The heroes of these tales, or the characters in your campaign, must sometimes take refuge in polders, whether to plan their next move in the war against evil or simply to remind themselves why they fight and suffer.
The back of Dungeon Magazine was home to the Campaign Workbook which was a collection of short articles and play aids aimed at helping you manage your campaign. Each two-page article focused on key D&D concepts useful to all DMS. Whether your PCs are hanging out in the city, delving the depths of Maure Castle, or traveling in between, the Campaign Workbook’s got you covered.
City guilds provide endless avenues for adventure. Presented here are five adventure hooks related to distinct city guild situations, all open-ended scenarios that could lead to a brief side-trek or an extended campaign.
Presented here are some ideas that you can incorporate into your campaign to make redoubts and cities more defensible against high-level threats and the invasion of intelligent, powerful monsters.
Whether it’s a Celestial romance novel or a pickled halfling head, presented here are 100 ideas for what might rest upon any bookshelf, from the highest reaches of the royal archives to the ancient dressings of a lich’s laboratory.
Skilled or trained in the arts of conversation, performance, innuendo, and even battle, some companions fetch high prices for far more than mere pleasure. From the disciplined porcelain mistresses of highly appointed geisha houses to spy-as: as comely and suave as they are deadly, assassins these courtesans are masters of getting what they want, while their marks remain none the wiser.
Though they may have a reputation for danger, filth, and seediness, the docks district is often the heart of a thriving city. Here trade goods flow in and out, and people from distant lands meet for the first time.
A city’s merchant guilds ae provide a dizzying array of possibilities for adventure. Five examples of guild-related adventure hooks are provided here. These scenarios are open-ended and could lead to anything from a single encounter to an extended campaign.
Here are a few hazards that might develop along a remote trail. Most of them give the PCs a chance to use skills such as Craft and Jump to good effect. Each situation has a number of possible solutions, but expect your players to come up with their own ideas as well.