Plus each villain comes with ready-made adventure hooks, making the book a collection of more than a hundred possible adventures as well! Your heroes can explore the sites and perils of all seven continents, as well as fabled Atlantis, the Lost World, and the strange realms of Sub-Terra that lie at the center of the earth. This sourcebook looks at the universe beyond Earth, from the history of the cosmic in the comics to the conventions of cosmic stories and characters.
In its pages you will find advice and rules for creating characters and adventures in the depths of space. GMs get ready-to-use villains, from space tyrants and aliens to nigh-omnipotent cosmic beings, and an expanded look at the universe of Freedom City and Emerald City beyond the bounds of Earth. Get ready, heroes, infinity awaits! The heroes fight back and, just as they are turning the tide, there is a bright flash and it quickly becomes clear Tellax has transported them someplace very, very far away There is a state of emergency, as a Lor fleet is confronting a threat in space near the planet, and Republic soldiers are on alert for a possible invasion.
They naturally take the heroes to be invaders and attempt to arrest them. Whether they go quietly or not is up to them. In either case, the heroes appear before the Supreme Praetor of the Lor Republic and gathered members of the Senate, and learn of the threat looming in the outer reaches of the MagnaLor system.
They also have the opportunity to prevent the assassination of the Praetor at the hands of a spy, a Grue shapeshifter, ancient enemies of the Lor. Before the heroes can deal with this revelation, a figure appears in the Lor Senate chamber: Orizon, the Voice of Collapsar the Devourer, heralds the arrival of his master and the imminent doom of Magna-Lor.
The heroes have the opportunity to confront Orizon, but his vast cosmic powers make him a formidable opponent. Win or lose, the heroes are drawn back to Earth so Tellax can confirm all they have seen and heard. The capitol of the Republic is doomed. Even a race as advanced and powerful as the Lor cannot resist Collapsar. The alien computer tells the heroes how the Preservers created it as a means of stopping Collapsar from consuming the cosmos, and it intends to fulfill its purpose by transforming humanity into a super-powered army under its guidance!
The fate of the world—perhaps the universe—hangs in the balance! All rights reserved. Or to riches? Shares in the wealth are promised, but so to are shares in the dangers that lurk in the depths of the jungle and perhaps within the ruin itself. He requires samples of certain plants and intends to do none of the work. If the adventurers can find them for him, he has an even more interesting quest lined up. Most of them just want to celebrate their good fortune, but there are other plots afoot that may entangle the adventurers.
A pygmy Witch Doctor, overcome by evil and slain by his own kind. What strange relics and hidden truths lie in his final resting place? Part 7 The Curse of Port HeldenhammerThe days of the port are numbered unless something can be done to stop the evil that threatens all.
When taking a message to what is now Dead-town, he tripped over something in the sand. A staff of impervious unearthly metal is now in his possession and he can feel it trying to drain his will and take him somewhere. Clearly, it must be important, and what is important is always valuable. However, he wants an escort to protect him on this journey, and so he comes to the party, offering them a share in whatever lies at the end of his quest.
This adventure takes the party deep into the jungle and to a place the likes of which no mortal being in the Old World has seen in thousands of years. They have a chance to discover the awesome truth behind the Gromril coast, and to gain insight into the terrible doom that is about to threaten it. Part 10 Colony of the DamnedA showdown in the port leads the party on a river voyage to visit the infamous Voller family who run the slave colony in the mountains.
The visit quickly embroils them in scandal, intrigue, ancient feuds, mayhem, evil, and insanity. Part 11 Plague StormA devastating plague called the Rupture Blight threatens the port and indeed the entire coast. A vaccine or cure is needed to prevent catastrophe, but there are machinations afoot that have far greater ramifications and the party have to pick a side from two ancient enemies.
Dare you see what uncanny oddities and startling exhibits of the strange and unnatural cruise the coast of Lustria? Part 13 Trouble In Dead-TownThe adventurers are entrusted with scouting the Bretonnian colony that is suspected of sponsoring the recent attack on Port Heldenhammer.
The peace of the Port is in jeopardy, but who will stand against them? Part 15 The UnveilingStrangers in Port have an offer for Geschenk, one that may unite her with her lost past, but at what cost? Word comes from Paradis Vert - they have unwelcome visitors and need help, desperately.
The party are asked to mount an expedition upriver, because their non-military appearance may stop the Slann acting immediately. Once the Captain is warned, they can bring him back, and with Reiksguard defending the port, should the hostile plants mount an attack, victory is assured.
However, things have gone terribly wrong at the Slann city. The party find a scene of carnage and insanity, Klaus is far removed from the man they once knew, and they face a twisted choice where defeat permits victory. Humans And Insects In the professor of medicine Jack White and his fiancee Asenath went missing in the depths of Brazilian jungle. Unknown to the investigators and even to Mr. White is that asenath is waiting for offspring At last!
Someone who understands!
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