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Showing posts with label fantasy setting. Show all posts
Showing posts with label fantasy setting. Show all posts

Thursday, May 29, 2025

Deal of the Day - Gods of the Forbidden North: Volume 2


I've said this before, and it bears repeating - I'm a sucker for settings. I rarely use any as written, but for inspiration, I find myself constantly adding to my collection.

Gods of the Forbidden North: Volume 2 details the underworld, which is an often overlooked setting. I may need to snag a copy for this reason alone. At over 500 pages, there is a huge amount of gaming material within, earning an excellent 4.7 stars with 17 ratings.

Normally, 24.99 in PDF, Gods of the Forbidden North: Volume 2, is only 10 bucks through tomorrow morning.

Gods of the Forbidden North is a massive, three-volume mega-adventure series written for the Old-School Essentials: Advanced Fantasy tabletop role-playing game by Necrotic Gnome. It details a campaign setting, a wilderness hex-crawl, a sprawling underworld connecting to multiple entrances on the surface, and most importantly, an enormous megadungeon.

Volume 1: The first book covers the arctic frontier's settlements, cultures, religions, and its vast wilderness regions. It includes 1 urban starter quest and 5 low-level dungeons.

Volume 2: The second book details the underworld below the continent's surface, plutonian settlements, 4 mid-level dungeons, 1 urban investigation adventure, and 1 high-level dungeon.

Volume 3: The third book explores the last undescribed hex on the wilderness map (hex 10.02) that contains the legendary Castle Thar-Gannon megadungeon, its upper and lower halls, 3 mysterious towers, and 3 vast dungeon levels. It also includes the Cyclopean City of Chaos, with 23 unique tower dungeons, plus the secret entrance into the Tesseract of Time.

The 532-page second volume is designed for a heroic party of 6-8 adventurers to begin at 5th level and reach a minimum of 9th level by the book's conclusion, although most parties will hit 10-12th level if all underworld encounters are exhausted. Though the mega-adventure was originally designed as a sandbox campaign, it also supports episodic adventure path playstyles, as well.

This second volume begins with the heroes returning to Kangkul after dealing a fatal blow to Ashuraga in the Tower Vartoriak. In “Diggers of Dul’ghuun,” the adventurers rest in a popular tavern called The Beating before heading off on their next adventure, but while therein, a small group of ravenous undead emerge from the tavern’s cellar and attack the patrons. After the party destroys them, they discover a tunnel into the caverns below the establishment. The heroes reach the massive stone doors of an ancient dwarvish citadel called Mimnohgrod and must explore its depths to determine how this attack occurred.

In “Children of the Green Light,” the heroes venture back to Valkengard to sell the treasures they’ve obtained in Vartoriak and Mimnohgrod. Lady Thora visits the adventurers. She has a new lead on her missing son, Itarus, who vanished after being kidnapped by the Graven Wolves in months past. Thora hires the heroes to find her only surviving family member. This urban investigation takes the party across multiple city districts and eventually into the Valkengard sewers where they uncover a heinous plot by a noblewoman (and secret Magoth cultist) named Lady Moranna. If the adventurers act quickly, they might rescue Itarus from the sinister woman’s clutches and eradicate the cult’s underground operations.

As the party wraps up their previous quest, they learn vital information concerning a long-standing nemesis: the infamous crime boss, Yagha-Shahn. In fact, the heroes discover an arcane means to enter the Nol’ocuul Syndicate’s headquarters. Seeking to settle old scores, the adventurers activate the Shadow Door and step inside the Tower of All-Seeing Eyes where they face extreme peril. If the party emerges victorious, they have permanently crippled the syndicate’s operations in Titherion, slain Yagha-Shahn, and taken his fabulous wealth (gold and jewels beyond measure)!

Obtaining Fire-Eye’s notes on a secret smuggling lane into the underground, the adventurers may decide to finally journey into the legendary “Malgorgia the Endless Underworld.” This staggeringly huge subterranean network of caverns, tunnels, and waterways crisscrosses the full breadth of the Forbidden North below its frigid surface. Within its shadowy depths, the heroes might find the secret entrance into the “Green Dome of Foranadoth,” the “Black City of Morgathaur,” the perilous “Malum Hateus,” and the “Brass Temple of the Magoth.” The stalwart companions also get the chance to recover both halves of the Tabot of Law, fight against two more members of the Tarngrak, as well as eradicate their ruthless foes within the Cult of the Magoth. The party might even discover secret pathways into the lower dungeons of Castle Thar-Gannon.

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Tuesday, May 20, 2025

Deal of the Day - Formoria: The Dark Age (ShadowDark/System Neutral Setting)



I seem to collect RPG settings. Ever since AD&D 2e, with its endless proliferation of settings, it seems like I collect more settings than I'll ever use in multiple lifetimes. I have a special affinity for darker settings, like Dark Sun and Midnight, because they make heroic characters seem even more heroic in nature, as they try to hold back in the inevitable tide.

Formoria: The Dark Age leans into that dark side, which I like. Normally, 29.00 in PDF (ridiculous to many, I know) until tomorrow morning, Formoria: The Dark Age is 14.50 - a bit more reasonable.

Rune & Relic Press invites you to the Lands of Formoria; a campaign setting in the world of Asterra with a rich history that has been developed through decades of game play. This guide offers a detailed milieu in which to place your adventures. It has a particular flavor, detailed locations, cultures, religions, politics, npc’s, and history. Although this book was written for use with Shadowdark the RPG. Most of the content here is system agnostic and entirely usable in other systems. 

The setting of Formoria echoes 4th century dark ages Europe in flavor and theme. It lies on the northern fringes of “civilization” having been settled and colonized by civilized peoples from the Katalian Empire roughly 150 years ago. The world of Asterra was developed and written by Bryan O'Doherty over the span of two decades of actual game-play. The history of heroes and great deeds, magical items and artifacts and the current state of cultures, kingdoms and empires is the result of actual at-the-table gameplay since '99.

THE FORMORIA MAP PACK IS NOW INCLUDED WITH YOUR PURCHASE OF THE PDF!

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Friday, March 28, 2025

Kickstarter - Emberland: the Zine of an Evolving 5e TTRPG Sandbox


 I know it says "5e" in the very title, but apparently, it is also for the OSR:

"Seven zine issues, each adding new territory, NPCs, creatures, and adventures to the evolving 5e/OSR TTRPG setting of Emberland."

So, OSR, quirk maps, and only 20 bucks? The Emberland Kickstarter is a no-brainer for me!

Built with both 5e and OSR in mind, inspired by Lovecraftian Horror, Oz & Wonderland, and a bit of The Muppets... it's Emberland.

Incorporating both a points-of-interest-hexcrawl and story-filled campaign hooks, the Emberland sandbox is designed to provide GMs with an open world that will grow and respond to player choices, and also be a setting where specific storylines (if the PCs are inclined to follow the hooks) can lead to detailed adventures. Built around a hex-crawl "points-of-interest" format, the Emberland zines will build out a world full of random encounter tables (changing with each zine to reflect the different terrains and level advancement of the characters) add specific adventures (including a Mega-Dungeon: The Work Pit), and introduce a growing number of NPCs and factions that will be at odds with the PCs.

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Friday, January 19, 2024

Free OSR - Blackmarsh (Setting)

When I found my way back to active gaming, it was initially as a player. It wasn't long before our then-current DM for the 5e Early Beta playtest felt he was burning out, and asked me to take over the DMing reigns. I was nervous, as it was well over a decade (at the time) that I had run a game session, let alone a campaign, but I dove into it eagerly. My ruleset of choice was AD&D 1e / OSRIC and my setting was the excellent sandbox, Blackmarsh. The rest, as they say, is history.

In the days when man knew only the working of stone and fought for their existence against the orc and the goblin, the sky turned to ash and down fell the fiery mountain onto the land. The world tore open and the grey waters rushed in. Those who survived the impact were lost as boiling clouds rushed out in all directions leaving a wasteland in its wake.

The Mountain That Fell left a gift; magic. Near and far, those of learning and strong of heart discovered new powers to shape the world. In the desolation around the Smoking Bay the adventurous found viz, magic in physical form. And there was more, scattered amid the landscape were strange artifacts and stranger creatures that survived The Mountain That Fell. For a time men, dwarves, orc, goblins, and other races braved the dangers and fought each other in the wastelands. Then the elves came into Blackmarsh expelled the feuding races, drove the monsters out, and healed the land.

In the present day, many come to Blackmarsh to harvest viz, kill monsters, or seek the strange artifacts left by The Mountain That Fell. The only force that stands against the wilderness is the Blackmarsh Rangers. Anyone who is willing to defend the land and its people are welcomed into their ranks. Powerful kingdoms outside of Blackmarsh are beginning cast a covetous eyes toward the land's riches. Will the adventurers of your campaign become wealthy and powerful? Or will their bones join the many that have sunk into the swamps?

Blackmarsh is a complete, ready to run setting for your campaign. It can be run as its own setting or an expansion of your existing world. Contained in Blackmarsh are 17 geographical entries, 78 described locales, and one detailed town; Castle Blackmarsh. Each entry provide one or more adventure hooks to use in your campaigns.

Rob's Note: If you can afford it the hardcover print option comes with two blank pages in the front and three blank pages in the back that you can use for handwritten notes. The inside covers are also blank. The printing process for hardcovers wraps a heavy paper protector between the covers and the first and last pages of the book.

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.

DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on AnchorYouTube or wherever you listen to your podcast collection. - Tenkar  

Thursday, December 7, 2023

Kickstarter - Old-School Setting: The Isle of Sedra



I'm a huge fan of Doug Cole/Gaming Ballistic / gamingballistic.com. Doug was a regular part of The Tavern's "B-Team" 7 or 8 years ago - my once-a-month second group running through Joe Bloch's Castle of the Mad Archmage using Swords & Wizardry Complete. Ah, the good old days. 

I consider Doug a friend as well as an amazingly prolific publisher of fantasy gaming materials for multiple game systems. I own The Isle of Sedra for The Fantasy Trip and it looks beautiful. I'm also a backer of The Isle of Sedra Kickstarter for OSE and other OSR systems.

On this Friday Night at 8 PM Eastern, over at the Tenkar's Tavern Youtube Channel, youtube.com/@TenkarsTavern on the Random Party Generator Livestream, Douglas Cole of Gaming Ballistic will be our special guest. Join us live to support Doug and/or ask him questions about his current projects and potential future projects.

Located in a vast ocean, the Isle of Sedra (and its neighbor Elazar) forms a compact regional campaign setting small enough to be manageable by the GM but large enough to contain a wide variety of adventures. Sedra provides a unified home for several of the adventures published by Gaming Ballistic for Old-School Essentials (and other systems).

The Isle of Sedra contains supplemental information for the solitaire adventures Vampire Hunter Belladonna, Dark Lord’s Doom, Dragon Hunt, and Monster Hunter Belladonna. 

Use Sedra as a campaign start ... or drop it in as a destination and trading partner a few weeks sail from wherever your current campaign is playing out. 

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.

DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on AnchorYouTube or wherever you listen to your podcast collection. - Tenkar     

Saturday, June 10, 2023

Bundle of Holding - Dragongrin (5e setting and campaign)

I really like dark fantasy settings. Even if I never run them, or I don't run the system they are built on, I can pull pieces out for my own campaign. I hadn't heard of Dragongrim prior to seeing it on Bundle of Holding, but at 14.95, even though it's for 5e, I find it very tempting.


Adventurer! This Dragongrin Quick Deal presents A Dead Man's Guide to Dragongrin, the tabletop dark-fantasy roleplaying campaign setting from Absolute Tabletop for Dungeons & Dragons Fifth Edition and compatible rules systems. Evil reigns in the realm of Dragongrin, where once-free lands kneel to the Dismembered Lord and his tyrannical Lords of Ash. Only a few embattled heroes still oppose his dominion. With A Dead Man's Guide to Dragongrin, a comprehensive campaign setting guide and worldbuilding toolkit, you can forge your legend.

This all-new Quick Deal gives you the entire Dragongrin line for an unbeatable bargain price. For just US$14.95 you get all seven titles in our Dragongrin Collection (retail value $76) as DRM-free ebooks, including the complete 471-page campaign corebook, A Dead Man's Guide to Dragongrin (plus the pay-what-you-want Character Creation Kit); four supplements – The Copper Jackals, Deepvault: Machinations of the Ancients, The Trapsmiths of Dragongrin, and The Tieflings of Dragongrin; and two other 5E Adventure Kits: Shadows Over Driftchapel and Oath of the Frozen King.

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. 

DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on AnchorYouTube or wherever you listen to your podcast collection. - Tenkar 

Friday, March 25, 2011

Manure Spill at the Lord's Gate Backs Up Wagons to the City Square

Pretty much every fantasy city map I've seen shows a city surrounded by walls, water or both, with limited means of egress, generally limited to city gates. What happens to the daily flow of traffic, both personal and commercial, if you close off some of those gates due to an unforeseen accident, such as a cart of dung, piled high, tips over when leaving through the main gate, spreading waste everywhere and requiring men and time to clean up?

Traffic jam for the most part. Which could be a big advantage to those looking to smuggle goods in or out of the city. Overwhelmed city guards may push folks through without the usual search or questioning. Tolls may not be collected. Tempers may flare.

See, I'm watching traffic and tempers build in Lower Manhattan this morning, as the Lincoln Tunnel has been closed due to a tractor trailer accident. Cars, trucks, buses - all are using alternate routes to cross the Hudson River, but there is only so much additional volume the remaining tunnel and bridge can take. Traffic is coming to a stand still.

I suspect it would play out similarly in a fantasy setting. Real life again invades my view of a fantasy urban environment ;)
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