Recent Games

A Supernatural Summer in Narva
Call of Cthulhu 7th Edition
The year is 1917. The February Revolutions toppled the Russian Empire, removing the Romanovs from their seat of power. Between the loss to the Japanese years earlier and the capital motivations behind the Great War, the Russian people cry for peace. They cry for Revolution.
Read More
In Narva, the situation is complicated by conflicting national identity. Though Narva is a city under the jurisdiction of the Russian Provincial Government, a referendum has been signed by popular vote. Come early next year, Narva will be a city of Estonia. Tensions between a desire for collectivized government and a national identity distinct from Russia dominate the political atmosphere of the city. The Bolsheviks desire unity. The Zemstvo’s office desires independence. Individuals associated with each yearn for both.
This is the state of Narva when a group of individuals are brought together by poor luck to solve a strange murder. The primary educator of the Narva Soviet’s gun club has been murdered brutally, a sword stabbed through her chest with improbable force. This murder will kick off a series of bizarre events that will question the group’s understanding of the world’s natural laws.
The players have split their time managing the political tensions of a pre-revolution Narva and piecing together clues to determine what, exactly, is the cause of the supernatural encounters they’ve had.

A Desperate Battle Against the Cult of the Seven Stars
Pathfinder 2nd Edition
Across a fantastical world, a group has been forming. A cabal of the rich, the powerful, the spiritually influential, the disillusioned, the unfortunate. This group have been unified by one desire: a new world.
Read More
For as much or as little as they have, they’ve each had something precious taken from them by a world they see as cruel and indifferent. They’ve each put their faith in an ancient promise. When Seven Stars are forced into alignment, when Seven Beings walk the lands, the Seventh of them shall bring great destruction– and a new world for those who’ve chosen to believe.
Our heroes have been brought into conflict with the Cult through fate, circumstance, and birth. They work tirelessly to uncover the Cult’s secrets, realizing the very fabric of the world they know is more fragile than they could have imagined. It’s up to them to thwart the Cult, and guide their people through the end of the world as they know it.
They players have confronted the Cult in every theatre, uncovering their plans and confronting them in dynamic, tactical combat. As it becomes clear that the world is changing whether they want it to or not, and as they take on ancient and deific power, they take to the task of architecting what the new world will be.

Destroy the Vampiric Remnants of a Nation’s Dark Past
Pathfinder 2nd Edition
The nation of Aunmoch used to be 5 entangled kingdoms. The nobility of each kingdom where deeply entwined, plying their authority against one another in arbitrary games of influence and warfare. The pieces in their games were the Bianna, a military made of the nobility’s 3rd and 4th sons. With no chance of succeeding their rich parents in the petty games of intrigue and war, they agree to serve as warriors. In exchange, the Bianna received free reign over the peasantry– full permission to terrorize, to kill, to take.
Read More
The Mercenary-Nobles of the Bianna were ended when the Hero-King Tanta conquered each of the 5 Kingdoms, pulling them into line under his own banner. Raised by the Druidic lovers Faerich and Gyaran, Tanta was steeped in the values of self-determination and egality. Though his conquest has darkened him, swaying him from the path of total abolition of the nobility, Tanta has remembered his mothers’ kindness, and strengthened the position of the kingdom’s women. Once legally similar to property, the Unified Kingdom of Aunmoch has elevated women to a position of legal equality within the nobility and peasantry alike. Many years into his rule, High King Tanta now flirts with more revolutionary change. He challenges the nobility more directly, threatening their wealth and authority. It seems that High King Tanta, devoid of any heir, may wish to be the last King of the land. He may wish to leave behind a less autocratic system.
Unfortunately for High King Tanta, the old Bianna are not as fully gone as he would like to believe. One member of the former nobility, a magician by the name of Dolren MacRenn, has survived in hiding from the crown. He’s hidden himself away within a shadow of the world, a Fell imprint of the land’s darkest histories. He survived through magic, and the consumption of the blood of his servants. The rituals twisted him, leaving him a depraved, obsessed wretch. MacRenn remembers the privilege he had. He remembers the woman that was taken from her, her marriage cunningly stolen from him by his political rival. He will have them again, by whatever means necessary.
Coincidence brought our heroes to this land. It was to be a stop on the way to greener pastures, more mysterious adventures. But the land has fallen to Fell shadows and mists, the Kingdom in Reform dominated by a Vampiric shadow of its past. They’ve taken in a wizard-in-hiding, seeking to free her soul from a dark cycle of reincarnation. When the Vampire MacRenn takes notice of her, and realizes her uncanny similarity to his long-dead object of obsession, her friends must work to defend her from the Devil of Abth.
The Vampire hunts the players constantly, forcing them to defend themselves against undead servitors and horrific monstrosities in tactical combat. At the same time, they investigate the secrets of the Vampire’s mortal life, looking for a method to see him destroyed for good.
