GM’s Miscellany: Places of Power (5e & SNE)

Places of Power are short, richly detailed supplements that each present a flavoursome locale such as a remote temple, borderland fort or reclusive wizard’s demesne. Ready to be plugged into almost any home campaign, each installment can be used as a waystop on the road to adventure, the home of a powerful NPC or even as a mini-adventure site in its own right.

GM’s Miscellany: Places of Power II

Places of Power are short, richly detailed supplements that each present a flavoursome locale such as a remote temple, borderland fort or reclusive wizard’s demesne. Ready to be plugged into almost any home campaign, each installment can be used as a waystop on the road to adventure, the home of a powerful NPC or even as a mini-adventure site in its own right.

Places of Power: Fort Vigil

As night falls and the moon’s pale light begins to shine, an aging knight takes up watch on the walls of a humble fort. Silver figures drift through the clearing below, shining brightly amidst shadow and vanishing in the moonlight. The waters of the nearby lake turn black as the darkened sky, but the stars on its surface are not the same as the ones above: these stars are a path of shimmering dust, and a woman shrouded in grey walks them, emerging from the lake to extend her hand to the vigilant knight far above.

Places of Power: Dreamden

Dreamden is debauchery disguised as enlightenment. Here, wealthy aristocrats exchange gold for false visions, misplaced purpose and distorted truth. In return, they invariably go mad.

Promoted as a rustic resort, Dreamden provides rich city-dwellers the opportunity to get in touch with their more primitive side. Here, the wealthy aristocracy feign connection with their ancestors and, after smoking a range of exorbitant narcotics, go on self-aggrandizing sprit quests. The whole thing is a scam, run by an enchanting elf named Dreamer. As customers stumble about in a stupor, Dreamer syphons their mental energies to feed the demon-king to whom he is indebted. Dreamer guides the dreams of his clients, introducing them to highly addictive substances and securing their life-long annual patronage.

Places of Power: The Last Resort

The Last Resort sits on a lonely stretch of nearly forgotten road passing through withered, brambly forest and cracked, barren hills. The collection of inns comprising the Last Resort offers a variety of services, some for more peculiar tastes than others for it is not only a waypoint for living travellers, but is also the interim destination for those who have died without a clear path to the afterlife. These wayward souls have a chance to account for their actions in life to improve their ultimate lot. Those lost souls whose final destination remains unclear, linger on at the inn—doomed to dwell there until their place in the afterlife becomes clear.

Places of Power: Khla’Akear

Once the home of a violent clan of rakshasas, the holy stupa of Khla’Akear is now the monastery of the Yellow Dawn. This order of clerics, monks and wizards defeated the rakshasas, entrapping their souls within Khla’Akear’s dome. Today, the order harnesses the rakshasas’ spiritual energy to perform feats of healing, curse breaking and exorcisms of evils spirits. Khla’Akear’s wizards plumb the depths of new research into enchantment and illusion magic, the forte of the imprisoned rakshasas. Meanwhile, the Yellow Dawn’s monks continue to train, developing new techniques and strategies to defeat supernatural threats. Visitors come from across the land to learn from the Yellow Dawn, explore the stupa’s famous library and train with the fierce warrior monks. Yet, the rakshasas, removed from the cycle of reincarnation, yearn for freedom and a chance at revenge on the Yellow Dawn.

Places of Power: Tibol-Korrin

The Strait of Tibol-Korrin provides seafaring merchants a relatively safe and easy way to reach the otherwise hard-to-reach, landlocked rival baronies of Tibol and Korrin. A decade ago, the strategically important strait became the focal point of a war between the two rival baronies when a dispute over equitable distribution of tariffs dramatically escalated when a Tibolian ship mysteriously sank (allegedly through the actions of Korrin saboteurs). The war brought shipping through the strait to a halt, as no captains dared to venture into range of the many siege weapons covering the strait and its approaches. A recent truce borne of economic necessity, and a blossoming romance between opposing, high-ranking commanders, allows ships to once again safely traverse the strait. However, unbeknownst to almost all, the fighting dislodged ancient and dark relics, portending the return of things best left forgotten.

GM’s Monthly Miscellany: November 2017

Featuring material from some of Raging Swan Press’s newest products as well as classic releases of yesteryear, advice articles and material from Creighton’s on-going design of the megadungeon Gloamhold, the GM’s Monthly Miscellany series is a terrific free resource for the busy, time-crunched GM. This month’s issue features:


A Pathfinder Roleplaying Game Compatible GM’s Resource by Creighton Broadhurst Jacob W. Michaels and Amber Underwood

Released 6 November 2017; Pages 10

Get it Free! d20pfsrd, DriveThruRPG, Paizo, RPGNow, Warehouse 23