In every great film, the seed of a corny adventure can be found…
Few things are more important to a warrior than to ensure that his… coddes… are well protected, and Red Hatchet was no exception…
Stalwart men and true, they can be found wherever true heroes gather. What they’re doing there is a mystery to all…
A half-breed son of the Volgotoi, Vorodon seeks to find his place in a world that rejects his kind.
Few are the sons of men who have come to understand the ways of the Volgotoi, the huge warrior race commonly referred to as Ogres.
You never know when you’ll need an IRON SPIKE!
This naÃƒÂ¯ve young man was fostered among the warlike Knights of the Most Holy Order of Saint Senren. Cloistered most of his life, he knows little of the world.
The city of the Bright People fell, but the spirit of its people remains. A legend of the Ouzquin Dremorix.
A weapon from before the time of men, enchanted in times of legend by the greatest of the land’s druids.
None could deny that the Torner the Fearless’ heartbroken widow did mourning well.
Within the Ruddye Draggon, the landlord has more than fresh ale brewing. Can this landmark tavern be saved?
The Gohhi tribesmen of the Sallvian desert preserve the worship of an ancient goddess…
When you face a foe in desperate life-or-death combat, there’s nothing like getting good and liquored up first…
Inspired by a secret muse, a humble man sketches heroes and battles for the folk of the Market Quarter.
Legends say that the first of these bows of gleaming steel were crafted by the smiths of the dwarves, who gave them to the first of the land’s great kings.
The crests of Compall Fowle are reputed to have potent healing powers, but little else is known of the vicious birds.
Kranno the Goblin didn’t know what to do with his mastery of the art of skulking until he met the frustrated poet Vonyich Festelgabber.
Few cities could stand long before the invincible "Firedrake", the Hegemon’s mightiest vessel of war.
Driven by a lifetime of anger, Modest Slatterbite and his “Staff of Truth” have come to condemn the “wicked”.
As the drums echo through the badlands, the warriors of the Orcish tribes feel the power of the tribal spirits call to them…
The adventure can take place in a slightly shifted reality, where everybody has a totem (an animal guardian). The totem should be chosen randomly and not by the player, it is ok if "Gorflin the Large," a gigantic and aggressive barbarian, has a mouse for a totem.
These totems will assist the characters in small way. It is up to the characters to determine how to get the assistance; the animals won't solve mysteries for the characters only supply the clues. The character may even have a dream where his or her totem actually speaks to them and reveals some sort of clue.