When the Iron Collar enslaves a trade village, heroes rise. Chase the slavers, save the innocent, and test your heart in a world that won’t look away.
Description:
When the Iron Collar slavers strike the crossroads village of Waymere, they leave behind ashes, silence, and broken families. Survivors whisper of iron brands, forced marches, and a caravan already vanishing down the old roads. The players take on the roles of heroes drawn into Waymere’s aftermath, whether by duty, conscience, or coincidence. The trail leads through dangerous wilds and hard choices, where every decision weighs freedom against fear. The Iron Collar is ruthless, organized, and unashamed. They are not the only danger waiting along the road. Where Chains Break is a fast-paced Daggerheart one-shot focused on pursuit, consequence, and hope under pressure. Expect tense social encounters, moments of decisive action, and choices that test not just your blades and spells, but your hearts. You may save lives. You may fail. But the world will remember what you chose to do.
When the Iron Collar enslaves a trade village, heroes rise. Chase the slavers, save the innocent, and test your heart in a world that won’t look away.
Description:
When the Iron Collar slavers strike the crossroads village of Waymere, they leave behind ashes, silence, and broken families. Survivors whisper of iron brands, forced marches, and a caravan already vanishing down the old roads. The players take on the roles of heroes drawn into Waymere’s aftermath, whether by duty, conscience, or coincidence. The trail leads through dangerous wilds and hard choices, where every decision weighs freedom against fear. The Iron Collar is ruthless, organized, and unashamed. They are not the only danger waiting along the road. Where Chains Break is a fast-paced Daggerheart one-shot focused on pursuit, consequence, and hope under pressure. Expect tense social encounters, moments of decisive action, and choices that test not just your blades and spells, but your hearts. You may save lives. You may fail. But the world will remember what you chose to do.
Everyone in the town of Templemont blacked out. The first group sent in said they solved the problem. The second group said everything was fine, then vanished. Now you're here.
Description:
A week ago, everyone within a few miles of the small, southern-Georgia town of Templemont passed out simultaneously. There were wrecks, accidents, and other problems. Even some injuries and a few deaths. First responders had no idea what was going on. Working Group "Naga" was sent in, and they reported that they had "identified and terminated the vector," then went off the grid. The Working Group "Ouroboros" was activated and sent in after The Program found Naga's report...lacking. The members of Ouroboros reported back to their home agencies that everything was fine. Then they... vanished. Now, Working Group "Phoenix" is being sent in. The "official" Government Agencies involved just want this to go away. And Delta Green wants to know WTF is going on. Can you discover "Where in the World is Working Group Ouroboros?"
Where the Lava Meets the Sea: The Danger Disinterred
Summary:
An earthquake uncovers more than broken stone. A hooded stranger appears, ancient forces stir, and something long buried is brought back into the light. And you're in the middle of all of it.
Description:
The first of 3 linked adventures in an original world based on the history and culture of Sicily. The island is rich, both in farmland plowed by domesticated miniature woolly mammoths and in legends of fallen civilizations and their untold treasures. Classic fantasy races have mixed freely because waves of various cultures have landed on its shores and made their homes here. This is the perfect place to make a name for yourself, unearth enough gold to live out your days in luxury, and discover ancient magic to make you powerful beyond your wildest dreams. Sure, most adventurers meet a grisly end or decide after their first delve that they’d rather plow a field than ever try that again, but you’re different – right? Drop into one session or all three for the continuation of the story; sessions 1 and 3 will use D&D 5E and session 2 will use Shadowdark. Low-level pregens will be provided.
The artifact you retrieved from the lava tubes draws malevolent seekers from every shadow. You cannot keep it, but you must protect it long enough to decide who can. That choice carries consequence.
Description:
The third of 3 linked adventures in an original world based on the history and culture of Sicily. The island is rich, both in farmland plowed by domesticated miniature woolly mammoths and in legends of fallen civilizations and their untold treasures. Classic fantasy races have mixed freely because waves of various cultures have landed on its shores and made their homes here. This is the perfect place to make a name for yourself, unearth enough gold to live out your days in luxury, and discover ancient magic to make you powerful beyond your wildest dreams. Sure, most adventurers meet a grisly end or decide after their first delve that they’d rather plow a field than ever try that again, but you’re different – right? Drop into one session or all three for the continuation of the story; sessions 1 and 3 will use D&D 5E and session 2 will use Shadowdark. Low-level pregens will be provided.
Where the Lava Meets the Sea: The Pyroductian Wardens
Summary:
Beneath the island, the past still stands watch. In the lava tubes, once-dormant guardians test your worth as you attempt to retrieve an artifact never meant to surface again.
Description:
The second of 3 linked adventures in an original world based on the history and culture of Sicily. The island is rich, both in farmland plowed by domesticated miniature woolly mammoths and in legends of fallen civilizations and their untold treasures. Classic fantasy races have mixed freely because waves of various cultures have landed on its shores and made their homes here. This is the perfect place to make a name for yourself, unearth enough gold to live out your days in luxury, and discover ancient magic to make you powerful beyond your wildest dreams. Sure, most adventurers meet a grisly end or decide after their first delve that they’d rather plow a field than ever try that again, but you’re different – right? Drop into one session or all three for the continuation of the story; sessions 1 and 3 will use D&D 5E and session 2 will use Shadowdark. Low-level pregens will be provided.
Strange activity draws a UN team to a remote island where ancient monoliths stand silent. One is beginning to crack, and whatever lies inside was never meant to be free.
Description:
Unusual activity surrounding a remote island prompts the UN to send a team of scientists, scholars, and a reporter to investigate. What they find are towering monoliths unlike any known structure, older than record and impossible to ignore.
Closer study reveals their purpose: they are not monuments, but prisons.
Now one monolith shows signs of failure. Hairline fractures spread. Instruments register impossible readings. The team must uncover how these structures were made, why they exist, and whether they can be repaired before whatever waits inside breaks free.
An unexpected email from a colleague's daughter coincides with the call of whippoorwills. The old tales tell that the call can capture a dying person’s soul.
Description:
MU Skulls Presents! Pre-generated PCs and all materials provided. This is a two-hour demo-style game that will tell a short Call of Cthulhu story while teaching 7th edition rules. Great for 5e players looking to check out a different game.
An unexpected email from a colleague's daughter coincides with the call of whippoorwills. The old tales tell that the call can capture a dying person’s soul.
Description:
MU Skulls Presents! Pre-generated PCs and all materials provided. This is a two-hour demo-style game that will tell a short Call of Cthulhu story while teaching 7th edition rules. Great for 5e players looking to check out a different game.
The Heights is an expansive reach full of ancient redwoods and, recently, a strange whisper heard across the treetops. Will your crew of Wildsailors be the first to discover the source?
Description:
About a month ago folks from the mountain tops of Kardonak to the cloud reaching Farelight tree began to hear strange whispers floating on the wind. Many a researcher and mesmer have tried to uncover their nature and origin, but so far none have has success. Your crew has been contracted by The Consortium of Song to sail out across the wildsea and find out what is causing this whispered message and whether or not it is a danger to The Heights.