Wracked 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 MoreMany old-school modules are legendary. The Keep on the Borderlands, Against the Cult of the Reptile God, the Village of Hommlet and more share a special place in gamers' hearts everywhere. But what's your favourite old-school module?
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 MoreStar Chaser lies under a curse (reputedly). Crew and passengers seem to die on every voyage, and the ship’s owner has fallen on hard times as a result. She offers cheap berths, and needs a successful voyage to repair her finances.
Read MoreThe Customs Tower overlooks the docks. From its lofty roof, the dockmaster notes the coming and going in his domain. He then despatches his servants to collect the appropriate fees, excises and taxes. Scorch marks on the tower doors speak to its master’s popularity.
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 MoreVonya Urzak (NG female dwarf) suffers from crushing headaches. Often seen clutching her head, she hates light and loud noise. Some children think she is a vampire and call her the “Whispering Lady”. Vonya dresses well, has pale skin and a short, straggly beard.
Read MoreSeawing boasts a figurehead of a majestic parrot carved with its wings outstretched as if in flight. Painted in a riot of gaudy colours, Seawing is an immensely wealthy merchant’s personal craft. He uses it for pleasure cruises and fabulous parties.
Read MoreThe World’s End boasts a gigantic mural depicting a kraken chasing a sailing ship over the edge of the world. Mariners of all types come to the inn to drink, swap stories and find a new berth. Two talkative parrots roost on the common room’s rafters.
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 MoreVilppu Tulo (LN male human) trembles at the thought of his fate. A reluctant guard, he knows things he should not know. His enemies will do anything to silence him, and he is on borrowed time. Tall, gangly and red-haired Vilppu is conspicuous in the extreme.
Read MoreKraken looks to be a dangerous ship; all sleek lines and taut sails she has the look of a predator. Her crew are tough, rugged folk. Her half-elven captain, Milo Ilanen, has a fearsome reputation as an enthusiastic duelist.
Read MoreThe Gilded Anchor caters to rich merchants, their agents and guests. This member’s only club is a place of business and fine dining. Vigilant door wardens keep out riffraff and non-members. Vast fortunes have been made and lost at the Gilded Anchor.
Read MoreRideth Aldarrae (N half-elf female) searches for her confused and erratic human mother. Some folk believe an evil sea spirit possesses her elderly mother. Soon a mob will form. Rideth is frantic with worry, and begs for help.
Read MoreHorizon Walker rarely lies at anchor. Her captain is an intrepid soul happiest out at sea. Horizon Walkerspecialises in long sea voyages to far-flung locales. She is quick and heavily armed. Her crew includes several powerful spellcasters.
Read MoreThe Bucket and Chain tavern stands hard against the docks. Popular with unsavoury nautical types, it features in many dark tales of smuggling, murder and odd religious beliefs. A wide brick-walled well in the cellar leads to a sea cave under the docks.
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Everyone—even the powerful—has enemies, and the Nameless Mage was no exception…
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