A group of adventurers are thrown forward in time by a spell. They must find a way to return to their own era before they are turned into living museum pieces.
A band of adventurers has been assembled by a high priest to search out a relic in a nearby ruined abbey. He has offered to pay them well, but others may have to pay. Dungeon adventure levels 4-6th.
The 8th Abern Adventure. Johetroal has to fetch a snowball from the underworld. Each of his comrades has a similarly difficult task. For level 5-7, a D&D game vs modern world adventure.
Perhaps we ARE in Kansas now!? At any rate, something about this world just doesn’t seem right. And why should you rescue a god?? Shouldn’t gods rescue PC’s? Humor and role-play.
Adrift on a derelict ship on the open ocean, you risk strange creatures, dangerous people, and the edge of the world in your attempt to return home to your covenant. Magic might not be enough...
A four race mini-campaign using modified Speed Circuit rules. Top 6 finishers in each race earn pts towards the championship, with each playing counting his best three finishes.
Uses the rules from the tactical boardgame of World War II ground combat, but played using miniature terrain, troops, and vehicles. Run by Charles Kibler. Rules taught if you haven’t played.
Experience WWII ground combat. Run by Charles Kibler. Players should bring copies of the Advanced Squad Leader Rules, Beyond Valor, Partisan, & mapboard panels 1 through 4 and know how to play
You’ve got to be kidding! Them knucklebones don’t have a brain in dere heads! Nobody tries that with us—nobody! (Comments at a hastily-called meeting from the staff of Baron Harkess.)