During the course of their adventures, our heroes are likely to slay many evil wizards (and loot their bodies). Sadly, most such individuals seem to never carry anything beyond a spell component pouch, a few magic items and some loose coinage. Use this list, to add depth and flavour to a dead wizard’s possessions
Read MoreThe vast majority of books in a library are nothing more than tomes of mundane knowledge, travelogues, diaries and other normal writings. A few books, however, are different. A few books—either because of the foul things they reveal, the power they hold or their monetary value—are kept away from the public in the library’s special collection.
Read MoreWhether it be a cobweb covered gate, a portcullis adorned with a green iron devil's face or a fissure in the stony ground belching a sulphurous smoke, the entrance to your dungeon sets the tone for the adventure.
Read MoreWhether it be a cobweb covered gate, a portcullis adorned with a green iron devil's face or a fissure in the stony ground belching a sulphurous smoke, the entrance to your dungeon sets the tone for the adventure.
Read MoreMany towns lie on the edge of deep, dark woodlands. Terrible things often lurk in these woods, and the town’s folk need protection. Enter, brave adventurers! Use this list, to add pieces of interesting dressing to the lumber towns in your campaign:
Read MoreVibrant trade towns are a key feature in many campaigns. Adventurers must shop, after all! Use this list, to add pieces of interesting dressing to the vibrant trade towns in your campaign:
Read MoreMost dwarven holds are vast and ordered halls filled with solemn and stoic craftsfolk. But that’s not Feigrvidr. Some say it’s not a dwarf hold at all, but rather a lawless mining camp ruled by dwarf thugs and ruthless agents of the ruling thane.
Founded less than three years ago by Svingal Halfbeard, the ore coming from a vale carved out of the headlands of the Titan Peaks is of the greatest purity and the works coming forth from Feigrvidr’s forges are both subtle and ingenious, rivalling those of any traditional dwarven stronghold. The great wealth coming from the foot of the Titan Peaks was only the beginning, now with the discovery of ancient and abandoned giant halls deeper among the mountains’ spires adventurers are flocking to the camp, increasing its wealth and its danger.
Read MoreHidden 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.
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