Explorers Keys
Ten amazing¸ super-low-prep adventures you can start running minutes from now! A trip to the moon-and the very¸ very ancient past. A stolen twin. The approach of a starwing seraph that spells doom for an entire city. An enormous underground ruin where humans and abhumans vie with one another¸ intelligent fungi-and a deadly predator. Ten complete adventures to challenge and intrigue your Numenera gaming group¸ full of all the mystery¸ awe¸ and danger you expect from your journeys through the Ninth World. And best of all: they're Instant Adventures¸ presented in MCG's unique and innovative format that requires virtually no preparation. Simply pick up this book¸ choose an adventure¸ and be playing in ten minutes or less. There are even pregenerated characters included¸ so you can get started on an impromptu game in about the same time it takes to set up a board game. You can easily insert these adventures into your ongoing campaign¸ string them together for weeks and weeks of gaming¸ or run them as one-shots when the mood for an RPG strikes¸ but nobody has prepped a game. Explorer's Keys includes: Ten complete weird and wondrous adventures¸ with maps¸ NPCs¸ and all the details you expect. An innovative format that lets the GM run a full-length game session with just a few minutes prep time. A Ninth World heist¸ journeys in time and space¸ exploring dangerous ruins¸ encountering weird creatures¸ and much¸ much more. Great advice on running adventures with little or no prep. Nineteen beautiful¸ full-color Show 'Em illustrations¸ to reveal to players during the adventures. Six pregenerated characters¸ ready to play if you need them. A rules cheat sheet to make things run even more smoothly.