Tag Archives: adventure setup

Dungeon Design 101, Part 3

In part 1 of this essay I talked about using randomness to generate a dungeon of your own on the fly. That’s easy to say, but might you actually do it? Three Methods, in Outline First, there are online generators. … Continue reading

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Dungeon Design 101, part 2

I’ve thrown around a lot of theory, but how does that come together in practical terms? Here’s the outline it implies when trying to create a dungeon. Decide the dungeon’s purpose in play. Decide the dungeon’s identity within the game … Continue reading

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Dungeon Design 101

I was reading the Alexandrian post about the 5th Edition D&D announcement and was struck by a couple of commenters saying they wanted to see a guide to dungeon creation; that no such thing yet exists. This is a real … Continue reading

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Setting: A Cultural Miscellany for Fair Vickelt

Languages The large part of the Archipelago’s business is conducted in a pidgin tongue called Pata Ila.  Every island speaks a different dialect, but in general any one speaker can understand any other.  Pata Ila shares a number of points … Continue reading

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Setting: Groups of Interest on Kyper

In town Fair Vickelt and Low Vickelt are rife with guilds: organizations that act in part as unions (protecting their members, providing training, advancing capital, guaranteeing quality, and setting prices) and in part as protection rackets (doing their best to … Continue reading

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A Meta-Mechanic

The Slakiv investigation into the Sons of Du Van Ku continues apace.  But that doesn’t stop the approaching series of adventures in Fair Vickelt; rather, it hastens their approach. It should be noted that those who ply their trade in … Continue reading

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Mini (“Doom”) campaign

A few years ago, a death cult was found operating in Slakiv lands.  The self-styled “Sons of Du Van Ku” simply set up a secret lair and start scouring the countryside for likely-looking victims to kidnap and murder or drug … Continue reading

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