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 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.
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.
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
In a vast and perilous land, ambitious treasure-hunters chart the wilderness, descend into dark places, and claim whatever riches they can carry.
GATEWAY TO AN ANCIENT THREAT Thousands of years ago, the elves of the Great Wood sealed something away: a magical experiment gone horribly wrong. Their creation was so powerful and so dangerous that they forbade all mention of its existence and erased it from all lore. Yet deep beneath the surface, the Nexus plots and … Continue reading Out Now: Paths of the Nexus, Level 1!
I overlooked this adventure for far too long. Now I rate it as one of my favourite 5e adventures so far.
It's 2023, and many people in the tabletop RPG space have decided to do 'Dungeon 23'. The principle is simple: a 365-room megadungeon, with one room for every day of the year. What a great idea!