Adventurers are intrepid types and often disappear into the wilderness in search of gold and glory. Many such adventures seem to happen in sun-scorched deserts.
Read MoreMuch of a moor’s landscape is unremarkable and mundane; however some features become local landmarks used as waymarkers on the barren moor or places for travellers to meet.
Read MoreA library is nothing without books. Some libraries hold but a few dozen tomes while others hold thousands. No matter the size of the library it no doubt has books on a variety of subjects.
Read MoreDue 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.
Read MoreThe deck of a wrecked ship is likely in a serious state of disarray and chaos.
Read MoreJust yesterday, at time of writing, Raging Swan Press released Thingonomicon II into the world. (Or did it escape?) I’m intensely proud of the book and am already using it behind my screen.
Read MoreA lich’s lair is a terrible and dangerous place. Few adventurers are brave enough to explore a lich’s lair (and fewer still are powerful enough to survive the experience). Such a place should be memorable and flavoursome; this is not an average, run-of-the-mill dungeon. Strange—and perhaps deadly—sights and sounds should be the norm.
Read MoreFrom the common wand of magic missiles to the awesomely rare and much coveted staff of the archmagi, rods, staves and wands can channel awesome power. Such items rarely appear to be nothing more than a tapered stick or quarterstaff.
Read MoreThe world is dangerous out on the borderlands. Looming threats and mysteries lurk behind every cliff and tree.
Read MoreThis corrupt magicker has converted a ruined chapel into a shrine dedicated to his demonic patron and revived an ancient evil—the vampire Oleander—to aid him in his dark mistress’s service.
Read MoreA 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.
Read MoreThe road calls to adventurers, but not all roads are created equal. Some are major routes, full of mercantile and other traffic, while others are barely trails meandering through remote wilderness. Below are descriptions of some paths that may lead to adventure.
Read MoreWhile many travellers merely use the open road to get from one place to another, some have ill intentions. Bandits, mischievous fey and other hazards await the unwary adventurer.
Read MoreAdventurers often seem to be found in seedy dives and other disreputable drinking establishments. Whether they are hunting a thief or looking for their next job, an adventurer’s visit to such an establishment is almost certain to be eventful. Use this list, to generate minor events of interest to flesh out such a visit.
Read MoreWhile vast swaths of a noisome marsh may seem boring and unremarkable, travellers will—no doubt—encounter some things of minor interest.
Read MoreDulwich stares out across the Salt Mire towards Hard Bay, the Forest of Gray Spires at its back. Just a few hundred years old, it rests on the remnants of numerous older structures, built on a strip of dry land between the swamp and forest. One of the largest settlements in the Duchy of Ashlar, Dulwich serves as a major hub for merchants and travellers. A stout, stone wall surrounds the main town, offering protection from the dangers living in the Salt Mire.
Read MoreThe Shadowed Keep stands at the end of an overgrown trail upon a wooded bluff overlooking a steep-sided valley. A small pack of wolves dwells in the wood as does a black bear. Characters wandering the woods may also encounter small hunting parties of bandits and goblins skulking in the gloom.
Read MoreThe village of Swallowfeld stands hard against the turbulent waters of the Lonely Coast and the forbidding depths of a trackless, primeval forest. A hard, frontier place hemmed in by danger without and threatened by a lurking darkness within, the village is in dire need of doughty protectors.
Read MoreWolverton rests on the rocky shores of the far‐flung Lonely Coast. The mighty fortress Caer Syllan keeps a protective eye over its harbour which hosts ships from all over the world coming to trade for the precious metals and gems pulled from the nearby mines. A muddy, noisy place, Wolverton is home to hardy frontier folk eking a living from the earth while contending with half‐goblin tribes, packs of shadow wolves and other monsters dwelling in the nearby Tangled Woods.
Read MoreMost sarcophagi will have the name of the person interred within carved upon their lid.
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