In Arvale City you have been contracted to locate a remote island and explore a Xulmec ziggurat which contains an artifact of power. A Captain's journal from a doomed plague ship points the way.
Description:
Sir Armen Cosgrove, retired Knight of the Lance and nobleman of the Theocracy of the Lance, hires you again to locate and explore a here-to-for unknown and unexplored ruin. Sir Cosgrove has acquired information from a Captain's journal which identified the location of a lost Xulmec ziggurat said to hold an artifact of great power. Sailing into the Empyrean Ocean, the PCs must locate a small remote island and follow the landmarks to an old Ziggurat dedicated to an obscure Xulmec god. Inside the ziggurat lies the Eye of Tlalocha, but only the dedicated will survive to find it. Recover the artifact Sir Cosgrove desires and return to Arvale City alive.
In ages long past, the world was ruled by worms. Deep within dreaming jungles, fell priests sacrificed the blood of man & his kith to the mammoth war-worms. The age of the worm is once more upon us.
Description:
In ages long past and best forgotten, the world was ruled by worms. Deep within dreaming jungles, and high atop monolithic temples, fell priests sacrificed the blood of man and his kith to the mammoth war-worms. One wizard would return the world to the rule of the worm. From deep within the blood-soaked earth, calling upon the spirits of the slain and blood of the dying, rising from the moldering bones of fallen warriors, the war-worms have returned. Their foul Mother - last of her kin - births more crawling horrors with every passing hour. The Age of the Worm is once more upon us. The call is sounded: who will rise to purge the darkness?
In ages long past, the world was ruled by worms. Deep within dreaming jungles, fell priests sacrificed the blood of man & his kith to the mammoth war-worms. The age of the worm is once more upon us.
Description:
In ages long past and best forgotten, the world was ruled by worms. Deep within dreaming jungles, and high atop monolithic temples, fell priests sacrificed the blood of man and his kith to the mammoth war-worms. One wizard would return the world to the rule of the worm. From deep within the blood-soaked earth, calling upon the spirits of the slain and blood of the dying, rising from the moldering bones of fallen warriors, the war-worms have returned. Their foul Mother - last of her kin - births more crawling horrors with every passing hour. The Age of the Worm is once more upon us. The call is sounded: who will rise to purge the darkness?
One test stands between you and full membership in the Guild: the Run. Your team must cross the city, steal a specified object, and return to the Guildhouse - without leaving any witnesses behind.
A magic blade directs the party to a mysterious island where a dying god's sanctum awaits plundering, though it isn't treasure the PCs are after - it's the god's heart. The sword has other ideas.
Description:
Inflicted with a life-draining malady, the party seeks the only cure: consuming the heart of a god. Coincidentally (?) a PC recently acquired magic sword knows where a god is slowly dying and directs the party to a mysterious island where a violet moonbeam illuminates a distant hill. As the adventurers seek the moonbeam's destination, the sword proves to be a boon albeit with dangerously addictive power. The PCs gain access to the dying god's sanctum, but there are signs that the sword may be holding back some essential truths. The only way the party can survive is to master the blade! This is a playtest for an upcoming adventure. Come sling some dice with the author, get your name listed as a playtester, and help contribute to the adventure's development!
A magic blade directs the party to a mysterious island where a dying god's sanctum awaits plundering, though it isn't treasure the PCs are after - it's the god's heart. The sword has other ideas.
Description:
Inflicted with a life-draining malady, the party seeks the only cure: consuming the heart of a god. Coincidentally (?) a PC recently acquired magic sword knows where a god is slowly dying and directs the party to a mysterious island where a violet moonbeam illuminates a distant hill. As the adventurers seek the moonbeam's destination, the sword proves to be a boon albeit with dangerously addictive power. The PCs gain access to the dying god's sanctum, but there are signs that the sword may be holding back some essential truths. The only way the party can survive is to master the blade! This is a playtest for an upcoming adventure. Come sling some dice with the author, get your name listed as a playtester, and help contribute to the adventure's development!
Players will attempt to guide 0-level characters into the tomb Acerak the arch-lich. The characters will face unspeakable dangers against one of the toughest dungeons ever.
Players will attempt to guide 0-level characters into the tomb Acerak the arch-lich. The characters will face unspeakable dangers against one of the toughest dungeons ever.
A tower appears from nowhere in the forest. A comet appears in the sky. Are they connected?
Description:
From out of the past comes an ancient evil to plague the present! A mystifying tower crowned by a blinding blood-red light has appeared in the forest, arriving as a never-before-seen comet burns in the sky above. Is its arrival a harbinger of terrible times ahead? Only those heroes brave enough to confront what lurks behind the inexplicable walls of the Pharos of Scales can solve the mystery of the tower's puzzling arrival! A Level 2 adventure.
A tower appears from nowhere in the forest. A comet appears in the sky. Are they connected?
Description:
From out of the past comes an ancient evil to plague the present! A mystifying tower crowned by a blinding blood-red light has appeared in the forest, arriving as a never-before-seen comet burns in the sky above. Is its arrival a harbinger of terrible times ahead? Only those heroes brave enough to confront what lurks behind the inexplicable walls of the Pharos of Scales can solve the mystery of the tower's puzzling arrival! A Level 2 adventure.