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Mastering Iron Heroes book cover
Mastering Iron Heroes
2005
First Published
3.42
Average Rating
96
Number of Pages
Rules Expansion by Mike MearlsThis is a must-have book for DMs and players who want to get the most out of the high-octane variant action fantasy rulesof Monte Cook Iron Heroes. The book’s in-depth rules discussion teaches you not only how to use the rules of the game, but how to change them.These pages include new options and ideasfor existing rules, expansions of some concepts presented in Iron Heroes, and all-new material to supplement your Iron Heroes games. The useful design commentary helps you run a successful heroic combat character or campaign by showing you how everychange can alter the nature of the game and offering suggestions of how best to apply them. Now youcan see how the system really works!
Avg Rating
3.42
Number of Ratings
12
5 STARS
25%
4 STARS
25%
3 STARS
25%
2 STARS
17%
1 STARS
8%
goodreads

Author

Mike Mearls
Mike Mearls
Author · 21 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.

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