Magic is nothing to play with, drawing it out is dangerous. It affects the environment just by existing. You must train for years to use it properly and even then tapping too much of it can destroy you.
Items that harbor its power are no less perilous. Ancient hammers that shape metal without heat, dark liquid that pours out like tar and rewards the drinker if they consume it entirely or kill them... [click here for more]
King Thadar’s Catacombs adventure takes our players to castle Kerthaz, where builders discovered a network of tunnels. The Baron of Kerthaz, Lord Gabriel, is offering a tenth of what is found in the underground, as a reward to explorers willing to map it. It seems Lord Gabriel is unwilling to send anymore of his people down into the tunnels after two groups did not return. ... [click here for more]
This is an introduction to the Northern Realm, which is also available on DriveThruRPG. The Northern Realm is governed by 7 principles; a rich history, realism, mystery, grit, tension, sacrifice, and tragedy. It draws from history and fable, providing a setting equal parts familiar and surreal. The Northern Realm affords many tools for the storytelling experience, which you can participate... [click here for more]
The Northern Realm is governed by 7 principles; a rich history, realism, mystery, grit, tension, sacrifice, and tragedy. It draws from history and fable, providing a setting equal parts familiar and surreal. The Northern Realm affords many tools for the storytelling experience, which you can participate in as the player or story master. Within this book there are many story hooks and mysteries,... [click here for more]