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"
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"
Here are 30 assorted NPCs, beasts and monsters that you can slot right into your game or use as blueprints for designing your own. To quickly generate an encounter, roll 1D30 and consult the table below. You can also roll 1D10 to get a common beast, 1D12+10 to generate a human or 1D8 and count […]Read more "D30 NPCs"
The land rises here, forming a barren high plateau. The torrential rains of earlier epochs have washed away most of the soil, so the vegetation consists mainly of thistles, low bushes and yellow grass that grow in the occasional fertile spot, clinging to gravel and stones for shelter against the merciless evening breeze that seeks […]Read more "Wilderness Zone: the Aralli Plateau"
Step out of the darkness and seek justice: face the light of Shamash! He who presides over light and darkness, truth and wickedness! You can hear the drums, the horns and the bells calling you to the final judgment. Meet the sunrise with high heads! At the festival of the summer solstice, warriors and beasts […]Read more "Blood for Heaven"
A desert of stone pillars, black boulders, gravel and rocks. Beast-men and savage tribes rule the land, and the lack of water and food makes travel dangerous and hard. Rugged terrain: Travel speed is two hexagons per day. Barren: Each attempt at foraging takes a full day. Chance encounters: 2d6 2 A gale, screaming like […]Read more "Wilderness Zone: The Rocky Desert"