Look what turned up at Global HQ today!
(And I should note, the Pathfinder logo on the Gloamhold book shouldn’t be there–the book is system neutral. The logo will be gone by the time the book releases).
Far from the nearest shore, an ancient tower rises from the cold sea. Visitors who brave storm-lashed and pirate-filled waters to reach this remote island can gain a glimpse into the future or answers to their questions…for a price. The ancient cyclops seeress who dwells here, still watched over by the elves who conquered her people, requires a tribute from the penitents seeking her visions. Such prices may be designed simply to help fill the tedium of centuries in her gilded cage, or may in fact be a piece of a plan to rebuild her ancient empire; in any regard, they are non-negotiable.
Sometimes, you haven’t had time to design every last room in your dungeon. To maintain the illusion of detail, utilise the descriptions below to describe chambers the party reach which you have not yet designed.
Whispers & Rumours: Borderland Town has just received a rather marvellous five-star + seal of approval review from Endzeitgeist. My favourite bit?
Neal Litherland’s collection of rumors, legends and events is amazing – the combination of local color, legends and events can result in truly inspiring environments or adventures. The respective entries are detailed and run the gamut from mundane to magical with panache aplomb.
Ruled over for centuries by the scheming, ambitious Lorsch family, Woodridge is little more than a backwater village standing on the eastern bounds of the Duchy of Ashlar. Standing astride an ancient, now little-used trade route the village is a poor, but seemingly peaceful place. Its folk tend their small fields, pay their lord his due and are content to be left in peace. But all is not as it seems. Spies lurk among the populace, and dark forces gather which would see Woodridge’s lord, Hilduin Lorsch, converted to their faith or dead.
Many corridors are featureless areas of little or no interest. Other times, a corridor serves as the location of a random encounter or the scene of a trap.
Much feared for their ability to drain a foe’s vital life force, wights are dangerous opponents. More cunning than mindless skeletons or zombies, they represent a clear threat to weak, incautious or distracted adventurers.
After a victorious battle in the dark subterranean world of the Ebon Realm, most adventurers inevitably rifle the pockets, packs or lair of their vanquished enemies. The treasures they might find in this stygian world are far-removed from those looted from their surface-dwelling enemies.