
2007 · Scenario / Adventure / Module
Das Land, das nicht sein darf (Midgard 4th Edition)
Vampires can now hunt in daylight, and their growing power threatens all of Midgard. Seeking a way to end the plague, the adventurers follow the mystery of the Seeing Key from Geltin into the Belogora, where the abandoned dwarven city of Kuz Alhadur hides an ancient archive and forgotten powers. Their journey continues into the wilderness of Nahuatlan, where they investigate the riddle of Chalpeca and discover a land outside the proper course of time. High-level characters confront beings and forces rooted in Midgard’s earliest history as they seek to reverse the event that freed the vampires from the sun’s curse and bring the story of the destroyed Sunstone to its conclusion.
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Game facts (players, playing time, age, credits) from BoardGameGeek.
