Somewhere in the endless deserts of Iuhai, Daazan the Iron Gate and Utheleii the lovelorn Earth Elemental wait for time to end.
3-8 adventures start out on the rural/suburban borderlands of a colapseing empire that’s being invaded by hordes of orks and hobgoblins.
Save/Help the Halflings! They offer rewards. Material and otherwise.
...and walking sticks, and crosiers, and goads, and scepters, but no wands!
Therianthropes? Lycanthropes? Animorphs? Homo-Zoological-Hybrid-Sapiens? Manimals? Take your pick.
30 unique ships, for those times when you need one on the fly. The class or type of each ship is provided. Included are three odd ones from the pages of history.
In the land of Epoa, Cloud Hoppers are some of the craziest people you’ll meet. Cloud Hopping is their job.
*Sphhisshh* *Sphhissh* *Sphhissh*
The Horrors and Wonders of a distant, sun-drenched land. Everything you need to run a desert campaign!
Doomed by the Shadow…
The Swollen Shadow’s magic is such, that anyone transported to its demi-plane, will always first arrive in the somber and hazy Umbral Fens, which surround the City of Shadow. After some searching one may find the Brittle Road, which leads through the shadow-choked swamps, to the City proper.
A Renaissance dawns. A School of Art emerges.
Shadows gather…and linger.
Featured creatures of the Swollen Shadow Codex.
Have you ever looked at a game in progress and wondered, "i dunno wat this is about."
Allow Moonhunter to posit an answer.
Vog’s Children, the Lava-Oil Symbiotes
What initially appears to be another trek through wintry mountain landscapes will be revealed as a true struggle for survival. For the mountain known as the Kiebral is an ancient evil, its secrets are countless and its power is immense. Can the PCs outwit a power from the dawn of time, or will they succumb and be trapped for all eternity?
Come ye who HUNGER!
Molk Peruda is encountered by the PCs on the second day of their journey west from the salt-choked port of Quyn, as they prepare to explore the jungle.
He appears a gaunt, wolfish man, with matted, dark hair that sprouts from his head in dreadlocks, contrasting with his well-oiled, blue-black, conical beard. His eyes are hidden ebon shards beneath thick arching brows, his nose, crooked, long, and reminiscent of a snout. His mouth is a thin, dark line, his teeth unseen even when he parts his lips to speak.
His skin is the color of tallow, surprising perhaps for a renowned jungle guide, yet his natural helm of dreads and the jungle's canopy keeps the sun from bronzing his originally pale flesh. On his back are tattooed three women from the waist up, side-by-side, each resembling the other but of different ages. This is a tattoo of Molk's mother, sister, and daughter. His wife (don't bring her up to him!) was killed by marauding Qullan years ago, and appears as her own tattoo on his broad but sunken chest.
His feet shockingly are turned around 180 degrees at the ankle, facing towards his back! A curse from a pernicious shaman. Molk walks feet backwards (he's used to it) and walks backwards, forwards. This can be very disconcerting and outright creepy to the PCs as he guides them through the rainforest.
Slung from his back is an archer's quarrel of treated wood carved to resemble a stalking leopard, in his hand a re-curved composite bow of horn and sinew, with a pair of vivid, red eyes, each one painted on the opposite side of the hand-grip. In a leather sheath at his belt, hangs a falchion, its pommel adorned with a curved bird's head and beak.