“That, oh esteemed Sindbad,� said the little alchemist, “Is the resin called Dragon’s Blood which comes only from the Isle of the Wali Yuhanna in the far ocean. Worth seventeen times its weight in gold, it is. Any sailor who could bring back a supply of it would find himself in the lap of luxury for the rest of his days, as Allah is generous.� What do you say, lads; does the lap of luxury sound good to you? After all, how dangerous can tree sap be?
Can a man run from destiny or is he doomed to run before it? They don’t spend a lot of time on philosophy on the Seven Seas, but when a mysterious passenger boards the ship, both Sindbad and his crew will come face to face with the answer.
“You know, Abu,� Sindbad said, “It’s just not normal to find a city built on stilts over the ocean when there’s a perfectly good island right there.� What can Abu say? On the Seven Seas normal is never the norm, but little did either Sindbad or the crew realize when they put into the city that they would soon be engaged in an epic battle with a million zillion monkeys.
Shadows run in the family, and that means sometimes old debts must be settled. Even though you always knew there were things dad never told you, but a call from the Draco Foundation was the last thing you'd have expected.
Did you think the Realms was all Elminster, elves and great magic items? Well, think again. It can be a hazardous, desperate place, especially for a bunch of first-level adventurers who seem to have gotten in over their heads. How about a tour of the countryside? Your lovely guides just happen to be, umm, a little orcish. Mature themes.
The year is 2058, and shadowrunners sell their unique magical and cybernetic skills to perform illegal tasks. Your fixer unexpectedly calls in the middle of the early morning. He’s never done that before, and he definitely hasn’t sent you to a meet at the Johnson’s house ASAP. What’s so urgent? Character sheets and house rules changes will be provided, but bring your d6 dice.
The year is 2058, and shadowrunners sell their unique magical and cybernetic skills to perform illegal tasks. Your fixer unexpectedly calls in the middle of the early morning. He’s never done that before, and he definitely hasn’t sent you to a meet at the Johnson’s house ASAP. What’s so urgent? Character sheets and house rules changes will be provided, but bring your d6 dice.
Its the age of piracy in the Caribbean. Privateers and pirates prey on the merchant ships going to the colonies of the New World, and ancient mysteries lurk in the tropical islands. A young girl, a governor's daughter, has discovered she is the Chosen One, granted with the power to fight the forces of darkness. She's put together a small crew and they are hot on the trail of Captain Black, a murderous pirate who leaves no victims behind.
Its the age of piracy in the Caribbean. Privateers and pirates prey on the merchant ships going to the colonies of the New World, and ancient mysteries lurk in the tropical islands. A young girl, a governor's daughter, has discovered she is the Chosen One, granted with the power to fight the forces of darkness. She's put together a small crew and they are hot on the trail of Captain Black, a murderous pirate who leaves no victims behind.
Get down with your bad self! Most evil parties don't last because they usually turn on each other. Can you move beyond the stereotype and work towards a group goal? Or will you betray them at the first chance and sell their magic items? Or will the "bard" find a new place to keep his dagger in your back? Who watches you while you sleep? Should you sleep? CURE light wounds or CAUSE light wounds? Is it paranoia if they are out to get you?