Posts in GM's Resource
20 Things to Find in a Druid's Glade

Often hidden far away from the prying eyes of civilised folk, a druid’s grove is nature’s sanctuary. Here deep in the wilderness, a druid can commune with nature and live in peace among that which they love.

However, druid’s groves are rarely well detailed as they serve as nothing more than a way station on the way to adventure or as a place of healing and succour for desperate travellers. Use this table, to generate features of minor interest the characters may notice in such a locale.

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20 Alchemical Mishaps

Due to the bizarre and wide range of chemicals alchemists use in their intricate experiments, alchemists and accidents often go hand in hand. Not only are the mixtures they make dangerous if handled incorrectly, the creatures and places they are gathered from present dangers to the untrained or careless. Not all accidents are immediately apparent and left to develop can cause more problems than a simple explosion or release of stinking gas.

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Deksport at a Glance

A pirate enclave surrounded by dense woods on three sides and the ocean’s tumultuous waters to the east, Deksport is a perfect base from which to raid nearby shipping lanes. Built at the mouth of a valley opening into a sheltered bay the town possesses a deep, safe natural anchorage. Protected by a slippery, seaweed-fringed breakwater of decrepit, ancient construct at any time up to a dozen ocean-going ships and scores of smaller craft rest at anchor in the harbour.

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