Nightmares are haunting the children of Terenvale, and the lack of sleep is driving them to madness. As members of the Queen's Guard, you have been sent to investigate.
Description:
Something wicked has come to Terenvale; the small town's children have been plagued with nightmares. The lack of sleep has them acting strangely and, according to reports, even violently. As members of the Queen's Guard, you have been sent to investigate: is it simply a matter of hysterics, or is something far more sinister at play?
A small job for the Emissaries of Convergence becomes a delve into the ruined prison of twelve elemental spirits.
Description:
You are a member of the Emissaries of Convergence, champions of peace on Vitaeoth. As new recruits, fresh out of your training, you have been given a mission to investigate a cave on the Mending Coast that locals report is making strange sounds. You are given a boat to approach the cavern and some supplies, but you are the Emissaries now. Peace is now your job.
Masters of the Universe 200X: Deception on Eternia
Summary:
King Randor has called for a delegation from races across Eternia to venture into Southern Plains to meet with the leader of a Gar separatist group that defected from the Dark Hemisphere.
Description:
King Randor has called for a delegation from races across Eternia to venture into Southern Plains to meet with Argus, the leader of a Gar separatist group that defected from the Dark Hemisphere and wishes to peacefully join the nations of Eternia. But forces conspire against the party to prevent this from happening!
Masters of the Universe 200X: Deception on Eternia
Summary:
King Randor has called for a delegation from races across Eternia to venture into Southern Plains to meet with the leader of a Gar separatist group that defected from the Dark Hemisphere.
Description:
King Randor has called for a delegation from races across Eternia to venture into Southern Plains to meet with Argus, the leader of a Gar separatist group that defected from the Dark Hemisphere and wishes to peacefully join the nations of Eternia. But forces conspire against the party to prevent this from happening!
In this adventure, you take on the role of a D.R.E.A.M unit, sent to recover a Vivid Dreamer. In this world, magic is fueled by dreams. Creativity emphasized.
Description:
You play as a group of Mages and Dreamers, who are attempting to recover a Vivid Dreamer, before the wrong people get their hands on him/her. Vivid Dreamers are very powerful, and potentially dangerous. This is because their dreams hold more magical power and can even warp the area around them before it is even tapped into by a mage. You are a D.R.E.A.M unit, (Dreamer Reconnaissance and Engagement for the Association of Mages). The organization most likely to be in opposition to you is a group that the Association of Mages calls M.A.R.E (Magic Abusing Revelers of Evil), who turn dreams to nightmares, and use them to fuel cursed magic, that slowly steals the humanity from the users. If M.A.R.E gets the Vivid Dreamer before you do, the results would likely be catastrophic.
In this adventure, you take on the role of a D.R.E.A.M unit, sent to recover a Vivid Dreamer. In this world, magic is fueled by dreams. Creativity emphasized.
Description:
You play as a group of Mages and Dreamers, who are attempting to recover a Vivid Dreamer, before the wrong people get their hands on him/her. Vivid Dreamers are very powerful, and potentially dangerous. This is because their dreams hold more magical power and can even warp the area around them before it is even tapped into by a mage. You are a D.R.E.A.M unit, (Dreamer Reconnaissance and Engagement for the Association of Mages). The organization most likely to be in opposition to you is a group that the Association of Mages calls M.A.R.E (Magic Abusing Revelers of Evil), who turn dreams to nightmares, and use them to fuel cursed magic, that slowly steals the humanity from the users. If M.A.R.E gets the Vivid Dreamer before you do, the results would likely be catastrophic.
The hermit Verdigris has asked a band of travelers for help with getting supplies.
Description:
The hermit Verdigris had told a group of travelers of both his need for supplies and the location of treasure beyond comprehension buried deep in a chasm near his home.
The hermit Verdigris has asked a band of travelers for help with getting supplies.
Description:
The hermit Verdigris had told a group of travelers of both his need for supplies and the location of treasure beyond comprehension buried deep in a chasm near his home.
The hermit Verdigris has asked a band of travelers for help with getting supplies.
Description:
The hermit Verdigris had told a group of travelers of both his need for supplies and the location of treasure beyond comprehension buried deep in a chasm near his home.