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…

103 – Merannia, Home of Kings

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE ! Merannia, Home of Kings Region: Northern lands Size: Metropolis Demonym: Meranneers Population: 50,000 (70% humans, 10% dwarves, 10% elves, 10% mixed) Religion: Worship to the ancient titans Main exports: Fish, trade-coinage, steel goods, fine pottery and cut gemstones Government type: Council-ruled city state (formerly a kingdom capital) Councilspeaker: Lord Kerrig Harrow History Merannia sits in on the Amber Sea’s coast since the beginning of written history. Legends speak of the ancient titan race placing the first stones of the castle that is now named Titanhome. This impregnable castle is built from stone blocks of enormous size. The castle’s ceilings are so high and the hallways so wide, that a giant could walk unimpeded as if it was its own home; hence the ancestral castle’s name. For centuries the Throgaxe bloodline ruled over Merannia and adjoining lands. Merannia was…

102 – The Farmer’s Mystery

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE ! The next read-aloud text is a monologue you can tell the party to get them started on an investigation adventure. As it is written, the person speaking is the captain of the guard in a middle sized town, he knows the PCs and probably has hired them before. The feudal lord in town is called Baron Jodenyk and he is a cruel ruthless man. Feel free to modify or adapt all this information to your own game, if you already have NPC equivalents for a feudal lord and captain guard then it is as simple as replacing the names. Baron Jodenyk is not a man to cross. Rumor has it he came into his position by betraying and killing his own father. I wouldn’t know, I wasn’t the captain of his guard back then, that guy also died…

Map 101 – Crystal Hunting

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE ! Lord Maegh is one of the wealthiest men in the county; surpassed only by the rich spice merchant lords. House Maegh has enjoyed a wealthy and lavish lifestyle for the last 4 or 5 generations due to their holding of a very rich iron mine. Discovered by accident, a large iron vein is mined day after day by House Maegh’s subjects. The current Lord, Richard Maegh inherited the mine and it’s produce when hi father died a few years ago. He holds dreams of greater wealth and thus, as soon as he came into possession of the mine, began expansion projects and doubled the number of laborers working in the mines. He extended an open invitation to neighboring towns and villages for laborers, he offer a fair pay. In less than a month, he had half the county…

Fighting Strahd – Tactics and Strategy

The GUIDE index for Curse of Strahd and other related articles can be found here ! Count Strahd Von Zarovich is a tough opponent. Fighting Strahd should always feel dangerous, like the conflict will go sour from one moment to the next. He is described in the book in page 240. You would do well by scanning it, taking a picture or taking good notes of all the info in that page for fast reference in game. It’s a big stat block. Strahd is strong in all areas, his lowest score being Wis (15). However the score of most importance is Intelligence, which is often neglected when deciding what to do or how to roleplay Strahd. He has a score of 20 Intelligence, which is higher than the average mind flayer if you want to compare it with a race that is considered highly intelligent. Strahd became more powerful after…

Map 100 – Zoradun, City of Swords

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE ! This is Zoradun, the City of Swords, a homebrew created capital city you can use in your home game. This huge metropolis has an estimated population of 140,000. The city has everything anyone can hope to find. All kinds of factions and power players strive to control the city. This city has never been conquered due to its large army, thus the city’s surname. This will be a growing project, as of now, I have the city illustration and a short description for it, but I will make this grow into a full fledged urban setting. Over the next few months I will create zoom-in city maps of the different districts. Including the military complex in Crab Island and the small fishermen village south of the city. Not only will it be a work of illustration, my main…

Epilogue

The GUIDE index for Curse of Strahd and other related articles can be found here ! After countless adventures, Curse of Strahd must finally come to an end. The module spans level 1-10 although it can also end sooner, or if the DM chooses it, expand it to higher levels. By definition, en epilogue is the section of a book that explains whatever happened after the story concluded, it’s an afterthought. The goal of this part of the story is to bring closure to it. There are many ways in which this adventure may finish, however it does, you should be ready with an epilogue; a recount of things that happen in the story and any known characters after the adventure ends. The final confrontation with Strahd should be a deadly affair, a difficult challenge impossible to circumvent. It only has two possible outcomes, either Strahd prevails or he is…

Chapter 15 – Werewolf Den

The GUIDE index for Curse of Strahd and other related articles can be found here ! The last numbered chapter in Curse of Strahd. This is about the werewolf pack that lives in Barovia. They are sometimes allowed by Strahd Von Zarovich to go cross the mists so that they can kidnap people and children from the neighboring lands of the Sword Coast. Werewolves are cool and all but this is the most optional part of the module. You can skip it entirely and nothing happens. You can even use the werewolves and skip the den and nothing happens. So, if you plan on using werewolves as a moving part of the adventure and you used the adventure hook “Werewolves in the Mist” that’s the only good reason to visit this chapter. That adventure hook serves as the only purpose to playing the chapter since the PCs would have come…