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 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.