Magic is unpredictable and will eventually cause problems and backlash even if the practitioner takes the uttermost care. Chaos magic, shadow taint, dreams gone awry, miscast teleports and planar breaches may all hound your characters. Continue reading “Malicious and Unstable Magic: Chaos Taint, Nightmares, Planar Breaches, and Other Afflictions”
The Merchant Priest is at the heart of civilization, with a dual nature, vast wealth and knowledge, and the power to both build and destroy. The Merchant Priest is perhaps the druid’s fiercest enemy, although with a neutral smile and polite etiquette. Continue reading “The Deeds of the Merchant Priest”
Companions are key for any fantasy roleplaying game. Anyone who has read my previous post about my devotion to BioWare’s Dragon Age franchise has already guessed I consider companions a vital part of the roleplaying game experience. As it happens, it is also one I want to use more, so allow me to remind myself of why.Continue reading “GM Tips For Fantasy Roleplaying Game Companions”
The Path of the Slayer dates back to Ancient Times. The undiluted act of killing, pure and untouched by morals, pleasure or conflicting motivations, is not good or evil, but merely an act of survival and perfection.
Slaying must not be confused with the caretaker role of the hunter, or the petty and debased act of assassination. This is the path of the slayer. Continue reading “The Path of the Slayer”
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.