Project Update: Would Your Players Take the Witch's Deal?
Appia finally had clean water again.
Then Mömielle arrived.
Then Mömielle arrived.
In Appia’s Hope, one of the full-length adventures in Lair: Force & Freedom, the town of Appia is facing another water crisis. A machine was supposed to keep the water clean and flowing, but now a wandering witch named Mömielle has taken control of the complex that houses it.
At first, she seemed like a nuisance. Then she started tampering with the machine. Now the water supply is failing, the town is running out of options, and the heroes are sent to remove her before Appia is pushed back into disaster.
But Mömielle isn’t just smashing the machine for the fun of it. She wants to understand it. Replicate it. Sell it. Control it. And when the heroes finally confront her, she may offer them a cut.
That’s the part I love, because this adventure isn’t just “go fight the witch.” The players have to decide what kind of heroes they actually are!
- Do they defeat Mömielle and protect Appia?
- Do they repair the machine and leave the town better than they found it?
- Or do they take the witch’s deal?
Appia’s Hope is exactly the kind of adventure I loved creating for Lair Magazine: strange, focused, table-ready, and full of choices that can go sideways fast.
And now we’re finally bringing that spirit to print with Lair: Force & Freedom, our first printed Lair Zine.
Inside, you’ll find:
- 3 full-length adventures
- 5 short adventures
- 15 new monsters
- 2 new player options
If this sounds useful for your table, follow the project today.
And if you reserve before launch for just $1, you’ll also secure the exclusive Foundried playable race, available only to those who reserve before launch.
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