The party finds themselves in a battle high above Vathis. Moving from airship to airship, this is their last opportunity to stop the cult of the Anuald from completing their ritual.
Description:
In this adventure set in the Zodiac Empires Campaign Setting, the party finds themselves in a battle high above Vathis. Moving from airship to airship, this is their last opportunity to stop the cult of the Anuald from completing their ritual. This adventure is the the 8th part of The Legacy of the Anuald Story line, though it is not necessary for players to have played the previous parts to participate in this event.
A world based around the political, military, & social conflicts of the 7 Realms - a group of lands inhabited solely by human/animal hybrids.
Description:
Anthro-adventures is written by Award-winning Children's Lit author, T.J. Lantz. It is designed to be family friendly, as each race is based upon famous tropes from Children's stories. Check out our Kickstarter page for more details. https://www.kickstarter.com/projects/494568513/anthro-adventures-a-pathfinder-compatible-fantasy?ref=user_menu
A world based around the political, military, & social conflicts of the 7 Realms - a group of lands inhabited solely by human/animal hybrids.
Description:
Anthro-adventures is written by Award-winning Children's Lit author, T.J. Lantz. It is designed to be family friendly, as each race is based upon famous tropes from Children's stories. Check out our Kickstarter page for more details. https://www.kickstarter.com/projects/494568513/anthro-adventures-a-pathfinder-compatible-fantasy?ref=user_menu
Post-apocalyptic fantasy horror on Earth. Hunters from the Osterville colony, on a diplomatic mission for trade, are faced with tragedy as they watch their colony burn. 11th lvl.
Post-apocalyptic fantasy horror on Earth. Hunters from the Osterville colony, on a diplomatic mission for trade, are faced with tragedy as they watch their colony burn. 11th lvl.
Post-apocalyptic fantasy horror on Earth. Hunters from the Osterville colony, on a diplomatic mission for trade, are faced with tragedy as they watch their colony burn. 11th lvl.
Post-apocalyptic fantasy horror on Earth. Hunters from the Osterville colony, on a diplomatic mission for trade, are faced with tragedy as they watch their colony burn. 11th lvl.
Post-apocalyptic fantasy horror on Earth. Hunters from the Osterville colony, on a diplomatic mission for trade, are faced with tragedy as they watch their colony burn. 11th lvl.
Post-apocalyptic fantasy horror on Earth. Hunters from the Osterville colony, on a diplomatic mission for trade, are faced with tragedy as they watch their colony burn. 11th lvl.
Post-apocalyptic fantasy horror on Earth. Hunters from the Osterville colony, on a diplomatic mission for trade, are faced with tragedy as they watch their colony burn. 11th lvl.
You are all part of a notorious Travelling Band of Bards. During a routine performance, you are rushed to safety by your orc bouncers. How will you survive without your normal travelling companions?
Description:
At the tail-end of one of your groups performances, all chaos breaks lose in the audience hall. With no time to think, you are swept away by your bouncers deep into the neighboring forest. With no caravan to travel with, minimal supplies and artillery, you are forced to dig deep, and release the bardic power within.
You are all part of a notorious Travelling Band of Bards. During a routine performance, you are rushed to safety by your orc bouncers. How will you survive without your normal travelling companions?
Description:
At the tail-end of one of your groups performances, all chaos breaks lose in the audience hall. With no time to think, you are swept away by your bouncers deep into the neighboring forest. With no caravan to travel with, minimal supplies and artillery, you are forced to dig deep, and release the bardic power within.
The party has taken on work guarding patient caravans heading to Mountainview when a terrible storm forces them to hole up in a nearby waypoint; an abandoned castle.
Description:
The party has taken on work guarding patient caravans heading to Mountainview when a terrible storm forces them to hole up in a nearby waypoint; an abandoned castle. As the night wears on, strange creatures from the Valley of Bones begin to assail the castle. The party must protect their patients and fend off the attackers until the storm breaks. Castles & Chemo, Inc., is a 501(c)3 nonprofit organization, dedicated to raise money for cancer research and support in an effort to make cancer a relic of the past through the use of tabletop role playing games, both by publishing game supplements and organizing & running fundraising events, both in the United States and abroad.
Revision of Tower of Buttwhoopin'. You are high level Gladiator slaves fighting in the highest level competition offered with the greatest reward on the line, your freedom!
Description:
You have battled long in the Arena. Finally your team stands ready to to win their freedom! You are following in the footsteps of some of the greatest gladiators ever. Your masters have prepared a set of traps and puzzles for you to face. Every set number of minutes(real world time) a new set of (tougher by 1 CR) monsters will spawn. You need to finish the maze before the monsters become too tough to handle. Monsters also have increasingly powerful magical items which will help you survive the later part of the game. If you played in the previous incarnation of this game "Tower of Buttwhoopin'" this is the same basic idea and setup, but having run that at a few times I've decided to redo the characters and puzzles so this should be an all new experience!
You are a member of a squad of operatives tasked with penetrating the blockaded skies of Earth in order to reach an overrun scientific facility. You are to extract 3 surviving scientists alive.
Description:
(Part 2 of 4) These missions are designed in order for new players to enter at any point in the story. The year is 2998. The space-faring civilizations of the galaxy have formed an emergency coalition under the direction of their founding species, the Celysians. The coalition’s purpose: to repel an advanced race of beings who have come to be known as the ‘Nhilus’. Little is known about this warlike race of humanoid cephalopods aside from their driving hunger to consume sentient biomatter. All recorded efforts made to communicate with them have ended in massacre. They do not speak to, nor reason with their enemies. Their advanced technology appears to be alive, and their physical resilience has rendered conventional methods of making war with them all but hopeless. With galactic society on the precipice of its end, decisions made in desperation rule over reason
You are a squad of soldiers on Earth when the Nhilus begin their invasion. You are tasked with defending a crucial installation from the Nhilus hordes. Success here is imperative to the coalition.
Description:
(Part 1 of 4) These missions are designed in order for new players to enter at any point in the story. The year is 2998. The space-faring civilizations of the galaxy have formed an emergency coalition under the direction of their founding species, the Celysians. The coalition’s purpose: to repel an advanced race of beings who have come to be known as the ‘Nhilus’. Little is known about this warlike race of humanoid cephalopods aside from their driving hunger to consume sentient biomatter. All recorded efforts made to communicate with them have ended in massacre. They do not speak to, nor reason with their enemies. Their advanced technology appears to be alive, and their physical resilience has rendered conventional methods of making war with them all but hopeless. With galactic society on the precipice of its end, decisions made in desperation rule over reason
The coalition needs the JAV station orbiting earth to be operational to facilitate a flashpoint jump away from the sol system. Your squad must make that station operational for just 1 more jump.
Description:
(Part 4 of 4) These missions are designed in order for new players to enter at any point in the story. The year is 2998. The space-faring civilizations of the galaxy have formed an emergency coalition under the direction of their founding species, the Celysians. The coalition’s purpose: to repel an advanced race of beings who have come to be known as the ‘Nhilus’. Little is known about this warlike race of humanoid cephalopods aside from their driving hunger to consume sentient biomatter. All recorded efforts made to communicate with them have ended in massacre. They do not speak to, nor reason with their enemies. Their advanced technology appears to be alive, and their physical resilience has rendered conventional methods of making war with them all but hopeless. With galactic society on the precipice of its end, decisions made in desperation rule over reason
You are a crew member onboard EarthJAV. You & your squad begin noticing bizarre behaviors from your crew members. The coalition fleet's only hope for escape is to keep the station operational.
Description:
(Part 3 of 4) These missions are designed in order for new players to enter at any point in the story. The year is 2998. The space-faring civilizations of the galaxy have formed an emergency coalition under the direction of their founding species, the Celysians. The coalition’s purpose: to repel an advanced race of beings who have come to be known as the ‘Nhilus’. Little is known about this warlike race of humanoid cephalopods aside from their driving hunger to consume sentient biomatter. All recorded efforts made to communicate with them have ended in massacre. They do not speak to, nor reason with their enemies. Their advanced technology appears to be alive, and their physical resilience has rendered conventional methods of making war with them all but hopeless. With galactic society on the precipice of its end, decisions made in desperation rule over reason
The strict laws of the city have imprisoned you. Your petty crime has ended in a life sentence. You must escape at your 1st chance, by stealth or strength. Make lvl1 humans with no gear. Pointbuy 15.
A century ago the archmage Eccor vanished into his island refuge & has not been heard from since. A scholar believes an opportunity exists to enter his domain - if you can move quickly enough.
The king of Lockinton needs your help, but his motives are uncertain. Adventure to cities of both wealth & mystery to find the origins of the Tabber family curse.
Description:
A group of heroes have been called before the great King of these lands to complete an all important task. Locate the hidden city of Kahzahard and solve the mystery of the Tabber family curse. Turn back time to stop the spiral into darkness before it ever began. The evil god Sendis must be stopped, and your group of adventurers are this plane's only hope. Complete all three chapters of this fantastic tried-and-true trilogy. Custom character levels 4-6 accepted with pre-generated characters available. Role-playing highly encouraged.
Huge gaming session with multiple mini campaigns before the final fight of the night! Prepare to siege a castle & overthrow a tyrant. Did I mention she likes to throw fireballs indiscriminately?
Description:
This will be a grand night of gaming. Multiple GM's. Mini Campaigns that you choose. These change every year. Do you break out the rightful ruler from the dungeon, ferret out the spy in your ranks or do you send in a spy of your own? The night will be of your own making while you prepare for the final siege of the fortress. It will be a long night but a great one. Go to the website for updates on the game!
Freedom or death! Players will have to escape captivity aboard airships before they dock. Large group game. There will be some PvP both intentional & accidental.
Description:
Sometime, in what written works I have found called The Age of Aquarius, certain people began having abilities to “See the Possibilities”. This has to be the most disappointing naming of magic ever. These gifted souls were called Q'anics and were able to see the other Earths and what could have been. It only took a score of years before they figured out they could bring forward that reality into our own. According to what written works survived, the Q'anics, began trying to make our world better. In the history of everything, that intent, has always worked out for the best. Needless to say, thought I felt the need to write it, they failed. In roughly the year 1989 BD, the most powerful of these Q'anics chose to bring the best of all the “Other Earths” into our reality. Creating a utopia. It. Didn’t. Work.
You have been hired to steal a jewel box. It pays well & you can keep anything you can carry from the mansion. What can go wrong? Heavy role playing. Extensive trap/puzzle solving. Minimal combat.
Description:
What a simple job. You and a group of other professionals have been hired to steal a jewel box and whatever is inside. It pays well and you can keep anything else you can carry out of the mansion. The owners are going to be out of town, so you just have to walk in and walk out. Eight of you to do this seems like a lot of overkill, but who are you to complain, there will be plenty of loot for all. Or so the big boss says. This is heavily role playing based with extensive trap and puzzle solving. There will generally be minimal combat. Some fantasy role playing experience is required. This is not bawdy, but mature players only please.
You have been hired to steal a jewel box. It pays well & you can keep anything you can carry from the mansion. What can go wrong? Heavy role playing. Extensive trap/puzzle solving. Minimal combat.
Description:
What a simple job. You and a group of other professionals have been hired to steal a jewel box and whatever is inside. It pays well and you can keep anything else you can carry out of the mansion. The owners are going to be out of town, so you just have to walk in and walk out. Eight of you to do this seems like a lot of overkill, but who are you to complain, there will be plenty of loot for all. Or so the big boss says. This is heavily role playing based with extensive trap and puzzle solving. There will generally be minimal combat. Some fantasy role playing experience is required. This is not bawdy, but mature players only please.
With progress made towards freeing the spirits of the Darkwood, it's time for the Grove & its allies to go on the offensive & finish their enemy for good.
Description:
With progress made towards freeing the spirits of the Darkwood, it’s time for the Grove and its allies to go on the offensive and finish their enemy for good. It is best to play LSJ134 Fur & Fang or LSJ161 Spirits Watch Over Us, but not necessary.
A day like any other, when the author of a child's book comes calling. What does he have in store for you? A trip to the city of the Dwarves. Is any problem too small?
Something strange is happening in the city. People are suddenly being unable to communicate other than through singing or reciting prose. Can you discover what happened before it affects you?
Something strange is happening in the city. People are suddenly being unable to communicate other than through singing or reciting prose. Can you discover what happened before it affects you?
Something strange is happening in the city. People are suddenly being unable to communicate other than through singing or reciting prose. Can you discover what happened before it affects you?
The temple to the god of wealth is hiring you to look into mysterious deaths that have recently happened? What is their connection & why is the temple of Lucor heading the investigation?
The temple to the god of wealth is hiring you to look into mysterious deaths that have recently happened? What is their connection & why is the temple of Lucor heading the investigation?
The temple to the god of wealth is hiring you to look into mysterious deaths that have recently happened? What is their connection & why is the temple of Lucor heading the investigation?
An infant with unnatural power is in the hands of the Drow. Do you mount a rescue into a strongly defended Drow territory?
Description:
An infant with unnatural power was snatched out of the Druids' hands by the Drow. Do you dare to mount a rescue mission into a strongly defended zone of the Drow territory? Finale of the Spirits of the Darkwood series. It is best to have played LSJ134 Fur & Fang, LSJ161 Spirits Watch Over Us and LSJ170 To Hell & Back, but not necessary.