In the early 23rd century, the Bureau of Temporal Research is supposedly working on the theory of time travel. The truth is that they've actually achieved it, and even discovered that someone else is interfering with the timeline! A team is scrambled together and sent back into the past to find out who is behind this chronological disaster, and put an end to their meddling. An adventure covering multiple genres.
The year is 1924. The place: snowy Chicago. Our investigators have all been invited to the grand opening of the Sterling Playhouse this Christmas Eve. The show being presented is a new piece by the acclaimed playwright Dimitri Stuttga. However, all is not well on this holy eve.
For the past ten years, the metropolis of Bedlam has lived up to its name, driven to the brink of chaos by the villainous Nevermore and his anarchist hoodlums. Just as things began to look their darkest, the fledgling superteam known as the Roustabouts appeared on the scene. Do the novice heroes really stand a chance against the Bedlam underworld's darkest knight?
For the past ten years, the metropolis of Bedlam has lived up to its name, driven to the brink of chaos by the villainous Nevermore and his anarchist hoodlums. Just as things began to look their darkest, the fledgling superteam known as the Roustabouts appeared on the scene. Do the novice heroes really stand a chance against the Bedlam underworld's darkest knight?
You suspected it was bad when you woke up in a seemingly abandoned town strewn with signs of recent violence. You had an inkling it was worse when you realized you had no idea who your companions were. You confirmed it was downright grim when it dawned on you that your own identity was a mystery. The fact the message 'The Harvester comes by night!' is scrawled on the wall in what looks like blood is just icing on the cake...
The members of the Gray Riders broke free from the domination of a terrible creature called the Harvester and ultimately severed its tenuous hold in this reality. Since then, they have built new and prosperous lives in the West, far from the crimes they committed under the Harvester's control. But there is no rest for the righteous, and now they must put to rest the harmless-looking artifacts they uncovered so long ago.
Come see what the world will be like after bomb, in this high octane post-apocalypse world. The cars got gun, the guys got guns, the gals got guns... heck even the guns got guns! Prizes awarded. Sorry guns are only in the game due to silly pre-apocalypse world rules.
It's October 31, 1926 and your group of hired guns are on the lam and need cash fast. They take a job to escort bootlegged booze form southern Indiana to an Indianapolis speakeasy. Where their choppers are the law and honor is for boy scouts. So don't take any wooden nickels before you reach home.
You were on a well deserved vacation, enjoying the luxurious 'Columbia' airship. You were cruising high above the Pacific Ocean when the typhoon hit. Your airship survived but it was blown way off course. And, the radio and ship's compass have been sabotaged! Looks like the vacation is over! This is a pulp adventure for players aged 11 to 14 only. Adults are welcome to watch. Daring Tales of Adventure rules additions will be used.
Last year a group met in Wallachia to investigate the disappearances of villagers. They learned of mysterious monks luring young women away. They sought out a hermit monk and there they found evidence of vampirism. They also found items once owned by Vlad (the Impaler) Tepes. At the ruins of Vlad's old keep they fought their way past large wolves to learn of an underground entrance. This year they enter to put a stop to the evil that lurks here.