Most people donât walk into the darkness to see whatâs really there. But you do, and you hunt it down. Now wordâs come to you that several people have died, and that they did so in a most gruesome fashion. Seems that they...well...exploded. But thatâs not the worst of it. The âreally badâ of it all is that something appears to have walked out of the grisly remains. Hopefully, it won't have acid for blood...
Most people donât walk into the darkness to see whatâs really there. But you do, and you hunt it down. Now wordâs come to you that several people have died, and that they did so in a most gruesome fashion. Seems that they...well...exploded. But thatâs not the worst of it. The âreally badâ of it all is that something appears to have walked out of the grisly remains. Hopefully, it won't have acid for blood...
The party, an NID team, must prevent the destruction of the SGC, but in the process makes a bone chilling discovery that makes the destruction of the SGC irrelevant.
Set upon by a sandstorm, a band of Victorian tourists take refuge in a tomb. There, in the hoary earth of the Egyptian wastelands lay a terrible monument to the Pharaoh Nargheshept â a servitor of eldritch gods; a ruler so vile, his name was stricken from all records so none might revive his ghastly cult. What hope do the travelers have against the necromantic terrors of a forgotten evil â especially when one suddenly knows more than they should...
Set upon by a sandstorm, a band of Victorian tourists take refuge in a tomb. There, in the hoary earth of the Egyptian wastelands lay a terrible monument to the Pharaoh Nargheshept â a servitor of eldritch gods; a ruler so vile, his name was stricken from all records so none might revive his ghastly cult. What hope do the travelers have against the necromantic terrors of a forgotten evil â especially when one suddenly knows more than they should...
Set upon by a sandstorm, a band of Victorian tourists take refuge in a tomb. There, in the hoary earth of the Egyptian wastelands lay a terrible monument to the Pharaoh Nargheshept â a servitor of eldritch gods; a ruler so vile, his name was stricken from all records so none might revive his ghastly cult. What hope do the travelers have against the necromantic terrors of a forgotten evil â especially when one suddenly knows more than they should...
Set upon by a sandstorm, a band of Victorian tourists take refuge in a tomb. There, in the hoary earth of the Egyptian wastelands lay a terrible monument to the Pharaoh Nargheshept â a servitor of eldritch gods; a ruler so vile, his name was stricken from all records so none might revive his ghastly cult. What hope do the travelers have against the necromantic terrors of a forgotten evil â especially when one suddenly knows more than they should...
You run a fueling station at the edge of explored space. Colony "Sleeper" ships make their last stop here before taking the ultimate gamble in the unexplored void. You are just finishing up the latest arrival when sensors detect a military cutter approaching. She seems to be in a big hurry - say, what's that chasing her?
You run a fueling station at the edge of explored space. Colony "Sleeper" ships make their last stop here before taking the ultimate gamble in the unexplored void. You are just finishing up the latest arrival when sensors detect a military cutter approaching. She seems to be in a big hurry - say, what's that chasing her?
Where you place your story can be as important as the story itself. What elements should you put in and leave out? Our panelists show you how to sprinkle in details to enhance your story and characters . . . and teach you how not to overdo it. Weâll include tidbits about how to pick a setting and research tools. Panelists: Jean Rabe, Chris Pierson, Elizabeth Vaughan, Brad Beaulieu