PARCS 2.5: The Lurker of Lake Luskogee
Martin is determined to stop this evil; no demonic force can stop him, no mutant fish will scare him…no door will hold him?
Martin is determined to stop this evil; no demonic force can stop him, no mutant fish will scare him…no door will hold him?
Evil has struck again; more people are missing. What is going on at Goose Egg Island? Can Avery untangle the conspiracy?
The PARCS agents follow a lead to The Old Cod where they meet some colorful people—shortly before tragedy strikes.
Something fishy is going on as the PARCS agents continue their investigation—but some of it may be closer to home than the agents realize.
The agents of the Paranormal Research and Containment Service (PARCS) are back for another mystery, this time at the town of Lake Luskogee.
Time is of the essence as the heroes face off against the leaders of the Dragon Cult.
With two hours before the castle’s departure to begin the assault on Berdusk, the adventurers are separated by their foes.
With the wind’s help, the party locates the “grounded” castle, but sneaking in won’t be a walk in the park.
Time is running out for the adventurers as they infiltrate the Cult of the Dragon.
Lillik leads the party to the cultists’ camp, but danger lurks near the plateau they travel towards.