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 […]Read more "Cave Dwellers of the Malachite Mines"
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 […]Read more "Witchcraft"
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 […]Read more "The City of Eshnunna"
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"
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 […]Read more "Across the White Marsh"
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"
Sweden’s oldest gaming fanzine Mjölnir is back with a seventh issue after a hiatus of some 20-odd years. The zine contains 44 pages of high-quality content and we’ve joined in with 1d6 encounters, most of which can be expanded into adventures in their own right. We highly recommend you download a free copy of the […]Read more "Blood & Bronze in Mjölnir fanzine"
The Wailing Hills of Gána-Ga These hills are generally safe to travel, busy with trade and teeming with life, for Nippur—the religious center and home to Enlil, the god of fertility and growth—lies here. Criss-crossed by roads. As long as the adventurers follow one of the many roads crisscrossing the hills, no Vigor test is […]Read more "Wilderness zone: The Wailing Hills"