Recent ghostly sightings in the village of Turvey have the locals on edge. Is it related to the arrival of a traveling circus, or a 200-year-old grudge? Rules light, balanced role-playing & combat.
Description:
Recent ghostly sightings in the village of Turvey have the locals on edge. Is it related to the arrival of a traveling circus, or a 200-year-old grudge? It will be up to the party to sort out the facts, because one thing Turvey’s residents aren’t short on is opinions. This will be a relatively rules-light adventure, highlighting role-playing and investigation, but will also feature sufficient combat. Low-level pre-generated characters will be provided. Cecilia's Dance is the first installment in an ongoing story arc set on the island continent of Baelortha. While the story carries over from convention to convention, players need not be familiar with it to enjoy each adventure.
Your employer & debtor, Un Pono the Hutt, has asked you to do a job. You know that leaves you with two options: 1. do the mission, or 2. well, probably best to not think too much about option 2.
Description:
Your benefactor, employer and debtor, Un Pono the Hutt has asked you perform a mission. You’ve been around long enough to know that you have two options, do the mission as requested, or – well, it’s probably best to not think too much about option two. Hutts, why does it always have to be Hutts? is the first module in a multi-part story involving the crew of the Smuggler’s Legacy. As they cross the galaxy struggling to eke out a living on the Outer Rim, the crew finds themselves pawns in a much larger game. Hutts, why does it always have to be Hutts? is a fast-paced, story-driven and relatively rules-light adventure requiring the PCs to be cunning, brash and solid on their triggers if they’re going to survive their mission and uncover the pungent underbelly of Imperial politics. Pre-generated characters will be provided.
After delivering a corrupt bureaucrat to their employer, the PCs discover how large the Hutt's ambitions truly lie & how much those ambitions threaten the very existence of the rebellion.
Description:
After delivering a corrupt bureaucrat to their employer, Un Pono the Hutt, the PCs discover just how large the Hutt's ambitions truly lie - and just how much those ambitions threaten the very existence of the Rebellion. As the PCs race across the galaxy protecting data critical to the survival of the Alliance, they find themselves players on a much larger stage. Their decisions might well help to shape the galaxy for decades to come!
Imperial Entanglements is the second module in a multi-part story involving the crew of the Smuggler’s Legacy. It is a fast-paced, story-driven and relatively rules-light adventure requiring the PCs to be cunning, brash and solid on their triggers if they’re going to survive their mission and help protect the future of the galaxy.
Pre-generated characters will be provided.
A mage missing for 20 years may be the first in a chain of clues connecting a corrupted family heirloom to the fate of a lost civilization of elves. Rules light, balanced exploration, RP & combat.
Description:
A mage missing for 20 years may be the first in a chain of clues connecting an heirloom of mysterious corrupted wood to the fate of a lost civilization of elves. The party will have to collect disparate pieces of evidence and sift through them to determine where the trail leads next. This will be a relatively rules-light adventure, highlighting exploration and role-playing, but will also feature sufficient combat. Low-level pre-generated characters will be provided. Reynard’s Errand is the second installment in an ongoing story arc set on the island continent of Baelortha. While the story carries over from convention to convention, players need not be familiar with it to enjoy each adventure.
Your employer & debtor, Un Pono the Hutt, has asked you to do a job. You know that leaves you with 2 options: 1. do the mission, or 2. well, probably best to not think too much about option 2.
Description:
Your benefactor, employer and debtor, Un Pono the Hutt has asked you perform a mission. You’ve been around long enough to know that you have two options, do the mission as requested, or – well, it’s probably best to not think too much about option two. Hutts, why does it always have to be Hutts? is the first module in a multi-part story involving the crew of the Smuggler’s Legacy. As they cross the galaxy struggling to eke out a living on the Outer Rim, the crew finds themselves pawns in a much larger game. Hutts, why does it always have to be Hutts? is a fast-paced, story-driven and relatively rules-light adventure requiring the PCs to be cunning, brash and solid on their triggers if they’re going to survive their mission and uncover the pungent underbelly of Imperial politics. Pre-generated characters will be provided.
After delivering a corrupt bureaucrat to their employer, the PCs discover how large the Hutt's ambitions truly lie & how much those ambitions threaten the very existence of the rebellion.
Description:
After delivering a corrupt bureaucrat to their employer, Un Pono the Hutt, the PCs discover just how large the Hutt's ambitions truly lie - and just how much those ambitions threaten the very existence of the Rebellion. As the PCs race across the galaxy protecting data critical to the survival of the Alliance, they find themselves players on a much larger stage. Their decisions might well help to shape the galaxy for decades to come! Imperial Entanglements is the second module in a multi-part story involving the crew of the Smuggler’s Legacy. It is a fast-paced, story-driven and relatively rules-light adventure requiring the PCs to be cunning, brash and solid on their triggers if they’re going to survive their mission and help protect the future of the galaxy. Pre-generated characters will be provided.
Low on fuel and ammo, you find a small rebel outpost - possibily a good spot for some repairs & rest, but it appears that the rebels have some problems of their own.
Description:
Low on fuel, low on ammo, and low on morale, you find a small rebel outpost - possibily a good spot for some repairs and rest, but it appears that the rebels have some problems of their own. As the party races across the universe to stop a chain of events that could underime the entire rebellion, a larger game unfolds. Can you stop the spies that threaten to expose the rebel's location?
Never Tell Me the Odds is the third module of this series of adventure in the outer rim. Each game is self contained, and characters will be provided.
Recent ghostly sightings in the village of Turvey have the locals on edge. Is it related to the arrival of a traveling circus, or a 200-year-old grudge? Rules light, balanced role-playing & combat.
Description:
Recent ghostly sightings in the village of Turvey have the locals on edge. Is it related to the arrival of a traveling circus, or a 200-year-old grudge? It will be up to the party to sort out the facts, because one thing Turvey's residents aren't short on is opinions. This will be a relatively rules-light adventure, highlighting role-playing and investigation, but will also feature sufficient combat. Low-level pre-generated characters will be provided. Cecilia's Dance is the first installment in an ongoing story arc set on the island continent of Baelortha. While the story carries over from convention to convention, players need not be familiar with it to enjoy each adventure.
A mage missing for 20 years may be the 1st in a chain of clues connecting a corrupted family heirloom to the fate of a lost civilization of elves. Rules light, balanced exploration, RP & combat.
Description:
A mage missing for 20 years may be the first in a chain of clues connecting an heirloom of mysterious corrupted wood to the fate of a lost civilization of elves. The party will have to collect disparate pieces of evidence and sift through them to determine where the trail leads next. This will be a relatively rules-light adventure, highlighting exploration and role-playing, but will also feature sufficient combat. Low-level pre-generated characters will be provided. Reynard's Errand is the second installment in an ongoing story arc set on the island continent of Baelortha. While the story carries over from convention to convention, players need not be familiar with it to enjoy each adventure.
A merchant family's recovered documents & their keen interest in a strange sapling point to a city where not everything is as it seems. Rules light, balanced investigation, RP & combat.
Description:
A merchant family’s recovered documents that just don’t add up and their keen interest in a strange sapling point to the city of Tarrip, where not everything is as it seems. The party will have to know who to talk to (and more importantly, who not to), exercising subtle caution at times, and a firm hand at others. This will be a relatively rules-light adventure, highlighting investigation and role-playing, but will also feature sufficient combat. Low-level pre-generated characters will be provided. Bluemount's Greed is the third installment in an ongoing story arc set on the island continent of Baelortha. While the story carries over from convention to convention, players need not be familiar with it to enjoy each adventure.