Building a New Campaign, Part 4: The Drowned Lands

Today, I’m focusing on the town’s immediate environs and how I can turn a loose sense of place—northern frontier with fortified outpost—into a concrete, usable hexcrawl.

Building a New Campaign, Part 3: The Drowned Labyrinth

Ten miles west of Greyhold, a maze of sea caves leads into a sprawling network of flooded halls and corridors. Few who dwell there or plunder its treasures know the truth: that it is an ancient prison of a dreaming god.

Building a New Campaign, Part 2: the Starting Town

Part One Every West Marches campaign needs its own Keep on the Borderlands: a place where sessions begin and end, where plans are made, and where rumours circulate. Above all, it needs to be a safe location with useful, player-facing options. It is not an adventure site in itself; adventures always happen elsewhere. In this … Continue reading Building a New Campaign, Part 2: the Starting Town

Building a new campaign, Part 1: the one-page overview

In a vast and perilous land, ambitious treasure-hunters chart the wilderness, descend into dark places, and claim whatever riches they can carry.

Awesome climate and terrain: Part 2!

Last week we explored arctic, coastal, desert, forest, and grassland environments. This week, we've got a few more: hill, mountain, swamp, Underdark, underwater, and urban.