Midgard Expanded: The Travels of Lucano Volpe, or Captured by Monks

Part 8, Captured by the Monks of Leng Woe and calamity! Imagine the worst that might befall a traveler, and that thought pales in comparison to what has happened to Agosto and I! Desert duststorms drove us Northward for three more days in clouds of choking grit and sand. But on the fourth day, the sky cleared, and it was then that we saw the black city lurking at the base of the cliff-like mountains. We stopped to refill our waterskins at an...

Writing a Better Homebrew Campaign: Different Ways to Tell Your Story

So you want to create your own campaign for your players? You want to craft adventures with thrilling action, compelling characters, and rich plot hooks? With cliffhangers and twists, treachery and redemption, complexity and surprises around every corner? A living, breathing world to explore with your friends? We want to help you do just that. We’ve looked at where ideas might come from. Now, it’s time to think about how to tell...

Streets of Zobeck for 5th Edition Now Available

A Collection of Dark and Daring Adventures What happens when adventurers become the owners of a brothel? When a roguish associate asks them to attend an oligarch’s masquerade in his place? What lurks in the Cartways besides kobolds? And what will you say when another thief tells you the only way to find a treasure is to become hunted by the Praetors? Dark dealings, my boys, and a knife in the guts might be the price. Whose guts? Might be yours...

Medieval Urbanism: A Fantasist’s Introduction

Medieval Urbanism and Geography The medieval city in all its multitude of forms and guises has been a staple in contemporary myths, storytelling, and fairy tales, and has profoundly influenced fantasy RPGs. The instantly recognizable civic styles of Tolkien, the Forgotten Realms, and even the Witcher do after all draw their inspirations from places like as San Gimignano, Prague, and Carcassone. To actually design intriguing imaginary...

Howling Tower: Cardtography and the Wilderness

The Wilderness The cardtography method can be used to lay out a wilderness area just as easily as a dungeon. All that’s needed is an encounter grid tailored to your particular wilderness. Creating the grid isn’t much more difficult than building a table of random encounters since that’s essentially what it is. A wilderness area is a good place to use the option for determining the lengths of connections between areas, as...

Howling Tower: Cardtography and Multi-Level Dungeons

Multi-Level Dungeons We’ve covered the basics of how to lay out the cards, how to connect the cards, and how to decide what each card represents in a simple dungeon. In this installment, we look at ways to create a more involved, multi-level complex. If we’re talking about a dungeon (and for the time being, we are), then all that’s needed is a way to locate some stairs or ramps down to the next level. The simple and obvious...

Out of the Frying Pan: Fugitive of Hammerfell

Fugitive of Hammerfell Encounters have consequences. Every slain bandit has friends who will want revenge, and every devil banished back to the Eleven Hells reports its failure to its Dark Lord. What happens when the PCs’ daring deeds come back to bite them? The following encounter chains are more than just random encounters. Each conflict flows organically into the next, sometimes without even giving the PCs a chance to catch their collective...

Howling Tower: Cardtography, a Simple Dungeon

A Simple Dungeon The purpose of this chapter is to demonstrate why playing cards are such a potent choice for generating our environment. We didn’t choose cards as our randomizers because they’re somewhat room-shaped. That’s a happy coincidence. The real reason is because they have information embedded on them, and we can use that information in all sorts of useful ways. A playing card has two obvious bits of information: suit (clubs, diamonds,...

Alternative Adventures: The Diplomatic Mission

The Diplomatic Mission Most parties are no strangers to diplomacy. Whether they’re trying to get a better bargain for the swag they’ve hauled from their latest dungeon crawl or attempting to convince the guards that no, their friend was really just joking about splitting open their skulls, adventurers are all familiar with using words over steel. It is fairly rare, however, that a campaign’s entire purpose is geared toward a...

Alternative Adventures: The Escape

The Escape Black Gate is not just any prison: it’s where the kingdom holds its most powerful lawbreakers. The Shadow Man, a noted assassin who was little more than smoke and rumor until he faced off with a contingent of the king’s own. The Devil’s Daughter, a woman who had truck with fell powers and whose sorceries left a nation in dread. Even The Deacon, a priest of gods so foul it would curdle the tongue to speak their names...

Alternative Adventures: The Mystery

There’s no denying that the Iron Guard, often referred to as the Brute Squad once they’re safely out of earshot, is a force to be reckoned with on the battlefield. It was their prowess working as a team on the front that caught the eye of the lord mayor, but they have a new task now. Find out what is making the strange noises in the woods and what’s causing children to disappear without a trace. No one seems to know...

Alternative Adventures: The Infiltration

Most players are no strangers to stealth. Whether it’s the silent dungeon crawl where everyone tiptoes around corners to sneak up on sentries or using a ranger’s carefully prepared ambush to gain an advantage in an upcoming fight, there’s something to be said for going the subtle route. There is a difference between sneaking through the shadows to get a surprise round, though, and really infiltrating a group or organization....

Alternative Adventures: The Hunt

The city is a labyrinth, and for every smiling face or honest stall keep, there are a dozen alleys choked with shadows. When night falls, you can see the darkness that hides by day. The cutpurses and skull-crackers, the doomsayers and pushers. It’s when the killers, cults, and worse put on their black robes and come out of hiding. In that sea of depravity, you need to find one man: Jonas Blackwood, the Coffinmaker, has left a trail of...

Alternative Adventures: The Heist

Do your adventures always seem to hit the same notes? From goblin caves and kobold warrens to haunted castles and dragon lairs, we always seem to go back to the same fights and the same dungeon crawls. While the map might be drawn a little differently this time and you’re adventuring with a different party, it can all blend together after a while. Sort of like when a popular song gets covered by dozens of different singers, each take is...

Midgard Maps: The Lady of White Rose Manor (page 7)

Grab the popcorn. Your party is about to descend into the bowels of White Rose Manor for the thrilling conclusion to The Lady of White Rose Manor. Does your party stand a chance? Can the characters survive? Or will Lady Ilinca bleed them dry? Let’s find out. Roll initiative…! ______________________________________________________________________________________________________ Part Three: The Cellar (Cartography by Dyson...


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