The Living Airship
This pdf from Rite Publishing is 37 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 2 pages of advertisements, leaving 32 pages of content for the adventure, so let’s dive right in.
This pdf from Rite Publishing is 37 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 2 pages of advertisements, leaving 32 pages of content for the adventure, so let’s dive right in.
I recently got a chance to take an advance look at Totems of the Dead by Gun Metal Games, makers of Interface Zero. Showing diversity in their publishing plans, Totems of the Dead is nothing at all like Interface Zero, which is a great cyberpunk setting for Savage Worlds. Totems of the Dead, on the other hand, is a swords and sorcery setting based on Native American myths and culture.
This pdf from Rite Publishing is 37 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 2 pages of advertisements, leaving 32 pages of content for the adventure, so let’s dive right in.
The Lost City is a Paragon-level sandbox adventure with a broad range of player options and twists. It offers lost threats and secrets – plus a new servitor race, new magic, mysterious ghostly foes, and multiple factions for players to ally themselves with – or against!
This pdf from Rite Publishing is 26 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page advertisement, 1 page back cover and 2 pages SRD, leaving 20 pages for the Tengu, so let’s check them out!
I have always liked Paladins. The first ever character I played was a Paladin. The current character I am playing is Paladin. In the nearly 20 years I have been playing Role Playing Games, I have played Paladins, Knights and other moralistic and ethical type of military characters when available and if appropriate.
Paladins: Damned if you do, damned if you don’t! Read Post »
At the Heart of Evil is a free adventure by Headless Hydra Games for characters level 6 to 8 and revolves around the PCs exploring a ruined keep of the Order of the Sanguine Star. The keep has been corrupted and the order slaughtered by a paladin of said order turned blackguard.
The introduction explains the concept, a series of short inter-connected adventures designed to occupy an evening’s play, centred around the Great City (mapped in beautiful detail by 0one Games) and somehow connected to a significant event. Which of course, is not yet explained, even to the GM!
The adventure runs in any locality of any realm our adventurers happen to be. It would be handy if any of them had connections in the town or within the castle, as there will be clues they will able to gather from the staff and the villagers along the adventure. The adventurers should be quite strong and willing to investigate, otherwise they could fall into an invasion that they will never be able to control or eradicate.
The introduction to this adventure provides an apposite reminder: in a game in which dynasties and bloodlines and the good of your House feature large, weddings are going to be very important events indeed.