erth. Can you solve the mystery of the ice caps when knowing what to do may be harder than actually doing it?
Event Type:
RPG - Role Playing Game
Game System:
Dungeon World
Rules Edition:
1st
Minimum Players:
4
Maximum Players:
7
Age Required:
Teen (13+)
Experience Required:
None (You've never played before - rules will be taught)