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An Adventure for Character Levels 1-3 .
The city is gripped in fear! The Ripper has returned after a 125-year absence and is once again carving a trail of blood through the slums of Millers Court. Also returned is the ghost of Mari Kell, his last victim from more than a century ago, and she haunts the streets where she was killed. The city watch is at a loss to solve this supernatural mystery, much less apprehend the Ripper himself. All the clues point back to the hovel where Mari Kell was slain long ago. If the heroes are brave enough to enter, will they find the Ripper himself there?
At the end of each year comes the month and holiday of Samonios, Samhain or Nos Galan Gaeaf, or Halloween. This is the time when the worlds are drawn together and monsters, gods and the spirits of ancestors wander between them. It is a dangerous and dark time in which the most holy and sacred of ideas mean more than they ever have before in the previous year. It is a time for the Dead and to honor them.
Events in the last year were steeped in bloody battles, the death of kings and encroaching evil from the Otherworld. The seers and madmen foretell that the omens are in place to bring a wrathful invasion from the Land of Magic. Most nobles and lords scoff at these superstitious words and ridicule them, but the common-folk know that there is truth in those portents and omens.
Families stay close, hold their festivities in honor of their ancestors and the gods, but stay wary of the dangers that might find their way into their darkened homes and lives. But for the young or unwary . . . .
Little Addolgar ap Maelon Gof has wandered into the thick foliage of the Coed Celyddon, lured by the many colored playful lights that he saw dancing and laughing. Now the young dark haired child of ten winters is deep in the mist-shrouded forest soaked in Otherworld energies. A storm is brewing in the dark woods, stirring the trees and causing the limbs and boughs to crack and knock against each other. Owls hoot in their haunting voice and somewhere distant, wolves howl. Addolgar climbs over fallen trees and makes his way in bramble patches trying to get closer to the mysterious lights in the boughs of the trees.
Night of Spirits plunges you into the heart of Nos Galan Gaeaf, bringing your characters face to face with the Otherworld and the true horrors of the holiday!
Night of Spirits is an adventure for 3-5 characters of around 4th-6th level.
In a rain-soaked graveyard, a small group of men stands round a coffin bound with heavy chains. "We are here to mourn the passing of Jean de Cardeau," intones the village priest. " Let us pray that his rest is eternal, and that he never returns."
As the pallbearers lift the coffin, something scrapes on the wood from inside. Quickly and without emotion, the attendants slide the casket into a crypt. Then they seal the door and flee. Behind them, unheard, a dull thudding begins, growing louder with the onset of twilight. There can be no peace for those who linger in the earthly realm after death. And there can be no sanctuary on the Night of the Walking Dead!
Set in a zombie-infested swampland, "Night of the Walking Dead" is an ideal first-time Ravenloft adventure. Players must unravel the mystery behind a string of murders and disappearances in a village plagued by ambulant undead—and all is not as simple as it seems!
The hour of fear is upon us. Are you ready to face the Demiplane of Dread?
For 4 to 6 players, levels 1st-3rd.
d&D sucks and this is the GREATEst game of ALL TIME. I know, because I made it.What makes 50SoV amazing isn't that it's an obvious parody. It's the fact that 163 backers have supported it with over $1,300 in pledges. With 2 1/2 weeks to go.
|Maybe shoes should be part of the rewards offered|
Death & Taxes is Lesser Gnome's follow-up box set to Whisper & Venom. It was nominated for an ENnie, for those of you who are into that sort of thing. Twice!*
Death & Taxes is an adventure for 4-7 players using characters level 4-6. Although designed for classic rules, the ultimate goal is to create total conversions of the game for popular modern systems. Once the goals for project funding and the backer surpass the initial stretch goal targets all options are on the table, As backers, you will have a seat at that table to decide which one will happen first! Look for the results to be revealed in our Stretch Goals section as the campaign progresses. The Gnomes are ready start to translating Death & Taxes into Pathfinder/OGL and (we hope) fifth edition compatible versions.
South of the Whisper Vale lies a land of gentle slopes with forests and greenswards. Small townships have sprouted alongside decayed municipalities. The area’s sparse populations are independent and self-reliant. Sporadic trade and a dim memory of avaricious rulers connect them.
On a gentle hillside sits an imposing stronghold known as The Auctor. It has remained empty and eerily pristine since the last noble family fled south. Its majestic rooms and corridors are shrouded in fear. Living memory recalls a time when the happy glow in its upper galleries was a thin façade to its real function.
An haute-coiffed tax collector arrives with his retinue of hairdressers, auditors of unusual size, a mason and a pack of gnolls. The collector carries important documents asserting his authority to tax the region. His orders are simple: Reclaim the Auctor and squeeze.
Mobs will form, tempers will flare, old scores will be settled and pounds of flesh will be exacted.
Welcome to the season of Death & Taxes.