After hundreds of years, the Blood Mist has mysteriously disappeared. All throughout the land, villages and settlements once isolated are now open to the rest of the world. A band of young adventurers has set out to explore the wilderness. Will they survive what they encounter?
Podcast: Play in new window | Download (Duration: 2:54:18 — 80.0MB)
Subscribe: RSS
I am running a campagin of this soon, and am excited to listen.
Enjoying it so far, I like the alternate campagin your clearly working up. It leaves the core setting open for people to run in their home group still.
Minor Clarifications if you do run a campagin;
-Resources are a die value, not a number. Why it says water skins hold d12 water is thats the max value of resource dice. Every time you consume a resource you roll the die and if you roll a 1 or 2 you reduce the die type by 1 (d12, d10, d8, d6, Empty). The abstracted it a little more than other games using this system (pg 38)
-Magic always succeeds, the roll of WP just increases the power level or causes mishap. Even if they get a mishap the spell still goes off (pg 118).