After a lowland kingdom is ravaged by a dragon looking to expand its territory the party sets out on a quest worthy of the heroes of old... only to discover that the epic songs recounting the deeds of those old heroes chose to leave out just how much hiking would be involved in such an epic undertaking.
Tracing witness accounts and the path of destruction leads our would be dragonslayers to the Bronscall Mountains, a rugged wilderness of deep valleys and icy peaks, but the trail goes cold before they have any clue to where their quarry might be lairing. This is the sort of adventure where the party needs to take their time, and is best brought to life using an exploration system such as the one I've developed here, or hexcrawling if you'd prefer.
The idea is to have the party fully experiance the Bronscall mountains before facing the dragon: living off the land, learning its secrets, discovering resources they might use or potential ambush sites.
Zones of interest:
The Podrian Foodhills: Groves of flowers and tangled trees that seem intent on capturing any wayward traveller. The region also features a potential base camp for the party in the form of a ruined watchtower, sturdy and fortified, it may become their home away from home before too long.
Lake Whitedog: cold all year from glacial melt, the waters of this lake hold a long sunken secret, and provide great fishing. Perhaps while exploring the party can trace the mystery of the deserted mining village built nearby.
Bron's Stair: An increasingly challenging climb up the foothills of the mountains, home to many monsters and chilling wind. The area is also home to a crotchety old hunter who can teach them the finer points of surviving the cold as they ascend.
The Frigid Peaks: Windstorms, avalanches, occasional aerial attacks by the dragon as they near its territory. It's dangerous to stay more than a few hours in this region, but the beast's lair must be around here somewhere.
The Burning Rift: accessible only from the height of the peaks (or a hidden shortcut through the hotsprings lower down the mountain), these volcanic caverns are rife with volatile elementals and the threat of collapse, but may provide a means of sneaking up on the dragon without the risk of being attacked from the air.
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I'm just curious about if you have any ideas/plot ideas revolving around Elder Tempests (they're my favourite monster but I rarely see people use them!) Thanks in advance!
Adventure Arc: A Kingdom Washed Away
â Itâs raining, itâs pouring, and the old man is... busy, Iâm afraid youâll have to deal with me if you want to see the sun anytime soon. âÂ
Setup: For generations there existed a compact between the sovereigns of the kingdom of Ibryourn and the cloud giant Orlios, one that has now been thrown into a disastrous imbalance. From his castle among the clouds, Orlios was able to affect the weather across the whole kingdom, ensuring decades of mild winters and timely rains, sparing the kingdom from hunger and drought , guaranteeing it a preternatural bounty. In return, the crown of Ibryorn tithed to the giant yearly, making gifts of great riches and wonderous magic in exchange for his cooperation.Â
While Orlios would love to claim that this miraculous power to control of the weather was all his own, it was in fact derived from the elder tempest Ilmatarex, imprisoned beneath the foundations of his castle and drawn upon to sculpt the skies to his liking. This fact was noticed by one of the cloud giantâs elemental servants, who has since usurped his master and now rules in his place, presenting it to all others ( crown and fellow servants included) that Orlios has gone into meditation, and does not wish to be disturbed.Â
This servantâs name is Kazka, and high off the success of his coup, he decided to nip down to the court of Queen Liandra of Ibryourn in order to rearrange the bargain held between her and his ( now deposed) master . Orlios, he claims, has grown displeased with the yearly tributes, and now demands such a gift at the end of each season in which his magic controls the weather. reticent but understanding her kingdomâs reliance on the giantâs beneficence, Liandra agreed, and for the past two years has been stretching the royal treasury thin acceding to the rogue elementalâs demands.Â
Adventure Hooks:Â
The trouble begins when a tribute shipment is ambushed in the wilderness, perhaps by monsters, perhaps by bandits whoâd identified just what the wagon train was carrying month after month to the base of the mountain. Regardless, Kazka was not thrilled about being denied his bribe money, and decided to touch off a storm or two to show the queen âOrliosâsâ displeasure, flooding the kingdomâs lowlands and maybe washing out a bridge or two. The problem is, while Kazka learned how to call upon Ilmatarex in his spying, he never discovered the way Orlios controlled or directed her, meaning that the elder tempest has been turned lose on the world despite her infuriating imprisonment.Â
During her long imprisonment, the giant used Ilmatarexâs magic to sculpt the clouds into a glorious realm, an archipelago of floating gardens and temples, arranged to indulge his every architectural whim. As Ilmatarâs wrath grows and the rains worsen, the cloudy foundations of these structures erode, sending them hurtling to the earth like meteoric hail or drifting down on banks of fog. These structures contain wonders and dangers alien to the terrestrial realm, and the party may just be able to explore a few before they put a stop to the whole â Sky is fallingâ problem.Â
Queen Liandra has dispatched all resources to reclaim the stolen tribute shipment, promising a grand reward for those who discover it, and outlaw status for any who desire to take it. Coincidently, the party happens to be exploring the foothills when the tribute shipment goes awry, do they win favor with the crown for thier bravery? or Risk becoming Criminals for the sake of a queenâs ransom?Â
Intent on maintaining his con for as long as possible, Kazka claims that the rising floodwaters are a continuing sign of Orliosâs displeasure, and hints that ANOTHER tribute might sooth the sting of the firstâs late delivery. This is a breaking point for queen Liandra, who calls upon the party to capture Kazka and force him to take them to his masterâs palace in order to treat with him.  If that fails, the party may need to rustle up an airship or the aid of some great, winged beast, and fly up into the storm themselves.Â
Further Adventures:Â
The rising waters are threatening to overwhelm several villages, creating a refugee crisis in the lowlands ( which may be how the party encounters the insistent rains in the first place, depending on their level). Towns are crowded and the roads are dangerous, both from the fact that theyâre turning into mud, but also from the bandits that haunt them looking to ambush those who carry everything precious on their backs.
The sudden increase in tributes over the past few years has forced the queen to divert funds meant to go towards the maintenance of the realm, earning her the ire of many of her noble subordinates. Perhaps the party start out as agents of one of these nobles, looking to gain access to the Queenâs court and petition her about the dangerous disrepair a key piece of infestructure has fallen into. (bonus points if this is a bridge that refugees need to cross as the waters rise, which the party has to defend from rooving thieves and extortionists)Â
Unless the party has some way of containing him, Kazka is going to throw every one of the castleâs defenses against the party, from the aviary of flying beasts Orlios once collected to a garrison of elemental guards sworn to defend their masterâs domicile. All the While Kazka will be packing the best of the treasure into Orliosâs flying chariot and preparing to scram, though his greed may be too much to prevent the party from catching up with him.Â
With the secret revealed and the cloud giant nowhere to be found, the party is left with two options: Free Ilmatrex, ending the rains but unleashing a calamitous titan upon the world ( and causing the castle to fall to the earth with them in it, not that sheâd tell them that) , or see just how hard they need to squeeze Kazka before he reveals the cloud giantâs location. As it turns out, the answer to the second option is â not very muchâ and â Very far awayâ, meaning that the time they spend seeking Orlios out may very well cost dozens or hundreds more lives as well as untold destruction.Â
Orlios is trapped in an enchanted teapot, which Kazka chose as an ironic vessel because it was his role to brew his masterâs leaves. This teapot was then hid on a particular cloud islet and sent all the way off to a distant mountain range using Ilmatrexâs power, and has since frozen solid, fallen to earth, and become lost somewhere among the icy peaks. If the party wishes to get there, theyâll need to fly, or hike across the flood-wracked lands and then up the opposing mountains in the hopes of finding this glacial garden.Â
For the Asker: Thanks so much for asking this question! The introduction of the Elder Tempest was exactly the element I needed to finish off an adventure-arc Iâve had laying about my head for literal YEARS. Expect more details on individual steps during this adventure in coming days.Â
However, If youâre in a more nautical mood, you may want to check out my âCult of the Winding Gyreâ, a gathering of pirates who aim to use terror and weather magic to carve out a kingdom on the high seas. I imagine an Elder Tempest would make a great patron for that group. Â
what are some of your ideas for western themed dnd that's still fantasy enough with the base classes and magic and etc?
Hope you donât mind me referencing a few different adventures here, friend, I started out writing a whole thing relating classic fantasy adventure to the westward expansion to the post-empire dissolusion periods of east asia, but it was all getting a bit wordy for a single prompt.Â
To put it simply: The setting doesnât have to change that much, just swap out kings, dukes, and other nobles with corporations, occupying military forces, elected politicians n the like. The wild-west is still a largely feudalistic state, save that the distances are larger and the terrain is generally harsher, necessitating the need for technology like trains and airships. Also, from a personal perspective, I like using firearms systems that paint blackpowder weapons as no more special than the swords and bows used by most heroes. It may sacrifice ârealismâ in the name of fun, but fun is the point right?Â
ONTO THE ADVENTURES:Â
Alkeronâs Riddle: Specifically designed as a western adventure, this story sees the players occupying a frontier town outside the long abandoned ruins of a tremendous wizardâs tower/megadungon, with arcane oddities descending from its heights just as bandits close in from beyond.Â
Poison in the Vein: A merchant company of geomantic mages thatâd fit seamlessly into the role of cruel minebosses in frontier settlement, with their reckless greed endangering workers and provoking the wrath of underdark horrors.Â
Drenmwar on the Water: A port of prospectors and metalsmiths, full of side adventures and haunted by a dark and unseen past. A perfect setting for characters looking to make it big or risk it all as a hired gun.Â
Reshmaan Al-Haddad, Frontier Outfitter: Behind every famous gunslinger, thereâs a gunsmith dedicated to their craft. This inventive young woman is the descendant of one of the pioneers of blackpowder technology, and innovates upon that legacy frequently and with little regard for safety precautions when doing so.Â
Prospective Claims: An entire adventure arc set in an underdark frontier town, featuring a mine thatâs become recklessly animated, a marauding orc warband masterminded by a sinister naga, and even an infestation of drakes for your party to clash with.Â
Hope that helps friend, if youâd like some advice on creating your own Western adventures, stay tuned for this weekend where Iâll lay it all out in longform.Â
Ideas for adventures including the White Stag or some other kind of wishing beast?
Drafting the Adventure: Hunting Quests
Delightful question my friend! I'm always down to start talking about different types of adventure as they help fill out my DM's toolbox. Also it's the very start of Ranger Week over on my blog, so the timing is perfect!
TLDR: What I call "Hunting Quests" are different from traditional Montsterhunts, in that the latter are a showcases of a cool, challenging monster the party faces in direct combat, and the former are more often challenges of their problem solving skills. Hunting quests take the party into the far wilderness, and often feature stakes where actively killing their quarry will count as a loss. This forces the party to think of out of the box solutions as the creature they're tracking will often have odd abilities that prevent its capture. Because these type of adventures are so much more challenging than traditional "find and kill" missions, they also usually have greater rewards, and can serve as foundations for heroic reputations, or rites of devotion to the gods of the wild.
Below the cut I'll detail the thematic origin of these types of adventure, as well as highlight just how to use Hunting Quests as a perfect challenge and storeybeat within your campaigns.
To start us off, lets look at a mythological example tracing the white-stag trope back to its roots: Hercules chasing the Ceryneian Hind, a golden-antlered doe that was fast enough to outrun an arrow. Hercules was specifically assigned the task of capturing the doe because he a) had just defeated two creatures that were functionally immortal b) it was thought he was too much of a brute and would end up killing the creature while attempting to subdue it c) the creature was sacred to Artemis, and if he harmed it those that gave him the task wanted to get him in hot water with a goddess notable for her vengeful streak. If we were listening to the Tasks being told in a longform format , we the audience know that Herc is strong enough to bash most monsters in. Capturing the Hind though goes directly against his skillset as it's something he can't solve by any feat of strength, and in doing so, this quest raises the stakes of all future trials.
Hunting quests are just like that, an evolution from simple "go here, kill this" quest structures that rely on a party's basic ability to deal damage and plan around a monster's abilities ( mantacore can fly, ghosts ignore basic weapons, basalisks petrify). This evolution is accomplished by introducing couterintutive elements into the challenge: We need to catch this thing but it's protected/ too slippery for us, We need to bring this thing back alive but it's dangerous/fragile, we need to move these things quickly, but they're slow/stubborn/numerous.
Herculeses' labors feature all of these sorts of challenges, and are crowned off by having to drag Cerberus, guard-dog of hell OUT OF THE UNDERWORLD and back to his quest giver, a task which not only requires him to subdue the beast, but also get initiated and educated by an underworld mystery cult, receive the guidance of the gods, and then get the permission of Hades himself.
Here's a brief framework to use when constructing your own Hunting Quests:
A-Hunting We shall go: Setting out on this kind of adventure should not be a small thing, and should feel more like an expedition more than a casual jaunt to the nearby ruins for some ghoul-slaying. It's best to set this kind of adventure during a narrative beat where the party is juuust making the change from sellswords to actual heroes, as it will help to illustrate that their deeds are worthy of remembering. Also, it's best to give your party a heads-up about their target's particular powerset ahead of time ( unless it is supposed to be a surprise/subversion) and let them plan out their approach before setting out. Then you can introduce unexpected twists while they're out in the field whiteout leaving them completely flat footed.
Tailor it to your party: Consider what your party is bad at, alternatively what virtue they're trying to prove to the quest giver. The hunting quest is a direct reflection of this, and exists to test your party in a very specific way. If they're impatient, make them wait, if they're reckless, make things fragile. If they're trying to prove their knightly virtue, put them directly in a situation that tests their mercy and honor.
Choose an awesome landscape: The Hunt isn't all about the quarry, it's also about the journey to get there. Hunting quests are best when they take place far from the norms of civilization, forcing your party to explore dangerous or wonderous terrain before they return back home.
Who's dog is this?: The thing about mythical, magical, extra special animals is that someone likely lays claim to them, either in a literal or more theological sense. If the animal is guarded by a mortal guardian, be it a powerful noble or covetous giant, this lets you slap a "face" on the mission, giving the party a rival to bargain with or combat before getting down to the problem-solving portion of the hunt. Alternatively, gods can provide a great explanation for why these target animals are so important in the first place, and making amends or appeasing a deity while in the midst of a hunt gives a great onramp to other interactions with the larger pantheon.
Weâll fasnâ the latch and steal five minutes more/Â
Heâs come to call due our long tally of debt/Â
though our nightâs not through and weâve sins to sin yet/Â
So scoff the noose, let emâ hang all the rest/Â
Iâll die when I choose and Iâll die like the best/Â
With a glass in hand and my love by my side/
 when Iâm old, fatân grand, rich, and bursting with pride/ Â
(Chorus)Â
Oh We scoundrels and jacks, we who never give back/
Oh we souls all led astray/Â
So who are we? weâre thieves we be/Â
Thieves till our last Thieving day!/
-Excerpt from âThieves we beâ , a popular song among outlaws.Â
Everyone loves a good heist, so why not run a campaign centering around that feeling? The planning, the plotting, the delicious twists of fate that make everything go wrong and force the crew to improvise? It all serves as a great central gameplay pillar around which you can build the rest of your adventures, the same way youâd build a story around monster-hunting or cinematic battles.Â
Setup: The Drownglory Coast is a land gone wrong, with its many temples and fishing towns ruined by hurricanes and slowly eroding into the sea. As the foundations of their lives crumble, folk migrate to the great trade-city of Lancercost, hoping to earn the patronage of one of the cityâs merchant princes or make their living along the canals that carry goods through the countryside like arteries of commerce.Â
The region is prime for thieves and smugglers: Life along the coast is hard, and the powerful exploit their every privilege to squeeze the land down to its very last copper. This greed will be their undoing, as hoarding wealth like misers makes it all the more convenient for a clever group of scoundrels to sweep in and take it.Â
Are your party clever enough to take/make their fortune, Or will their legend dissolve like sand against the tide?Â
Campaign Start:Â
Things have gone bad,Â
After apprenticing with a legendary thief, the story opens with the party fleeing to the countryside after their last job ended in an ambush. Their contacts are burnt, the rest of the crew is in the wind, and the last of their leadership is doing his best not to bleed out before they reach his safehouse up in the hills. Itâs a true underdog start thatâll have the party coming together as a crew, eager to find their first big score and change their fortunes for good. It also coincidentally gives them a disused tavern as a safehouse, which they can refurbish using their ill-gotten gains and focus on running while waiting for the heat from their last job to abate.Â
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It takes a village to raise a child, lets just hope the village isnât razed in the process
Setup:Â Itâs been years since the dragon Zaurigel terrorized the skies over the hinterlands settlement of Colverâs Deep, brought down by a now famous team of hunters whoâs names have been sung across the land ever since.Â
Our story does not begin with these slayers, instead we follow a band of hardluck sellswords and their tagalong companions who missed out on the dragonhunt altogether, and have only now stumbled into the events that will make them into heroes
Despite the beastâs glorious death, no one was able to find Zaurigelâs lair you see, and the vast horde of wealth that was rumored to be contained within. No one, until one of the party managed to discover a deep cave out in the mountains that bore clawmarks and telltale blue scales deep within its reaches. Assembling a few of their trusted friends together to brave against the dangers of the wilderness ( and help carry all the loot), they set off to make their fortunes. Traveling to the horde is not all that dangerous. Sure it takes a bit of climbing, and in the dragonâs absence some beasts have moved into the caveâŚ. but the true adventure begins when the party looks out over a cavern full of riches and realize how woefully unprepared they and their community are for such a vast inheritance.Â
Adventure Hooks:Â
Unlike most underdog adventures, this campaign start is less about grinding to the top meant as a test of what happens when people unprepared for power suddenly handle it. The party should all have financial woes that this wealth could go to alleviate, great ambitious that it could fundâŚ. but walking into town and paying off your familyâs debts to the local land baron is likable to raise some eyebrows. They HAVE to be careful with it, or else theyâll end up thrown into a dungeon and tortured by the avaricious until theyâre forced to give it away. Whether it be bandits, Colverâs deepâs own corrupt authority figures, or those dragonslayers who catch word of that long deferred lootdrop.Â
Perhaps the greatest treasure in the horde is a single mottled, melon sized egg, one that will quickly hatch after the party begins fussing over it and expunge a derpy little wyrmling the party will be forced to adopt on the spot out of sheer cuteness. What better metaphor for unexpected responsibility than becoming unwitting parents to an undersized apex predator that will totally blow their cover if the townsfolk ever catch sight of it.Â
 In addition to the valuables contained within the hoard, there are also a plethora of obscure magical objects, that the party will have to spend time discovering. hijinx are guaranteed to ensue, as each of these treasures can become an unexpected adventure hook in their own right. Expect cursed items, sentient items, and things that are just a little too magical to sit still once the opportunity for escape has been presented to them.Â
Villain: Captain Barrgo Dyer, head of the Civil GuardÂ
âThe Masters oâ this city have left the task of keepin the peace, anâ Iâll more n happily break yer yapping jaw rather than let any of your caterwauling trouble their ears. Am I understood, gutterskum?â
Setup: Despite presenting themselves as defenders of law and order, Captain Dyer and his âCivsâ are perhaps one of the largest criminal organizations at work in the city today, squeezing the populace for coin with one hand while cracking skulls with the other.Â
Originally intended to be a stop-gap measure after a series of disastrous grain shortages led to riots and fires across the cityâs wards, the civil guards were made a permanent fixture of city infrastructure almost twenty years ago, replacing the patchwork of neighborhood watch organizations and mutual protection pacts that dealt with crime and disruption since. Where as those groups had been loyal to their communities, the Civs were loyal only to the nobles and guilds who paid into their charter, and had no qualms about enforcing peace at spearpoint.Â
Taking eagerly to being a blunt instrument for uncaring overlords, Barrgo ascended up the ranks and secured his place as Captain of the Guard, and has since used his position and the resources granted to him by it to turn the city into one large protection racket. Every law enforcement agency takes bribes to look the other way on occasion, but Barrgoâs ambitions were larger: squeezing neighborhoods and individual merchants for âdonationsâ while feeding information to his criminal contacts about who was and wasnât under his forceâs protection. He also changed the entire ecosystem of crime within the city, allowing specific illegal enterprises to pay for his lenience, while at the same time sending him after their competitors. Years of this âbidding warâ have seen Barrgo become a rich man, and an unofficial kingpin of the cityâs underworld, with all but the most minor crime or graft requiring his approval.Â
Adventure Hooks:Â
The Status Quo suits the Captain just fine, and he vigorously opposes any force or actor that would seek to disrupt it, even if they might have the cityâs best interests at heart. Should the party go about warning the populace of a looming threat or even trying to solve a crime on their own, itâs very likely theyâll be getting a visit from a number of armored thugs intending to intimidate them into silence. This âintimidationâ can escalate to full on beatings and abduction if the party crosses one of the nobles or guilds who pays into Barrgoâs charter, making him a great secondary villain alongside aristocratic antagonists to good to do their own dirtywork
While each Civil garrison has its own lockup, real troublemakers get tossed in the Shitpit: the Guardâs clandestine prison operated without the cityâs oversight, and converted from an old Cistern. The party is likely to find one or all of their number in the Pit should they offend Barrgo personally, or if they happen to need the services or knowledge of someone who did.Â
Defeating Barrgo is easier said than done, as exposing his criminal enterprise or outright killing the man doesnât stop the system of thuggery and corruption heâs built up around him. If the party truly wishes to abolish the Civil guard, and prevent the rise of a new Captian Dyer, theyâll need to rally the populace and petition the cityâs rulers, replacing the Guard with a a system with more oversight and accountability built direclty into it.Â
Iâm planning to run a shadowfell arc with my long running campaign, and Iâm planning to play with the theme of memories, memory loss, items and books absorbing memories and the like. Thereâs this mansion with an evil shadowy figure collecting/stealing peoples memories etc etc, and I would be super intrigued to see what your take on an adventure/arc like this would be?
Dungeon: In Memoriam
At the end of it all, we are all just stories
On the edge of the tidelands there is a grand and forgotten estate. Not forgotten in that it is abandoned, but forgotten in that a lapse of memory hangs about it like a fog. Even most who live in the nearby village can recall its existence while looking right at it, and only then a few paltry details about how it has affected their lives or the history of their home.
The source of this amnesia is the work of a shadowcaster by the name of ââââââ ââââââ, who has taken the estate as his own while perfecting the art of stealing stories. Like other shadowcasters, ââââââ wields the powers of remnant and entropy inherent to the shadowfell and has a particular fascination with how the memory and narrative surrounding a thing can survive independently of that thing's destruction. Originally presenting himself a medium and exorcist, ââââââ was hired by the estate's original owners to deal with a lingering ghost problem, only to discover that there was a rift to the shadowfell in a root filled room in a corner of the greathouse's basements.... a room that no one seemed able to remember.
Taking advantage of such close proximity to the upside down, ââââââ began experimenting, eventually creating an umbral ink that would steal away facts and moments of time when placed on the page, allowing him to make ghosts of people and places without even needing them to die. For now ââââââ is content to tinker, but it's only so long until stumble upon the conspicuous absence he's shrouded his activities under, or the lives he's disrupted in the process.
Hooks:
Within the party's bag of holding or the pack of their most rougish member the heroes discover a bound together stack of pages, which detail their encounter with a man named ââââââ while out on the road earlier in the campaign, described as an innocuous scholar with inkstains on his cuffs, always seeming to be writing in his travel journal. He offered insight on their adventures then seemed to disappear. Should the party destroy or damage the pages, they'll suddenly remember this encounter, them managing to steal these pages, and the fact that the man's shadow more often resembled a tree than that of a human
The party visits a seaside village, and while most things seem normal, there's a woman clearly in distress that the locals are keeping well away from. She claims she's lived in the village all her life but most seem to think she's a stranger, those few who do remember her thought she ran away when she was just a lass (about the age that she started working at the manor). Like many of the servants, ââââââ worked some magic to keep her on thinking he was the master of the estate, forgotten by her neighbours, but forgot to fully edit her story to prevent her from visiting her parents grave on the anniversary of their deaths some decades past.
ââââââ's ink comes from a great unnatural tree that grows up through the foundations of the manor from the shadowfell below. Adapted to eat away at the memories of ghosts, the shadowcaster gorges this tree on the stories of the living, creating an ever deepening wellspring of power and a never ending supply of umbral ink. Drunk on power and the possibilities of playing blackout poetry with people's lives, ââââââ does not realize that the tree is literally undermining him, threatening to drag the whole estate down into the land of the dead, erasing whole swaths of the countryside as the manor's library is drowned in amnesiac gloom.
2025 has come to a close. 12 months / 52 weeks of custom cards designed as part of the Inventor's Fair, a Magic: the Gathering card design contest blog here on Tumblr. These card designs have spanned the color pie, the Multiverse and Beyond.
So letâs take a look at the data â what was 2025 like for the Inventorâs Fair?
Art. Consult the Star Charts. Illustrated by Antonio JosĂŠ Manzanedo
The Contests
With the exception of this past week, a contest was held each week, making a total of 51 contests. These contests were overseen by five judges: @spooky-bard (24 contests), @abelzumi (23 contests), @loreholdlesbian (2 contests), @3smuth, and @gollumni (1 each).
As is the norm, most challenges were in the Standard (In-Universe) bucket [44/51], with 5 contests being "Anything Goes" (no format restrictions), 1 contest being specific to Multiplayer, and 1 contest explicitly for Universes Beyond. This year, there were no contests for Acorn / Silver Border designs.
This year, there were a total of 1302 entries, higher than both 2023 (1234 entries) and 2024 (1108 entries) and just shy 2022 (1367). There were an average of 24.5 entries per contest, with peaks and valleys across the year. There were two highs, with Brand Re-Ignition (started Jan 19) and Cross-Cultural Conceptualization (started Sept 7) both having 33 entries. The single low was That Makes Me Feel Angry (started Aug 10) with 19 entries.
Image. Number of Entries by Date. The blue dots represent the number of entries for the contest. The green line represents the 3-week Rolling Average.
The Entrants
This year, there were 94 unique entrants. This is the first time in the data collected (2022-now) that this number has dropped below 100. It's interesting to pair this with a higher total number of entries. It would seem that, on average, each participant submitted entries to a higher number of contests than in previous years.
Speaking of, time to give a few shout-outs. First, to all those who have submitted to every contest this year: @curiooftheheart, @nine-effing-hells, @bread-into-toast, @hypexion, and @xenobladexfan, with honorable mentions to @izzet-always-r-versus-u and @deg99 for just missing a single contest. That takes some real dedication! Another shoutout to our newest entrant, @superoffbatter, who made their first entry during Pet Projection just a few weeks ago.
With this being a weekly contest, Winners and Runner-ups are picked for each challenge. It's interesting to look at these entrants by their "Batting Average", or number of times they were selected by the total number of submissions they've designed.
Top 5, by "Batting Average" (and with at least 12 entries)
@corporalotherbear: 0.43, with 21 entries
@grornt: .42, with 38 entries
@teaxch: 0.41, with 23 entries
@izzet-always-r-versus-u: 0.40, with 50 entries
@curiooftheheart: 0.49, with 51 entries
For a look at the stats for each participant each year, go here.
Art. Team Pennant. Illustrated by Anna Fehr
The Submissions
Here are some of the specifics of what has been submitted so far this year!
Types
These categories are if the Card Type was part of the Type Line, so an entry that had multiple card types (front and back) would be in placed in multiple buckets.
Creature - 689 entries
Enchantment - 232 entries
Artifact - 165 entries
Sorcery - 161 entries
Instant - 119 entries
Land - 72 entries
Planeswalker - 11 entries
Battle - 4 entries
Kindred - 5 entries (all Enchantments)
And while it isn't a type, let's give the Legendary supertype a shout-out: there were 245 designs submitted that show just what it means to be a one-of on the battlefield.
Mana Value
I love a good bell-curve, and it continually surprises me to see one form in the mana value of these contests.
MV 0: 54
MV 1: 85
MV 2: 313
MV 3: 374
MV 4: 249
MV 5: 124
MV 6: 64
MV 7: 28
MV 8+: 11
It's interesting to perpetually see that a majority of designs hits at MV 3, with either MV 2 or MV 4 taking 2nd (and then 3rd) place. I wonder what that says about the designers enjoyed play-styles...
Rarity
Once again, most designs sit at either uncommon or rare. Together, they make up 80.03% of the total designs.
Image. Number of Entries by Rarity.
Color
And finally, the section in which I talk about how Green usually is the least designed color... and it was close this year, but that (dis)honor befalls to RED!!! Green saw a huge surge earlier in the year (I wonder why...), with it now placing in 3rd in Color Identity and 4th in Mono Color. Blue and Black continue to be dominant, as always.
Color Identity
Blue - 436 entries
Black - 422 entries
Green - 367 entries
White - 362 entries
Red - 357 entries
Colorless - 74 entries
Mono-Color
Blue - 167 entries
Black - 156 entries
Red - 137 entries
Green - 124 entries
White - 119 entries
We also get decent showings for Guild (Two-Color) cards. For these, I'll share the top 3 and bottom 2 combinations for entries.
Top 3 Guilds
Simic (GU) - 57 entries
Orzhov (WB) - 53 entries
Dimir (UB) - 46 entries
Bottom 2 Guilds
9. Azorius (WU) - 32 entries
10. Gruul (RG) - 25 entries
Art. Pain For All. Illustrated by Dmitry Burmak
For a look at all the data, go here.
Finale
Looking at the mid-year data analysis, it's surprising that not much changed (at least in the ordering of card types, rarities, etc.) Congrats to all those who participated! Now for 2026, let's talk about Red and Gruul... ;)
As always, it's always fun participating in the @inventors-fair. If you've wanted to try your hand at designing cards for Magic, come join us! And if it's been a while, come on back :).
So one of my players got sent to a different plane, and is pretty much stuck there, so the rest of the party will have to try and rescue her; I figure they somehow will have to get their hands on a Gate scroll. Any ideas for where they could find such a scroll, and even more importantly, where would they hear about it? Or maybe what favour would they have to do for the city's resident high level wizard? Thanks so much in advance!
Ally: The Index
" My oh my you don't belong here, which is to say that I don't think I have a spot for you in the catalog, not that you are unwelcome, oh has anyone told you that you are welcome yet? I'd do it but I'm not sure I'm authorized, then again I'm not sure I've not been authorized to welcome you, in which case I extend to you a conditional welcoming and/or unwelcoming depending on privileges pending. If you could find yourself a seat, I'm five eights of the way through constructing an itemized list of the moths I've found in the library over the past year. It should only take another two days, then I'll fetch you some tea.
Setup: Seeking help from a powerful arcanist, the party is pointed towards the home of one Minerva Motteheaper, an archmage famed among the locals for never turning away anyone with a problem. When the party reaches her manor however, they find the place in shabby disrepair, exterior overgrown with moss and ivy and interior thick with dust. Following some of the only signs of habitation, they are drawn to a haphazardly sorted magical library, governed over by an eidetic but scatterbrained construct that calls itself "The Index". Left in charge of the house and mentally overburdened by the sheer number of things that need "sorting", the party will either need to seek help further afield or make themselves useful in crossing a few things off the construct's hastily scrawled to-do list.
Adventure Hooks:
Other tasks on the to-do list include "deal with greenhouse infestation" which will see the party dealing with a foul-tempered fey and it's giant insectoid pets, and "Check on Pinky, basement?" which involves rescuing The Index's pintsized mechanical sibling form a pile of barrels that've pinned it down in the cellar for months. The More tasks they clear off the list, the more clearheaded The Index becomes, allowing it to field their questions and even propose solutions given enough research time.
One section of the List is " Dust the Garnet landing, 3rd floor, CAUTION". Investigating finds the players infront of a fancy mahogany door that doesne't seem to make sense with the surrounding architecture, a bowl of eternally fresh fruit, and a small placard that translates itself into their native tongue that says " You have stumbled upon a landing of the infinite Staircase, if you wish to return home, enter the door and retrace your steps. If you seek something more precious than home, return to the stair and begin walking in the direction you set out in. Rest here if you must, walking the stair is dangerous, you will tire but you will not be able to sleep." Evidently Archmage Motteheaper's home intersects with some kind of "world between worlds", which may lead the party out into the greater cosmos later on.
After The Index's mind is cleared and Pinky is Recovered, the two will ask the party a favor: Neither of them know where their creator currently is, an their other siblings are scattered all about. If the party could help reunite them, perhaps together they'd be able to figure out where the Archmage has ended up.
Background: Like many powerful arcanists, archmage Minerva Motteheaper juggled many responsibilities, from advising the town elders on matters of state, to defending the region against arcane anomalies, to solving the problems of those who'd come to knock on the door of her stately manor. Eventually it all became too much for one person to handle, so Minerva built a series of constructs to help her with the day to day tasks so that she could focus on the things important to her. Several years ago however, the duty-burdened archmage said "fuck it" and teleported away, leaving her mechanical servitors to keep things up in her absence.
Future Adventures:
Thumper the Groundskeeper is actually still on the property. Years ago the stocky, stubborn bot worked itself to exhaustion one winter and ended up falling into the frogpond, in which it has rusted in ever since. The party will need a proper arcane crafter to fix the machine, whether that be from among their own number or seeking one out.
Tall and Spindly Medius was built to provide wisdom to the local authorities, and now occupies a seat on the town council, advising whos ever in charge. Unsupervised, the construct has taken its role a bit too far, and now masterminds local politics through a web of puppets, spies, and blackmail. It has no qualms about helping the party to recover its creator, but it may turn out to be an adversary somewhere down the road.
Battle-ready Ringer was made to be Minerva's personal assistant and bodguyard, but with no BODY to actually guard, the construct has become proactive in hunting down threats in the locality in case they ever become a problem to the archmage after her return. The only way the party will be able to find it is by figuring out which of the bounty missions from the local guild it's recently taken and catching up with it in the field.
For the Asker: Getting just one of your party stuck requires some creativity, especially if that player is still about and able to play while their character remains in the cosmic penalty box. My advice is to let them play AS Pinky ( A small sized Warforged Rogue at level with the party) while they climb the astral staircase, moving through a series of planear themed challenges before they get to whatever dimension their original party member was stranded in. THEN have some fun dropping some exposition about what happened to the stranded character and what strange things might've befallen them in their time away.
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âProgress charges ever forward, heedless of the losses that came before. Competition is the whip that spurs it onwards, greed is the blinders that keep it from wavering.âÂ
-Darrow Mueller, founder of the Ironhorse railway company, memoir
Setup: Folk still tell stories about the disappearance of the Iron horse, a train carrying a fortune in gold coins that went missing, engine, crew, and all before reaching its destination. The treasure it carried was intended to be the warchest for an ambitious land speculation scheme, buying out homesteaders, tribes, and towns alike to pave the way for the railway companyâs expansion into the region. In most tellings of the tale of the iron horse, The train-crew realizes what they were carrying and decide to take an early retirement though this version fails to account for how the train itself managed to disappear. Others prefer a more fanciful yarn where a dragon swoops down and collects the train the way an eagle catches a snake, though the more practically minded would tell you that the train never left at all, and that the whole debacle was really a way for the soon to be dissolved Ironhorse company to forestall their creditors.Â
What ACTUALLY happened was this: like many of the successive railway companies that had attempted to expand across the frontier, the Ironhorse company made use of rail laid down by a defunct competitor KL Industries, whoâs maps and surveys it had bought up when that company exhausted its capital. KL industries like many exciting new startups did not keep very good records, such as the numerous failed âghost tracksâ they ended up pouring investor money into only to run into dead ends caused by poor management and cutrate surveyors.Â
A gang of outlaws tried to rob the iron horse but botched their assault and ended up killing the trainâs crew, inadvertently setting the engine onto one of these ghost tracks, hurtling into the wilderness with no one aboard who knew how to slow it down. This ghost track happened to lead to an old mining camp thatâd been converted into barracks for KL industry rail workers, abandoned after the company dissolved. The runaway Ironhorse flew off its tracks, demolished a few of the condemned buildings, and ended up at the bottom of a canyon too deep for anyone to find itâŚ. for now at least.Â
Hooks:Â
One of the partymembers has a cousin, great with numbers, bad with people, whoâs gone to work as an archival clerk in the big city. Raised on tales of the frontier, theyâve had a pet fascination with the Iron horse since they were a kid, and have slowly been untangling the circumstances behind the trainâs disappearance since they were tasked with sorting through the assets of the now dissolved railway company. Seeing what no one else has seen for decades, theyâve traveled out to give their favorite cousin a lead on what could be a monumental find, provided their more capable kin is willing to take them along on what might be the adventure of a lifetime.Â
Like everything else in this story the mining camp, site 6, was the product of capitalist folly, in this instance a mining concern that set up in the middle of nowhere and collapsed soon after What they left behind was an unstable warren of tunnels and an array of barracks and workhouses that failed to even meet the bar of being a company town. These ruins have become the nesting ground for all manner of badlands monster, but will need to be navigated if the party wish to spare themselves an endless series of climb up and down the canyon to bail their treasure out by the bucketload.Â
Before and after their journey to the old camp, the party will be shadowed by a man named Isaac Hauler, a representative of the Buckthorn Detective Agency dispatched by the cousinâs employer to shadow them. Originally only expecting the cousin to be selling company secrets to a competitor, Mr. Hauler was happy to act as corporate legbreaker up until he realized the party were after the Ironhorse gold, at which point he began to contrive a way he might make that fortune his own. With so much treasure to deal with and so much mine to explore, the party will have to make multiple trips out into the wilderness to deal with it and explore the rest of the camp, leaving the cousin back in town to act as their bookkeepr and work on figuring out where to invest/store the money. Itâs then when Hauler will strike, taking the cousin captive and using them to ambush the party with a few friends from the agency.Â
The rampage of some winged beast has brought you into the service of Syr Volias, an experienced knight errant who has sought you out in hopes of putting an end to its far ranging carnage. It is early spring, and your party follows the thaw up the side of the mountain to an old ruin which surveils the surrounding valley. Â So far the ruin, and your quarry, remain beyond sight.Â
A new DM asked me if I could walk them through the creation of an introductory adventure; combining not only a solid first questhook but also incorporating my advice on session zero, party formation, and the fundamentals of dm storytelling. This adventure prompt is the result, serving not only as a tutorial for newer players, but a teaching example for new DMs as well. It can easily be run as a oneshot, used as a launching point for a greater story, or (for those of you who have some adventures under your belt) seeded into an ongoing game as a sidequest. The structure of the adventure is fairly simple, so rather than slathering on extraneous detail Iâll be going in depth about WHY each section of the adventure happens the way it does, and what purpose it serves in turning a group of scattered players into an invested adventuring party.Â
We begin with the party already gathered and on their way up the side of the mountain, providing everyone (including the DM) with a clear direction for the action. What are we doing? weâre heading towards the ruin, and all we need to worry about at the moment is taking actions that lead us closer to it. Similarly, this adventure provides the players with direction during session zero, as they know vaguely what theyâll be doing on this outing (hunting a beast alongside a knight) and what sort of characters they might be playing: who would sir Volias seek out for aid? What have they done to earn themselves reputation as monster hunters? Why did they say yes? Using these sorts of ideas to guide character creation gives you a cohesive group identity right from the get go without having to bend over backwards to get the party together.
I know Iâm not alone in really disliking d&dâs alignment system, but I seldom see anyone talking about how its rigid and arbitrary simplicity really hamstrings the gameâs moral mythology.Â
Look no farther than the alignment based outsiders: clockwork beings of order, reptilian creatures of chaos, ineffective angels of good ( weâll get to all of them) and todayâs target of contrition: the laughably obtuse servants of evil.Â
Today Iâm going to explain why the way that demons and devils in d&d are so poorly implemented, then a few different ways they could be changed to enrich your campaign.Â
TLDR: The great wheel cosmology is dumb and is holding you back from any nuance in your worldbuilding. There should be no one central hierarchy that all demons and devils fall into, and instead there should be numerous hell dimensions throughout the planes that all operate independently.
If you want to maintain the distinction ( which I could take or leave), demons are the manifestations of various cruelties, evils, and miseries of the world that have festered for too long. Devils should go back to their roots as tempters and punishers of mortals, existing as a counterbalance to angels as the protectors of mortals, and the messengers of the gods. Â
(Spewed this onto reddit earlier, figure I'll post it here, too)
Doctor Octopus, the Villain Tribal leader, who is clearly designed to lead a villain tribal commander deck, doesn't have the color identity to run some of the villains he frequently leads in the comics. This is GENUINELY a major negative point for the set to me. There's only two tribes of note here: Spiders and Villains. And Spiders get a 5-color commander (Even if he seems like a lazy one) and villains get someone who can't run Electro, Hobgoblin, Jackal, EITHER VERSION OF KRAVEN, Lizard, Sandman, Rhino, etc. I will point out that Doctor Octopus' ORIGINAL sinister six, the ones in the art of "Behold the Sinister Six," was himself, Vulture, Mysterio, Electro, Sandman, and and Kraven. And he can't even run the Unstable villains because They're all Rakdos. Maybe in the Avengers set will get a five-color Baron Zemo or something and I'll get The Masters of Evil, but Cosmic Spider-Man shows they CLEARLY knew people would want a 5-color Spider-Commander, and yet they DIDN'T LET US MAKE A SINISTER SIX DECK!
THEY PRINTED THREE Doc OckS AND A Superior Spider-Man! AND NONE OF THEM CAN LEAD THE SINISTER SIX.
I know this is a very major complaint about a single character's representation, but I feel like I could rant about a lot of the Legendary creatures in this set not being great designs for the character, like some spider heroes having the "flying when attacking" even though They're all webslingers... and some having webslinging even though They're all webslingers. And some really useless characters being Legendary while some really cool characters aren't. The point is, I hate this set, and "Sinister Six Commander" was the one thing I was really excited for and it just doesn't work.
Since we are complaining, here's another: Gwen Stacy // Ghost-Spider AND Ghost-Spider, Gwen Stacy are both in the set. The most egregious example of "we HAVE to fit so many legendaries that we HAVE to reuse the same character"
If your plot feels flat, STUDY it! Your story might be lacking...
Stakes - What would happen if the protagonist failed? Would it really be such a bad thing if it happened?
Thematic relevance - Do the events of the story speak to a greater emotional or moral message? Is the conflict resolved in a way that befits the theme?
Urgency - How much time does the protagonist have to complete their goal? Are there multiple factors complicating the situation?
Drive - What motivates the protagonist? Are they an active player in the story, or are they repeatedly getting pushed around by external forces? Could you swap them out for a different character with no impact on the plot? On the flip side, do the other characters have sensible motivations of their own?
Yield - Is there foreshadowing? Do the protagonist's choices have unforeseen consequences down the road? Do they use knowledge or clues from the beginning, to help them in the end? Do they learn things about the other characters that weren't immediately obvious?
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The first half of the year has passed, and that means a full 6 months of card designs submitted to the Inventor's Fair, a Magic: the Gathering card design contest blog here on Tumblr. Like all the past years, each week there have been awesome submissions, stunning designs, and marvelous interpretations.
For the uninitiated, each week, a design challenge is announced on the blog and members of the community create cards meeting the design specifications. At the end of the week, a few winners and runner-ups are selected from the submission.
So letâs take a look at the data â what was 2024 like for the Inventorâs Fair?
Art. Unite the Coalition. Illustrated by NĂŠstor OssandĂłn Leal
The Contests
So far this year, there has been 25 contests spread over the 6 months. A special thanks to the judges @abelzumi and @spooky-bard, who have shared their expertise in 24 of the 25 contests, and @loreholdlesbian, who returned once as a guest judge.
Of the contests, most challenges fell into the Standard (In-Universe) bucket [23/25], with 2 challenges being "Anything Goes" (no format restrictions) - Asp-irations (Feb 2nd) and Breaking Point (June 15th).
Across the 25 contests, there were a total of 665 entries, which comes out to be an average of 26.60 entries per contest. This was spread out pretty evenly over the 6 months: January (28.00), February (26.50), March (25.20), April (27.75), May (26.75), June (25.75). The contests with the lowest participation (21 entries) were "Gotcha" Games (Feb 16th), Lap 2 (March 2nd), and Solid Ground (March 9th). The week with the highest participation (31 entries) was Brand Re-Ignition (Jan 19th).
Image. Number of Entries by Date. The blue dots represent the number of entries for the contest. The green line represents the 3-week Rolling Average.
The Entrants
Across the 25 contests, there have been 74 unique entrants. A special shout-out to the 7 who have submitted to each contest so far this year: @curiooftheheart, @nine-effing-hells, @izzet-always-r-versus-u, @deg99, @bread-into-toast, @xenobladexfan, and @hypexion. Y'all rock! There have been 15 total entrants who have submitted in 20+ contests, while 25 total who have submitted in at least 50%.
Also, a warm welcome to those who made their first submissions for the year during the month of June: @archivists-doll, @insane-bad-idea-person, and @taran-wanderer. It's good to have you here!
With this being a weekly contest, Winners and Runner-ups are picked for each challenge. It's interesting to look at these entrants by their "Batting Average", or number of times they were selected by the total number of submissions they've designed. As has been asked in the Discord, this does not include the times they were awarded "Judge's Pick" in Judge Commentary: this is primarily a notation given by @abelzumi, so I have omitted it as a data point for consistency's sake.
Top 5, by "Batting Average" (and selected at least 5 times)
@curiooftheheart: 0.52, with 25 entries
@grornt: .50, with 20 entries
@nine-effing-hells: 0.44, with 25 entries
@misterstingyjack: 0.43, with 23 entries
@corporalotherbear: 0 .42, with 12 entries
Art. Team Pennant. Illustrated by Anna Fehr
The Submissions
Here are some of the specifics of what has been submitted so far this year!
Types
These categories are if the Card Type was part of the Type Line, so an entry that had multiple card types (front and back) would be in placed in multiple buckets.
Creature - 352 entries
Artifact - 108 entries
Enchantment - 105 entries
Sorcery - 83 entries
Instant - 60 entries
Land - 39 entries
Planeswalker - 6 entries
Battle - 4 entries
Kindred - 2 entries
As always, Creatures takes up a lion's share of the designs. What is interesting is that the designers already have made more Artifacts, Lands, and Planeswalkers than the entirety of 2024: Artifacts (107), Lands (12), and Planeswalkers (3).
And while it isn't a type, let's give the Legendary supertype a shout-out: so far there have been 99 designs submitted that show just what it means to be a one-of on the battlefield. And it just so happens that 78 of those could even find their way into the command zone.
Mana Value
I love a good bell-curve, and it continually surprises me to see one form in the mana value of these contests. There is a slight anomaly with there being a nice chunk of 0-mana costs, but that is easily explained by the number of lands designed thus far, thanks to the Solid Ground contest (Mar 9th).
MV 0: 41
MV 1: 38
MV 2: 172
MV 3: 184
MV 4: 121
MV 5: 57
MV 6: 34
MV 7: 13
MV 8+: 5
It's always interesting to see that a majority of designs hits at MV 3, with either MV 2 or MV 4 taking 2nd (and then 3rd) place. I wonder what that says about the designers enjoyed play-styles...
Rarity
Once again, most designs sit at either uncommon or rare. Together, they make up 81.4% of the total designs.
Image. Number of Entries by Rarity.
Color
And finally, the section in which I talk about how Green is the least designed color... EXCEPT FOR THIS TIME!!! Green has actually seen a huge surge, with it now placing in 3rd in both the Color Identity and Mono Color brackets. Blue continues to be dominant, because who doesn't like designing for that sneaky boy? So who's behind this time around? Green's neighbors, Red and White.
Color Identity
Blue - 224 entries
Black - 216 entries
Green - 203 entries
White - 188 entries
Red - 179 entries
Colorless - 39 entries
Mono-Color
Blue - 86 entries
Black - 76 entries
Green - 71 entries
Red - 70 entries
White - 62 entries
We also get decent showings for Guild (Two-Color) cards. For these, I'll share the top 3 and bottom 2 combinations for entries.
It's good to see all 5 colors represented in the top 3.
Art. Heroes Podium. Illustrated by Willian Murai
Finale
Well, I think that sums up the first half of the year. As always, it's always fun participating in the @inventors-fair. If you've wanted to try your hand at designing cards for Magic, come join us! And if it's been a while, come on back :).
Oh, and if you want to see the hard data, here you go!
Overhauling Exploration with the Illuminated Room System
Artsource
Despite playing D&D for over 20 years, every so often I'll encounter a bit of DM advice that completely changes the way I run my games. When it happens, it often feels like I've discovered a way we were always SUPPOSED to be playing, solving a problem that I'd had for years and sending me into a rage spiral about why no one seemed to figure this out back when I was first learning the game.
Lo and behold, two of my favourite online DM channels happen to hit upon the same idea mere months apart.
TLDR: To improve the efficiency and clarity of our exploration based gameplay, we should borrow from videogame UI design which makes it easy for players to know what to do by highlighting things players can interact with. From there, escape room design takes over, as interaction reveals new information, challenges, and puzzles.Â
More ideas about how to use this system (and my own ideas about spicing it up) under the cut.
Again, I cannot overstate how much this technique has overhauled my games, improving everything from dungeoncrawls to mystery investigations. Itâs succinct, itâs direct, itâs easy to both design around and run at the table. It helps focus the party on whatâs been prepped without restricting their options, and itâs even communicable to other games like MOTW.Â
One of the things I like most about it is that itâs scalable: while the system works to describe individual rooms, you can also use it to describe entire floors in larger structures, or even regions of wilderness for far ranging adventures. You can even mix and match, detailing the exterior region around the dungeon as the party searches for an entrance before zooming in to smaller and smaller areas.Â
Tips and tricks:
Since this system is all about revealing information, itâs important you know what that information is pointing to. Whatâs your partyâs goal in the dungeon? Are they exploring ? Give them information about the background of the area? Are they looking for something specific? Hints and clues towards its actual location (though they may need to connect the dots). You can also use this hidden information to forecast future threats, or tempt them onto exploration sidetracks. Â
On that same topic, you can give your dungeons a sense of life and history by connecting a few of these points of interest into their own narrative threads. Escalate the threat of a haunted tomb by leaving clues about a group of thieves who tried to delve it beforehand. Play up the chaos and comedy of an absentminded mage by leaving his research notes scattered about. Players are completionist by nature, and humanizing the lore will only make them want to know the endings even more.Â
MIx minor hazards into your investigation to keep things interesting. A chance for minor damage or afflictions every couple of âroomsâ will keep the party on edge without punishing them for their curiosity. You can also through a more major threat in there (room level trap, lurking combat encounter, debilitating curse), but in this instance the âhighlightingâ should give the party a chance of not getting ambushed.Â
I like to pair the illuminated room system with my framework for random encounters, having every âroundâ of exploration adding a unit of time. I also let my players spend time to âbrute forceâ any of the failed rolls they might have suffered, (fully tossing a room looking for a single journal, trying every combination on a safe etc.)
You can even have illuminated room exploration in the aftermath of the battle, mixing clues dropped by the partyâs foes with things that were already in the area. This is a great way to double up during the dungeon design process, designing a setpiece combat arena as a place of investigation and viceversa.Â