Three volumes, 1,600 pages, and one of the most ambitious campaigns ever produced. Here's what I make of it.
Gods of the Forbidden North: A Monumental Achievement
Three volumes, 1,600 pages, and one of the most ambitious campaigns ever produced. Here's what I make of it.
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.
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.