The Devil’s Assassins is a fantasy scenario of deception, betrayal, and action in five short scenes for an adventure or a story, using the format in a previous post regarding creating fantasy roleplaying game adventures. Continue reading “The Devil’s Assassin”
Adventures often involve a new patron, rumors of enemy activities, or investigating current events and rumors.
As a follow-up on previous posts of creating adventures, dungeon adventures, and city adventures, here’s a simple random generator to generate a framework for your adventure design. Continue reading “Create Random Adventures”
The Sinister Warehouse is a dungeon for fantasy roleplaying games set in a city environment. The warehouse is setting and system neutral for easy adaption and improvisation.
Sinister warehouses – hideouts for thieves, smugglers, cultists, renegade mages – are fundamental building blocks for fantasy roleplaying game city adventures. Criminal groups carry out their activities in plain sight in the heart of the city, often with the city ruler’s blessing. There are countless ways this can go wrong, so let’s dig in.
The Binder’s Sanctum is a dungeon for fantasy roleplaying games set in a forest environment. The dungeon is setting and system neutral for easy adaption and improvisation. Continue reading “The Binder’s Sanctum”
The Demon Lord is rising. You know this. Whenever your campaign is in trouble, a demon lord could rise somewhere, and you’ll know you’ll be alright. Not necessarily great, but at least alright.
Let’s dig into the building blocks of a Rise of the Demon Lord fantasy roleplaying game campaign: the Demon Lord, the cults and the cultists, the bargains, the vague texts, the End Times, and all the good stuff. Continue reading “Rise of the Demon Lord”