Man. Machine. Magic.
Shadowrun. The Sixth World. Orks in pinstripe suits with uzis; mohawked dwarves jacked into vehicles racing through megasprawls at breakneck speed; humans casting fireballs at corporate-trained paracritters; elves hacking the Matrix for a datasteal of the latest tech or working to topple an upstart corp. It’s where man meets magic and machine.
Dive into a cyberpunk... [click here for more]
Spin your wheels over slick sprawl streets while drifting away from hot pursuit. Fly through narrow canyons ahead of missiles twisting their way after you. Shrink down to insect size to get an eye on places outsiders aren’t supposed to see. These are just some of the ways riggers jack up their seemingly unending adrenaline rush, as they show that the hardest shadowrunners to hit... [click here for more]
THE CLOAK OF DEATH
It’s thick. Luxurious. Concealing. The cloak of death will make you feared, envied, and maybe even wealthy. It will also smother your soul. The best assassins in the Sixth World can gain untold wealth and make the whole world shake, but they also will be hunted and stalked until the end of their days. Assuming their conscience doesn’t eat them alive.
Hard Targets... [click here for more]
A Pathfinder compatible adventure for four to six PCs of levels 13-15
The City of Freeport, one hundred years ago; Donadrien died shortly after creating her final opera. Her ghost reappears after each subsequent performance, and always kills one of more of the cast or crew.
Now, fresh off of a remodel of the Freeport Opera House, a previously unknown opera from Donadrien is ready... [click here for more]
AaWBlog Presents: Mischievous Meadows takes four to five 9th-10th level PCs through beautiful vales in the wilderness, where in one startling night they are pilfered of their enchanted goods! Chasing after their equipment the party finds curious new creatures, a meddling mage, and ultimately, one of the greatest scourges on the lands of Aventyr: the P.R.A.N.K.S.T.E.R.S.!
This series of products... [click here for more]
Scentia, southernmost isle of the Charter Confederacy, stands as the border between the archipelago nation and the power-hungry empires of the continent of Iziz. It has stood as a testament to the prosperity that the Charter can bestow, a nexus of trade and a bastion of military strength that profits the Confederacy and protects it in turn.
That strength has been sundered, the trade slowly choked... [click here for more]