Dungeon Tables: Fifty Unique Environmental Encounters
A GM’s work is never done, so to make things easier on you, we’re providing a series of tables to help you flesh out your encounters, your adventures—your world. This table provides 33 unique...
View ArticleSecrets of the Emerald Order: From the Vaults
The Emerald Order is a group steeped in magic. With the Emerald Tablets holding the secrets of the universe, the devout and high-ranking members of the order can glean much arcane knowledge from them....
View ArticleTome Unbound: Light Drake
Alternate Traits and Actions The following changes allow GMs to alter a light drake without modifying its challenge rating. Light Form. As an action, a light drake can transform itself into pure...
View ArticleSo You (Still) Want to Play in Midgard? Part One
Back in the summer of 2019, I wrote an article entitled “So You Want to Play in Midgard? (But You Don’t Know Where to Start),” which discussed how to use the amazing resources of the Midgard...
View ArticleOne-on-One Roleplaying: Supporting Co-Creation in Your One-on-One Game
We’ve written previously in this series about the importance of approaching a one-on-one 5E game as a co-creative storytelling process. At the table, this looks like the player taking on some roles of...
View ArticleBeyond the Audience: Paint Me a Picture
We’re almost at the end of our little series here, so before we close this book, I wanted to chat about a pillar of good gaming that I hold very dear: the art of descriptive storytelling. I believe...
View ArticleThe 4th Pillar: Finding the 4th Pillar
There are supposedly three pillars that hold up tabletop RPGs: Roleplaying, Exploration, and Combat. These pillars cover almost everything you can think of, but based solely on attempting to...
View ArticleA Thanksgiving Horror: The Turkolich
As the holiday season roars down upon us, your thoughts may turn to family, friends, merriment, and feasts. In other words, you foolishly believe you are safe. For as you place the Thanksgiving roast...
View ArticleArt of Skirmishing: The Map is Not the Territory
Terrain isn’t discussed enough in encounter design. It’s an important part of any encounter, and this chapter will be as useful for traditional encounter design as it is for objective-focused...
View ArticleTrapmaster: Trapped Treasure, Treasured Traps
Nothing delights a trap builder, and thus the GM, more that designing a trap that adventurers want to charge into. The easiest way to avoid a trap is to simply walk away from it, so you have to make...
View ArticleMidgard Alchemy: Potion Formulations
Typically, players find or are awarded magic items, but sometimes they wish to create them—or at least know how they are made. There are a number of existing resources for how to make magic items, but...
View ArticleSouthlands Wallpapers
It’s December, and everyone’s gaming! So here’s a high-adventure set of wallpapers for your computer, your smartphone, or whatever electronic device you’ve got. This month, we’ve got a piece from the...
View ArticleTome Unbound: Apaxrusl
Alternate Traits and Actions The following changes allow GMs to alter an apaxrusl without modifying its challenge rating. Abrasive Grab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7...
View ArticleSo You (Still) Want to Play in Midgard? Part Two
And we’re back! Last time, we started a campaign arc that saw our PCs starting out in the village of Levoća in the Eastern Margreve, traveling to Zobeck, and then to the Ironcrags. They’ve attended a...
View ArticleThe Ratatosk: Celestial Gossips
Sàlve, my friends! It is I, Lucano Volpe. A patrician of the city of Moredo and an explorer of modest fame. After returning from a sojourn to the Brilliant East, I did have the occasion to step from...
View ArticleRogue’s Gallery: Maebe Dworhel
Maebe stands barely taller than a dwarf, her leathery skin stretched tightly over her skeleton like taught hide on a drying frame. Her ram-like horns have been filed to mere stumps, and her eyes are...
View ArticleDungeon Tables: Dungeon Dressing
A GM’s work is never done, so to make things easier on you, we’re providing a series of tables to help you flesh out your encounters, your adventures—your world. This week we’ve got a plethora of...
View ArticleSecrets of the Emerald Order: Undead Guardians
The Emerald Order goes to great lengths to protect the knowledge they possess. Among the other secrets they have divined from the Emerald Tablet is the ability to create undying guardians through...
View ArticleBeyond the Audience: Stay Cool
This is the final article in our series all about improving your games in a way that both your players and an audience can enjoy. We’ve covered a lot of specific advice over this series, so to close...
View ArticleWarlock’s Apprentice: Bearfolk Honey Axes
The bearfolk of the Northlands, the Rothenian Plains, and Dornig are renowned for their love of honey. No other race in Midgard can claim a matched knowledge of the cultivation of bees and the...
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