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Below are descriptions of the first 50 issues of Iridia, as well as the date of publication and the systems supported. To print your own copies, a duplexing printer is recommended.

 

October 8, 2007; Iridia No. 50; Generic
single-sheet; $0

At long last! Issue 50 is here. This week's offering features a comprehensive index of all the articles published to date. I hope that this index helps you to find your favorite articles and NPCs.As mentioned in this issue's introduction, this will be the last single-sheet Iridia. (Since then, I have changed my mind. Please listen to the podcast for details.)
.pdf version
Listen to this issue's supporting podcast.

October 1, 2007; Iridia No. 49; D&D 3.5
single-sheet; $0

The notorious Kel Darbec returns. In this issue read about Numrikan, Kel's storied blade. Art by Ed Bourelle and Daniel Williams. On the back page, James Stubbs presents Daya, a skilled escort. She seduces, then robs her unwitting victims, using their lust and penchant for drink against them. A stat block and illustration is included for the lovely Daya.Art by Mikhel Whelan.
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September 24,  2007; Iridia No. 48; D&D 3.5
single-sheet; $0

One of my favorite third-party d20 feats is presented in this issue. The Create Fetish feat allows primitive or artistically-inclined spell caster to fashion a mystical charm. The fetishes remind me a great deal of Shadowrun, which I think is great. Design by Christopher Jones. On the back page is a disgusting villain ready to wreak havoc in your campaign. His name is Samuel Snells and he is a despicable blackmailer with sexual appetites that shock the conscience. Art by Dan Smith.
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September 17, 2007; Iridia No. 47; D&D 3.5
single-sheet; $0

In the last issue you were introduced to a patrol of watchmen. But where do those hard-working men and women go at the end of a shift? The Market Street Station is a watch headquarters that overlooks a busy market square. This issue comes with maps (1st floor, 2nd floor) of the station, as well as room descriptions. If you prefer, you can use the station as a headquarters for a mercenary group or as a base for PCs.
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September 10, 2007; Iridia No. 46; D&D 3.5
single-sheet; $0

The town watch has quite a load on their shoulders. They investigate crimes, handle disagreements between neighbors and club unruly drunks. It's quite a life. In this issue of Iridia you'll meet a patrol of four watchmen, complete with illustration and stat blocks. The next time the Rogue in your campaign gets sticky fingers, you'll be ready with the long arm of the law. Art by Jason Fletcher.
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September 3, 2007; Iridia No. 45; D&D 3.5
single-sheet; $0

This week the Iridia zine again travels to the Freelands of Mirrym, this time to the Freecity. Hoist a pint with the patrons of the Sleeping Sentry tavern, a rather exclusive watering hole that caters to members of the City Watch. William Gale, the owner, has his finger on the pulse of the city, but he won't disclose the juiciest rumors and gossip to just anyone. Text by Michael Hammes, art by Christoffer Saar, stat blocks and map by yours truly.
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August 27, 2007; Iridia No. 44; D&D 3.5
single-sheet; $0

In the previous issue, Samuel Keller's warehouse was detailed. This week you get to meet the man himself. Samuel's biography and stat block are included, as well as an excellent illustration by Ed Bourelle of SkeletonKey Games. There's also an article on building an authentic campaign history. Encourage the players in your campaign to write letters home that detail their character's exploits. I also share some reader mail. 
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March 19, 2007; Iridia No. 43; D&D 3.5
single-sheet; $0

Small by the standards of most warehouses, Samuel Keller’s business also differs in the type of items stored. Where most warehouses store large amounts of bulk goods relatively low in value on a per item basis, Samuel Keller offers customers a place to store their smaller, yet highly valuable goods. In this issue you'll find a description of Keller's warehouse, map and suggestions for use in your campaign.
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March 12, 2007; Iridia No. 42; D&D 3.5/Miniatures/GURPS 4e
single-sheet; $0

On the front page is a story about how getting lost can lead to gaming goodness. While wandering aimlessly through an unfamiliar city, I happened upon the Japanese equivalent of a 99 cent store. Inside the store were bargain bins that yielded some awesome terrain. On the back page, my GURPS bestiary project continues. I went big last week with an ogre, so I decided to go even bigger this week. The giant is an imposing threat with a 7d/cr club attack. He can also lob rocks, cows or unfortunate PCs.
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March 5, 2007; Iridia No. 41; D&D 3.5/GURPS 4e
single-sheet; $0

The "Chronicle of the Winter War" continues at long last. In this installment I present Sir Loren, a brave knight who was first introduced in Iridia 8. Even though Sir Loren knows that the glory of Mount of Celestia awaits, he is reluctant to meet his end just yet. On the back page my GURPS bestiary project continues. Even though the ogre weighs in at a meager 6 points, it packs a serious punch. The ogre's -9 to reaction rolls ensures that it will leave a lasting impression upon PCs!
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February 26, 2007; Iridia No. 40; D&D 3.5/Generic
single-sheet; $0

"Faces in the Crowd" is a regular feature that takes a look at NPCs from a homebrew setting. This month you will meet Fletcher, a young archer who has lost his path in life. (You read about his sister in Iridia 32.) Fletcher would make an excellent young hireling for a party of adventurers. On the back page is another installment of the "This, That and the Other Thing" random tables. Since I struggle to develop interesting NPC personalities, I created 8 individuals that would be very easy to role-play. These fellows will really leave a lasting impression!
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February 19, 2007; Iridia No. 39; D&D 3.5/Miniatures
single-sheet; $0

"How does it feel to get beat up by a girl?" This a question that Nicole - this month's Faces in the Crowd NPC - frequently asks her victims. Preferring to fight with her fists, rather than weapons, Nicole is an extortionist who works the Freecity of Mirrym, which is located in the Freelands of Mirrym. Perhaps your party has what it takes to bring her to justice? On the back page, the "I dream in 25mm" column finally makes its return. In this installment you will learn how to make a nifty battle-map designed to look like a lava field. This terrain piece will be perfect for infernal battles!
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February 12, 2007; Iridia No. 38; GURPS 4e
single-sheet; $0

From 1997-98 I ran a GURPS campaign that lasted nearly 30 sessions. It was fantasy in essence, but the addition of mecha, time travel, cloning technology and alien invaders from another dimension gave the sessions a pretty weird flavor. Fun, but strange. The goblins presented in this issue are one of the more tame elements from the game. They were inspired by the goblins from SJG’s Fantasy Folk. I tried to convert them to D&D 3.0 a few years back, but they just weren’t the same. I think they came out pretty well this time around.
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February 5, 2007; Iridia No. 37; D&D 3.5/Generic
single-sheet; $0

Another installment of "Exploring the Freelands of Mirrym" awaits! The thriving town of Holsinger on Streele is presented in this issue. On the front page is a history of the town, as well as a description of the current political and economic climate. On the back page is a map that can be used to guide you and your players through any number of urban adventures. The six wards of Holsinger are briefly described to provide instant flavor.
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January 29, 2007; Iridia No. 36; Star Frontiers/D&D 3.5
single-sheet; $0

Gavin Light, who was introduced in Iridia 19, returns. In this installment of "A Life Among the Stars" Gavin finds himself in a bad way, wishing he'd stayed in prison rather than agree to enlist in the military of a Dralasite planet. Time will tell if Gavin and his Dralasite companions can survive a terrifying Sathar invasion. On the back page you'll meet Kel Darbec, a clever rogue with a talent for framing others for his own crimes. Kel makes up for his lack of physical prowess and advancing age by planning elaborate thefts that no one can solve. Can the characters in your campaign bring him to justice?
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January 22, 2007; Iridia No. 35; Basic D&D/GURPS 4e
single-sheet; $0

The Iron Rations series of Basic D&D articles returns. In this installment, Devon and his companions square off against a deranged cleric. The cleric in question, Gareth, worships a crow god called M'Kai. Gareth threatens all manner of doom upon the party. His stat block is included, so feel free to drop him into your campaign. On the back page is an NPC for GURPS. Her name is Tabitha and she has the ability to read minds. Tabitha's nosy habit of reading minds, then blogging about the people she scans, might land her in big trouble. Perhaps the PCs in your campaign could bail her out?
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January 15, 2007; Iridia No. 34; D&D 3.5/GURPS 4e
single-sheet; $0

Dragon #351 yielded a feat that I found very intriguing. It's called Defiler and I think it'd be the perfect thing around which to build an evil cabal of wizards. On the front page I present and review the feat. On the back page is an NPC for GURPS that was inspired by a book called The Dark Hills Divide. The NPC, named Sheridan, has been cruelly sentenced for a minor crime, so perhaps a group of adventurers could bring him and his fellow convicts much needed aid.
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January 8, 2007; Iridia No. 33; D&D 3.5
single-sheet; $0

The first issue of Iridia for 2007 presents some material from my new campaign. On the front page you'll find the Bone Saw, a +3 Unholy Bastard Sword of Wounding. This nasty blade will strike fear into the hearts of good-aligned warriors, regardless of their level. It's the perfect blade for a high level Blackguard! On the back page is a cave infested with goblins. The map, room descriptions and stat blocks make this an excellent encounter ready to be dropped into an existing campaign.
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December 11, 2006; Iridia No. 32; D&D 3.5
single-sheet; $0

Laugh yourself silly with an excellent episode of Dexter's Lab that is reviewed in this week's Iridia. On the front page, you'll find "Waterseeker", an excellent spot of short fiction from Steve Honeywell. I hope to contact Steve to see if he has some other pieces he'd like to share. On the back page I present Marilyn, a surly serving girl from the Quiet Thyme tavern in Camber Mill. (See Iridia 27) Madelyn is one of the many NPCs adventurers can meet in the Freelands of Mirrym.
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October 30, 2006; Iridia No. 31; GURPS 4e
single-sheet; $0

The story of a surf trip gone wrong starts off this issue. I also invite readers to meet with me via Skype and Screen Monkey so that we can do a bit of online gaming. Next up is the Ink Bug, a clever little invention I found on rec.games.frp.gurps about 8 years ago. I liked it so so much, I decided to hang onto it and have dusted it off for your review. On the back page my GURPS bestiary project continues. This time I present the stirge. I've modified the version found in GURPS Campaigns and have expanded the stat block. I think you'll like it.
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October 23, 2006; Iridia No. 30; D&D 3.5
single-sheet; $0

Recent issues of Iridia have mentioned a self-serving wizardess by the name of Madelyn. For this installment, I decided to present the man who finally brought her to justice. In this issue of Iridia you'll meet Micah, a road warden charged with safeguarding the roads in and around the town of Holsinger on Streele, which is located in the Freelands of Mirrym. Included are his bio, stat block and a map to his cottage.
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October 16, 2006; Iridia No. 29; D&D 3.5
single-sheet; $0

An infamous wizardess by the name of Madelyn has been mentioned in recent issues of Iridia. As a result, I've decided to finally present her. On the front page you'll find her bio, stat block and illustration. As a 4th level Wizard, she's not too terribly powerful, but her charisma and enchantment spells give her an edge over the gullible and easily-duped. On the back page is a map to her home, as well as a description of each room. Basically, this issue offers a DM a ready to play villain, complete with detailed lair. While native to the Freelands of Mirrym, Madelyn can be placed in any setting.
.pdf version
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October 9, 2006; Iridia No. 28; D&D 3.5
single-sheet; $0

This week's issue offers a double feature from the Modest Magicks column. First up is Hildebrand's Tome. Adorned with the feathers of a bird that was reputed to addle the minds of those who viewed it, this magical text adversely impacts those who attempt to read it. Next up is a spell called Hidden Message, which is perfect for secure communications. This spell safely embeds a message in the mind of a messenger and cannot be recalled without a precise trigger. Johnny Mnemonic goes fantasy...
.pdf version
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October 2, 2006; Iridia No. 27; D&D 3.5
single-sheet; $0

The Quiet Thyme tavern in Camber Mill, located in the Freelands of Mirrym, is a popular stop-over for merchants and weary travelers. The stuffed grouse never disappoints and the conversation is always lively. In this issue you'll receive a map, stat blocks for the two owners (Duncan and Hilda Faulk), as well as an extensive description of the tavern. The Quiet Thyme is ready for use in nearly any fantasy setting. 
.pdf version
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September 25, 2006; Iridia No. 26; Classic Traveller
single-sheet; $0

This issues leads off with more from the "This, That and the Other Thing" series of random tables. This week I present ten different cargoes that could be found in the back of a wagon, semi trailer or within the hold of a free trader. Classic Traveller makes its debut in Iridia on the back page. I present a rocky, remote world called Micah, where the Institute of Advanced Analytical Sciences makes its home. On Micah, the bleak surroundings encourage the researchers to turn their thoughts and energies inward.
.pdf version
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September 18, 2006; Iridia No. 25; Generic
single-sheet; $0

Another offering from the "This, That and the Other Thing" series of random tables leads off this issue. This week I present eight different ways to spice up a stay at an inn. And you think your neighbors are a nuisance! On the back page you'll find The Hope Chest, an offering from Liz Rich. To the person who opens it, the Hope Chest will reveal an item far more valuable than gold. Finally, there's a brief review of the Colonel Marbles Miniatures review, which is a vidcast from England.
.pdf version
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September 11, 2006; Iridia No. 24; GURPS 4e/D&D 3.5
single-sheet; $0

Trees that lash out at lonely travelers on dark, lonely paths are a staple of fantasy literature, so I thought it would be a good idea to create an animated tree template for GURPS. The animated tree is similar to the Whomping Willow from the Harry Potter books, or that child-eating tree from Poltergeist. On the back page you'll find a grave robbing NPC for D&D created by James Stubbs of Magnificent Egos miniatures. Merrick the Grave Robber would be an excellent low-level villain for aspiring heroes to apprehend.
.pdf version
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September 4, 2006; Iridia No. 23; GURPS 4e
single-sheet; $0

This issue features another "This, That and the Other Thing" random table. This time I present several personalities for horses. My own campaigns have always featured mounted combat and I've found that creating unique mounts has added to the quality of play. On the back page is a new addition to the bestiary I've been working on for GURPS. Weighing in at an impressive 395 character points is the treant! A treant's punch (4d+3 thr/cr) will be sure to scatter foes.
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August 28, 2006; Iridia No. 22; GURPS 4e
single-sheet; $0

The next time the players in your campaign are sitting in a tavern, or back alley dive, use "This, That and Other Thing: Not Your Average Lass." This random table describes six waitresses or serving maidens that will leave a lasting impression on the characters. Next up is an NPC inspired by Stan Lee's television show on the Sci-Fi Channel, "Who Wants To Be A Super Hero?" Read this week's issue to learn about Joseph Mora, copy-editor by day, aspiring hero by night.
.pdf version
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August 21, 2006; Iridia No. 21; D&D 3.5
single-sheet; $0

Tired of the savage warfare that has spoiled his home, Gaunt Willow, a treant, has claimed a section of the Vesve Forest as his own and allows no one to enter. Those who do intrude are either asked to leave, subdued with magic, or driven into the ground like a stake. Gaunt Willow simply wants to be left alone so that he can tend to the trees and vegetation that have been savaged by years of war.
.pdf version
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August 14, 2006; Iridia No. 20; D&D 3.5
single-sheet; $0

Iridia returns to the shores of Lake Quag! In this issue I dust off and revise some campaign notes from a 1e AD&D game that was played back in the late eighties. This issue features an EL6 encounter with a marauding band of humanoids that were chased from the Vesve. They have hidden themselves within a cave in the hills above Perrenland and need to be rooted out. A concerned gnome named Schepni is even offering a reward. This encounter will fit nicely with content from Iridia 4, 5 and 16.
.pdf version
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August 7, 2006; Iridia No. 19; GURPS 4e/D&D 3.5
single-sheet; $0

In Iridia 11, a lad named Miguel found himself accosted by a rogue robot. Fortunately, his sister arrived just in time and kicked it in the head. The young man's sister, Monica, makes her debut in this issue. To assist GURPS GMs in need of beasties, I plan on presenting a series of critters common to fantasy RPGs. I get things started with the giant rat, one of my faves. Finally, I want to share an archery feat, Dead Eye, that is a good companion to Cover Fire from Iridia 13.
.pdf version
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July 31, 2006; Iridia No. 18; D&D 3.5
single-sheet; $0

The Modest Magicks column from the retired Scrollworks zine makes a return. Discover the Tokens of Luck, created by Dan Taylor. Tokens of Luck are unique magic items that will aid PCs without them even knowing it! This issue also features a review of Bret Boyd's "Behind the Spells - Dancing Lights." This excellent supplement presents an alternative version of the spell, as well as detailing clever ways to use the cantrip in combat. Wizards and Sorcerers will never overlook Dancing Lights again!
.pdf version
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July 24, 2006; Iridia No. 17; D&D 3.5
single-sheet; $0

This issue features a revised article from the old Scrollworks zine. Sharby's Sow, written by John Toppe, is a quaint tavern that can be found within the Freelands of Mirrym. (Mirrym was the setting for the Srollworks.) The tavern, owned and run by Denz Sharby, would be an excellent place for adventurers to meet for a drink as they plan their next adventure. The issue includes a map, description of the tavern and stat block for Denz and his assistant.
.pdf version
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July 17, 2006; Iridia No. 16; D&D 3.5
single-sheet; $0

Iridia 16 returns to the World of Greyhawk by revisiting the shores of Lake Quag, a region written about in Iridia 4. With Disney's "Pirates of the Caribbean" in theaters, I thought I'd go with a nautical theme. Read about Gabriel Karstula and the pirates of Fressa Cove. Stat blocks, a map of their ship and a description of the pirates' tactics should provide an action packed encounter! Arr!
.pdf version
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July 10, 2006; Iridia No. 15; D&D 3.5
single-sheet; $0

The Freelands of Mirrym was the setting that linked many articles within the pages of my old Scrollworks zine. I've decided to resurrect that setting starting with this issue. To get things rolling, I introduce three NPCs that embody one of the themes of the Freelands, namely, the idea that everyone deserves a second chance. Wistrom, Gideon and Colin are three, low-level personalities suitable as followers or hirelings for any D&D 3.5 campaign.
.pdf version
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July 3, 2006; Iridia No. 14; Basic D&D
single-sheet; $0

This week's issue expands upon the goblin lair presented in Iridia 12. Specifically, I wanted to present a map detailing the outside of the lair, another of the village nearby and finally, a regional view. The village of Combe is briefly detailed with a map and a few NPC notes. There's even an adventure hook that might be detailed in a later issue.
.pdf version
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June 26, 2006; Iridia No. 13; Star Frontiers/D&D 3.5
single-sheet; $0

I finally dust off my Star Frontiers material! This issue introduces Gavin Light, a convicted criminal seeking a new life on the Frontier world of Groth. I review "A Dozen and Three Group Feats" by Patrick Younts. This innovative supplement promises to turn a disorganized party into a well-oiled battle machine! A feat from the supplement, Cover Fire, is included in the review.
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June 19, 2006; Iridia No. 12; Basic D&D
single-sheet; $0

I said I was going to take a break from the Basic D&D series of articles, but I guess I fibbed. The Iron Rations column is back! This month, Aithne of Far Isle, Devon Ashwood, Abel Artone and Apris the Wondrous stumble into a goblin lair. The issue reads as fiction with a very short scenario that's easily converted into your favorite system.
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June 12, 2006; Iridia No. 11; GURPS 4e/Miniatures
single-sheet; $0

This issue begins with a confession as to why we'll never see high level D&D NPCs and monsters in Iridia. The short answer is that all the math makes my pea brain hurt. The "I Dream in 25mm" columns takes a look at using large easel pads for mapping dungeons. I finally crack the spine of my GURPS 4e books when designing a creature inspired by a student drawing. Behold the spybot, a surly TL9 robot that ends up getting his head kicked off by an angry college student. It's hard to explain, really, so you'll just have to read the issue!
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June 5, 2006; Iridia No. 10; D&D 3.5/Miniatures
single-sheet; $0

The ruins of Brin terrain building tutorial wraps up! This issue takes a look at the only intact structure within the battle torn village - the command house. There's a photo of the model, as well as a floor plan and a brief look at the village's tortured commander, Brother Joseph. This issue also offers instructions on how to build cheap and easy walls out of balsa. I also suggest a way to add stability to store bought trees.
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May 29, 2006; Iridia No. 9; D&D 3.5/Basic D&D
single-sheet; $0

Another Campaign Classics review leads the issue. This time I take a look at "The Last Vault of Tsathzar Rho," an excellent D&D 3.5 module from Goodman Games.  The Iron Rations series of Basic D&D articles continues the tale of Aithne of Far Isle, Abel Artone, and Devon Ashwood. In this installment, the intrepid heroes explore an abandoned tower to rescue a besieged wizardess.
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May 22, 2006; Iridia No. 8; D&D 3.5/Miniatures
single-sheet; $0

In this issue you'll find a step by step tutorial on how to build a simple shed/small barn for 25mm fantasy gaming. All you will need is foam board, paint, and cardstock. It's so easy to build good looking terrain to enhance your game! The shed was built for my Winter War D&D 3.5 campaign, but it would also be useful for WFB, too.
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May 15, 2006; Iridia No. 7; D&D 3.5/Basic D&D
single-sheet; $0

This week's issue offers another random table under the, "This, That, and the Other Thing" banner. This time, I offer a d6 worth's of odd followers. Next, there's a review of "Legends Are Made, Not Born" from the excellent Campaign Classics line of modules by Goodman Games. Discover what lays at the heart of Skulltop Hillock! Finally, the Iron Rations story continues as the trio of Basic D&D heroes march toward the abandoned watchtower where strange lights are said to dance after nightfall. What will Abel, Devon, and Aithne find?
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May 8, 2006; Iridia No. 6; D&D 3.5/Basic D&D
single-sheet; $0

Adventurers are always camping outdoors. To add some excitement to this routine, I wrote a random table to suggest a few options. You just never know when an intoxicated goblin will stumble into camp with a  bucket full of ale. The Iron Rations series of Basic D&D articles continues with the introduction of Balnor the Dwarf, who is having a rather bad day. Finally, there's a review of Bret Boyd's well-written, "Behind the Spells - Animate Dead."
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May 1, 2006; Iridia No. 5; D&D 3.5 (Greyhawk)/Miniatures
single-sheet; $0

This week's issue revisits the warehouse at Piketon Way, which was presented last week. Since characters are always looting, er, salvaging arms, armor, and trade goods, I suggest some guidelines for selling their loot. The Chronicle of the Winter War series continues with a look at a skeletal warband. The write-up includes tactics, deployment, and suggestions for purchasing miniatures to represent the undead host.
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April 24, 2006; Iridia No. 4; D&D 3.5 (Greyhawk)
single-sheet; $0

Explore a warehouse at Piketon Way in Perrenland's Traft. This week's issue presents a boon for the player characters in your World of Greyhawk campaign. Surprise them with the deed to a warehouse, complete with map, inventory, and stat block for the warehouse's single employee! This issue also comes with a battle-ready map on a separate sheet of paper for use with miniatures.
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April 17, 2006; Iridia No. 3; D&D 3.5/Basic D&D/Miniatures
single-sheet; $0

The Chronicle of the Winter War series of articles continues with a look at the ruined village of Brin. In Brin, brave warriors from the Northern Kingdom hold out against relentless assaults from undead foes. The "I dream in 25mm" article shows you how to make good looking boulders and rock outcroppings for table-top battles. Finally, the continuing "Iron Rations" series presents stat blocks for some Basic D&D heroes introduced last week.
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April 10, 2006; Iridia No. 2; Basic D&D/Miniatures
single-sheet; $0

The "Iron Rations" series of articles makes its debut with a look a trio of Basic D&D heroes I spent time with during the summer of 1985. Meet Aithne of Far Isle, Devon Ashwood and the reserved Abel Artone. The "I dream in 25mm" article shows gamers how to build inexpensive, quality ruins using foam board, glue, and paint.
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April 03, 2006; Iridia No. 1; D&D 3.5
single-sheet; $0

Meet Bondsman Keller, a soldier fighting for his right to live in peace...and to be buried without fear of his corpse being reanimated. This article is the first is a series called, "The Chronicle of the Winter War." The "I dream in 25mm" series presents a blueprint that will be used to build ruins for tabletop battles. Finally, there's a review of Joseph Goodman Games' "Idylls of the Rat King."
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