Hidden in the wild uplands beyond the Selka River, the sinkhole-mine of Delthur’s Folly is a byword among the locals for a fool’s errand doomed to fail. The only survivor of the fated expedition—driven mad by his ordeal and raving of “the water’s sibilant whispers”—died shortly after staggering into Dunstone a year or more after Delthur and his miners disappeared into the wilderness. And yet, every year adventurers cross the Selka in search of the mine—gold and silver are said to lie within. Some return empty-handed and some do not return at all. Local legend has it that something terrible dwells in the mine.
Read MoreUrban adventures are often set in slums. In slums, the long arm of the law is often absent, thieves and cultists are rife; opportunities for adventure abound.
Read MoreMuch of the borderland is still unmapped. Some notable features have become local landmarks and serve as waymarkers or meeting places.
Read MoreAs well as the mundane and the expected, dungeons can feature many strange or bizarre things. Adventurers delving into almost any dungeon are virtually certain to encounter and battle outlandish, alien creatures in the course of their explorations. They may also encounter any number of strange magic effects.
Read MoreAs well as the mundane and the expected, dungeons can feature many strange or bizarre things. Adventurers delving into almost any dungeon are virtually certain to encounter and battle outlandish, alien creatures in the course of their explorations. They may also encounter any number of strange things.
Read MoreMost cabins within an abandoned vessel offer little of interest, but occasionally something unusual can be found within.
Read MoreMagical gates and portals are a staple feature of many dungeons. characters stepping through them are often whisked off to a new exciting (and dangerous) adventure locale.
Read MoreMagical gates and portals are a staple feature of many dungeons. characters stepping through them are often whisked off to a new exciting (and dangerous) adventure locale.
Read MorePits are a lurking danger that have spelled the doom of countless adventurers. Pits can be used to kill, injure or trap intruders, to block progress or to prevent escape. An explorer trapped in a pit with no way of getting out is at the mercy of the first creature or character to discover their predicament.
Read MoreQuintessential dungeon scavengers, gelatinous cubes engulf all in their path. Untold numbers of neophyte adventurers have met their doom in the depths of a gelatinous cube. Sometimes their death leaves behind treasure for luckier, or more skilled, adventurers to retrieve.
Read MoreThe besiegers and the defenders must contend with the vagaries of nature, logistics, morale and their enemies. The minor events below will not turn the siege’s tide in anyone’s favour, but canny commanders can use them to their advantage.
Read MoreThe besiegers and the defenders must contend with the vagaries of nature, logistics, morale and their enemies. The minor events below will not turn the siege’s tide in anyone’s favour, but canny commanders can use them to their advantage.
Read MoreFarming villages are often the site of neophyte adventurers first adventures, quests and tests (or at least the party's base from which they sally forth into the wildernes. Such locales often stand on or near danger-filled borderlands rife with opportunities for adventure. Use these lists, to breath life and detail into the farming villages in your campaign.
Read MoreWhile vast swaths of a fecund jungle may seem boring and unremarkable, travellers will—no doubt—encounter some things of minor interest.
Read MoreTorture chambers are replete with horrors beyond the imaginations of most sane folk. Not all such features, though, are as large and domineering as an iron maiden or rack. Use this list, to generate minor points of note in a torture chamber:
Read MoreCaptives are a staple feature of almost every dungeon. No doubt, the dungeon’s denizens have dealt with intruders before—or emerged from their lair in search of slaves, sacrifices or food; captives (of all sorts) are the result.
Read MoreShielded to the north by the Vurdfell Spine’s lofty peaks and protected from the Hordelands of the east by the Greatshadow Gorge, the town of Wolfsbane Hollow has persisted in relative isolation for hundreds of years. Seemingly a simple border town, a dark shadow hangs over this hard, rough settlement. For here, the rule of law is tenuous at best, and the mayor is but a figurehead. The true power of Wolfsbane Hollow is the shadowy thieves’ guild and their monstrous, bestial guildmaster who lurks in his lair carved from the fallen, mouldering bones of an ancient empire.
Read MoreFor centuries, the people of Aldwater have guarded and revered the wooden labyrinth holding the their ancestors' remains. Only the Spiritspeaker ever ventures inside, using an ancient relic to hold council with the dead. The wisdom of the council is vast, but not without fault, and for several years the advice of the ancestral spirits has done nothing to halt Aldwater's increasing plight. Each season, the fishermen and trappers bring back a little less, and the children grow up a little hungrier.
Read MoreMuch of a marsh’s landscape is unremarkable and mundane; however some features become local landmarks and are used as waymarkers or meeting places.
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Houses of worship and quiet contemplation stand in or near many settlements. Within, the occupants seek spiritual enlightenment in the service of their patron.
A free GM’s Resource for any fantasy roleplaying game.