Revolution closes out the campaign's first major plot arc. In this epic surprise conclusion to the Terrortory storyline, the agents face the ultimate mastermind responsible for the Agency's recent troubles, and play a pivotal role in the birth of a brand new direction for the Living Spycraft campaign! An adventure for levels 5, 10, 15 and 20.
Revolution closes out the campaign's first major plot arc. In this epic surprise conclusion to the Terrortory storyline, the agents face the ultimate mastermind responsible for the Agency's recent troubles, and play a pivotal role in the birth of a brand new direction for the Living Spycraft campaign! An adventure for levels 5, 10, 15 and 20.
Revolution closes out the campaign's first major plot arc. In this epic surprise conclusion to the Terrortory storyline, the agents face the ultimate mastermind responsible for the Agency's recent troubles, and play a pivotal role in the birth of a brand new direction for the Living Spycraft campaign! An adventure for levels 5, 10, 15 and 20.
Revolution closes out the campaign's first major plot arc. In this epic surprise conclusion to the Terrortory storyline, the agents face the ultimate mastermind responsible for the Agency's recent troubles, and play a pivotal role in the birth of a brand new direction for the Living Spycraft campaign! An adventure for levels 5, 10, 15 and 20.
Revolution closes out the campaign's first major plot arc. In this epic surprise conclusion to the Terrortory storyline, the agents face the ultimate mastermind responsible for the Agency's recent troubles, and play a pivotal role in the birth of a brand new direction for the Living Spycraft campaign! An adventure for levels 5, 10, 15 and 20.
Revolution closes out the campaign's first major plot arc. In this epic surprise conclusion to the Terrortory storyline, the agents face the ultimate mastermind responsible for the Agency's recent troubles, and play a pivotal role in the birth of a brand new direction for the Living Spycraft campaign! An adventure for levels 5, 10, 15 and 20.
Since an incident in the Scottish Highlands (The Beast of Dunvegan), the Agency's been aware of a new global terrorist organization: W.A.R.D (the World Alliance for Regional Domination), but tracking down their agents and learning their agenda has proved difficult. Now, luck swings closer to home as a high-ranking WARD agent decides to defect. The agents are sent to Malta to retrieve her - and that's where the real fun begins
Since an incident in the Scottish Highlands (The Beast of Dunvegan), the Agency's been aware of a new global terrorist organization: W.A.R.D (the World Alliance for Regional Domination), but tracking down their agents and learning their agenda has proved difficult. Now, luck swings closer to home as a high-ranking WARD agent decides to defect. The agents are sent to Malta to retrieve her - and that's where the real fun begins
Since an incident in the Scottish Highlands (The Beast of Dunvegan), the Agency's been aware of a new global terrorist organization: W.A.R.D (the World Alliance for Regional Domination), but tracking down their agents and learning their agenda has proved difficult. Now, luck swings closer to home as a high-ranking WARD agent decides to defect. The agents are sent to Malta to retrieve her - and that's where the real fun begins
Since an incident in the Scottish Highlands (The Beast of Dunvegan), the Agency's been aware of a new global terrorist organization: W.A.R.D (the World Alliance for Regional Domination), but tracking down their agents and learning their agenda has proved difficult. Now, luck swings closer to home as a high-ranking WARD agent decides to defect. The agents are sent to Malta to retrieve her - and that's where the real fun begins