Mercenary companies are usually little more than bands of low-level thugs. This one is a much more sophisticated organisation, with its own history, regulations and culture.
Find a penny, pick it up.
And all the day you’ll have good luck.
When a stranger warns of demonic activity, should you take him at his word?
When a young noblewoman goes missing the real cause may not at first be apparent.
The Dragon Isles consist of no less than thirty or so separate islands, of varying sizes, in a fifty-mile chain running on an approximately north-south line about thirty miles off of the eastern coast.
Small, ugly, bad tempered and of limited use, yet perhaps the most common of bound demons.
Heroes, like legends, usually have a basis in fact. And, just like with legends, the facts rarely live up to the myth.
George the Dragonslayer is one such hero.
Witch trials are common enough in the Kingdom and few who stand accused have any hope of escaping the hangman, despite the fact that it is rare for the accused to have any real magical power, malign or otherwise.
When armed men barricade the road and demand money, be careful how you respond.
They just might have a legal right to do so.
The King is dead.
So who killed him?
An ancient relic of a long-dead hero and a link to the divine
Well it’s got to do something, but I’ll be damned if I know what
"Their trumpets are also of a peculiar and barbaric kind which produce a harsh, reverberating sound suitable to the confusion of battle."
from the memoirs of Diodorus Siculus,
Commander of the Legion XIX (retired)
Sometimes a simple breakdown can lead to all sorts of trouble
When mans’ smallest, and most deadly, enemy strikes, the world is thrown back into a darker, more primitive age.
A post-apocalyptic setting for any system.
A misunderstood and much maligned race, goblinoids are a much more complex and sophisticated people than any human has ever given them credit for.
A tree, a length of rope, and a (maybe not so) innocent victim.
Wotcha gonna do?
Savage orcs, intelligent apes, desperate ghosts, and one very lucky little girl.
A curious little side-trek for starting level PCs.
Magical items are often prohibitively expensive, largely because the Dragon Blood crystals needed to power them are so very rare. For centuries alchemists and magicians alike have searched for a cheaper, and more abundant, alternative. This just might be the long sort after formula, but price could be higher than anyone ever imagined.
To trap an ancient demon you need an ancient ritual.
And where do find such a ritual?
In the tomb of an ancient priest, of course.
And that’s where the trouble begins.
In the far reaches of a long-lost wilderness, there stands a forgotten town inhabited only by children. Though they appear normal enough, their eyes burn with madness, and they speak in a foreign, archaic tongue. Nearly a millenia ago, a powerful spell had gone awry, or maybe it had succeeded - in any case, it ended up blessing, or cursing, an entire generation of children with agelessness. However, as the centuries passed, the children's parents grew old and died, the buildings of the town crumbled to earth, and even the civilization itself faded into history, becoming lost to time. All that remained were the children, driven mad by the psychological toll of living for hundreds of years beyond their age. In time, most children died, killed off by fighting amongst themselves, while many others were driven to suicide. Only a small handful remain, and they are a strange people indeed.