The journey to Grey Dragon Island. Contact with the Yith and the Gardens of Time. Translating the Seven Cryptical Texts, and all that we lost to get there.
Launched (via trebuchet) into the Khale forest, our heroes navigate through many dangers, both from the living and the dead. The Key of the Imposter renounced!
You are dead… but you do not know it yet. You wake up with no memory of who you were. Artifacts and documents will help you will learn who you were. Then you will tear yourself apart to learn what happened to you.
Sorcerers. They are more than a blight upon reality: they are breeders of blight. With each spell cast, the world tilts more askew, away from a place of stability that follows natural laws with constancy, more towards the madhouse whirligig of horrors where minds snap with a glance and servitors haunt the skies
A good old fashion ghost-busting in Nolburn House! The crew went after the most haunted turf they could find, and got help from an unexpected companion.
One thing I've realized about my own games is that my ability to daydream, think of cool stuff, embody NPCs and have fun playing the game is closely tied to how frequently the responsibility to come up with something new shifts to the me.
100 years ago the land of Near was shattered by Sky Fire. The nation of Maldor splintered, a new moon formed, and the world was forever changed. Our heroes set out to find the last ember of Sky Fire....and change the world once more.