Hunting pirates is a job for the navy, not for Witch Hunters. But ghost ships are another matter entirely, and when Sir Henry Morgan asks for your assistance in putting such superstitious tales to rest – one way or another – it’s hard to say no. It is spring, 1689, in Port Royal, the capital of the English territory of Jamaica. This is an introductory event.
Hunting pirates is a job for the navy, not for Witch Hunters. But ghost ships are another matter entirely, and when Sir Henry Morgan asks for your assistance in putting such superstitious tales to rest – one way or another – it’s hard to say no. It is spring, 1689, in Port Royal, the capital of the English territory of Jamaica. This is an introductory event.
Hunting pirates is a job for the navy, not for Witch Hunters. But ghost ships are another matter entirely, and when Sir Henry Morgan asks for your assistance in putting such superstitious tales to rest – one way or another – it’s hard to say no. It is spring, 1689, in Port Royal, the capital of the English territory of Jamaica. This is an introductory event.
Wrath is said to be the "love of justice perverted to revenge and spite." It goes hand-in-hand with Pride as two common Deadly Sins. These sins are deadly indeed for the village of Boswyck, not far from New Amsterdam, on a fine summer day in 1689. This is an introductory event.
Wrath is said to be the "love of justice perverted to revenge and spite." It goes hand-in-hand with Pride as two common Deadly Sins. These sins are deadly indeed for the village of Boswyck, not far from New Amsterdam, on a fine summer day in 1689. This is an introductory event.
Wrath is said to be the "love of justice perverted to revenge and spite." It goes hand-in-hand with Pride as two common Deadly Sins. These sins are deadly indeed for the village of Boswyck, not far from New Amsterdam, on a fine summer day in 1689. This is an introductory event.
Claims of witchcraft abound in Boston, Puritan capital of the New World. It is summer, 1689; The Brotherhood of Ash sends Witch Hunters to mete out justice to the servants of the Adversary. But who is the innocent, and who is the guilty? This is an introductory event.
Claims of witchcraft abound in Boston, Puritan capital of the New World. It is summer, 1689; The Brotherhood of Ash sends Witch Hunters to mete out justice to the servants of the Adversary. But who is the innocent, and who is the guilty? This is an introductory event.
Claims of witchcraft abound in Boston, Puritan capital of the New World. It is summer, 1689; The Brotherhood of Ash sends Witch Hunters to mete out justice to the servants of the Adversary. But who is the innocent, and who is the guilty? This is an introductory event.
Dedication is a powerful force no matter the cause; personal, professional, or religious. But when these causes all share the same goal then dedication becomes the difference between profit and loss, success and failure, life and death! In Quebec, the capitol of New France in the summer of 1689, the Witch Hunters will be witnessing the Dedication of the new Cathedral. Gen Con Indy 2007 Premiere!
Dedication is a powerful force no matter the cause; personal, professional, or religious. But when these causes all share the same goal then dedication becomes the difference between profit and loss, success and failure, life and death! In Quebec, the capitol of New France in the summer of 1689, the Witch Hunters will be witnessing the Dedication of the new Cathedral. Gen Con Indy 2007 Premiere!
Dedication is a powerful force no matter the cause; personal, professional, or religious. But when these causes all share the same goal then dedication becomes the difference between profit and loss, success and failure, life and death! In Quebec, the capitol of New France in the summer of 1689, the Witch Hunters will be witnessing the Dedication of the new Cathedral. Gen Con Indy 2007 Premiere!
Dedication is a powerful force no matter the cause; personal, professional, or religious. But when these causes all share the same goal then dedication becomes the difference between profit and loss, success and failure, life and death! In Quebec, the capitol of New France in the summer of 1689, the Witch Hunters will be witnessing the Dedication of the new Cathedral. Gen Con Indy 2007 Premiere!
Dedication is a powerful force no matter the cause; personal, professional, or religious. But when these causes all share the same goal then dedication becomes the difference between profit and loss, success and failure, life and death! In Quebec, the capitol of New France in the summer of 1689, the Witch Hunters will be witnessing the Dedication of the new Cathedral. Gen Con Indy 2007 Premiere!
In a world where morality is grey, the Bay of Seremas is painted pitch black. Onara has often been stained by those who had only the best of intentions; now, what truly lies within the sea's darkest depths? This is a STANDARD LIVING ARCANIS adventure for characters of 1st through 16th level (APL 2-15). It is recommended that you play this adventure before playing LA-SP5-02.
In a world where morality is grey, the Bay of Seremas is painted pitch black. Onara has often been stained by those who had only the best of intentions; now, what truly lies within the sea's darkest depths? This is a STANDARD LIVING ARCANIS adventure for characters of 1st through 16th level (APL 2-15). It is recommended that you play this adventure before playing LA-SP5-02.
In a world where morality is grey, the Bay of Seremas is painted pitch black. Onara has often been stained by those who had only the best of intentions; now, what truly lies within the sea's darkest depths? This is a STANDARD LIVING ARCANIS adventure for characters of 1st through 16th level (APL 2-15). It is recommended that you play this adventure before playing LA-SP5-02.
The Elorii in Seremas speak of living in harmony with humanity, yet they live beyond a great wall that divides the city in half. Now one man seeks to remove this illusion of integration, if the Seremasi will allow it. This STANDARD LIVING ARCANIS adventure is for characters of 1st through 16th level (APL 2-15). It is recommended that you play this adventure after playing LA-SP5-01.
The Elorii in Seremas speak of living in harmony with humanity, yet they live beyond a great wall that divides the city in half. Now one man seeks to remove this illusion of integration, if the Seremasi will allow it. This STANDARD LIVING ARCANIS adventure is for characters of 1st through 16th level (APL 2-15). It is recommended that you play this adventure after playing LA-SP5-01.
The Elorii in Seremas speak of living in harmony with humanity, yet they live beyond a great wall that divides the city in half. Now one man seeks to remove this illusion of integration, if the Seremasi will allow it. This STANDARD LIVING ARCANIS adventure is for characters of 1st through 16th level (APL 2-15). It is recommended that you play this adventure after playing LA-SP5-01.
Living Arcanis Battle Interactive: Divided We Fall
Description:
The past year has pulled Onara in all directions, drawing battle lines across friendships. Now comes the time to unite against a common foe... if old wounds can be healed. This is a continuous-play two-round (eight-hour) combat-intensive Battle Interactive for the LIVING ARCANIS campaign. Supports characters of 1st through 16th level (APL 2-17).
Since before the time of Man, Empires have battled for the underground passageways known as the Lavender Way. For the first time, the Lavender Way is revealed to the forces of Man. Many may go, but few, will return if they venture into the Lavender Way. This event is a 4-hour combat intensive Living Arcanis "Crawl" scenario. This scenario is available for all levels of play and will feature a High-level track for PCs 13th level and above.
Since before the time of Man, Empires have battled for the underground passageways known as the Lavender Way. For the first time, the Lavender Way is revealed to the forces of Man. Many may go, but few, will return if they venture into the Lavender Way. This event is a 4-hour combat intensive Living Arcanis "Crawl" scenario. This scenario is available for all levels of play and will feature a High-level track for PCs 13th level and above.
Since before the time of Man, Empires have battled for the underground passageways known as the Lavender Way. For the first time, the Lavender Way is revealed to the forces of Man. Many may go, but few, will return if they venture into the Lavender Way. This event is a 4-hour combat intensive Living Arcanis "Crawl" scenario. This scenario is available for all levels of play and will feature a High-level track for PCs 13th level and above.
Since before the time of Man, Empires have battled for the underground passageways known as the Lavender Way. For the first time, the Lavender Way is revealed to the forces of Man. Many may go, but few, will return if they venture into the Lavender Way. This event is a 4-hour combat intensive Living Arcanis "Crawl" scenario. This scenario is available for all levels of play and will feature a High-level track for PCs 13th level and above.
As the dust clears in Old Coryan the Legionary Watch, the Fellowship of Little Savona, and the Medja find themselves facing an uneasy truce. Only one spark could cause all of Old Coryan to go up in flames, and some would light the match. Can open war in the streets be averted? Is Old Coryan doomed to destruction? For greatest enjoyment, "The Falcon, the Cobra, the Rat" series of Old Coryan modules should be played before this LARP.