In the middle of summer a small town is beset by a blizzard that enshrouds it in a blanket of snow. The cause is unknown and all contact with the town is lost. The player characters are hired to investigate the town and put a stop to the blizzard if at all possible.
(An adventure written in the more rigid and hand holding "old school" style and quality level of original fantasy adventure modules from the early to mid 1980's)
The town of Silverfox Mill was a quiet place for many years, but this peaceful town has begun to unravel. The arrival of the Usury Guild drained the populace of their livelihood, forcing many into poverty, alcoholism, and prostitution. Complicating this trying time the town has recently lost its most beloved citizen, the wizard Osric Skanderbag. With his absence it seems the long-dead witch Anna has been raised to murder and poison, but this may be a front for more contemporary threats.
In the modern age a persona is indistinguishable from a person. They magnify what is within us, and what we bring out within others. It is a shared delusion powerful enough to claim a life of its own.
The dead rise up each night to honor the contract that gives them independence as they defend the shores of Oldport and the rest of Copslin Vale.
A list of thirty different dragon flavours, in no particular order, just waiting for your campaign to give them life. (although I really wanted to, you will find no "Tandoori Dragon" or "Barbecue Dragon" or "Egg Salad Dragon" here. Not that kind of 'flavour')
100 word challenge, Super Villain
To all space explorers, rogue traders and Federation colonisation and expeditionary force officers!
Thirty new alien species have been discovered. You are well-advised to inform yourselves, as to engage these entities correctly, without risk of harm to yourself or to the interests of Terra.
Ten of the described species are human in origin, yet modified to such a degree that they no longer need to be considered human.
Another ten are civilisation-building aliens competing with Terra for available space.
The final ten entries are remarkable life forms that display sapience, without using it to create civilisations. Caution is advised.
The Sea hides many secrets in its depths, here are 30.
A piece of an ancient way of life, a tool for a consummate hunter.
The team is the functional core of a story, and as such, team building is vital to the flow of the story.
A bag of enchanted beans. Dare you plant them?
A short tale, for when your bard needs a tale of adventure, romance, and tragedy.
In settings where there are long established underworld thief, criminal and otherwise ne'er do wells there is going to be a system of heraldry associated with those who live in and rule from the shadows.
Vecna's Order is both reviled, and revered. They trade in secrets and forbidden knowledge.
This is part of my series on deity organizations. Each organization is unique, fully built, well thought out, and adaptable to any campaign setting.
‘You are freed from all cares brothers and sisters! All worries! All need to toil and labour for the baron’s taxes, in the guild’s fields and for the peddler’s wares! All the drink you could ever need!’
Final words of an extremely drunk hedge conjurer by name of Oates Greenlock.
Created by the god of madness, one must be at least a little insane to be able to use them. These tools cause much confusion to those that see them in action and are guaranteed to cause misunderstandings.
Enclosed in this document is the account of Mr. Johnathan Crewes, who was recently incarcerated in the Psychiatric Ward, of how he was driven insane. He shall be soon shipped to the St. Josephine Asylum for the Mentally Disturbed.
Remember those cliché taverns the storyteller took you in a hurry? With the fat bartender who's just cleaning a mug as you enter? Yeah, none of those here...
drawn from/inspired by Hellfire: the Summoning mobile game
Intense, personal stress can trigger expression, turning Baseline into Delta. In many cases, the stress comes from life-threatening danger. But in some...
A military organization, the Stalkers are a hunting/mining militia that are known for wearing full body shrouds that easily hide them in snow and other slushy terrain. The lightly armored warriors are known for the speed, stealth, and the vicious wounds inflicted by their hunting hatchets. Many of the Stalkers keep crop-eared warhounds with them, both for hunting, companionship, and in war.