Sometimes RPG rules supplements seem to have as much world setting information as they do game mechanics. While solid world-building is a useful skill, you don't always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn't want to slog through a page of history for every magic weapon. Sometimes all that's needed... [click here for more]
A 6-Pack Adventure: pick-up-and-play adventures designed to fill 2-4 hours of play and containing everything you need.
For longevity you can use the tokens and the map for anything else you care to do and the adventures should be fairly easily adaptable to fit into your existing campaign if you want.
THULU! Has a ragged band of grizzled warriors... [click here for more]