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?
Long 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?
Event Type:
RPG - Role Playing Game
Game System:
Dungeon World
Rules Edition:
1st
Minimum Players:
4
Maximum Players:
7
Age Required:
Teen (13+)
Experience Required:
None (You've never played before - rules will be taught)