Turns out, designing a megadungeon is a lot of work. Who knew? I mean, how do you ever finish designing a megadungeon? (Answer: you don’t). Of course, for a megadungeon—or even a dungeon—finishing it isn’t the main challenge. Getting the feel of the place right—that’s the trick.
This question occurred to me the other day. When you buy a supplement or module, what are you actually buying?
April is megadungeon month at the RPG Carnival Blog! Megadungeons are part of the hobby’s DNA. Is there a more awesome adventuring locale?
I’ve recently done some research on character wealth and treasure values in Pathfinder. (The long winter nights just fly by here at Raging Swan Press Global HQ). While this might not sound too fascinating a subject, it’s thrown up—for me—some interesting facts and questions.
This week, my Shattered Star campaign turned two-years old! In a surfeit of celebration, we had cake.
Whatever happened to wizard’s guilds? In the Good Old Days, every town or city seemed to have one, but these days—like wandering monsters, comprehensive rumour tables and “pointless” empty areas in dungeons—they seem to have disappeared from many adventures and supplements.
Several years ago, in my Borderland of Adventure campaign, our band of heroes explored a fragment of the upper level of The Forge of Fury. Sadly, their exploration was cut short when their foray alerted a tribe of orcs in the upper level. In the ensuing battle, the party were forced to flee—and only escaped because of the heroic sacrifice of one of their number.