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Saurids on the Grosvenor Express

Game ID: GID0276449
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Description

From publisher blurb:

The Akkadian Connection, Book Two

Following up their leads on the Bang Snuff drug smuggling ring, our heroes journey through the Rabbit Hole and into the Gruv, hoping to track down the problem at the production source. Of course, it can't possibly be that simple. The group creating the drug are involved in plots thicker than a London pea super, and the fate of the entire Gruv hangs in the balance. Stealth, deception, battles on trains, insane airship pilots, ancient artifacts, and the wilds of a completely foreign world – you'll need to be quick on your feet and with nerves of steel to see this one through to the end!

You'll need the 1879 Player's Guide and the 1879 Game Master's Guide to run this adventure. Playing through the events of Big Trouble in Little Soho is optional, but is a great way to lead into the story here. A copy of The Fort Alice Sourcebook may also be useful.

1879 is a roleplaying game set in the late Victorian era of an alternate history, with low-level magic, high-level adventure, and vast possibilities as the Age of Steam gives way to the Age of Electricity. Saurids on the Grosvenor Express is the second Plot Point Campaign adventure, designed to follow up on the events of Big Trouble in Little Soho, and take them from the start of Novice Tier through the next two or three Professional Levels to about midway to Journeyman Tier. This adventure can be run as a standalone in your own campaign, or it can be run as a continuation of the previous adventure and lead in to the trip to the Samsut homeland in the next and final in the series, Deathless on the Nile.

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