Five years ago, the bandits won. They overwhelmed the village of Hornwall, killed its citizens and looted their treasures. Then, they settled down. The bandits of Hornwall now reside within the very defences meant to keep them out. They have given up the sword and taken up the ploughshare, exchanging a life of danger for one of safety. The villagers hide their secret well, but bodies keep appearing—floating in on the current, dug up by dogs and even emerging from the thawing winter snows. And the citizens who wish to return to the old ways are murdered in their sleep by their loved ones and business owners who wish to keep the past dead and buried. If passing travellers learn the truth, they have a choice. Forgive and forget? Or avenge the uncaring dead and leave Hornwall nothing but ashes.
Read MoreWracked by disaster, Tigley is a village reborn. Standing on the fringes of the noisome Gnatmarsh, its folk make their living from the swamp and harvesting guano from the caves honeycombing the spire of rock upon which stands much of the village. But all is not peaceful in Tigley. The villagers’ burial rituals have attracted undead to certain nearby sunken ruins and goblins now lurk in the locality. In the village itself, influential figures vie for control of the local industries, a bully uses his influence to spread lies and cause trouble and the village priest hides a terrible secret. Once again, Tigley is a village teetering on the edge of disaster, but this time it is a disaster of the village’s own making.
Read MoreAn evil fane should be so much more than a room featuring just a bloody altar (and some treasure). These are places of ineffable evil and as such deserve decent design time. But who has the time? Use these lists, to add depth and verisimilitude to the evil fanes in your campaign.
Read MorePerhaps the single most pervasive feature of a dungeon is its near perpetual darkness. Darkness creates a serious disadvantage for surface dwellers exploring a dungeon and a great advantage for its denizens.
Read MoreThis beautiful, but stern, women wears a fitted black dress, and a white shawl about her slender, bony shoulders.
Read MoreWisps of glimmering multi-coloured mist swirl around the translucent figure of a woman. The woman’s visage changes—growing subtly older before your very eyes—as she approaches.
Read MoreThe quintessential fort (or keep) on the borderland is a classic locale for neophyte adventurers to visit at the start of their careers. Using the fort as a base, they can explore the wilderness and know a safe haven lies nearby. Borderland forts are not featureless places devoid of interesting features and folk. They are living breathing places.
Use these lists to add depth and verisimilitude to the fort on the borderland in your campaign.
Read MoreMany towns straddle rivers, and such towns need bridges! Often massive structures, a bridge can be the focal point of a town. Use this list, to add pieces of interesting dressing to the bridge towns in your campaign:
Read MoreMany towns lie on the edge of deep, dank and fetid marshlands. Terrible things often lurk in these mires, and the town’s folk need protection. Enter, brave adventurers! Use this list, to add pieces of interesting dressing to the marsh towns in your campaign:
Read MoreDuring 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 MoreWearing comfortable clothing suitable for sea travel, this human woman stands just over five feet tall. She keeps her light brown hair closely cut and wears a patch over her right eye.
Read MoreDuring 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.
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It’s no secret that at Raging Swan Press, we are big fans of dressed dungeons. A dressed dungeon feels more real than an undressed dungeon. A dressed dungeon engages your players’ imaginations, promotes creative play and helps them immerse themselves in the adventure.