A sign on the door of the Tailor Shop states, "Enter the Shop." Seems like easy enough advice and you wouldn't steer you wrong, or unmoor you from time and space - would it?
Description:
Your crew finds itself in a strange, empty village, before a haberdashery with a sign that beckons you to enter. It seems as empty as the rest of the village but this is the first clue you have come across that might provide some answers. You soon find yourself traversing time and space as you search for a way to put an end to this time-distorting weirdness.
Come play an interactive text adventure! The players collectively control the PC, with hilarious results. Can you become the ruler of Action Castle?
Description:
If you've ever played an old-school text adventure, you'll feel right at home! If not, come experience one of the original eras of gaming, one player command at a time. This plays like a party game and is quick to pick up even for first-time players. The GM plays the role of the computer (with a hefty dose of comedy) and narrates the results of your actions.
Come play an interactive text adventure! The players collectively control the PC, with hilarious results. Return to Action Castle - all is not well!
Description:
If you've ever played an old-school text adventure, you'll feel right at home! If not, come experience one of the original eras of gaming, one player command at a time. This plays like a party game and is quick to pick up even for first-time players. The GM plays the role of the computer (with a hefty dose of comedy) and narrates the results of your actions. You do not need to have played Action Castle before playing this scenario.
Explore the headquarters of the age-old faction the Heralds of Dust. In this immense house of the dead, they prepare and entomb and hold funerals for the dead and the undead alike.
Description:
The Mortuary rises above Sigil, the crossroads of the multiverse, like a dead hand erupting from a grave. Headquarters of the Heralds of Dust, one of the oldest philosophical factions in the City of Doors, the Mortuary is a house of death: a morgue, funeral home, and tomb of immense scale linked to burial sites on other planes and worlds. The Mortuary is located in the Hive Ward, the seediest of Sigils districts. In the Mortuarys eerie yet reverent chambers, the Heralds of Dust receive, process, and lay the dead to rest on a multiversal scale, ensuring every creature that dies in Sigil earns its obsequies.
A low-level band of adventurers has decided this is the life for them and sets off into the wilds beyond the safety of civilization.
Description:
At level 1, PCs have gained a little notoriety and feel the time is right to step away from the safety (and low profit) of the keep they have been staying at and strike out into the wilds. Having gone through trials and tribulations at a small castle on the border of the wild lands, the party has found moderate success and much disappointment. Recently a group came through after finding a mighty haul in some ruins to the east but half their members had fallen and the rest decided to take their shares and retire into the safety of the west. You heard tales of Death and dismemberment, but you saw a small chest that took two men to move to the room the four had for the night as well as the gold they paid for the evenings fare with. This was enough to convince you to set off for the same ruins.
A low-level band of adventurers has decided this is the life for them and sets off into the wilds beyond the safety of civilization.
Description:
At level 1, PCs have gained a little notoriety and feel the time is right to step away from the safety (and low profit) of the keep they have been staying at and strike out into the wilds. Having gone through trials and tribulations at a small castle on the border of the wild lands, the party has found moderate success and much disappointment. Recently a group came through after finding a mighty haul in some ruins to the east but half their members had fallen and the rest decided to take their shares and retire into the safety of the west. You heard tales of Death and dismemberment, but you saw a small chest that took two men to move to the room the four had for the night as well as the gold they paid for the evenings fare with. This was enough to convince you to set off for the same ruins.