112 – Shrimp Harbor

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE ! This game supplement describes the small village known simply as Shrimp Harbor. The description includes general information about the village and some ideas to translate directly into adventures. Many loose ends are included for adventurer parties to tackle on. My intention with this village in particular is to serve as a “starting town” for a game. As such, the challenges and adventure ideas are aimed towards low level parties (1-3) Region: Western shores Size: Village Demonym: Harborers Population: 164 (90% humans, 5% elves, 5% mixed) Religion: Worship to Lassandra, goddess of the sea. Main exports: Fish, fine pottery, fish oil and salt. Government type: Duchy loyal to a lord in the capital. Ruler: Duke Marin Barmont. Shrimp Harbor was originally settled by the Barmont family over 4 or 5 generations ago. Darley Barmont was a lowly fisherman and merchant who noticed how shrimp thrived a…

111 – Village Houses

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE ! Good day my friends, today I have for you a short article. An awesome person requested an interior illustration of the buildings in my Map 95 – Galifar’s Hollow. I thought it was an excellent idea, so this is the interior of the 6 buildings in that map. Now both of them work together in a very nice way. Please notice that while this is a single illustration, my followers on Patreon get each building individually for use in games like Roll20. The original map can be found here: Map 95 – Galifar’s Hollow Now this is the illustration of each building found there.

110 – Border Tower

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE ! Background Lore Two days away from the big city, near the northern mountain range, the border between the two kingdoms is marked by an old tower on top of a hill. The tower was built almost 400 years ago by the founders of Arella, the Kingdom of Gold. As it is now, that name does not make much sense any more, the gold mines dried up almost 70 years ago and all that is left is the coal to be mined. Still the country is rich, but not so much as had been predicted. The old watch tower at the border was a defensive measure from raiding parties and brigands that often trespassed into Arella. The sellswords and cutthroats came from the neighboring kingdom. They did not represent the other kingdom’s stances, but they had to be dealt…

109 – Hidden Crypt

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE ! It is whispered only in myth how the hero Demian defeated Freanna the hag, and saved the common folk. Only the wisest of sages know that this legend is the origin of the common saying “Protect them like Demian did with the weak”. Only no one really knows about the so called Demian. Stories vary and even contradict each other, oral tradition is often an unreliable source of information. What appears to be real from the different stories is the fact that Demian was a good fighter and a hero to the peasantry. He defeated Freanna singlehandedly in combat. His sword pierced the crone’s heart, in an unexpected turn of events, the sword was imbued with the hag’s essence. It was forever after enhanced with a magical aura. Demian died and as a small idol of the peasantry,…

108 – Heroes’ Hall

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE ! The next gaming aid is an easy to implement Nordic hall. Think of it as a long pub building with no rooms for rent. It’s just a giant bar. The place is generic enough that you can drop it instantly into any setting. Because of the size of the place, this is suitable for a medium to large city. It could also be featured in a town if this was the only place, it’d serve as a pub, gathering place and maybe even serve as an improvised church. This release includes general descriptions for the Heroes’ Hall and its basement level, and it also includes some NPCs ready to take part of your adventures. Each NPC includes personal motivations and some quest ideas for each. The descriptions and NPCs assume this hall is located in a medium-large city. General…

Collaboration Project – The Lost Halls – FREE PDF DOWNLOAD

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE ! It’s finally here ! thanks for waiting and keeping faith. Also thanks again to the people who participated. You’ll see yourselves credited for in the contributors page. This collaborative dungeon was an awesome idea and be sure I will do it again very soon. I learned a lot from creating this one. If you didn’t get to participate in this one, do not worry, it will happen again sometime this month probably. The release includes: Regular PDF Printer Friendly PDF Full resolution DM map Full resolution PC map with no numbers or secret rooms. Roll20 map 40×41 This supplement is released in PDF format plus the maps and it’s all free as promised. Please share this link with your RPG friends and spread the word about what I do on Patreon. You can Download Here:

107 – Basement’s Escape

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE ! The following adventure idea is appropriate for a party of four level 3 characters. If you wish to adapt the adventure to different party sizes or levels, then adjust the number of enemies accordingly. In this one-shot idea, the party is investigating a crime lord’s safe house. They are however not aware that the crime lord has already escaped through a series of tunnels that exit through the safe house’s basement. Introduction Small city has been some better days. Sir Tallhart, the commander of the city watch has been in service for the past 10 years. He is currently looking forward to retiring after a long life of guard and mercenary work. Unfortunately his position and reputation is in danger. The criminal activities of a local guild have been on the rise during the past year, it started…

106 – Beholder Lair (Free PDF available)

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE ! As the party visits a known contact and patron they stumble upon tragedy. The person has hired the party a few times to get rid of petty criminals and some smugglers. The reason for the party’s visit this time is a letter they received. Their patron requested an immediate meeting to discuss urgent matter. The note said nothing more. When the party arrives to their patron’s home they discover that the man is now missing and no one has heard of him for two days. The last person to see him was a house servant who saw him go into his study and lock himself in. The two house servants do not own a key to the study but they know that there is a secret exit through complex tunnels. They believe their patron left. When the study…

105 – The Lost Orb (Free PDF available)

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE ! The orbs of dragonkind are fabled artifacts none alive has ever seen. They were tools of war eons ago. The ancient wizard giants who created them tapped into the very life-force of the multiverse to build them. The multiverse, when explored from the arcane standpoint, is like a piece of fabric. Each thread is a part of reality. Arcane theorists argue that each living thing is a piece of thread in the grand design of this piece of fabric. It came to be known as The Weave. The ancient giants became experts in reading and interpreting the curving of the Weave.   A secretive group of them were so adept they found a way to isolate pieces of the weave, tearing them apart from it. It was not long until they isolated the dragonkind piece of fabric, an almost…

104 – Trapped Vault

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE ! This game aid for RPG tabletop games aims to help DMs with stuff easy to implement or drop in any game, as things are needed. This is an underground vault. It features two levels, the vault is in the deepest level. There are secret doors and traps designed to protect the vault’s location. General Features: Light: The first level of the vault complex is permanently illuminated with magical torch sconces with Continual Flame spells on them. A Darkness spell negates the effect of the lights. A Dispel Magic disables the lights in a room for 1 hour. The bottom level is dark. There are magical torch sconces like in the first level but they only activate if the magic word is clearly said; the magic word is “Nigtha”, which means illumination in old Dwarven. Construction: The underground vault…