Every Story is a Mystery

Something threatens the characters or the world around them. They kill it. They get gold, experience points, and items. Something threatens the characters or the world around them. They kill it harder with their new found abilities and magic. They get gold, experience points, and items. Something threatens the characters or the world around them. […]

Running a Sandbox Campaign, Part 2- Prep is for Suckers.

In last week’s post, we talked about a good system for prepping your fantasy sandbox campaign. This week, we’re talking about a good system to avoid any prep what so ever. Mutant Year Zero While not as easy to port over to other games, Mutant: Year Zero has some great systems focusing on sandbox style […]

Running a Sandbox Campaign

There are a lot of pros and cons when it comes to running a sandbox campaign. It’s main drawing point is complete player freedom. The GM drops the players off in the big wide world and lets them have at it. There is no quest to derail, no story to ruin. If the players want […]

The First Time GM

Sending your PC into hordes of rampaging monsters: easily done without a second thought. Wielding Magic that has the potential to tear worlds apart: Sure, what is the worst that could happen? Stepping behind the screen and GMing a session: Terror has never been so real. It’s a scenario I’ve seen over and over again: […]

Be a Better Player!

Being a better player is about a lot more than figuring out the best build for your character. Everyone loves a good dice roll with lots of damage, but there is so much more to the game. Being a better player isn’t something you do just for yourself; it benefits the entire group. The goal […]

Orcs vs Dwarves

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Digging in the Sand

Bones. So many bones. How many people have been buried here?

You find a rusty long sword and a small, golden vulture head worth 250 gp.

Red Sand

The sand here on the edge of the sacrificial ground is loose and looks recently churned.

Vulture Priest

The Vulture Priests are the enemy of knowledge and enlightenment. They seek to bring the eternal silence, the end of all things. Decay and obedience is their only god.

Armor Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × Beak (1d4 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 8 (11 when at their temple)
Alignment Lawful
XP 10 
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
Immune to the Divine: The spells and powers of clerics and paladins have no effect on them.
Weapons: They frequently use wickedly curved daggers, which they use for sacrificial purposes.
Soul Clouders: There is a 10% chance that any Vulture Priest can use the sleep spell once per day. The targets are still awake, but they are beset by such a deep depression that it has the same effect as sleep. They may only watch what unfurls around them.