In this prequel to Dracula, British adventurers exploring the Balkans during the Russo-Turkish war in 1877 thwart a vampiric horror.
Description:
You play George Stoker, Armin Vambery, and other servants of the Crown on the front lines of the Russo-Turkish War of 1877. War is hell, and in this war, George Stoker has found hell's servants - the Un-Dead. Your mission is simple: escape, warning, and surgical examination? Discover the bloody roots of Edom in the war-torn Balkans.
In this prequel to Dracula, British adventurers exploring the Balkans during the Russo-Turkish war in 1877 thwart a vampiric horror.
Description:
You play George Stoker, Armin Vambery, and other servants of the Crown on the front lines of the Russo-Turkish War of 1877. War is hell, and in this war, George Stoker has found hell's servants - the Un-Dead. Your mission is simple: escape, warning, and surgical examination? Discover the bloody roots of Edom in the war-torn Balkans.
The Maker of Many's experiments push the boundaries of life & death, madness & reason, art & abomination. And you're trapped in her dungeon. Level 6 characters provided or bring your own.
The Maker of Many's experiments push the boundaries of life & death, madness & reason, art & abomination. And you're trapped in her dungeon. Level 6 characters provided or bring your own.
There's a reason why this inn is surrounded by the walking dead. We'll work it out later - now is the time to take up swords & save the living! Level 4 characters provided or bring your own.
Description:
There's a reason you're stabbing a zombie in the face. There's a reason why this inn is surrounded by the walking dead. There's a reason you're in this mess. We'll work them out later. Right now, it's time to take up swords against the dead and save the living. Fight! Fight and stay alive! Fight, and you might just find out why!
Sometimes you need to break a few laws to save society. This is an unusual adventure where you have the flexibility to tackle a loathsome judge through every nontraditional mean at your disposal.
Description:
You're six of the most powerful and influential citizens in the city, tasked with eliminating a corrupt magistrate any way you can. Problem is, he's politically untouchable and damned hard to kill. Find his weakness, apply leverage, and make the world a better place. This is an unusual adventure where you have tremendous flexibility to tackle a loathsome judge through creative problem-solving and every nontraditional means at your disposal. No rules knowledge necessary.
In search of a missing vampire, you come upon fanatical sun cultists. They plan to "purify" the empire by exterminating all other religions. Can you prevent the dawn of a terrifying new age?
Description:
On your quest you’re led to a volcanic island in the Midland Sea occupied by fanatical sun cultists. The cultists plan to sacrifice the vampire in a ritual to summon and control a long-lost flying temple to the sun gods, and use its power to “purify” the Dragon Empire by exterminating all other religions. Can you prevent the dawn of a terrifying new age, ruled by a ruthless theocracy of fire? Level 5 characters provided, or bring your own.
In search of a missing vampire, you come upon fanatical sun cultists. They plan to "purify" the empire by exterminating all other religions. Can you prevent the dawn of a terrifying new age?
Description:
On your quest you’re led to a volcanic island in the Midland Sea occupied by fanatical sun cultists. The cultists plan to sacrifice the vampire in a ritual to summon and control a long-lost flying temple to the sun gods, and use its power to “purify” the Dragon Empire by exterminating all other religions. Can you prevent the dawn of a terrifying new age, ruled by a ruthless theocracy of fire? Level 5 characters provided, or bring your own.
Something terrible has befallen Ernest Wheeden. His body bears curious marks that medicine cannot yet explain, he has nightmares, and cannot recall his movements for the last several weeks.
Description:
Ernest Wheeden's sleep is disturbed by constant nightmares, and his body bears curious marks that medicine cannot yet explain. He cannot recall his movements in the last several weeks. His family, worried for his health and sanity, have assembled a group of experts in diverse fields to solve the mysterious case of Ernest Wheeden.
A pulp-mode scenario, involving dark mysteries and peculiar secrets in 18th century England, concerning heroes in service to the Lunar Society.
Description:
The year is 1778, and Mr. James Watt is in Cornwall, supervising the installation of Boulton & Watt steam engines in the mines in those parts. However, one small mine is giving no end of trouble, with a rash of unpleasant accidents – and the superstitions of the local workers have made Mr. Watt most suspicious. And so Mr. Watt has written to his friends in the Lunar Society of Birmingham, and the Lunar Society, which has learned of some strange secrets over the years not to be mentioned in their regular correspondence, have despatched a band of their Associate Members to put paid to these nonsensensical tales of curses – whether or not they be true. Characters will be supplied.