haunter2The investigators have finally arrived in Australia. They have learned of a mysterious expedition to the interior of the country, but to what end, they do not know. They do know that the Lamplighter cult and their esoteric masters want them to follow the expedition, into the Outback. But before the team journeys into the desert, they must gather supplies, investigate leads, and perform research. Naturally, the cults of the Crawling Chaos are not far behind them.

sparklesNews: Sparkles the Unicorn is now available to purchase as a Base Raiders PDF supplement! Get it on DrivethruRPG or through the Base Raiders store.

An incredibly powerful artifact known as the Horn of the Wild Hunt has been loosed upon the world and only Sparkles knows how dangerous it is. The demented unicorn enlists the aid of three base raiding heroes to help him get the horn before it causes too much damage. They must first smuggle a unicorn from New York to Colorado though, which entails a road trip. After that, the heroes find out the bearer of the horn has already made a powerful enemy, who has hired superpowered mercenaries. On top of that, a rival team of base raider that model themselves after Avalon and the Ideal threatens to interfere. Who will get the horn? Does Sparkles have an ulterior motive? Find out in our latest one shot, guest starring Faust from Thrilling Intent!

teamfiveThe rag tag team of misfit scientists employed by Tesladyne have been sent to Japan. Apparently Science Team Super Five is having some kind of technical difficulty on their island off the coast of Japan. Tesladyne needs their help anyway to look into their security problem after the last attack. However, when the three fighting scientists arrive on Super Five’s island, they find more than they bargained for. Can a bloodthirsty ex-Nazi dinosaur, an incredibly life-like android, and a reformed mad scientist stop the assault of the Biomegas?

theshipAfter the near-apocalyptic finale of Kenya, some time passes, and the survivors awaken to find themselves on a cruise ship heading to Australia. The Lamp Lighters have brought new allies so the survivors can build a new investigative team. However, this ship’s passage through the Pacific has attracted the attention of dark forces. The new team must battle the occult if they are even to land in the Land Down Under.

monsters-flytrap The White Forest Institute is a mental health group home for children who have been determined to be a threat to themselves or others. Some children who have been misdiagnosed due to the antics of their monsters, and explaining it that way will get you the appropriate anti-hallucinatory medications. Some strange Arcane Confluence at the home keeps the monsters from reassuring their kids that everything will be okay. The game will shift gears between the Children navigating the social hierarchy of the Home, while trying to not suffer relationship damage that will sever their tie with their monsters, and the Monsters will begin to solve the mystery of why their kids were taken to this particular home. Can the Children and Monsters find a way to reunite and convince the adults they have been successfully rehabilitated?