THE END OF AMARNA A PRINT WEAVER ADVENTURE Pre-painted mythology and otherworldly experiences
Description
mythology and otherworldly experiences
On the outward journey
Not just GM advice but practicalities as well
try to remember where the different fairy species are located so you can make a match on your next turn
THE END OF AMARNA A PRINT WEAVER ADVENTURE Pre-painted mythology and otherworldly experiencesExplore eight detailed regions, establish new shrines, and return hope to the peoples of Amarna. The setting includes three dungeons, sixteen beautifully illustrated boss fights, and a monster appendix containing over 70 stat blocks for your weekly hex crawling adventures. Not sure where to begin your Print Weaver adventure? The opening dungeon, The Bastille, and its warden, serves as a standalone one shot to begin larger campaign level play. The Team
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