The Deeds of the Merchant Priest

The Merchant Priest is at the heart of civilization, with a dual nature, vast wealth and knowledge, and the power to both build and destroy. The Merchant Priest is perhaps the druid’s fiercest enemy, although with a neutral smile and polite etiquette. Continue reading “The Deeds of the Merchant Priest”

GM Tips For Fantasy Roleplaying Game Companions

Companions are key for any fantasy roleplaying game. Anyone who has read my previous post about my devotion to BioWare’s Dragon Age franchise has already guessed I consider companions a vital part of the roleplaying game experience. As it happens, it is also one I want to use more, so allow me to remind myself of why.

Continue reading “GM Tips For Fantasy Roleplaying Game Companions”

The Path of the Slayer

The Path of the Slayer dates back to Ancient Times. The undiluted act of killing, pure and untouched by morals, pleasure or conflicting motivations, is not good or evil, but merely an act of survival and perfection.

Slaying must not be confused with the caretaker role of the hunter, or the petty and debased act of assassination. This is the path of the slayer. Continue reading “The Path of the Slayer”

The Wrath of the Demon Hunter

The Wrath of the Demon Hunters is a fantasy scenario of deception, betrayal, and action in five short scenes for a roleplaying game adventure or plot points for a story. The main character faces a demon hunter in this story and must escape by cunning or brawn. Continue reading “The Wrath of the Demon Hunter”

The Binder’s Sanctum

The Binder’s Sanctum is a dungeon for fantasy roleplaying games set in a forest environment. The dungeon is setting and system neutral for easy adaption and improvisation. Continue reading “The Binder’s Sanctum”

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