Harrowdale holds a treasure. A troll army wants that treasure. You must hold the town until the Imperial dragon cavalry arrives. You're outnumbered & far outmatched. Time to make your own luck.
When the necromantic tome having once belonged to American sorcerer Ezekiel de la Poer is stolen, your investigation leads you to the small town of Rosa, Alabama, de la Poer's final resting place.
Follow a clan of thieving kobolds from the treacherous Blood Wood to the hazardous dungeon isle of Omen to retrieve the fabled Darkskye Diamond! Level 3 characters provided or bring your own.
Follow a clan of thieving kobolds from the treacherous Blood Wood to the hazardous dungeon isle of Omen to retrieve the fabled Darkskye Diamond! Level 3 characters provided or bring your own.
Follow a clan of thieving kobolds from the treacherous Blood Wood to the hazardous dungeon isle of Omen to retrieve the fabled Darkskye Diamond! Level 3 characters provided or bring your own.
Follow a clan of thieving kobolds from the treacherous Blood Wood to the hazardous dungeon isle of Omen to retrieve the fabled Darkskye Diamond! Level 3 characters provided or bring your own.
GMing for one player, or playing solo with the GM, poses a special set of challenges. The design team behind Cthulhu Confidential teaches the tricks & techniques of this intense, rewarding format.
Description:
GMing for a party of one, or playing with only the GM at your side, poses a special set of challenges. The design team behind _Cthulhu Confidential_, the first GUMSHOE One-2-One game, teaches the tricks and techniques of this intense and rewarding format, applicable to both this game and RPGs in general.
It's the summer of '69, but you're enjoying the sub-zero temperatures of an Antarctic winter as part of a hastily-assembled rescue mission flying into the trackless whiteness at the end of the world.
An autumn hike in northern Vermont turns into a cross-dimensional raid to save the sanity of everyone you know. When your own world is 1 of many, where do your allegiances lie?
Create an episode from a dramatic TV series-that-never-was about psychic alien castaways building a new home on Earth in 1965.
Description:
Create an episode from a dramatic TV series-that-never-was about psychic alien castaways building a new home on Earth in 1965.
With DramaSystem, players collectively create a compelling story of emotional need and conflict within a tightly-knit group of people. In this session — inspired by the 1975 movie Escape to Witch Mountain — you play castaways from a doomed planet seeking safety and a new home in small-town central California. As members of the first group of alien settlers, you must struggle to adjust to this new world, find your fellow castaways, and keep your true nature a secret from your human neighbors. The session includes collaborative character generation and setting development.