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The Wanderer’s Way

Have you ever wondered how normal people send letters in your fantasy setting? Noble lords have dedicated servants, and the government makes use of military messengers, but what about the butchers, blacksmiths, shipwrights, farmers, and hundreds of others? How do they send letters and packages to their loved ones? Well, in your world, they could

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Don’t Look Now: Handling Fear and Suspense in Fifth Edition, Part 3

Part 3: The Monster After You Monsters are an important staple of horror-themed games. They are the threat that keeps player characters wary about entering the next room, or nervous about peering around the next corner. Unfortunately, scary monsters don’t frighten characters in fantasy tabletop games quite the same way they do characters in a

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Your Whispering Homunculus

Your Whispering Homunculus—10 Curious and Mercifully Unique Maladies

Master Pett’s Your Whispering Homunculus presents only the finest in British gaming. Indeed, you are not likely to find a more comprehensive assortment of miscellany anywhere. (So much more than just another bloke in a dress.) ~ ~ ~ ~ ~ “Master!” “Again, tape-wormlet, can’t you see I’m busy with this flan? What now?” “Apologies,

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More Locales of the Southlands

Cartography by Anna Meyer The Mbazha Mountains serve as the spine between the arid Crescent Desert and the plains of Narumbeki, and this range holds untapped wealth and wondrous secrets. Rumors speak of the fell magics of the Skin Stealer gnolls (Southlands, p. 93) or the glittering riches of the Diamond Caverns (Southlands, p. 152).

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"Suushi Yurei" by Sawaki Suushi (佐脇嵩之, Japanese, *1707, †1772)

Don’t Look Now: Handling Fear and Suspense in Fifth Edition, Part 2

Part 2: Appealing to the Senses One of the hallmarks of a spooky or suspenseful RPG adventure is how the environment is described. Every part of the world surrounding the player characters should unnerve, unsettle, and frighten. One important trick gamemasters use to do this is to appeal to all five of their players’ senses,

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