Short on sanity from your last eldritch encounter, you and six friends take a vacation at Bisgsby Hot Springs, a somewhat New Age-y retreat in rural Oregon. What could possibly go wrong?
Description:
You and your friends have been fighting the good, poorly rewarded, and sanity shattering fight for a while now. After you put down that last thing summoned by a pack of cultists, everyone decided it was time for a break. Lucky for you, Bigsby Hot Springs has everything a frazzled investigator could want. Peace, quiet, serenity...and nowhere near any of those East Coast hot spots of terror and mayhem. What could go wrong? Role Playing stressed.
Short on sanity from your last eldritch encounter, you and six friends take a vacation at Bisgsby Hot Springs, a somewhat New Age-y retreat in rural Oregon. What could possibly go wrong?
Description:
You and your friends have been fighting the good, poorly rewarded, and sanity shattering fight for a while now. After you put down that last thing summoned by a pack of cultists, everyone decided it was time for a break. Lucky for you, Bigsby Hot Springs has everything a frazzled investigator could want. Peace, quiet, serenity...and nowhere near any of those East Coast hot spots of terror and mayhem. What could go wrong? Role Playing stressed.
Short on sanity from your last eldritch encounter, you and six friends take a vacation at Bisgsby Hot Springs, a somewhat New Age-y retreat in rural Oregon. What could possibly go wrong?
Description:
You and your friends have been fighting the good, poorly rewarded, and sanity shattering fight for a while now. After you put down that last thing summoned by a pack of cultists, everyone decided it was time for a break. Lucky for you, Bigsby Hot Springs has everything a frazzled investigator could want. Peace, quiet, serenity...and nowhere near any of those East Coast hot spots of terror and mayhem. What could go wrong? Role Playing stressed.
Short on sanity from your last eldritch encounter, you and six friends take a vacation at Bisgsby Hot Springs, a somewhat New Age-y retreat in rural Oregon. What could possibly go wrong?
Description:
You and your friends have been fighting the good, poorly rewarded, and sanity shattering fight for a while now. After you put down that last thing summoned by a pack of cultists, everyone decided it was time for a break. Lucky for you, Bigsby Hot Springs has everything a frazzled investigator could want. Peace, quiet, serenity...and nowhere near any of those East Coast hot spots of terror and mayhem. What could go wrong? Role Playing stressed.
The honeymoon may be over. The newlyweds left, and haven’t been heard from since. Has one of the team’s enemies got them? Occult investigators in the spirit of X Files. Rules light, RP emphasized.
The honeymoon may be over. The newlyweds left, and haven’t been heard from since. Has one of the team’s enemies got them? Occult investigators in the spirit of X Files. Rules light, RP emphasized.
Your parents adventured together, they were the Kings Company of the Red Star. Now second generation adventurers, you keep flashing back to lessons learned.. when hide and seek wasn't life and death.
Description:
Your parents adventured together, raised you as one extended family. They rarely talked about their adventures, but when they did, you heard talk about the Kings Company of the Red Star. Now second generation adventurers, and the Elite Irregulars under the desperate Countess Whitewater. You saved County Whitewater from a seige, and collected an immensely powerful artifact. Now you must return with the one item that might turn the tide of the war. Even as you quest, you keep flashing back to lessons learned... when hide and seek wasn't life and death.
Your parents adventured together, they were the Kings Company of the Red Star. Now second generation adventurers, you keep flashing back to lessons learned.. when hide and seek wasn't life and death.
Description:
Your parents adventured together, raised you as one extended family. They rarely talked about their adventures, but when they did, you heard talk about the Kings Company of the Red Star. Now second generation adventurers, and the Elite Irregulars under the desperate Countess Whitewater. You saved County Whitewater from a seige, and collected an immensely powerful artifact. Now you must return with the one item that might turn the tide of the war. Even as you quest, you keep flashing back to lessons learned... when hide and seek wasn't life and death.
Figures silhouetted against the night sky for decades. They built up skills, tools, relationships, side kicks, partners, and .. enemies. Somehow they survived, and RETIRED. That can't last.
Description:
Once upon a time there were six figures silhouetted against the night sky. Bonded together by decades of fighting crime on the streets of this city. Each of you built up skills, tools, relationships, side kicks, partners, and .. enemies. Somehow you survived. As time passed you aged, and each found it possible to slow down, turnover responsibility to others, and dare we say it, RETIRE. Of course, these are not kind the people to just sit around, they live active lives, and eventually their new lives seem normal and full. That can't last. Come see what happens when the old guard gets stirred up. A drama with humor and mystery with an emphasis on role playing.
September 1944, France - WW2 Straight Up, Take some bridges, Wait!, where? How many bridges?!
Summary:
War over by year’s end, that’s what they say. We jump into the Netherlands, take and hold some bridges. Hold them while the ground boys move up and relieve us, and we all go home for New Year’s.