At the end of last session, we left our heroes on the beach having safely disembarked from the Mermaid’s Mistress. With their final plans laid, and a sumptuous meal consumed courtesy of a powerful magic scroll cast by Grooble, they set out through the swamp.
Author: Creighton
House Rule Musings: Disarming Magic Traps
Like almost every GM on the planet, I’ve got house rules. Some I use and some I just tinker with to sate my insane lust for design. For a long time with 3.5 D&D and then Pathfinder I never really thought about how adventurers find and remove traps. It was always a given that the party’s rogue would take care of that kind of thing—I never really wondered how rogues actually disable magic traps.

Shattered Star #37: A New Beginning
At the end of last session, we left our much depleted band of heroes retreating to nearly Ountsy in search of healing.
1 Overlooked High-Level Classic TSR Module You Should Run
Last year, I blogged about four overlooked classic TSR modules I thought you should run as soon as you can. While reorganising Raging Swan Press’s Global HQ, I made a serendipitous discovery that immediately forced me to write this—a somewhat related—blog post!
Continue reading 1 Overlooked High-Level Classic TSR Module You Should Run
Shattered Star #36: Madness & Death
At the end of last session, we left our heroes fighting for their lives against an otherworldly monstrosity.

