Two great offerings from the Mixed GM

First, some awesome ideas on what Dwarves might do with all the other things they dig up. It can’t all be jewels and precious metals, you know. What if they used some of their more… interesting… finds to prevent their enemies from digging too greedily and too deep?

Read Dwarves and Dinosaurs for a look at what those badass fantasy dwarves might get up to.

Beats the heck out of your average animated skeleton. Good luck, murder hobos!

Next, an adventure module written for the Adventurer, Conqueror, King system (aka ACKS).

Titled The Tomb of the Mad Jarl, it’s a well-constructed adventure that offers plenty of interesting choices to players and some fun twists for the DM. Looks to me like it should make a memorable campaign for all the right reasons. (I typed “all the fight reasons” at first…an apropos typo if ever there was one.)

I’ve read a little bit about ACKS, but never played it. People seem to like it a lot. Have any of you played it, and would you recommend?

3 thoughts on “Two great offerings from the Mixed GM

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  1. “First, some awesome ideas on what Dwarves might do with all the other things they dig up. It can’t all be jewels and precious metals, you know. What if they used some of their more… interesting… finds to prevent their enemies from digging too greedily and too deep?

    Read Dwarves and Dinosaurs for a look at what those badass fantasy dwarves might get up to. ”

    That sounds like a badass novel idea! But I was already using the mounted triceratops though, heh. Great minds think alike.

    Liked by 1 person

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