GETTING THERE: HALF THE FUN, TWICE THE DANGER!
When dealing with player character travel between adventure locations, the GM has two main choices—fade to black as the party starts the journey and resume once they are ready to resume the story, or to play through the journey and throw in one or two side adventures. This booklet is intended to provide ideas for the latter.... [click here for more]
Surviving: It’s not just about hit points and defense rating any more.
Want to play a character who can laugh in the face of certain death and be likely to walk away from it? The feats and talents in Hard to Kill are what you’re looking for. Whether his or her uncanny ability to live through events that would splatter another person over a quarter of a mile is... [click here for more]