Adventurers often need henchfolk and hirelings to round out their party. Often, however, such folk end up being nothing more than one-dimensional fighters, clerics or whatever.
Read MoreRuined castles are a classic adventure locale, particularly in borderland or contested regions. A castle’s lofty, crumbled walls and towers can hold many foul things (along with the treasure those foul things have accumulated). Use these tables, to add depth and verisimilitude to the ruined castles in your campaign.
Read MoreAdventurers often need henchfolk and hirelings to round out their party. Often, however, such folk end up being nothing more than one-dimensional fighters, clerics or whatever.
Read MoreFebruary is upon us, like a pouncing black pudding.
We’ve got a full suite of new releases for your gaming pleasure. The Wilderness Dressing line moves out of the hills and into ruins—the sites of many exciting adventures—and Bart Wynants lures your players into the Starfall Chantry in this month’s Dungeon Backdrop.
Read MoreNestled in a deep valley, sunlight has never caressed centuried Shroudhaven. Thick fog—rendered permanent by ancient magics—fills the valley. Here, refugees from a long-forgotten war found sanctuary from their enemies. Most villagers are undead, and a dark reputation hangs over the village. Visitors to the village, though, tell a different story. They speak of the undead battling their basest urges and trying to live peaceful lives.
Read MoreFor much of its life, the village of Arcmoor was a sleepy place, far removed from the doings of heroes, kings and warlords. All that changed, however, when an orcish horde was destroyed near the village by the hero Therald Arcmoor. Therald died at the moment of his greatest triumph, and his death—strangely—heralded great change in the village. A shrine raised in his honour has grown increasingly popular of late and Arcmoor is slowly being transformed from a sleepy backwater into a popular destination for pilgrims, visiting warriors and the like.
Read MoreWhite Moon Cove is a respectable fishing town located in a cove which acts as an excellent, natural harbour. The inhabitants of this tightly-knit community are sober, hardworking and amiable fishermen, traders and other sturdy folk making their living from the sea.
Read MoreThe Mottled Spire’s wild, rugged uplands lie beyond the Selka River. Crumbling ruins and abandoned mines—the leavings of civilisation’s ebbing tide—dot the hills. One such place is the isolated wind-blasted ruin of Bleak Hill Manor.
Read MoreBuried deep in the snow and ice a white dragon’s frigid lair is a terrifying locale.
Read MoreAncient ruins, lost mines and strange burial sites often lurk in the hilly wilderness areas bordering civilised lands. Adventure lies in such places.
Read MoreAncient ruins, lost mines and strange burial sites often lurk in the hilly wilderness areas bordering civilised lands. Adventure lies in such places.
Read MoreA merchant caravan is nothing without its mistress and those she employs to run her business.
Read MoreA merchant caravan is a unique thing. Beside its guards, servants and merchants it has distinctive characteristics, features and events in the same way as any other locale.
Read MoreJanuary is a busy month for Raging Swan Press!
We’ve got a full suite of new releases for your gaming pleasure. Notably, this month, the Wilderness Dressing line makes a comeback. We also continue our remastering of the 20 Things and Monstrous Lair lines.
Read MoreThe ghoul is a creature of nightmare for any adventuring group. From the packs of mindless, carrion-eating undead to the ancient civilisations deep underground, screaming adulation to their sheep-headed god Orcus, all ghouls have one thing in common: an eternal, gnawing hunger that no amount of flesh can sate.
Read MoreThe characters should not be the only things creeping through the dark of the dungeon in search of loot and/or prey. Other things lurk in the ebon shadows of the underworld, waiting for foolhardy adventurers to wander by…
Read MoreFound throughout the wild and abandoned places of the world, giant spiders dwell both above and below ground. They attack any creature disturbing their nests and are aggressive predators. Although essentially unintelligent, they are adept at using their webs and poison to immobilise and kill prey.
Read MoreNestled in a twisting ravine amid the Luminous Desert’s endless windblown dunes, Rifthammer is home to a desert-dwelling tribe of dwarves. Hidden in the cool shadows of their cliff-side home, these reclusive folk offer peaceful seclusion for those seeking refuge from the desert's relentless heat, or simply the troubles of the wider world. However, not all is as idyllic as Rifthammer’s dwarven masters pretend, and a festering ruin of otherworldly creatures in the darkest recesses of the rift threatens all who reside above.
Read MoreSavage, bestial creatures of rage and violence—minotaurs are terrifying enemies. Often solitary beasts haunting labyrinthine dungeons, or similar locales, they delight in hunting and terrorising their prey.
Minotaurs are innately cunning—surprising given their bloodthirsty, atavistic tendencies—but employ simple, brutal battle tactics. Legends tell of their origins—of how the gods created them; most minotaurs, however, believe their roots to be more demonic.
Read MoreLunatic asylums are different to other places. Likely located in a town or city, it is probably a grim, hopeless place. Those within may, or may not, regain their freedom, and the staff are likely hardened to the suffering they see every day. The surroundings should reflect the place’s styles and theme.
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