A camping trip goes awry, a Wilderness Guide missing, a storm approaches, & the only place to go is the spooky old house on the hill. A great game for parents to introduce their children to RPGs.
Description:
A camping trip goes awry, a Wilderness Guide missing, a storm approaches, & the only place to go is the spooky old house on the hill.
You're on the way back from Fall camporee when the car breaks down on a deserted road. Scout Master Bree hiked backed to the spooky old house up the road to ask for help. It's been hours since he left... it's getting dark... and a storm is coming... so you decide to go find him. A great game for parents to introduce their children to role playing
A camping trip goes awry, a Wilderness Guide missing, a storm approaches, & the only place to go is the spooky old house on the hill. A great game for parents to introduce their children to RPGs.
Description:
A camping trip goes awry, a Wilderness Guide missing, a storm approaches, & the only place to go is the spooky old house on the hill.
You're on the way back from Fall camporee when the car breaks down on a deserted road. Scout Master Bree hiked backed to the spooky old house up the road to ask for help. It's been hours since he left... it's getting dark... and a storm is coming... so you decide to go find him. A great game for parents to introduce their children to role playing
Your team has been tasked with thwarting the Vril Society an occult arm of the Thule Society from collecting artifacts that may strengthen the Thule Society.
Description:
It’s 1936 and you’re on loan from your Secret Society. Your team has been tasked with thwarting the Vril Society or The Luminous Lodge – an occult arm of the Thule Society. Your group has been tasked to prevent the Vril Society from collecting artifacts that may strengthen the Thule Society and the Nazi Party. If they get their hands on these artifacts and figure out how to use them, there could be world changing effects. Can you and your team stop them before time runs out?
Your team has been tasked with thwarting the Vril Society an occult arm of the Thule Society from collecting artifacts that may strengthen the Thule Society.
Description:
It’s 1936 and you’re on loan from your Secret Society. Your team has been tasked with thwarting the Vril Society or The Luminous Lodge – an occult arm of the Thule Society. Your group has been tasked to prevent the Vril Society from collecting artifacts that may strengthen the Thule Society and the Nazi Party. If they get their hands on these artifacts and figure out how to use them, there could be world changing effects. Can you and your team stop them before time runs out?
A 1950s scouting group's bus breaks down, the Scoutmaster disappears, and now some of the kids are starting to act strangely. Action and adventure for the whole family.
Description:
After a weeklong trip at camp in the 1950s, the Wilderness Kids (a teenage scouting group) are returning home to Kokomo, Indiana. When nearing the outskirts of town, the bus develops trouble and the Scoutmaster leaves to get help from recently passed a gas station (about a 10-minute walk). After a half hour has passed, and the Scoutmaster hasn’t returned and the Wilderness Kids are getting hungry and thirsty, and some of them are starting to act strangely.
A 1950s scouting group's bus breaks down, the Scoutmaster disappears, and now some of the kids are starting to act strangely. Action and adventure for the whole family.
Description:
After a weeklong trip at camp in the 1950s, the Wilderness Kids (a teenage scouting group) are returning home to Kokomo, Indiana. When nearing the outskirts of town, the bus develops trouble and the Scoutmaster leaves to get help from recently passed a gas station (about a 10-minute walk). After a half hour has passed, and the Scoutmaster hasn’t returned and the Wilderness Kids are getting hungry and thirsty, and some of them are starting to act strangely.
A relaxing Mediterranean cruise through the Greek Islands turns dangerous when the Nazis come calling; seeking artifacts from Professor Crane's latest archeological dig.
Harry, Ron, Hermione, & friends take part in 3 adventures that take place during Years 1 & 2.
Description:
In the first adventure, players take part in Harry Potter: The Blood Oath Year One, then the players become embroiled in Harry Potter and the Alchemist’s Sepulcher YEAR 2, and finally, players will take part in a flashback adventure featuring the Marauders, Lilly, and Snape.
Each player receives a hard copy of ALL the characters sheet used in the game.
Each player will receive a set of the player character miniatures used in the game.
Each player will receive a PDF of the Hollow Earth Expedition rule set which is used to create and run the adventures.
One player will receive the HOUSE CUP.
A crystal map marks a location deep within the uncharted canyons of the Martian Wastelands. What secrets await discovery within the Labyrinth of the Lost?