From publisher blurb:
The Empty Chamber is a ghost story. A monk whose extensive learning drove him mad died or in some other way slipped out of reality there. It was a smart move with the world in a mess and the end of the age coming. The Old Seer was conniving , weaving events into cats’ cradles full of knots and glue. But supernatural fingers don’t get stuck and, from where he’s at, the Mad Monk can slip new tangles into the Old Seer’s twists and skew the game toward a new age of peace and harmony. It doesn’t always look benign. Case in point - those Secret Sisters of the Perfect World, the Mad Monk’s posse of assassin nuns. But trust that a brain tinctured in the supernatural knows more than you do and take a lesson. Look through the lens of #92 for a glimpse of the whole picture.
Toys for the Sandbox is not a module, it is not a campaign setting, instead it is a framework for GMs to use to reinforce their own imaginations. Sometimes players zig when you expect them to zag, other times they take your plot point into a back alley and leave it penniless and bleeding. Each week we present a new location with a map and some flavor text. In addition we add 4 NPCs with a bit of history and a few simple thoughts on how to stat them for whatever game you are playing. There are also 6 plot hooks each with 3 ways to twist them. Added to that there is usually a table or two filled with rumors and encounters.