XP3: The Citadel beyond the North Wind
Thralls of the Witch-King
There is a land far to the north, past the black hills of Lamu and beyond the frozen moors of Tharag Thule; a dreary land of mist and thunder, where the white people of Yg have dwelt since ancient times. The free men of Yg tremble when fools dare to utter the name of Arkanth Mal, witch-king of Galuga, for he is the greatest and oldest of the tyrants of this primeval land.
And now, the drunken bards of Tartuun whisper, the witch-king of Galuga seeks a new queen. For the minions of Arkanth Mal sweep across the borders of Tharag Thule and Lamu, slaying men and taking only young women as slaves back to Galuga, the Citadel beyond the North Wind!
Savage Swords and Sinister Sorcery
"The Citadel beyond the North Wind" is a stand-alone sword and sorcery adventure module, inspired by the pulp era tales of Robert E. Howard and Clark Ashton Smith. Venture in the footsteps of Conan the Cimmerian, Satampra Zeiros of Uzuldaroum, Imaro of Nyumbani, and other fabled thieves, reavers and slayers!
Written for the Pathfinder Roleplaying Game, the adventure in this book can be easily adapted to any fantasy roleplaying game ruleset or edition.
Get the PDF version
"The Citadel beyond the North Wind" is available as a 40-page bookmarked PDF. The price for the electronic version is USD 7.
Please pay by PayPal using the link below, and remember to specify your email address. A link to download the file will be emailed to you within 24 hours (typically sooner) of receiving payment.
Get the print version
"The Citadel beyond the North Wind" is available in print as a 40-page saddle-stitched softcover from http://www.lulu.com/content/paperback-book/the-citadel-beyond-the-north-wind/13076734.
The price for the printed version is USD 15.
"Endzeitgeist" says in his GM's Magazine review (WARNING: SPOILERS) that "editing is top-notch" and that "The PDF comes fully bookmarked and the cartography and artworks are nice and serve to further enhance the sense of foreboding antediluvian antiquity". He continues: "Dauntingly old-school, the module (...) gives us a variety of different NPCs, potential plots and unique adversaries waiting in areas that -- via clever use of omissions, hinting at things, and linguistic skill -- manage to spark the creativity of all but the most burnt-out of DMs. The material herein could be seen as a rough skeleton of not a module, but rather a whole mini-campaign -- enough information is provided and the cultural peculiarities that so vastly enhance immersion are second to none".