When a section of the malachite mine outside Eshnunna collapsed, it killed a dozen miners but also left two slaves unaccounted for. Survivors claim that demons emerged from inside the mountain to carry away the two girls to the underworld. Fearing this fate more than their masters, the miners refuse to work and extraction has […]
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The latest adventure for Blood & Bronze sends the player-characters across an inhospitable land in search for the treasures of a lost caravan. The booklet contains A self-contained location, easily inserted into any campaign more than 100 encounters spread over approximately 90 hexagons in an inhospitable and alien salt marsh. 6 new sorceries and a […]
Read more "Across the White Marsh available"
Five Bone Sorceries and one magic trick that can be learnt from the Witch of the Waste. Witch-Eye The Witch cuts out her left eye, turning it to a pebble, and tests Lore. For each 5+, the Witch can activate the pebble-eye to see through it for a period of time equal to that spent […]
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Eshnunna is a large city, housing nearly a thousand inhabitants behind its thick walls. Apart from the Great wall, two things are visible from a distance: the white temple (22) than any other building in the city and the brightly colored tarps of the large bazaar and the salt market (19) by the riverbank. Eshnunna […]
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Sweden’s oldest RPG-zine is out with a new issue. As always, the current issue of Mjölnir is chock full of quality content – adventures, a character class for traveller and an interview with the incredible Hans Arnold from 1981. Issue 8 also includes a six-page Blood & Bronze adventure, in which the adventures infiltrate a […]
Read more "Free adventure in Mjölnir 8"
There once lived a Moon Sage in a wondrous palace. Dilimbabbar—for such was his name—was a leader of armies and a scholar of the night sky. In his palace, he collected wondrous things and hoarded riches beyond belief. He summoned servants from the ether and demons from the earth to bring treasures no mortal eyes […]
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In a palace that moves with the wind across the deserts lives a terrible djinni. Any Seer or sorcerer capable of finding his abode and willing to pay the price can share his knowledge. Ranks & Improvements Ranks cost as normal (see the Queen of no Court, p. 19). With each rank the sorcerer adds […]
Read more "Covenant: The Djinni of the Howling Wind"
Regardless of their final outcome, the byzantine procedures of Sippar’s judicial system commonly allow for a three-day respite between the trial and the execution of the verdict. This gives honorable folk a chance to settle their disputes, gather more evidence to support a losing case or make appeals, but it also offers the possibility to […]
Read more "Finding work in Sippar: court cases"
The white marsh is a great waste of caustic sludge. From a distance it looks like a wintery swamp, but it is arid and hot instead of wet and cold. In the summer months, the rapid evaporation causes the pale mire to coagulate into an ice-like crust of saline crystals, thick enough to carry the […]
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Sin is the god of the moon, of change, madness and navigation. Alone among the Anunnaki to wander freely in the realms of both the living and the dead, Sin is worshiped by lotus eaters and oracles, by sailors, herders and pregnant women, and anyone else who sets out on uncertain endeavors in the hope […]
Read more "Covenant of the Waxing Moon"