Mike Ventrella
Paragon
Here's what we have so far:
April 20: For Want of a Cauldron. Duke Frost has put out the call for all able bodied men and women to assist in a major assault against the weakening troll menace in the Contested Lands. But when Troll rituals and Biata magic interact, Ashbury's heroes suddenly find themselves fighting beside the most unlikely of allies against the most unlikely of enemies, with the future of two nations on the line.
May 18: Allies most Foul. Even in the throes of war, there is time to gather with comrades to enjoy the Ducal Tournament. This year brings strange allies to the duchy, but beware of Thessi bearing gifts…
June 15: Trouble on the Home Front. In an effort to bolster his supply lines, the King sends the adventurers to the Hobling Kingdom of Home to negotiate expanded trade with the House of Lords. But all is not tranquil in the richest kingdom of Tar'Navaria and the ambassadors soon find themselves beset by offers and allegations from all sides. Can justice be found in a land where it is cheaper to buy a magistrate than pay a fine and the Code of Chivalry can be used to both protect and oppress the people?
July 13: Prophecy and Peace, Part 1- Unlikely Alliances. With the situation in Home partially stabilized the Icenians answer a call for help from the most unlikely of sources. Rebels have taken several strategic cities in southern Galanthia and have sent pleas to several nations and groups for aid in solidifying their gains. A grand alliance begins to form in the south, but there are those that would rather see all Galanthians destroyed...
August 10: Prophecy and Peace, Part 2- Sigils Alive. As the Ashbans reactivate the last of the Sigil Stones they find a rare opportunity to shape Galanthian destiny. Fairedale and the Ducal Fiefs have been taken by Galanthian forces and the armies knock on Ashbury City's door. Whatever destiny the Ashbans decide, they'd best decide quickly.
Sept 21: Desperate Times. Displeased with the progress of the war to date, General Matros Lochaber takes the field at the head of the advancing Galanthian army while the Icenian nobles enact a daring plan that has the potential to end the war in a single stroke. A dangerous ritual sends the adventurers to a land without heroes and the adventurers must struggle to complete a task that history has shown cannot be done with the fate of two nations hanging over their heads.
Oct 12: Tradition versus Sedition. Seizing upon a moment of relative quiet in the war, the Heroes of Ashbury answer a call for aid in the Duchy of Brittington. While the Galanthian war has drawn the attention of the Kingdom westward, a new enemy has fallen upon the northern kingdoms and now stands ready to push into Icenia. With the royal army needed on opposite sides of the kingdom at once a decision must be made as to which Duchy to reinforce ... and which to allow to fall.
April 20: For Want of a Cauldron. Duke Frost has put out the call for all able bodied men and women to assist in a major assault against the weakening troll menace in the Contested Lands. But when Troll rituals and Biata magic interact, Ashbury's heroes suddenly find themselves fighting beside the most unlikely of allies against the most unlikely of enemies, with the future of two nations on the line.
May 18: Allies most Foul. Even in the throes of war, there is time to gather with comrades to enjoy the Ducal Tournament. This year brings strange allies to the duchy, but beware of Thessi bearing gifts…
June 15: Trouble on the Home Front. In an effort to bolster his supply lines, the King sends the adventurers to the Hobling Kingdom of Home to negotiate expanded trade with the House of Lords. But all is not tranquil in the richest kingdom of Tar'Navaria and the ambassadors soon find themselves beset by offers and allegations from all sides. Can justice be found in a land where it is cheaper to buy a magistrate than pay a fine and the Code of Chivalry can be used to both protect and oppress the people?
July 13: Prophecy and Peace, Part 1- Unlikely Alliances. With the situation in Home partially stabilized the Icenians answer a call for help from the most unlikely of sources. Rebels have taken several strategic cities in southern Galanthia and have sent pleas to several nations and groups for aid in solidifying their gains. A grand alliance begins to form in the south, but there are those that would rather see all Galanthians destroyed...
August 10: Prophecy and Peace, Part 2- Sigils Alive. As the Ashbans reactivate the last of the Sigil Stones they find a rare opportunity to shape Galanthian destiny. Fairedale and the Ducal Fiefs have been taken by Galanthian forces and the armies knock on Ashbury City's door. Whatever destiny the Ashbans decide, they'd best decide quickly.
Sept 21: Desperate Times. Displeased with the progress of the war to date, General Matros Lochaber takes the field at the head of the advancing Galanthian army while the Icenian nobles enact a daring plan that has the potential to end the war in a single stroke. A dangerous ritual sends the adventurers to a land without heroes and the adventurers must struggle to complete a task that history has shown cannot be done with the fate of two nations hanging over their heads.
Oct 12: Tradition versus Sedition. Seizing upon a moment of relative quiet in the war, the Heroes of Ashbury answer a call for aid in the Duchy of Brittington. While the Galanthian war has drawn the attention of the Kingdom westward, a new enemy has fallen upon the northern kingdoms and now stands ready to push into Icenia. With the royal army needed on opposite sides of the kingdom at once a decision must be made as to which Duchy to reinforce ... and which to allow to fall.