A volcanic dungeon crawl and quest for the crown of wishes.
Description:
Play as adventurers and treasure seekers who have journeyed to the Island of Drairmare to get an artifact deep inside a volcano that is said to grant you your heart's desires.
A volcanic dungeon crawl and quest for the crown of wishes.
Description:
Play as adventurers and treasure seekers who have journeyed to the Island of Drairmare to get an artifact deep inside a volcano that is said to grant you your heart's desires.
Magic has returned and the stories of the elders have begun to carry new weight. Now the Fair Folk are returning and the elders need ambassadors, will you answer the call?
Description:
Utilizing an entirely homebrew setting you will set out to explore to Wilderness of Sliabh Bloom, a place always rumored to be home to the Fae, but never before has it become so true. Exploring the hills of the land, you will seek out that door to fairy. Perfect for those interested in survival/travel adventures and those who love fairy stories.
A Sentinel of the Ghost Roads has gone missing—but Sentinels do not move. The Quartarius Quaestorum needs the matter handled quietly. An Ur-Måra original one-shot.
Description:
For three centuries, the Iron Sentinels have stood vigil over the Ghost Roads of Euthydemia — silent weeping caryatids of warded iron, each crowned with lapis lazuli, each shielding the great highways from the hallucinogenic madness of the Ghost Nations. No Sentinel has ever moved. No Sentinel has ever spoken. No Sentinel has ever failed.
*One has vanished.*
Two operatives of the Quartarius Quaestorum — Ur-Måra's covert institution for handling the impossible — have contracted your party to investigate. Find the Sentinel. Determine what happened. Render the wards safe — by whatever means necessary.
Your brief will not survive contact with the truth.
§ A four-hour one-shot set in Ur-Måra, an original world drawing on Valentinian cosmology, golden-age SF&F aesthetics, and the long shadow of empires that should not have been. Pre-gens provided.
You're not sure how or why, but you and your fellow adventurers have found themselves in pursuit of knowledge in the library between libraries. Will you find the knowledge you seek and leave alive?
Description:
Utilizing Emmy Allen's The Stygian Library as a base we will generate a library dungeon unknown even to the GM. We will encounter together a search for knowledge determined by you the players, and see what lurks in the corners of the world's mind, the librarians that protect the Sheol Computer, and the reality that manifests in the places where knowledge gathers.
A samurai in full ō-yoroi rides for your village. You have until sundown. A village-defense scenario in the spirit of Seven Samurai.
Description:
Iwa: the realm of the Red Sun. The Ikkō-ikki of Kaga Province have thrown down the daimyō and lived a sublime century in peace, ruled only by faith in Amida Buddha. But now, death comes: one bushi, mounted, armored, and oath-bound to crush the province and reunite the realm. Ue Village stands in his path.
You are its defenders: a village elder, an emishi scout, a lost sōhei, a young calligrapher, and others who never asked to be heroes.
Scout the approach. Parley if you dare. Set traps, forge alliances, and choose your ground. When the samurai arrives, take him apart piece by piece—if you can. The covenant of *ikki ichimi* — one mind, one will — is your only advantage.
§ Pre-gens provided. Custom-illustrated ō-yoroi card for component-level damage tracking. D&D 5.5e with light scenario-specific mechanics in the spirit of classic asymmetric wargames. Set in the world of Ur-Måra.