Patreon Supported Adventures - Incursion of the Horeshead Nebula

Good morning folks! Today marks the first Patreon supported adventure in the overly long month of May! This one-page romp is inspired by the classic Universal film The Last Starfighter and is suitable for players of any level. If you would like to help support the creation of free adventures and one-page romps please visit my Patreon page.

Incursion of the Horsehead Nebula

A White Star Compatible Star-Pilot Romp for 4 - 6 players


Outside the known universe a war rages between the forces of the Void and a Rag-tag alliance known as the Remnant. The Remnant, the last survivors of universes destroyed and consumed by the Void. Our universe is the last in a once sprawling multiverse and with its end so to does everything else. In the black between planes of existence the Remnant fight to secure and destroy the Void Incursion Gates into our universe … sometimes, just sometimes, a few humans those with skill tested through an innocent looking game known as Space Gauntlet are recruited as Star Pilots to help fight for the survival of the Final Universe.
In Star Pilot is recommended that the players choose human characters, however, due to the nature of the Multiverse-that-Was a player can choose any race from any existing Whitebox supplement book allowed by the Referee.


The Void has created an Incursion Gate deep within the Horsehead Nebula. Remnant Command is planning a two-pong attack on the Gate one from the Final Universe and one from Outside. While the attack on the Outside will be made up of the bulk of Remnant ships a small assault team, bolstered by two Slip-Ships, will assault the Incursion Gate from the Horsehead Nebula. The horsehead side of the Gate is guarded by 8 Sentinels and 4 Drones.

The Adventure

Whether from Earth or from one of the Remnant colony ships in the Outside the players have been picked up and are now abroad the Slip-Ship Cadre-66. The three day journey to the Incursion site has been relatively boring, only broken up by simulation training and nightly crew bonding exercises.
At the start of the adventure each of the players are jacked into a virtual reality space simulation of how the top brass think the upcoming battle will go.

Referee Note: If you are feeling like creating a more cinematic beginning do not inform the players that they are in a simulation, cut right to the action, getting their blood pumping and their minds used to working together in a space dog-fight before the actual dog-fighting beginning.

Training Day

The brilliant reds and purples of the forming stars and the matter of life wash over your small ships, bathing everything in a light show only ever seen in dreams. A klick or so before your ships, like a scar within those heavenly clouds,an Incursion Gate glows. Before any of you even have a chance to adjust your helmets sensors go off as four Drones begin to approach from port and starboard.

Simulation Drones (4) – AC 4[15]; HP 20; SS 3; MV 20; Tar +2; ATK 4d6 (Laser Cannons); HDE/XP 5/240; MOD FTL Drive

After the battle a real alarm begins to go off as a too-calm female voice announces “enemy ships inbound … all Pilots to Bay.” The players are forcible withdrawn from the program, requiring a Saving Throw to resist being sickened for 10 minutes.

Assault on Cadre-66

The Training Bay is near the Pilot Bay, however, as the players are moving toward it the ship comes under attack and begins to rock and buck, requiring a Saving Throw at least twice (but as many times as the Referee calls for it) for the players to keep their feet. At some point between the the Training Bay and the Pilot Bay, Cadre-66 is boarded by Void forces and begins to be overrun. The female voice calls over the radio from the ship to be evacuated, and while the players are moving toward the Pilot Bay a male voice, the Captain, will contact them personally and insist they complete the mission at all costs. While traveling to the Pilot Bay the players have a 4 out of 6 chance of encountering the following enemies once:

Phages (4) – AC 6[13]; HP 3, 2, 3, 1; ATK Laser Pistols (1d6+2); THB +0; MV 6; HDE/XP <1/10

Once to the Pilot Bay the players will find that the area is in disarray and that the launchers have been blocked by debris. The remaining crew is franticly trying to clear the debris but have come under attack by two squads Void soldiers.

Phages (6) – AC 6[13]; HP 3, 2, 3, 1, 2, 3; ATK Laser Pistols (1d6+2); THB +0; MV 6; HDE/XP <1/10
Noble Phage – AC 5 [14]; HP 12; ATK Laser Pistol (1d6+2): THB +2; MV 8; HDE/XP 2/30

Whether the players helped clear the launchers or defended the Bay after the battle the launchers are good to go allowing the players to launch and start the assault on the Incursion Gate.

Incursion Gate

Moments after the players launch from Cadre-66 the ship is lost in an explosion of blinding white light.  Leaving the Remnant with only one Slip-Ship to back the player led assault.

Drones (4) – AC 4[15]; HP 20, 18, 22, 25; SS 3; MV 20; Tar +2; ATK 4d6 (Laser Cannons); HDE/XP 5/240; MOD FTL Drive
Sentinels (2) – AC 5 [14]; HP 65, 80; SS 8; MV 6; Tar +2; ATK Laser Cannons x8(4d6), Proton Missiles x2 (8d6), Ion Charges x4 (2d6); HDE/XP 14/2,600; MOD Automated Weapons, Ion Charge, FTL, Proton Missiles, Shield Capacitor
Slip-Ship – AC 5 [14]; HP 200; SS 20; MV 20; Tar +3; ATK Heavy Laser x20 (6d6), Ion Charge x8 (2d6)
Incursion Gate – AC 3 [16]; HP 30; HDE 2/30

The Drones will target the players while the two Sentinels will focus their attention on the Slip-Ship until it is destroyed. Once the Gate is destroyed the Drones and Sentinels will lose all power as a connection to the Incursion Gate was the true power source.

Concluding the Adventure

Depending on the course of the battle the players may not have a place to dock their ships. However, before things become dire transport and medical ships from the Remnant “pop” into the Final Universe to conduct search and rescue. The players will be quickly picked up and receive a heroes welcome.

Savage(?) Bruman

So on the recommandation of +Frank Turfler I've been trying to learn the Savage Worlds system ... In some places it reminds me of Cortex and in others ... yeah, still working on it.  Since, however, I am one that learns at least in part through application I've attempted to convert the Bruman of the Valsuum White Star adventure over to Savage Worlds.

Savage Bruman
Bruman are small rat-like creatures who live in vast underground tunnel networks and cities, drawing as much as they can from the depths of dying Valsuum. The Bruman are tradesmen and merchants who are always looking for a deal and willing to trade in nearly everything. Bruman are cunning and rarely tell the truth unless it benefits them financially. Because of their cut-throat nature in trade and business the Bruman are often looked at suspiciously by the other races of Valsuum.

Fade into the Background: Bruman have an excellent ability to fade into the background granting them a +2 to all Stealth rolls.
Bad Rep: Due to their reputation as con-men all Bruman receive a -2 Charisma penalty.
Scurry: Bruman start with a d6 Agility instead of a d4.

Short: Since Bruman only average about 3.5 feet tall they have a Size of -1 and need to subtract 1 from their Toughness.

The one thing I need to say so far is that the race creation guidelines in the Explorers' Guide (pg 22) is very limited and worded in a very unintuitive manner.  

White Star Compatible - Valsuum - Sky Riders

Sky riders are a simple single person sky ship typically used in close aerial combat, scouting missions, and by Sulfurate surveyors for quick conveyance from one location to the next.

Sky Rider
Armor Class...................................................................................................................................6 [13]*
Hit Points...............................................................................................................................................15
Shield Strength........................................................................................................................................0
Attack.........................................................................................................2d6 Twin linked laser blaster

*There is a 40% chance that when damaged rider will sustain 25% of the damage done to the Sky Rider.

3.5 DMG released Marking the End of the 3.5 Core Wave

For the past 3 weeks WotC has been releasing the core books for the 3.5 edition of Dungeons & Dragons through DnDclassics and OBS. This today marks the release of the final book of the 3.5 Core books with the Dungeon Master's Guide.

What comes next is anyone's guess, but I have a feeling this will go one of a few ways:

  • Wizards will follow up with the secondary core set of 3.5 and move on from there with the various core setting books for the 3.5 edition (Forgotten Realms, Eberron, ETC).
  • Wizards will finally release the d20 Modern books to wide release through OBS and may even include some of those long sought after "proofs" that never made it to the public (I'm looking at you d20 Supers!)
  • Finally, what I think is most likely, is that Wizards will move on to a slow release of another edition of the game ... my bet would be 2e.
Wizards seems committed to correcting the mistakes of its past and fully embracing the online media culture of the 21st century in such a way that seems almost natural and not as negative to its pre-existing fan base (I'm looking at you 4e spot light videos!)

ETU: Off Radio

I love Urban Fantasy and while I prefer it to be more Butcher than Lovecraft I can take it either way. Pinnacle Entertainment, the folks behind Savage Worlds released an anthology of Modern Supernatural Horror/Urban Fantasy stories back in 2009 ... I found out about it last October.  Of the stories in the Anthology one was offered up for free during the East Texas University Kickstarter. That one being Off Radio.

Off Radio is closer to the Pinebox, TX and 12 Minutes to Midnight campaigns than to the ETU campaign. It follows a local cop who goes "off radio" to solve a series of strange murders that are occurring around a local college.  Despite its sparse page count, Off Radio packs a heavy punch and its all thanks to the characterization. While still broad strokes the few characters presented in story are characterized beautifully, and the feeling of dread and the simple guilt of a fallen man radiate in every page.

I highly recommend it.

A Cortex License? Really?!

I've never hidden the fact that MWP's Cortex system is the 3rd  in my top three rpg systems (d20, d6, Cortex). While I have a love affair with Classic Cortex (It was the first physical book I bought from OBS) I see nothing wrong with Cortex Plus. So color me surprised when I ran across this earlier today.

I don't know how long the Compatibility license has been available but so far I have only been to find a few projects (here, here, and here). Now the question is will the third parties pick this up or will it waste away from lack of support?

Fund Raiser Reminder

Hey everyone! Just a quick reminder that the Fantasy Grounds Open Table fund raiser has about 19 days left. If I am able to upgrade to the ultimate license I have a lot more wriggle room in being able to run and develop games for the VTT platform as well as connect with the community and run teaching sessions for rule systems and FG itself.

For anyone who may not know the Ultimate license allows the holder of the license to host games with anyone who has the FG program. This includes DEMO versions of FG which are freely available at no cost.

Quick Review - Star Temple of Saturgalia

White Star+James Spahn's sci-fi adaptation of Sword & Wizardry's White Books rules have been a resounding success and is probably the hit of the year. So no surprise that in exactly 1 week from its release we see the first 3rd party adventure being released on OBS.

The Star Temple of Saturgalia  by Darrel Miller of DM Studios is a small 6 page adventure for low-level heroes and is very much the traditional dungeon crawl style adventure with some mild outer space/world travel and random encounters.

From OBS:

You and your team have been sent, or forced to go, to the Star Temple of Saturgalia. There you hope to find the fabled Star Amulet that may turn the tide in the Space War. Ignite your Star Saber, strap on your blaster, and prepare to avoid the Imperial Customs - you're going on an adventure. Prepare to enjoy a couple of hours of FUN!!!

An adventure crafted for OSR games, and is compatible with Sword and Wizardry and White Star.

The adventure is rather straight forward and to the point. The players are sent to retrieve a relic of the lost Star Knight age. On their way they may run a foul any number of the various dangers that present themselves in the world and in the end may hinder a threat to both the Star Knights and The Way.

At six pages the adventure may occupy a single night of play and with its low-level attention can be used as a way of jumping into a longer campaign I wish the desert planet had been a little more fleshed out and perhaps a little more to the temple at the adventures end ... but all in all a nice little romp into a Galaxy Far, Far Away.

The Star Temple of Saturgalia can be picked up at any of the OBS sites for $1.00.

Opinion Piece - 5 Things I would like to see from WotC in the next 2 years

Been thinking a lot lately on what I would like to see from WotC in the next few years to raise awareness of the brand and to bring D&D and other WotC owned material to new and old audiences.

1. Audio Plays/Dramas

Paizo and Big Finish have done an awesome job with their Audio Dramas of the "Rise of the Rune Lords" adventure path. However, as I have said in my reviews (here and here) they could have been better. I think WotC has the ability to do that with its amazingly large and varied settings and adventures from nearly 40 years in the business. I think the best route for them would be through Graphic Audio

Graphic Audio's Tag Line is "A Movie for the Mind" and it truly is. The narration, vocal cast, music, and sound effects are top notch and I think they would bring a lot of awesome to the D&D brand.

2. An official Meta-movie

I have often said that "The Gamers: Dorkness Rising" is the best Dungeons and Dragons movie ever made. Why? Because it focused not just on the story of the fantasy world but on the players and the drama of the table. The best part was that it was done with respect and love (unlike some other recent examples). A big budget action comedy from the same cloth as Dorkness Rising would be amazing.

3.  A Return of a Modern Source Book

5e doesn't need as much work to build a modern setting with as 3.5 did and while there is a plethora of modern settings now available (hell I'm working on one). D20 Modern will always be a favorite in my heart. I would like to see some support from WotC for this coming up ... and I mean more than the rare article on their website.

4. A return of the Cartoon

The original cartoon had a lot of fun elements involved but was somewhat hampered by a horrible budget, no real support from TSR and 80s parents groups. Thankfully almost all these problems are easily taken care of at this point. Hasbro is the parent company of Dungeons & Dragons and can both give an animated series a deserving budget and support it through Hasbro Studios (the toy and game company's media arm). The only thing missing is a writing staff that knows D&D and at this point I pretty sure they could throw a stone at the Writer's Guild and find 20.

5. Better Digital Support

This is something that will be showing up in my next youtube video and is something I feel ALL rpg publishers who also release on VTTs should do but would love to see WotC become the forerunner of it. Basically if I paid full price for the physical product why should I then have to pay full price for the VTT version. Marvel Comics does this wonderful thing (or did. I haven't bought comics in a few years) where if you bought the physical copy you'd get a code for the digital copy. I understand the work that goes into converting adventures from paper to VTT - as I am currently doing it for my own adventures - however, at least a 25% discount should be in order to people who have legally purchased the physical copy.


I really don't have to explain that one.

CAH:S3 - Wasteland 2010

Spectum Games has just released the newest setting for it phenomenal "Cartoon Action Hour" roleplaying game. I've rarely spoken of CAH before but it is a system I am a huge fan of ... just one that I don't have the time or the players for.

Wasteland 2010 is very obviously a homage to Thundarr the Barbarian one of the greatest cartoons to be born out of the 1980s. I've only had the chance to quickly skim the pdf but from what I've read I've greatly enjoyed.

Now if only I could find a group!
Support Kaitlynn Peavlier's Stock Art
One of the major themes I wanted to get across in Eldritch Shadows was that there was more to the world than the players knew (not the characters, the players). From the player perspective there are four magic using classes, the Priest, the Crusader, the Council Mage, and the Street Mage. Those are what are present to the players at the beginning of a game and logic then dictates that the world of the game follows suit. Not true, one of the threats in the Shadows are the "One-Trick Ponies", those magic-users who are weak as hell but have compensated for it by becoming really good at one thing.

One-Trick Ponies are too weak to be considered Council material, and don't have the same bag of tricks that a Street Mage would have. However, they make up for it quantity over quality. One such One-Trick Pony is the Summoner. Unlike a Council or Street Mage the Summoner cannot use any other spell except for Monster Summoning I spell. The difference is in duration, amount, and preference. The Summoner has an affinity for one supernatural creature on the Summon List and that creature will always be the one he summons. The Summoner also always receives the maximum  amount of the creature of his choice, and they stay in this plane of existence for 18 rounds.

Let's take Zeke up there, he's a rather gifted Summoner and has a special affinity for Dire Foxes (same stats as a Giant Rat in White Box). So ...

Zeke (Summoner) - AC 7 [12]; HD 2+2; Atk Weapon (Cane 1d4); THB +2; SV 17; MV 12; HDE/XP: 3/60; Special Summoner 3/day - Summon 6 Dire Foxes

Eldritch Shadows - Vampires

I am currently writing a new adventure for Eldritch Shadows featuring a staple of the Modern Fantasy/Paranormal Genre: The Vampire. Thoughts and feedback are always welcome.

Vampires have existed since the dawn of time. As the He created all life in the universe the Adversary sought to counter and corrupt His creations. The Vampire was the first, but mostly certainly not the last. As humans basked and grew in the light of day the Adversary children sought and controlled the night. As humans where made in His image the Vampire was a dark parody of that image; a sickness, and hunger brought forth from the depths of humanity. The Adversary sought to create a predator to hunt, to tempt, to seduce, to rend, to tear, and to destroy. However, while the Adversary sought to slap Him in the face, sought to make a mockery of His creations, one thing was overlooked: free-will.

Free-will still existed and while the Adversary still had a margin of influence and control on his creations they fled and sought their own pleasures, their own delights, and their own truths. In the end, they still thrive, multiple, and fulfill the command of their father, but not as the Adversary wished and so much slower than ever desired.

Before the Now
It was the vampires who first went into hiding, long before the creatures of nightmare and shadows. During the time of the first enlightenment. when men like DaVinci where hunting them and bring the Shadows into the light, the first Enclave was formed and new havens and hunting grounds where sought. Decades before Columbus the Enclave of Bincheno Gioveni landed on the shores of what would become Cuba and from there the vampires spread throughout South America, slowly overtaking culture after culture, turning the leaders, priests, and headmen to their darkness. Large swathes of the Americas became footholds of the Shadows in this time slowly marking the way for the dark and selfish desires of explorers to come. Only the tribes of the North American plains could face the Enclave, but as the colonization of the Americas took place the power of the plains tribes began to falter and soon the Enclave gained a foothold in North America.

That foot-hold was short lived, with the second enlightenment of the American Revolution the Vampires found themselves again thrown back into the shadows. However, they retained some measure of power in the American South and in the nations being born out of the ashes of South America.

The Now

The Enclave is strong, its businesses, law firms and political connections both in the light and in the Shadows are the strongest the world has ever seen. One out of Five CEO in a Fortune 500 company is a Vampire of at least minor nobility, with enough resources and power to sway governments to their whims. The seat of the Enclave still resides in South America, in the shimmering towers of Rio di Janeiro. Bincheno Gioveni still heads the Enclave, moving pieces across a world board and unknowingly broadening the foothold of the Shadows.   

Barrel Rider Games White Star released

Cover Stock Art by Jason Moser
Layout Jason McCartan
Just after midnight on the 4th of May, +James Spahn's Barrel Rider Games, released their Sci-Fi system/supplement for Swords and Wizardry White Box: White Star. It is currently available in pdf but will be making an appearance soon in physical form.

I picked my copy up this morning and it is quite good from what I've read so far and +Jason Paul McCartan's editting and layout skills in the production are top-notch. If space opera style sci-fi is your thing and you haven't already picked it up (and I doubt that as it is already #1 on RPGnow) you should do so.

Question of the Day - Will there be an OSR version of Frigga's Chosen?

Received an e-mail yesterday VIA drivethrurpg about Frigga's Chosen. The e-mailer asked if there would be an OSR version of Frigga's Chosen at some point in the future since I am mainly an OSR developer. It was an honest question, Frigga's Chosen was the first time I released an adventure for 5e without a proceeding OSR version of that adventure.

So the answer?

Maybe.  I hate to say it but the market (for me at least) isn't really there anymore. The OSR - and Swords and Wizardry in particular - are my first gaming loves, but I do need to at least break even for the stock and professional art that I purchase. Assault on the Southern Horn, if not for the 5e version, would still be very much in the red.

So, for anyone else wondering, that's the answer. Once Frigga's Chosen has shown it is something that will at least break even I can move forward, until then it sits in the wings and I keep my fingers crossed that it does.

Short Stop - A 1-Page Romp for Eldritch Shadows!

This was released about a week ago on my Patreon page for my Patrons and served as a gap between "The Night Train Comes" and the upcoming "Lake Fall" adventures. All three adventures will be part of the supplement when it comes out with final rules updates and the like. For now, enjoy!

The Feral Aeon

This short scenario can be played at any time. However, it was originally designed to fill a small gap between “The Night Train Comes” and “Lake Fall” adventures when the players stopped at an interstate rest plaza for pizza and coffee.

What are Aeons

Aeons are small spirits of knowledge that resemble little more than motes of light twinkling in and out of existence like the glow of fireflies in a summer night. While initially harmless and utterly harmless, the pure amount of collected knowledge that floods into them drives them to madness, making the a danger to all things they encounter. Despite this dangerous nature Aeons have become a powerful tool to Council Wizards and are often sought and bound to a Council Wizard. The binding process is typically a long and difficult trail for the Council Wizard who must not only break the madness of the Aeon but also construct a binding shell for the creature of wood, iron, and word.
Once bound an Aeon achieves a form of sanity linked to the bond it shares with its Council Wizard. This bond is typically transferred through family or apprentice lines, however, it is not unheard of for a Council Wizard to not transfer the bond. Unfortunately, once an Aeon is clear of its bond the madness returns and the Aeon once more becomes dangerous to all around it. These Aeons are called Feral Aeons and are marginally easier to bind.

Light Dinner

I-76 and its branches run through the majority of Pennsylvania. A large, mostly clear of trouble toll road, the interstate is a prime and quick way to get where one needs to go. Throughout these long veins of concrete and asphalt are little oasis's of civilization after a fashion. The rest stop, a one stop shop of greasy heart clogging foods, gas, bathrooms, and coffee, they serve the late night trucker, the half-asleep father, or the bored teenager out for a ride. The rest stop never closes, and is rarely ever empty. Tonight is no exception. People line in front of the over-priced chain coffee shop, the pizza-maker, and the small gift-shop with more bad audio book Westerns than should exist. Everything is peaceful and normal … until the small floating wooden skull bursts out of the men's room wall and bodies start to drop to the floor!

Everything Happens in the Rest Room

This particular Feral Aeon has been named Lode by its now dead Master, an ancient Council Wizard with a love of Urban Fantasy books and an unfortunate heart condition. When the Wizard feel concerned people (and a few opportunists) surrounded him, there thoughts, voices, emotions all over taxing the Aeon as it dealt with the pain of its former master's death and the breaking of the binding. Within moments the Aeon went feral, and within seconds nearly every living soul in the men's room was murdered by the Aeon's immense energies.

A Quick Stop

The players are in the rest stop when Lode breaks through the wall and the chaos begins. Lode zips around widely his energy blasts targeting random people. Within seconds people are screaming and bolting for the doors. Any player not moving with the crowd must make a successful Dexterity SR or be trampled by the fleeing civilians and incurring 2d4 damage.
Any Council Wizard with the players will automatically know what Lode is and what an Aeon would mean for her in terms of Council prestige and personal power. Unfortunately, the re-binding process requires the Control of the former master, in this case a wooden ring on the dead Council Wizard in the rest room. Lode will stay in the rest stop as long as there are living creatures of a small or higher height left in the building. Once the rest stop is emptied or its occupants killed the feral Aeon will bust through the roof and search out the nearest town, killing everything on the way.
If a Council Wizard with the players manages to bind Lode the carnage will stop and the Aeon will express remorse for its actions. However, if the Aeon is killed the energies released will destroy the rest stop, leveling it to the ground (Dexterity SR to get out in time, Strength SR to free oneself from the rubble).

Feral Aeon – HD 3; HP 20; AC 4(15); ATK Beam (2d6+2 damage + Random Effect); SV 12; MV 60' Flying; CL/XP 5/240; SPC Grants Master +1 on all Intelligence SR, Grants +1 Spell per day, Cannot Attack once bound, Beam has the following Random Effects on a d6: 1-2. Paralysis; 3-4 Sleep; 5 Turn to Stone; 6. Disintegrate

Eldritch Shadows - Oh the Interesting Paths!

As I reported before, during MEPAcon I was able to get Eldritch Shadows out into the wild and play it with a good sized group. During this session, Eldritch Shadows was played in its intended form, that being a Paranormal or Urban Fantasy setting heavily influenced by Jim Butcher, Patrica Briggs, and Simon R. Green. It was a lot of fun, and the personality of the modern setting, the focus on exploration and investigation over combat ( +Reese Laundry correct if I'm wrong but outside the final boss, there was only 4 combats in the entire 4 hour block, right?) made for some great interaction between the characters and between the characters and the world of the game.

(Although the best bit was the crowd we formed during the police stand-off section who got a kick out of the police assuming the Mage had a teaser when he used a sleep spell on the FBI agent).

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So imagine my surprise when last night I ended up using Eldritch Shadows to run a game about teenagers in a Magic Academy ... Yep, I basically ran a game of Harry Potter mixed with a little bit of Gotham Academy.

Changes where of course needed, the only one being that anyone not playing a "Street Mage" or "Council Mage" class had to succeed an Intelligence SR in order to cast the spell with a negative based on level. So a Soldier Class with an Intelligence of 10 would have to roll under a 9 in order to cast a first level spell.

The kids had a blast and I thankfully surprised at how the typical bloodthirsty nature of the group vanished. Instead the kids focused their attentions on keeping away from patrolling teachers, finding secret passages and solving the "Riddle of the Ice Queen".  When combat finally did occur the kids used the landscape instead of direct confrontation with the Frozen Minotaur construct in the labyrinth beneath the school's magically frozen lake.

With how much fun the kids had with this I may have to add a "other stories" section at the end of Eldritch Shadows detailing this alternate use of the S&W supplement.

[White Star] Race - Husk

  White Star Core edition – Military Campaign This race assumes a campaign structure that is primarily human-centric and takes cues from my ...