Regret at Chillsford: Part 2 of 3 in the Rage, Regret and Ruin Campaign
Summary:
Arthur Garst is dead. A hero to many and hated even by those who had reason to love him most. And he has died at the worst of times. When all is said and done, regret may be the most powerful emotion.
Description:
New age hipsters are picking up the pieces in Chillsford after the Rage Strain ran its virulent course. But what are their ultimate motives and intentions?
New deaths at the library and sightings of shambling horrors have the town on edge. A strange anthropologist from Boston claims a connection between rats and zombies. The investigators will have to make dire decisions with limited information -- gasoline for the fires of regrets to come.
The Rage Strain: Part 1 of 3 in the Rage, Regret and Ruin Campaign
Summary:
They seemed like mild, normal people in Chillsford. Then one day they exploded, doing unspeakable violence, often to the people they were closest to. Now it's happening more often.
Description:
The police and support system want to attribute the wave of violence to social and political pressures and general discontent. You wish you could think the same, but certain signs suggest that even darker powers may be at work.
Who, or what, is behind the rage, and can you snuff it out before it boils over?
You and Ravenna Spent have grown up in the boring town of Dullen, known only for its Whisk Trees. The despicable Spent has betrayed you all, stolen the seeds, and wounded the beloved Gaena Corr.
Description:
Spent has fled and the outraged village elders are sending people in all directions to find and bring this vile criminal to justice. The Yellowcloaks led by the mercurial Astar Plume are sent to follow the hot trail.
Astar is the A team. You are not the B team, or the C team, or the D team, but you are a pair of arms and legs. You get sent to scout the least likely direction of Ravenna Spent's retreat, the impassable forest of Margrwod, home of a sentient horde of spiders.
Your job, just walk to the edge of the wood and come back home when you confirm that even Ravenna Spent isn't mad enough to go in there. What could possibly go wrong?
The White Ruin: Part 3 of 3 in the Rage, Regret and Ruin Campaign
Summary:
Rage and Regret are behind you, but are they really? Just when you need rest, a new threat emerges in the form of a centuries-old French mystic. Can you stop the cycle of violence?
Description:
Father Rale's War in the 1720's was instigated by a mysterious French Jesuit Missionary who instigated the Abenaki tribe to violence to try and suppress English colonial expansion. Now someone, or something, is posing as Rale and meddling in dark tribal magics to raise a power that could end the world as we know it. Can the investigators identify the threat and end it?
You have come to Chillsford to mourn or cheer the death of Arthur Garst, P.I. As the town's secrets spill, will you regret the decisions you make this fateful day?
The sources of fresh water are drying up. Rains have stopped, the rivers are thinning. Many have gone to find the Tap of the World & save Erth, none have returned. Why would you be any different?
Description:
This is the first of three adventures for The Tap of the World Dungeon World campaign. While the adventures are linked by the grand quest to find out why your world is running out of water, each adventure can stand alone.
What kind of a madman goes to the dry wastes during a drought?
Your caravan has been conscripted to carry a mysterious stranger to an unknown desert destination.
Cultists and Cloud Giants are somehow connected. When the latter are involved you know that the adventure is bound to be outsized.
The sources of fresh water are drying up. Rains have stopped, the rivers are thinning. Many have gone to find the Tap of the World & save Erth, none have returned. Why would you be any different?
Description:
This is the second of three adventures for The Tap of the World Dungeon World campaign. While the adventures are linked by the grand quest to find out why your world is running out of water, each adventure can stand alone.
From the dry wastes to frozen peaks and the embattled dwarves beneath them.
Your quest to uncover the cause of the world-wide drought continues as traitors are revealed and loyalties are tested. Who is behind the increasing cold which is locking up precious water? Is the new and sudden Ice Age a boon and bulwark against disaster or is it making the problem worse?
Dimensional Gates and Elemental Fates are bound up in the final fate of Erth. Can you solve the mystery of the ice caps when knowing what to do may be harder than actually doing it?
The sources of fresh water are drying up. Rains have stopped, the rivers are thinning. Many have gone to find the Tap of the World & save Erth, none have returned. Why would you be any different?
Description:
This is the third of three adventures for The Tap of the World Dungeon World campaign. While the adventures are linked by the grand quest to find out why your world is running out of water, each adventure can stand alone.
The Ice Caps of Erth are behind you, but it has perhaps so far all been just a dalliance as greater schemes and the masterminds behind them are revealed.
The rains have ceased, the seas are shrinking, and the end of all things draws near. Sages agree that the Tap of the World may indeed be the last hope for your parched world, but where to find it?
Your foes are set against you unraveling the final mystery and could they have one last betrayal in store? While the world dries up so does trust and faith. Can you hold together, see things to the end and save creation?