Dead Men Walking

by Garry Fay, Greg Jones & Caitlin May

In every time there are those who need to leave their pasts behind them. To leave the life they have known before.

A place to forge a new identity, to change your tomorrows. A place where no questions are asked, where the past is a dim memory and the future is counted day by day.

A place of exiles, thieves and outcasts earning their redemption, where it is said that those who walk the walls weigh up the deeds of their lives with every footfall!

In the land of Valair this place of exile is The Wall.

They say there is no death penalty in Valair, but those that say it have never been to The Wall.

Last line of defence against the Bale Lands. Last bastion of freedom from the freakish hordes of the North. Grim and deadly, a line of stone that will not be crossed.

In the land of Valair this place of exile is The Wall. And those who walk the black stones of its battlements are the Rimstriders.

A three session Major AD\&D (3rd Ed) campaign for five exiles seeking the peace that only blood and battle can bring.

 

D&D Major

Ever since Silverwraithe Quest, the D&D major has been an important part of Arcanacon. Being run over three sessions, the major allows writers to tell a more epic tale, and players to get a sense of being part of a larger story than a single session can afford.

As usual, the team which wins this year's Arcanacon D&D Major will have their names added to the D&D Major Trophy, and have first dibs at writing the Major for 2004.

Adult Content   Olde world violence (MA)
Characterisation  All of it (5)
Rules Knowledge  If you've got it, bring it, but we
also have GMs who specialise in diceless play
Seriousness  Grim & deadly (5)