The virtual battlefields of the of the Cosmic Era
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Stronghold made for the liche Haukagaron. He was betrayed at the last and Castle Kaukenn was pulled into the Abyssal realms.
Lost to the mysts of time and catastrophe, the fabled Zhao Zwehian Library has reappeared. Or at least, part of it has...
After waking up groggily in the middle of a floating wizard's tower, the players must find some way to escape before being slain by the beast that stalks them. Time is ticking and the cat is always watching . . .
"John. This is your final power. Precognition. Don't you see? The ability to know what is going to happen. And, if you know what is going to happen, then you can stop it."
Often considered only a vicious trap that preys on the fears of its victims, the Vattic Trap harbors an important secret.
A five room dungeon with the appropriate clashes of steel, smooth talking, and betrayal.
A rare form of Undead seeks the help of a band of PCs. Will they be up to the challange?
A cell of cultists hidden in a city. These people seek to bring a dark god of antiquity back into the world. Can you stop them? WILL you stop them?
When a young noblewoman goes missing the real cause may not at first be apparent.
When want and famine stalk the land, a strange tower of ashes appears in the village common, a tower holding the sacrifices of the unworthy. Those who have the courage may reclaim these treasures…
On a sprawling mound of steel and rust and hate sits a clockwork castle, the technological dread that is a machineÃ¢??s delusion.
The Grinder was instituted as a capital punishment for the worst murderers and criminals.
Glyph and Pylon units are a set of magical mechanism used to create complicated series of puzzling traps.
The Earthblood Warrens are a series of caverns in which dwell men who live around the Earthblood Vein, a river of magma. They use the magma from the Earthblood Vein to warm and light their homes and cook their food. The Warrens are several miles long, stretching along the banks of the Earthblood Vein, and since nobody wants to walk that far, the Earthbloodmen capture large, magma-swimming serpents, which they train and ride.