
1993 · Scenario / Adventure / Module
No Quarter Given
Two groups of Storm Knights are drawn to Orrorsh by parallel lines of fate, where the Gaunt Man’s puppets prey on their hearts, minds, fears, and lives. One group plays through an adventure of horror and occult conflict in the jungles of Indonesia, while the other follows a linked fiction line focused on heroic sacrifice and desperate victory. Only one group can survive.
- Players
- 0
Skill Based (buy or gain skills)Dice (Primarily d20)Exploding Dice (Die may 'explode' into a second roll)
About the game
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Game facts (players, playing time, age, credits) from BoardGameGeek.
