You have only to take the massive gem set in the forehead of the giant statue and then leave the temple. And hopefully survive.
Description:
Tasked by your chief in raiding the vile temple of a conquering Lunar goddess, you have only to take the massive gem set in the forehead of the giant statue. And hopefully survive to bring home any other treasure you can find there as you rededicate the temple to benevolent Earth goddesses. Pregenerated adventurers provided. This shorter adventure is intended as a demo for first time players, but still provides a solid 2+ hour game experience for returning players.
You come across a clan where the adults fluctuate wildly in emotions and the clan spirit seem to be sick. Only the heroes are capable of going on a heroquest to resolve the issue.
Description:
Vasana and her band of heroes come across a clan stronghold where the adults fluctuate in emotions unpredictably and the clan spirit seem to be sick or going insane. Only the heroes are capable of going on a heroquest to resolve the issue. Pre-gens provided.
You come across a clan where the adults fluctuate wildly in emotions and the clan spirit seem to be sick. Only the heroes are capable of going on a heroquest to resolve the issue.
Description:
Vasana and her band of heroes come across a clan stronghold where the adults fluctuate in emotions unpredictably and the clan spirit seem to be sick or going insane. Only the heroes are capable of going on a heroquest to resolve the issue. Pre-gens provided.
As a heroquest, the great spirit of Ronance must repeat his quest to reach his wife through trials and tribulations or his powers in the Middle World wane among his worshipers.
Description:
The great spirit of Ronance must repeat his quest to reach his wife through trials and tribulations or his powers in the Middle World wane among his worshipers. This myth needs to be re-enacted as a heroquest, bringing the participants into the Gods Time and across the lands of Prax in the time right after the destruction of the world. Can the party bring magic back to their tribe by succeeding?
Heading down the Lykos River, the adventurers' ship is caught in a mysterious watery forest where there was none before. Can they learn its secrets and escape?
Description:
Argrath's request was easy enough: deliver a message to Queen Samastina in Nochet, along with some gifts to sweeten the deal. Generally, from Clearwine the voyage south on the Lykos River to Nochet is as quiet as it is scenic. Close to the city, though, an impenetrable forest has overtaken the river, spanning bank to bank, and the adventurers' ship is caught up in it. Strange shapes move in the forest above, as well as in the waters below. Now the adventurers' mission is in danger. Can they discover the secret of this mysterious forest? Part of the "Play with the Creators" series. GM is Chaosium's Jason Durall. **THIS EVENT WILL BE RECORDED.**
Directed to the oasis of Days Rest, the band must find what happened to a missing merchant.
Description:
The shaman of your adventuring group has had a prophetic dream predicting trouble for his kin in the oasis of Day's Rest. If these visions are true, then murder and abduction must be foiled in this den of slave-traders and wild nomads. Vishi Dunn's companions join him in a mission into the lands of Prax in order to investigate.
Directed to the oasis of Days Rest, the band must find what happened to a missing merchant.
Description:
The shaman of your adventuring group has had a prophetic dream predicting trouble for his kin in the oasis of Day's Rest. If these visions are true, then murder and abduction must be foiled in this den of slave-traders and wild nomads. Vishi Dunn's companions join him in a mission into the lands of Prax in order to investigate.
Directed to the oasis of Days Rest, the band must find what happened to a missing merchant.
Description:
The shaman of your adventuring group has had a prophetic dream predicting trouble for his kin in the oasis of Day's Rest. If these visions are true, then murder and abduction must be foiled in this den of slave-traders and wild nomads. Vishi Dunn's companions join him in a mission into the lands of Prax in order to investigate.
Directed to the oasis of Days Rest, the band must find what happened to a missing merchant.
Description:
The shaman of your adventuring group has had a prophetic dream predicting trouble for his kin in the oasis of Day's Rest. If these visions are true, then murder and abduction must be foiled in this den of slave-traders and wild nomads. Vishi Dunn's companions join him in a mission into the lands of Prax in order to investigate.
Directed to the oasis of Days Rest, the band must find what happened to a missing merchant.
Description:
The shaman of your adventuring group has had a prophetic dream predicting trouble for his kin in the oasis of Day's Rest. If these visions are true, then murder and abduction must be foiled in this den of slave-traders and wild nomads. Vishi Dunn's companions join him in a mission into the lands of Prax in order to investigate.