A journalist is preparing a story on Agency 17. Predictably, the Agency would like it if the story died...
The players are sent on their first mission for Agency 17: Stealing Sarin from a right-wing militia group in rural Texas
Someone wants Prince Philoj dead. Or?
Set a number of decades after part one.
Prince Tibalt survived his unique birth into the world and is now grown into the King of Jaegerwald. Jaegerwald is no stranger to werewolves, but when members of the kings staff and council start transforming with no apprent contact with werewolves, the PCs are charged with finding and destroying this hidden monster.
Set in a heavily wooded kingdom of reknown werewolf hunters.
A princess on a hunt goes missing. Rumors of a new, more fierce werewolf surface. The party needs to find the princess before she or her seven month pregnancy are in danger.
The village of Far Tragin is deep within the dangerous Northen wastes. Yet somehow it has avoided destruction by the monsters who dwell there. The PCs discover that it is a deal with an unlikly ally that protects this town. However, this deal may be failing and Far Tragin is in jeoprady.
Walking through the alleys of the docks district of town, you hear an old, mad beggar calling out for alms. He claims to be a god, cast out from heaven and stripped of his powers. The party passes, tossing a few coppers to him. In thanking them, the madman refers to incidents in their childhood or distant past which would have been all but impossible for him to know.