Margins
Arcana Evolved Ruins of Intrigue book cover
Arcana Evolved Ruins of Intrigue
2005
First Published
4.20
Average Rating
94
Number of Pages

The ruins of Serathis loom high in the mountains. Only recently uncovered, this ancient city draws hundreds to its shattered streets in search of treasure and adventure. Giants and dragons square off from opposite sides of the ruins. The winds of war howl in the distance. Vast wealth and terrible monsters await! Ruins of Intrigue provides the foundation for an entire campaign using the Monte Cook's Arcana Evolved variant player's handbook. It presents Serathis, a ruined city located between territories claimed by the giants and dragons. Both factions seek to hold the city and its treasure, setting the stage for coFootballict. The book's adventure source material will take your characters to 10th level and beyond. Ruins of Intrigue also contains new monsters, secret societies, organizations, and other material that reflects the city's ancient secrets. And its modular design allows all player levels and character affiliations to use this campaign-in-one-book. This comprehensive look at an exciting new realm of adventure gives DMs the chance to start and run a campaign with ease and offers an characters the opportunity to play an important role in the Lands of the Diamond Throne.

Avg Rating
4.20
Number of Ratings
5
5 STARS
40%
4 STARS
40%
3 STARS
20%
2 STARS
0%
1 STARS
0%
goodreads

Author

Mike Mearls
Mike Mearls
Author · 22 books

Mike Mearls is the dark hope of chaotic evil: young, handsome, well endowed in abilities and aptitudes, thoroughly wicked, depraved, and capricious. Whomever harms Mearls had better not brag of it in the presence of one who will inform the Demoness Lolth! Has been sent into this area to rebuild a force of men and humanoid fighters to gather loot and restore the Temple of Elemental Evil to its former glory. Of course, Mearls is but one of many so charged, but he is looked upon with special favor and expectation. He and his minions have been careful to raid far from this area, never nearer than three or four leagues, traveling on foot or being carried in wagons of the traders from Hommlet. None of the victims are ever left alive to tell the tale, and mysterious disappearances are all that can be remarked upon, for no trace of men, mounts, goods, wagons, or draft animals is ever found. Evil to the core, Mearls is cunning, and if the situation appears in doubt, he will use bribery and honeyed words to sway the balance in his favor. He is not at all adverse to gaining new recruits of any sort, and will gladly accept adventurers into the ranks, but he will test and try them continually. Those who arouse suspicion will be quietly murdered in their sleep; those with too much promise will be likewise dealt with, for Mearls wants no potential usurpers or threats to his domination. (Major points to anyone who gets the above reference) When not cribbing the bios of well known AD&D 1st edition villains, I'm a game developer at Wizards of the Coast. I work on the Dungeons & Dragons paper and pencil RPG and the Dungeons & Dragons miniatures game.

548 Market St PMB 65688, San Francisco California 94104-5401 USA
© 2025 Paratext Inc. All rights reserved