When marches and demonstrations fail, some people are willing to do more to end the war. In the bleakest hours of America, something even darker lurks in the hearts and minds of a nation on the brink.
In 220AD Hadrian's Wall & the legions guard the northern frontier of the
Roman Empire. But somehow it falls to you, the local initiates of Mithras,
to protect it against supernatural danger.
Description:
It is 220AD and Hadrian's Wall in Britannia guards the northern frontier of the mighty Roman Empire. The legions and auxiliaries (along with the Wall itself) protect the citizenry from attacks by the hostile tribes, but only some enlightened few know that there are graver threats lurking among the dark forests and trackless marshes beyond the border. Those few are yourselves, the local initiates into the Mysteries of Mithras, and you have been entrusted with protecting the region from supernatural danger. You've never had to do much more than propitiate a few angry river spirits in the past, but recently a number of disappearances and unexplained grisly deaths have occurred and the auguries are telling you that something very bad is about to happen...
In 220AD Hadrian's Wall & the legions guard the northern frontier of the
Roman Empire. But somehow it falls to you, the local initiates of Mithras,
to protect it against supernatural danger.
Description:
It is 220AD and Hadrian's Wall in Britannia guards the northern frontier of the mighty Roman Empire. The legions and auxiliaries (along with the Wall itself) protect the citizenry from attacks by the hostile tribes, but only some enlightened few know that there are graver threats lurking among the dark forests and trackless marshes beyond the border. Those few are yourselves, the local initiates into the Mysteries of Mithras, and you have been entrusted with protecting the region from supernatural danger. You've never had to do much more than propitiate a few angry river spirits in the past, but recently a number of disappearances and unexplained grisly deaths have occurred and the auguries are telling you that something very bad is about to happen...
It is the opening night of a strange exhibition from a photographer who never took another image; driven mad by the pictures, what they show, & what they reveal about what lies beyond our world.
Short on sanity from your last eldritch encounter, you and six friends take a vacation at Bisgsby Hot Springs, a somewhat New Age-y retreat in rural Oregon. What could possibly go wrong?
Description:
You and your friends have been fighting the good, poorly rewarded, and sanity shattering fight for a while now. After you put down that last thing summoned by a pack of cultists, everyone decided it was time for a break. Lucky for you, Bigsby Hot Springs has everything a frazzled investigator could want. Peace, quiet, serenity...and nowhere near any of those East Coast hot spots of terror and mayhem. What could go wrong? Role Playing stressed.
Short on sanity from your last eldritch encounter, you and six friends take a vacation at Bisgsby Hot Springs, a somewhat New Age-y retreat in rural Oregon. What could possibly go wrong?
Description:
You and your friends have been fighting the good, poorly rewarded, and sanity shattering fight for a while now. After you put down that last thing summoned by a pack of cultists, everyone decided it was time for a break. Lucky for you, Bigsby Hot Springs has everything a frazzled investigator could want. Peace, quiet, serenity...and nowhere near any of those East Coast hot spots of terror and mayhem. What could go wrong? Role Playing stressed.
Short on sanity from your last eldritch encounter, you and six friends take a vacation at Bisgsby Hot Springs, a somewhat New Age-y retreat in rural Oregon. What could possibly go wrong?
Description:
You and your friends have been fighting the good, poorly rewarded, and sanity shattering fight for a while now. After you put down that last thing summoned by a pack of cultists, everyone decided it was time for a break. Lucky for you, Bigsby Hot Springs has everything a frazzled investigator could want. Peace, quiet, serenity...and nowhere near any of those East Coast hot spots of terror and mayhem. What could go wrong? Role Playing stressed.
Short on sanity from your last eldritch encounter, you and six friends take a vacation at Bisgsby Hot Springs, a somewhat New Age-y retreat in rural Oregon. What could possibly go wrong?
Description:
You and your friends have been fighting the good, poorly rewarded, and sanity shattering fight for a while now. After you put down that last thing summoned by a pack of cultists, everyone decided it was time for a break. Lucky for you, Bigsby Hot Springs has everything a frazzled investigator could want. Peace, quiet, serenity...and nowhere near any of those East Coast hot spots of terror and mayhem. What could go wrong? Role Playing stressed.
It's 1913. Something causes riots to break out in the streets of Paris. As investigators from the Royal Society of Metaphysical Studies, you are dispatched to investigate, but are you prepared?
Description:
May 29th, 1913…Paris. They say music has charms to sooth the savage beast, but can it summon them as well? “The Rites of Spring” causes riots and violence to break out in the streets of Paris. You and the investigators from the Royal Society of Metaphysical Studies are immediately dispatched to investigate but are you prepared for what you may face?