The final year of The Call Between the Stars, a space epic of Cthulian proportions! Yithians fight for their home, ancient enemies rise, and our long voyage nears its end. The stars remember.
Description:
The final year of The Call Between the Stars begins, bringing a space-spanning epic of Cthulhian scale toward its long-awaited conclusion. The Yithians stand on the edge of reclaiming their lost homeworld as ancient forces stir once more across forgotten sectors.
Old allies return. Long-buried truths surface. The enemy that has haunted the journey steps fully into the light, threatening not only worlds, but the fragile threads connecting past, present, and future.
And still the derelict continues its impossible voyage through the stars, carrying secrets that may decide everything.
The end approaches. Whether it is victory, defeat, or something far stranger remains to be seen.
A deep sea exploration team disappears in the Bahamas and reappears in the Arctic, their vessel trapped in crushing ice. Cut off from rescue, they face failing equipment, lethal cold, and much worse.
Description:
A deep sea exploration team vanishes without explanation in the Bahamas, only to find themselves abruptly displaced to the Arctic, their vessel locked in shifting ice far from any known route.
As temperatures plunge and equipment begins to break down, survival becomes the only priority. Supplies must be rationed. Risky excursions across the ice become unavoidable. Every decision carries weight. And beneath the frozen water, something moves.
The crew must endure the cold, the isolation, and the growing certainty that they were not brought here by accident.
Break on Through to the Other Side. One year ago, the DeMarcio estate became the site of a seance that shattered the boundary between worlds.
Description:
The after effects of last year's game "The Last Seance at the House DeMarcio,"friends and family" of the deceased find themselves pulled into the realm of the dead and desperately trying to escape. What began as a display of power by a wealthy occultist spiraled into catastrophe when the ritual surged beyond control, dragging several guests into the realm of the dead and leaving the living to wonder what could possibly returned.
Now the aftershocks have begun.
Seneca Falls, 1848. Women and their allies gather to demand their place in history. As voices rise and change begins, a silent presence judges from the gallery above.
Description:
Inside the Wesleyan Church, women gather to demand recognition, agency, and a voice in shaping the future. Speeches are written. Alliances form. History begins to shift. Yet not every witness sits among the delegates.
From the upper gallery, something unseen lingers through every meeting, every declaration, every moment of courage. It listens as names are signed and convictions harden.
As the movement finds its voice, a quiet question emerges: who else is listening…and what do they intend to do with what they hear?
("The Silent Gallery" is a scenario written and facilitated by a female creator, which prioritizes and celebrates femme perspectives. While all are welcome to take part, the focus of this game is on amplifying the feminine journey. We warmly invite ALL femme-identifying individuals to take the lead in telling this story.)
Step into The Wandering Menagerie, a circus drifting between worlds. Wonder dazzles, bargains bind, and every act feeds an elder god. Spectators may leave changed…if they leave at all.
Description:
Step right up to The Wandering Menagerie, a traveling circus that drifts between worlds under the watch of a ringmaster who is far older than he should be. Beneath the bright tents and impossible feats, every performer is bound by glittering contracts, their acts fueled by devotion, despair, and forgotten prayers.
Guests arrive as spectators, supplicants, or prey. Some seek power, purpose, or immortality beneath the big top. Others come to break the chains and free the souls within. Every choice feeds the circus, and every revelation carries a cost. The show must go on. Whether you walk away is another matter.
Venice, 1348. Carnevale arrives in candlelight as masks hide rank, identity...and illness. Private invitations circulate. Some come to celebrate. Some come to bargain. Some come because they must.
Description:
Masks flood the city. Silk rustles across bridges lit by lantern glow. Nobles, merchants, sailors, performers, and strangers move together through crowded piazzas where identity dissolves and anything feels possible.
Carnevale has always blurred the boundary between roles, between truth and performance, between the living and what waits beyond. This year, the veil feels thinner.
Some have come to forget the world is changing. Some have come to profit from it. Some believe the city stands at the edge of transformation, and that Carnevale is not distraction, but ritual.
The bells will ring. The masks will remain. And before Carnevale ends, Venice may decide what it is willing to become.
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.