Dungeon Magazine #134 had the adventure "Into the Wormcrawl Fissure" which was the next adventure along the Age of Worms Adventure Path. From the Wormcrawl Fissure itself, to the Apostle Caves and the Tabernacle of Worms, this adventure contains many areas of intrigue.
2024-09-21 15:00:10 +0000 UTC
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I decided to go with a mix of grey and sandstone cliffs for the Rift Canyon. This allows for the Middle Eastern or adobe-style buildings and the traditional grey of the Citadel of Weeping Dragons.
Dungeon Magazine #133 contained the adventure, "Kings of the Rift" which was the next installment of the Age of Worms adventure path. This has been a very challenging set of maps. I attempted to convert the isometric (3D) maps of the Citadel of Dragons to a 2D version that can be more easily u...
2024-09-09 16:47:39 +0000 UTC
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Thank you for being a supporter of this art!
If you notice something that should be changed, please let me know. The dates (numbers) on the right of the file will tell you the recency of when it was posted.
Dungeon Magazine #133 contained the adventure, "Kings of the Rift" which was the next installment of the Age of Worms adventure path. This is the beginning of this very challenging set of maps. I will attempt to convert the isometric (3D) maps of the Citadel of Dragons to a 2D ...
2024-09-09 16:45:15 +0000 UTC
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Dungeon Magazine #146 came out with the next part of the Savage Tide Adventure Path called "Serpents of Scuttlecove". This is the Minting House, a four-level building that has had many different uses in the city of chaos. This is the final map in the Serpents of Scuttlecove series. Once the last of these maps have been rendered, I'll move to pick up on the Age of Worms where we left off.
High resolution, clean, player and DM maps can be found on this post: 2024-09-06 21:16:28 +0000 UTC
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Dungeon Magazine #146 came out with the next part of the Savage Tide Adventure Path called "Serpents of Scuttlecove". This is the Crimson Fleet base, a pirate base based on the maps by Robert Lazzaretti. The "central castle" of this base is a stack of ships hanging high above the trees at differing heights. As the maps rise in altitude, you'll see more ship parts laid out like an above-ground dungeon. "A schizophrenic ships’ graveyard, the melded corpses of half a dozen boats and carav...
2024-09-03 14:10:01 +0000 UTC
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During our campaign through the Savage Tide adventure path, our players decided to make Farshore their official PC base and spent much of their well-earned resources building up and defending the town. This is the end result: An outer stone wall, several ballistae, a fairground, and a Peloran keep for our Paladin, among other new buildings and replaced areas. This is NOT the original Farshore, but one we adapted for our campaign. It still works as a small port village or town anywhere.
...
2024-07-25 18:27:54 +0000 UTC
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Farshore, the "City of Hope", is a colony on the southern penninsula of the Isle of Dread. In the Savage Tide campaign path, this village becomes the player base for a number of adventures on and around the isle.
For player versions and other versions of this map, see the Supporter post here: https://www.patreon.com/posts/savage-supporter-94231051
2024-07-13 15:47:48 +0000 UTC
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The northernmost island of the Spindrifts features a wide bay on its western coast, Meabelle Bay. Two towns dominate bay-area life; Ialenor on the north coast and Olfnoris on the south coast.
Along the north shore of the bay as you approach Ialenor, wide beaches give way to tall rocky cliffs topped with lush greenery. At the mouth of a narrow cove are a few sandstone buildings gracefully carved out of the cliff face, and sailing ships of various sizes are moored near them. The town is m...
2024-07-03 18:49:09 +0000 UTC
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Located in the heart of the city, this small gray tower is decorated with luridly colored flags and numerous bas-relief carvings of stylized harpies armed with whips and daggers. The Birdcage, also known as the Crooked Spire, is a stone townhouse topped by a spire built of cheap timber.
Dungeon Magazine #146 came out with the next chapter in the Savage Tide Adventure Path called "Serpents of Scuttlecove" written by Richard Pett and cartography by Robert Lazzaretti. In this adventure, th...
2024-07-03 18:24:46 +0000 UTC
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Here are the high resolution, player, DM and other versions of maps related to the Spindrift Isles and a few of the adventures that happened there.
Cartouche heraldry by Anna Meyer, used with permission. Visit her page here: https://www.annabmeyer.com/
2024-07-03 02:50:37 +0000 UTC
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The Red Foam Whaling company has had many other businesses and organizations take over the building from time to time. The player versions of this map would allow it to be used anywhere as a boathouse, docks, or port company.
Dungeon Magazine #146 came out with the next chapter in the Savage Tide Adventure Path called "Serpents of Scuttlecove" written by Richard Pett and cartography by Robert Lazzaretti. In this adventure, the party travels to a pirate island to investigate the "City of...
2024-07-02 16:46:48 +0000 UTC
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This is an ongoing project. Once it's completed, all of the maps for this adventure will become available.
Dungeon Magazine #146 came out with the next chapter in the Savage Tide Adventure Path called "Serpents of Scuttlecove" written by Richard Pett and cartography by Robert Lazzaretti. In this adventure, the party travels to a pirate island to investigate the "City of Chaos".
The player and clean versions (see the links below) will allow for any of the maps to be used in any se...
2024-07-02 16:18:14 +0000 UTC
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This lakeside town was featured in L2: "The Assassin's Knot" by Len Lakofka. The town isn't completely good (alignment), and not completely bad. Garrotten was the center of the murder mystery and part of the Lendore Isle adventures in the Greyhawk campaign setting. However, the player version of this map would allow it to be used just about anywhere.
Cartouche heraldry by Anna Meyer, ...
2024-06-26 19:20:39 +0000 UTC
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The village of Restenford lies on the southeastern corner of Lendore Isle in the Flanaess. The village has seen periods of destruction and rebuilding. It was the central area of the adventure L1: "The Secret of Bone Hill" by Len Lakofka (one of the first modules I ever bought) and in Dungeon Magazine #71 in "Priestly Secrets" by W. Jason Peck, as well as L2: "The Assassin's Knot" ...
2024-06-24 16:54:05 +0000 UTC
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Dungeon Magazine #130 came out with an adventure called the "Spire of Long Shadows" which was part of the Age of Worms adventure path. In addition, TSR published "The Return of the Eight" in 1998 which also featured this little village that has a long basalt bridge connecting to Tenser's Castle or the Fortress of Unknown Depths. This map is my version of Magepoint based on the information in that module. The village is small but active with many adventurers and fortune seekers.
Fo...
2024-06-12 16:01:27 +0000 UTC
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by Kara M.
This detailed description of an Aquatic Elf is written in response to the disappointing depictions of the race found in other sources online. Characteristics ranging from the comical (language sounding like dolphin clicks) to the unworkable (can't walk on land without pain!) have been eliminated and replaced with more inspiring and appropriate features and traits. If you are considering creating an aquatic elf character for your game, I hope you find the information below...
2024-06-08 18:54:28 +0000 UTC
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Dungeon Magazine #140 came out with the second part in the Savage Tide adventure path called "The Bullywug Gambit". This is the recreation of each of the pirate lair "Kraken's Cove". The clean and player versions without ships will allow this pirate lair to be used just about anywhere.
For High Resolution, Gridded, DM, and Non-Gridded versions: https://www.patreon.c...
2024-03-10 21:50:40 +0000 UTC
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Dungeon Magazine #140 came out with the second part in the Savage Tide adventure path called "The Bullywug Gambit". But Vanderboren Manor was used as a base of operations throughout all of the adventures located in Sasserine. This is the recreation of each of the four levels of the manor inspired by the art of Robert Lazzaretti. The clean and player versions will allow this manor to be used just about anywhere.
Cartouche heraldry by Anna Meyer, used w...
2024-03-04 19:30:56 +0000 UTC
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Dungeon #149 produced a side quest connected to the Savage Tide called "War of the Wielded", an adventure which was placed in the port city of Sasserine and involved sentient weapons! I used this adventure in one of our campaigns to add depth to the story. This series includes the Corroded Caves and the North Marshalling Dome in Shadowshore, Sasserine. The player versions of this map (see below) will allow it to be placed in any campaign.
For High Resolution, Gridded, ...
2024-03-02 20:07:54 +0000 UTC
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Featherwhisper’s is an opulent spa in Sasserine’s Merchant district. The fresh mud baths pamper the idle rich. Dungeon #149 produced a side quest connected to the Savage Tide called "War of the Wielded", an adventure which was placed in the port city of Sasserine and involved sentient weapons! I used this adventure in one of our campaigns to add depth to the story. This is Featherwhisper's Bathhouse. The clean and player versions of this map (see below) will allow ...
2024-03-01 19:19:57 +0000 UTC
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These maps relate to the Dungeon #140 issue adventure "The Bullywug Gambit". Attached are the clean, DM, Player and High Resolution versions of each map.
Dungeon #149 produced a side quest connected to the Savage Tide called "War of the Wielded", an adventure which was placed in the port city of Sasserine and involved sentient weapons! I used this adventure in one of our campaigns to add depth to the story. Those maps will be here as well.
2024-02-28 15:01:53 +0000 UTC
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Dungeon Magazine #139 debuted an adventure path called the Savage Tide with the adventure "There Is No Honor". 1) The first map is of the Lotus Dragon Guildhall, a Thieves' Guild in Sasserine. 2) In addition, here is the Taxidermist's Guildhall which led down to the thieves' guild below. 3) The third map is the Vanderboren Vault in the City of Sasserine (redesigned to mo...
2024-02-27 22:03:52 +0000 UTC
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5e Arena Rules of Combat. These are our house rules in our 5e campaigns. So far, these have worked well for us with one-on-one and, in particular, small group combat using 2-4 groups of 3-6 members. It also never hurts to throw in a monster or two! These rules were put together using 3.5e (Age of Worms) and other sources, namely Sly Flourish.
- All battles are potentially lethal, but a gladiator always has the option of surrender. To surrender, a gladi...
2024-02-22 19:41:46 +0000 UTC
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Session Logs of a D&D 5e Campaign in the ho
2024-02-19 17:17:16 +0000 UTC
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Dungeon Magazine #132 came out with an adventure called the "Library of Last Resort" which was the next story in the Age of Worms Adventure Path. These are some of the maps from that adventure. See the links below for other versions of these maps. As more maps are created related to this adventure, they will be added here and to the supporter posts.
For High Resolution, Gridded, DM,...
2024-02-19 16:13:10 +0000 UTC
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Dungeon #131 came out with an adventure called the "Prince of Redhand" which was part of the Age of Worms adventure path. These areas are located in and around Alhaster, where most of the adventure takes place. These are The Well of Triptych Knowledge, the lair of Ilthane the Black Dragon, and the Traitor's Graves.
For High Resolution, Gridded, DM, and Non-Gridded versions: https://www...
2024-02-18 14:45:35 +0000 UTC
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Dungeon #130 came out with an adventure called the "Spire of Long Shadows" which was part of the Age of Worms adventure path. These two areas were located under an ancient ziggurat and spire, but can be used just about anywhere with the clean versions.
For High Resolution, Gridded, DM, and Non-Gridded versions: https://www.patreon.com/posts/119711561
Foundry VTT Scenes for this map w...
2024-02-16 16:58:11 +0000 UTC
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These are our house rules on Exhaustion in our campaign. This is a flexible list of causes and cures of this condition for our D&D 5e campaign. This is in no way a complete list of causes and effects, but one that is usable and managable by the GM in our campaign. I've found that 5e leaves exhaustion wide open to interpretation and this DM believes it should have some impact on the player characters and their decisions within the context of the campaign.
2024-02-13 23:33:58 +0000 UTC
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- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can't willingly move closer to the source of its fear.
- The creature can't willingly make melee attacks against the source of its fear, unless it has no other choice (eg. cornered, defending itself from attack, etc.). Doing so would constitute moving closer to the source of its fear.
- The creature can make ranged atta...
2024-02-13 22:43:49 +0000 UTC
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What happens when a PC dies?
When a player character reaches 0 hit points, they don't immediately go unconscious. The PC has some time to say a dying prayer, cry out for help, or say a few words to a companion or enemy. However, the PC is unable to take any action, reaction or bonus action.
Upon reaching half their max HP (true death), the DM will roll a percentage dice on the PC's dying prayer (assuming he or she had one). This roll will determine just how much ...
2024-02-13 22:41:52 +0000 UTC
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