A derelict ship washed ashore a fortnight ago. No salvagers have returned from the wreck since then, & your band of slayers was hired by the city to deal with whatever has come to your island home.
Description:
Murdono is the shining jewel of the Circle Sea, & the island nation is a cosmopolitan trade center & preeminent naval power. That does not preclude the need for slayers to dispatch sinister threats eldritch & terrifying. The Sea Gems are the city’s most daring adventures, though not it's most famed. Tensions are boiling over as invasions from demons, fish folk, & goblins all threaten the city. What is in the hold of the ship, & what new doom does it pose to the island? 12th-level characters provided.
Magic is fading as tech grows, but some wylde intrudes, & you must stop it. Few can use magic, you must find & train replacements. The apprentice is dead. Cellphone in one hand, magic in the other.
Description:
In a world where creatures of the night prowl and gloom creeps into the corners of life and mind, the normal human is prey. For there are other worlds that impinge on our light and safety. It is only by the will and fight of a few brave, worthy souls that 'normal' is an option at all. Modern protectors exist in both places, with car keys, flashlights, and cell phones in one hand when those work, but with swords and wands in the other for the times and places they do not. These people fight the long battle while finding, educating, and training their own replacements, for who else will if they do not? These modern knights are needed most in the broken edges of the landscape, where the cell towers don't reach, where cops shouldn't go, only steel and aspen and knowledge of the weird can prevail. Modern-day in a world of capes, battling mystical threats. Today, the apprentice is dead.
Magic is fading as tech grows, but some wylde intrudes, & you must stop it. Few can use magic, you must find & train replacements. The apprentice is dead. Cellphone in one hand, magic in the other.
Description:
In a world where creatures of the night prowl and gloom creeps into the corners of life and mind, the normal human is prey. For there are other worlds that impinge on our light and safety. It is only by the will and fight of a few brave, worthy souls that 'normal' is an option at all. Modern protectors exist in both places, with car keys, flashlights, and cell phones in one hand when those work, but with swords and wands in the other for the times and places they do not. These people fight the long battle while finding, educating, and training their own replacements, for who else will if they do not? These modern knights are needed most in the broken edges of the landscape, where the cell towers don't reach, where cops shouldn't go, only steel and aspen and knowledge of the weird can prevail. Modern-day in a world of capes, battling mystical threats. Today, the apprentice is dead.
When peace talks between warring vampire factions break down, only one team can recover the artifacts at the heart of the conflict. Time to steal some crown jewels.
Description:
What happens when bad guys go good? Supervillains don’t take kindly to betrayal, and the superheroes don’t trust you either. If you are the right kind of person though, the Black Hats may recruit you. They are a team of former ne'er-do-wells, who now target the truly villainous, fighting crime with more crime. They save the world for fun and profit.
A year of peace in Blackwater Rush ends with one very bad day. Hard choices must be made. When everything is at stake, what will you stand for? Mature role-playing stressed.
Description:
The heroes of Blackwater Rush have enjoyed a hard-earned year of peace and quiet. They have settled into their lives. They have put down roots. Blackwater Rush is their home. But all is not well… On the eve of the Duchess's wedding, there are signs of a great evil rising. When the truth comes out, every denizen of Blackwater Rush must make the hard choices. Who will they side with? What will they stand for? And what are they willing to sacrifice?
A year of peace in Blackwater Rush ends with one very bad day. Hard choices must be made. When everything is at stake, what will you stand for? Mature role-playing stressed.
Description:
The heroes of Blackwater Rush have enjoyed a hard-earned year of peace and quiet. They have settled into their lives. They have put down roots. Blackwater Rush is their home. But all is not well… On the eve of the Duchess's wedding, there are signs of a great evil rising. When the truth comes out, every denizen of Blackwater Rush must make the hard choices. Who will they side with? What will they stand for? And what are they willing to sacrifice?
1941- A Noir adventure In Star City with murders, spies, & maybe vampires? Mayor Queen is not happy about all the vigilantes. A DC Elseworlds type of story.
Description:
Star City has been plagued by villains and vigilantes since 1913 when the Mars Invasion happened. For 27 years, Mayor Queen has fought to keep the mystery men out of his city, but he now seems to be losing the battle. Gangs, murders, spies, and strange powers are rocking the city to its core, and fire must be used to fight fire.
The new heroes of GOAT have replaced the disgraced, world's greatest team, Noble Company, but are they prepared to handle their villains? Worse, can they handle the politics that go with the job?
Description:
The new heroes of GOAT uncovered the scandals behind the world's greatest superhero team, the Noble Company. Now they have taken over as the United Nations-sponsored team, but are they ready to handle the villains of the Noble Company who have been waiting for a chance to return? And when their budget is slashed and their staff cut back to a skeleton crew, will GOAT be able to handle all the behind-the-scenes politics? This is round 1 of 2, with the 2nd round Sunday at noon. People advance based on Role Playing.