Mercenary work can be harsh business, leaving the characters with some hard choices. Here are twenty new sellsword contracts for mercenary characters in fantasy roleplaying games. Continue reading “Twenty Sellsword Contracts for Fantasy Roleplaying Games”
The Fellowship of Assassins, the assassins’ guild, much like their less prestigious cousins, the thieves’ guild, plays a vital role in the cloak and dagger games of big cities. Continue reading “The Oldest Art: Life in the Fellowship of Assassins”
One of my favorite computer games, or stories really, is BioWare’s Dragon Age II. This may not come as a surprise to readers of this blog, the series means a lot to me, but Dragon Age II may be an odd choice. Continue reading “The Rise to Power: Create a Dragon Age Inspired RPG Campaign in Three Acts”
The Forgotten Sanctum was once part of a larger underground complex of a powerful cult or mage guild, which now only exists in fading memory and vague text fragments.
The complex is buried and forgotten, and only parts like the sanctum are now accessible through new secret tunnels from the city above. Continue reading “The Forgotten Sanctum”
A night at the Three Spears Tavern proves fatal to a book merchant caught in the crossfire between the thieves’ guild and a dark cult, and the characters may be the next casualties.
The scenario is a city adventure of deception, betrayal, and action in five short scenes for an adventure or a story, using the format from a previous post regarding creating fantasy roleplaying game adventures. Continue reading “A Night at The Three Spears Inn”