Download sly flourish fantastic locations pdf
Sly Flourish's Fantastic Locations is a book, available in PDF and print-on-demand, that gives you twenty system-agnostic locations to drop into your favorite fantasy roleplaying game. Each location builds on a fantastic theme, such as a mysterious ancient structure under the ice, a cursed castle of a mad king, a fallen celestial fortress, and a dwarven mine that cracked into the tomb of a dead god.
Each location includes artwork by Brian Patterson of D20Monkey. Sometimes this artwork takes the form of maps. Sometimes it's an overlook of a specific location. These sites and structures aren't full adventures. Instead, you and your players build your own stories in these fantastic locations, then you populate them with the monsters that fit your story. Thanks to the support of backers on Kickstarter this book was expanded to include a total of twenty locations each with full color artwork.
This book is system agnostic. You can use it in just about any fantasy roleplaying game. The latest Fantastic Locations release, with stunning new maps. It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands the nonplayer characters or NPCs , player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure.
The Event-Based adventure including how to use flowcharts and timelines , The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes: A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies.
Richard is a game developer and the author of the fantasy bestseller Condemnation. It includes everything you need for a great adventure—except your players.
What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered She shares her tips for the most desirable gear, snacks to carry in your backpack, how savvy runners get into events that are sold out months in advance, and the best local sights to take in on your downtime.
Whether you want to make those running dreams come true or simply be entertained, here are dozens of running adventures sure to get your heart pumping. From the Trade Paperback edition. Fantastic Locations: Fane of the Drow features two double-sided poster maps designed for roleplaying and miniatures skirmish play. An accompanying page adventure can be dropped into any campaign. The two poster maps, which are scaled for tabletop play, can be put together to form the temple of the drow, while the reverse sides feature other fantastic dungeon locations players can explore.
Remember "Humpy," the talking camel? You'll find him in this book, along with a host of other legendary characters from Alice in Wonderland through the Mysterious Mr Wong to Wild Bill Hickok. Directors include John Ford, Cecil B. It all adds up to many hours of pleasure for classic movie fans who can thumb through details of award-winning films, popular pictures, and little-known masterpieces that deserve wider recognition.
From the natural splendour of Devils Tower in Wyoming, to the medieval pilgrimage of Camino de Santiago that stretches to Spain, Inspired Traveller's Guides: Spiritual Places explores locations that will be a balm to the mind and a tonic to the soul. Travel journalist Sarah Baxter has carefully curated a selection of the 25 most spiritual destinations from around the world — places that hold the promise of rare and profound experiences, whether areas of natural beauty imbued with spiritual significance or sites constructed for worship.
From breathtaking scenery to religious capitals, sacred valleys to places of natural beauty, here the full spiritual story and unique tranquillity of each place is revealed with beautiful hand-drawn illustrations and evocative tales of previous visitors that will both delight and inspire. Save NaadiAstrology for later. Recently Added. Document I'm a Christian. Save I'm a Christian. Burk [, Serendipity Press] Added by Nagaraj. Burk [, Serendipity Press] for later.
D 10 Career Chart Analysis. Document D 10 Career Chart Analysis. Save D 10 Career Chart Analysis. Document theastrocodex. Save theastrocodex. Scott Hollander Tarot for Beginners.
Document P. Scott Hollander Tarot for Beginners Added by okulescu. Save P. Scott Hollander Tarot for Beginners for later. Sly Flourish's Fantastic Locations. Document Sly Flourish's Fantastic Locations. Save Sly Flourish's Fantastic Locations. Jupiter Transit Dates. Document Jupiter Transit Dates Added by aurumstar By using the right ceremonies and incantations, it is said that the gate can be activated and used to travel to unknown worlds. Those folk discarded, humanoids, unintelligent monsters, cultists, thieves hunted, or hated by the citizens of the world above Location Aspects: Lawless, active, smuggling, have found a place in these underground halls, forming assassins, pirates, slavery, corruption, their own loose and bloody society.
Many people on the contraband, kidnapping surface know of the Undercity. However, the righteous understand that it is impossible to push out all the DESIGN NOTE: undesirables who lurk below, and the corrupt know all As written, the Undercity can be as small too well the value the Undercity brings to the city above. Whatever side beneath a single banner. For example, it as a threat against unruly children. Some whisper centuries echoes the growth and expansion of the that a creature of great darkness feasts on those who civilization above.
These tunnels twist and turn, with fall into the deep pool, while others talk of great some narrowing to just a few feet in diameter while treasures down in the black water just waiting for others expand into huge vaults.
Occasional chutes drop someone to claim them. An indescribably horrid smell rolls off the mountains Area Aspects: Vast drops, narrow passages, of refuse in this vast chamber. Chutes descending from secret tunnels, directional markings hundreds of feet above send an endless slurry of solid and liquid waste into this area.
Unknown creatures have The sewers of the city above have been built and built a warren throughout the piles of filth, shoring them rebuilt over centuries to create a network of hundreds up and drying them to create rock-hard hives. Smaller of passageways—many long forgotten.
No single structures of hardened refuse circle around a large cone- map shows all the sewers, and no living creature shaped mountain in the center of the chamber. Hundreds knows their full extent.
However, some claim to have of passages—some as small as a rat; others as large as an portions of the sewers mapped out and will part with ogre—dot the surface of the mountain. As complex as the sewers are, they remain one of the easiest ways for creatures Area Aspects: Mountain of filth, small to travel from the city above to the Undercity.
Dozens of tunnels from the city above lead to an Deeper down, the walls of the sewers become loose enormous pile of refuse that has become the lair rock and hard clay. These areas are in constant danger of some of the filthiest creatures in the Undercity, of collapse, and are home to larger beasts.
The layout of carved through with tunnels and living chambers. Some of the craftiest creatures know the becoming revealed after being lost for decades. Treasure seekers also DEEP POOL know that valuable possessions often find their way down drains and into the pools and piles of the filth Waterways both natural and unnatural have carved out warrens. However, exploring the warrens most often a rocky chasm hundreds of feet deep. A vast waterfall reveals only disease or a knife in the back.
The ruins of underground buildings lie half Many creatures have ruled the filth warrens collapsed along the edge of the chasm, their bricks and over the ages, but who does so now? Are stones constantly crumbling to fall to the water below.
Its sharp- city. Whether used for late-night liaisons, smuggling, or toothed mouth serves as the entryway into a fortified other forays into the forbidden, these passageways have keep built within the skull. However, it is rumored that These passages provide the wealthy with private each such ruler has met a grisly end by an unknown access to a realm that feeds their many vices, but and deadly hand that resides within the keep. Beyond the pit lies a single slab of black natural chamber, where a dozen rough-edged mud pools stone, with grooves carved in its surface to channel bubble and spit.
Some of these pools glisten as white as blood into the pit. A number of the pools are covered with iron Area Aspects: Blood-spattered pit, demonic bars bolted to the stone of the cavern floor, as if intended relief carvings, black stone sacrificial altar to keep something in the pool from getting out. In the Found at the end of a series of dark and narrow natural few pools not filled with mud, a crystal-clear blue liquid passageways, this ancient unholy shrine is much older reveals the screaming skulls and grasping bones of dead than most of the Undercity.
No one knows which evil creatures sprawling below the surface. A network of god the temple cavern was originally built for, but it rusted chains and pulleys hangs from the ceiling, ending has served its dark purpose in worship to dozens of in sharp hooks dangling above each pool.
No matter what sect Area Aspects: Bubbling pools of acidic mud, has made the temple its own, a darkness has always iron bars, rusted chains and hooks, sulfuric air called out to would-be worshippers from the place— a darkness even older than the temple itself. Villainous gang lords once ruled much of the Undercity, using these cells as a prison for their most hated enemies.
The acidic nature of the pools varies. Some will peel skin away from victims slowly, leaving them in constant agony. Others will strip a corpse to the bone in seconds. Along the main thoroughfare of the Undercity stands an open cavern lined with clay-walled buildings. Wooden ladders and clay stairs underground lake of rippling black water. Creaking lead up to buildings towering five stories high.
In the ships lie anchored off shore, while large boats laden center of this underground town, the huge stone skull with illicit goods are tied off at ragged wooden piers. Area Aspects: Massive iron-armored statues, the Area Aspects: Multistory clay buildings, old black lake, ships and boats laden with illicit goods carts of contraband, screaming skull, mouth passageway leading down into darkness This cavernous cove connects to a lake or sea in the outside world, but only a handful of nefarious It is said that anything and anyone can be bought and captains are able to navigate the dark lake.
No one sold in Skulltown. Others believe that a secret word people, and has never been ruled by any single group. Still others whisper that a feature additional levels below the surface of the great treasure is hidden within each statue, which can cavern, creating cramped spaces used as shops, dens, be claimed only by destroying them all.
Tables surround it, with a second level above extending out as a balcony. Steam rises off copper pipes punching up from the rocky ground, some leading into the still while others rise up and through the ceiling above.
Area Aspects: Unstable stone walls, massive brass still, hot copper pipes, inner balcony overlooking the central tavern. The Bloody Knife has been the inn and tavern of note in the Undercity for centuries. Though the source of the hot spring is thought to be natural, some speak of rocks magically radiating heat,. Potential Inhabitants: Cultists, monstrous Weatherworn walls and a crumbling slate roof reveal humanoids, undead, demons, unintelligent centuries of decay, and yet the structure stands intact.
Dozens of Location Aspects: Forbidden, evil, temple, sacrifice mausoleums and grave markers dot the rocky slopes beneath the structure, twisted and shunted as though The Center of Malevolence the earth itself had tried to expel them. Darkness flows throughout the area surrounding the Numerous sects dedicated to mysterious or malevolent abbey. Gray clouds swirl in the sky by day, turning deities have used the Dark Abbey as a place of worship black and red at night.
Storms frequently blow in over the years, though each such sect has seen its time without warning, hammering the ground with here end in blood and death. Explorers who attempt lightning and sending down sheets of hot rain. Contact with even a small amount of this and becoming potentially lethal if ingested. The vines fluid brings on fever and nightmares. Ingesting it can are also covered in long, thin thorns, which are coated lead to corruption and death, transforming those who with a black poison and sharp enough to pierce leather.
The remains of animals, monsters, and humanoids are often found within patches of blood thorn—along with the shining possessions of such creatures, which Ruined Remains can lure new creatures to their deaths. The ages of these artifacts vary widely, The worked stone of a mausoleum lies beneath a blanket with some only decades old and others dating back of thick blood thorns and yellow-green moss.
Strange over a thousand years. A Bloody History Area Aspects: Thick blood thorns, crumbled statues, poisonous moss, strange religious symbols No one knows who built the original abbey, though it has been rebuilt and broken down dozens of times Crypts and mausoleums litter the hillside surrounding over the past two thousand years.
Some believe it was the abbey, some of which have been freshly built and constructed on a site already stained by an unnatural recently used. Tyrants, noble murderers, sacrilegious darkness.
Evil flourishes on this hill, which has always priests, and corrupt knights are often laid to rest here. Tracing Some of the mausoleums are vast catacombs unto back through the history of the abbey brings up themselves, while others are little more than one or repeated stories of murder, sacrifice, and sorrow, as two standing walls. In many places, the stone floors of well as hints of dark beings that should never see the the mausoleums have collapsed into pits and passages light of the world.
Forces of holy light and benevolent that lead into the catacombs below the hill. Beings of light have successfully pushed CHAPEL OF EVIL back the darkness of the abbey and brought the site to Rising out of the top of the hill like a protruding bone, the ruin on a few occasions, only to have it eventually rise chapel of the monastery is surrounded by huge blocks of again at the hands of villainous cults, dark priests, and stone that mark out the position of buildings long since the evil that lies beneath it.
Vines as thick as a human arm grow twisted around Area Aspects: Huge blocks of stone, grotesque gnarled trees. Dark veins pulse within shining red leaves, statues that appear to move while razor-sharp thorns coated in a sticky black liquid For centuries, this chapel acted as a focus for evil, threaten to flay the skin of passing creatures down to drawing negative energy from the surrounding lands the bone. The scarred skulls of beasts, monsters, and and funneling it deep below the surface.
The building humanoids lie hidden within the surrounding brambles. Carvings of screaming blood thorn thrives here. The red leaves of its vines are humanoids line the walls of its central chamber, giving poisonous, leaving large welts if touched to the skin intruders the sense of being surrounded. A statue of a monstrous robed figure stands over Rough stonework surrounds the pool—the remnants of the altar, its four skeletal arms each positioned as if a decrepit fountain stained black.
The oily liquid leaks beckoning intruders in welcome. The stone tiles around through the stonework, flowing along cracks in the floor the altar are stained dark red from centuries of use.
Strange glyphs and symbols mark the stones, and numerous depictions Area Aspects: Cold stone slab, monstrous of huge, corrupt creatures towering over screaming welcoming statue, dark bloodstained tiles humanoids are scribed along the walls. Hulking, No matter what the temperature around it, the altar faceless statues stand in the alcoves surrounding the remains cold.
No known substance or force can pool, their hands stained dark red. The strange statue is a recent Area Aspects: Black pool, stonework fountain, addition to the altar, built atop the rubble of dozens of faceless hulking statues, oily rivulets flowing other statues that have stood here over the years.
The into the walls stone slab is the oldest part of the abbey. Any attempt to plumb its depth shows it to be nearly fifty feet deep, with signs that it opens up to Numerous pits and passages lead down into the vast chambers and tunnels below.
The floor around the catacombs beneath the monastery hill. Stone arches pool feels spongy to the touch—almost like flesh— shore up walls of natural earth pierced through with and pulses in a regular rhythm.
If any attempt is made gnarled roots. Hundreds of skeletons are embedded in to damage the floor, it begins to spasm as the oil in the those walls, with each skull painted with a small glyph pool grows extremely hot. Many passageways have collapsed in cave-ins, and an unnaturally warm wind blows through many of the still-standing tombs. Numerous pits, cave-ins, and broken holes beneath Surrounding the platform is a fence built of cold iron, the abbey and its chapel and mausoleums lead down with tiny glyphs decorating each of its spikes.
The image into a vast network of catacombs. The bones of tens of a robed figure, arms crossed and fists at its shoulders, of thousands of humanoids line the walls, with decorates each sarcophagus lid. Some of the frescoes skulls leering and bony hands outstretched. Further on the walls show robed figures being worshiped by sinkholes and cave-ins reveal more passages leading thousands of followers.
Others show those same figures even deeper into the hill, seemingly going on forever. Still others show the mass sacrifice of enough for a human, but they sometimes open up to naked humanoids to these dark gods. Area Aspects: Cold iron fence, stone sarcophagi, detailed frescoes. It is unclear whether this room was constructed for the purpose of worship or as a place of protection from whatever lies in the three sarcophagi.
Natural stone pillars rise blown by a howling wind. The ceiling above is open to from floor to ceiling here, each of which is carved with the sky but sealed off behind a grate of cold iron laced crude, screaming faces. Large slabs of worked stone, with silver. Where a number of those slabs have the floor.
The doors leading into this chamber are all collapsed, they reveal natural alcoves cut deep into the solid iron, barred from the opposite side and etched stone behind them. The fronts of the intact slabs have with silver glyphs.
Chains of cold iron laced with silver been carved with the forms of figures armored in spiked are affixed to the smooth stone walls by huge spikes, and plate mail and horned helmets. Two humanoid skulls possessing oversized canine teeth Area Aspects: Screaming faces carved on have been impaled on two of the spikes. Some of these tomb doors have crumbled over time, while others appear to have been shattered in Though no one knows who built this room, its purpose the course of looting.
In some of the looted tombs, the is obvious to any who have studied the undead— charred bones of would-be grave robbers can still be either a prison, a torture chamber, or an execution found. Whether any vampires still rest in the A huge machine built of iron gears and heavy stone sarcophagi can be determined only by opening them.
A large ramp leads down into the belly of the machine, where heavy iron wheels covered with razor-sharp blades wait to be turned. Massive chains feed up from the machine into the ceiling, then back down again, controlled by an iron lever capped by a six-fingered outstretched hand. Demonic faces carved of stone surround the outer edges of the machine, their open mouths caked with dried blood and opening up to stained gutters that feed into a large, square pool at the back of the room.
The ceiling above is incredibly high, and must once have amplified the screams of the creatures fed into this engine of pain. Area Aspects: Bladed wheels, huge iron chains, bloody demonic faces, bloodstained pool. Dozens of different cults and religious sects have come to the abbey over the centuries, but none was as twisted as the cult whose members constructed the pain engine. Believing that pain was a channel to other worlds, the cultists constructed a vast mechanism of stone and iron designed to maximize the suffering of those fed into it.
Huge counterweights behind the walls activate the machine once the lever is pulled. Massive trees wrap up centuries-long heartbeat of a vast creature living and around crumbling stone columns, and the heads of beneath the forest. Signs of this process are found titanic statues lie embedded in the ground under centuries throughout the city, showing millennia of life, growth, of mold and leaf fall.
Higher up, the cracked marble domes and powerful magical energy followed by famine, of a dozen temples peek out from beneath the forest canopy. Potential Inhabitants: Monstrous humanoids, Beautiful statues and carvings are marred by the devils, demons, undead, unintelligent monsters harsh symbology of devils and demons.
Holy sites Location Aspects: Forest, ancient ruins, and groves have been corrupted by blood sacrifice. In their desire to end the cycle A City of Ten Thousand Years of growth and destruction, the elves of Moonwillow The long lives of the elves can be seen in this ancient enacted a plan to channel the energy of the mystical city, whose stonework has stood here for nearly ten grove at the heart of the city, drawing it up through a.
But with curved walls is dominated by a towering statue of when they did so, they pierced the heart of the grove a female elf, her hands held out in a welcoming gesture. Area Aspects: Thousands of rune-scribed urns, Lost and Abandoned swirling dust and howling winds, welcoming Elves now look upon the fallen city with sadness and elven statue shame, seeing it only as a symbol of their hubris.
Despite the great age of the city, the long lives of the Moonwillow sits abandoned and empty, the towering elves leave them relatively few dead to entomb. Those relics of the elves engulfed by the return of the forest. Here, the that the heart of the grove might renew itself. If it spirits of the elves touch the lives of the living.
Magical enchantments protect and preserve each urn, allowing living elves to speak with their Ancient Stone deceased ancestors. Over the centuries, many of these enchantments have been broken, and a great number The elves carved and raised the city of Moonwillow of urns have been shattered to expose the dust of the out of marble, employing both magical and physical dead.
Even where the magic endures, conversations construction. The city is tiered over the edge of with the dead are typically brief and cryptic. Walkways of stone connect its many buildings and lead into hallways carved directly into the mountainside.
Wild brush and huge trees dominate the center square of the city of Moonwillow, which presents an unearthly strange sight. Huge broken stones float through the Vale of the Old Ones grove, spinning slowly in the air. Bolts of electricity arc The vale that marks the location of the city is between the branches of dead trees. Once a beautiful protected on two sides by the tall mountains into tribute to the magic of nature and the elves, both those which Moonwillow is built, while thick forest magical forces now seem wildly out of control.
Massive trees, their long Area Aspects: Floating stones, wild growth of branches interwoven over centuries, make the forest trees, lightning arcs, unstable magic, chaos rifts almost completely impassible. These huge trees strength of natural and magical energy flowing might speak to those who understand the words of together. For thousands of years, this site inspired nature, their voices dark and full of anger.
The the grove is still fresh. Set atop a high flight of crumbling stone stairs, this vast hall extends deep into the mountainside. Delicate runes This round building with a collapsed roof marks the site etched into each urn describe the remains contained of a wide, smooth shaft leading two hundred feet down within.
A chill wind blows constantly through the into the earth. Large cracks mar the delicately rune- hall, swirling dust and ash, and filling the area with etched stone walls of the shaft, and a hollow-sounding a howling sound.
At the center of the hall, a chamber wind blows up from the darkness below. The faint remnants of arcane energy reveal that the shaft once held a floating platform used to descend and ascend.
Two tall, At the bottom of the shaft, dozens of cells connected battered statues are set at the entrance to the temple, by a network of magically protected hallways once while three even larger statues stand within, their size housed the most powerful and dangerous enemies of and appearance marking them as gods or rulers.
One Moonwillow. The cells vary greatly in construction, is armored in plate, a long, curved sword in her hands. Another is dressed in long flowing robes and holds a tall Some chambers are crafted in the shape of small staff in his hands. The third takes the form of a creature dodecahedrons, with each surface covered in metal seemingly half elf and half tree, standing with arms etched with runes.
Others might be vast caverns outstretched. The heads of all three statues are missing. Many of Alcoves containing broken statues of other elven gods these cells are empty, their prisoners having either and heroes surround the base of the temple. At the center escaped or starved to death when the elves abandoned of the floor, a large circle set with strange glyphs has been Moonwillow.
However, some might still contain their painted in blood. One chamber might the elves, each of them quite different in construction. The Temple insane by its long imprisonment. Another of the Sun was raised for the worship of many gods. A might inexplicably contain a small child, large hall takes up most of the temple, but numerous its arms outstretched toward the party. The chambers used for private worship and study stand secrets held by these cells and their prisoners beside and behind the main hall.
A narrow stairwell are yours to develop. While some of these chambers have A towering spike of black stone pierces the ground to been ransacked, many remain intact. The obsidian spike narrows from top to bottom, its jagged surface extremely cold to the touch. Streams A massive block of seamless granite towers over the city.
Glyphs on the shattered doors bubble and spew Area Aspects: Cold black spike, streams of black smoke into the air. Designed to draw energy directly from whatever For thousands of years, the Tower of Knowledge source of magical power lay beneath the city, the spike stood as the greatest single repository of lore and instead wounded or killed that source of energy.
Hundreds of. Tendrils of black liquid twist through the beings spent whole lifetimes helping those seeking pool, continually churning, splitting, and reforming— knowledge to find the right source. Chambers still though never mixing with the water itself. DESIGN NOTE: The Well of Dreams had been used for thousands of If you wish to fill out the great library of years as a pool of prophecy, and as a place dedicated Moonwillow even further, consider combining to worship and communion with realms beyond the it with the Forgotten Library location.
Now tainted by the corruption of the grove, the Well of Dreams contains only nightmares of your own design. Seven bronze- ringed portals are set into the walls, each filled with a swirling amber fog. Lines of electricity arc out from the portals to strike the orb. Another open portal cut into the ceiling at the height of the dome exposes the orb to the sky above.
Area Aspects: Bronze-ringed portals, orb of unstable energy, hole to sky above, chaotic gateways, violet light and amber fog. Cut into the rock of the mountains above the city, this chamber holds seven portals that once opened gateways to worlds beyond the mortal realm.
The central orb directed energy from the moon, sun, and stars above to the portals. Now, the instability of the elven magic that once powered this place has turned those portals to gates of chaos, shunting their power into the orb. Whether any of these portals can be reactivated—and what dangers might arise from doing so—remains a mystery.
Built as the final refuge of a legendary Sanctuary and the mortal world. It is a completely undead archmage, the sanctuary contains everything artificial place, hidden outside the bounds of space the lich requires to support its endless solitude away and time. It exists in the void between realities, and from mortal realms—and to recover from destruction is so well hidden that none but the lich can ever hope when would-be heroes of those realms come calling.
Yet hints of its location are found from Potential Inhabitants: Constructs, demons, time to time. Fearing that it might lose access to the devils, undead, magical traps sanctuary, the lich has hidden its location in ancient tomes and lost scrolls. Sly Flourish's Fantastic Locations. From SlyFlourish. Selected Option:. Softcover, Standard Color Book. Average Rating 50 ratings. This book is system agnostic. You can use it in just about any fantasy roleplaying game.
More bestselling books by Sly Flourish! Customers Who Bought this Title also Purchased. Reviews 2. Please log in to add or reply to comments. Thanks, Sly! No maps in a locations supplement Buy the lazy dm workbook that has excellent locations - same author - but with actual maps A couple of the locations in the description sound strikingly similar to Sly Flourish's Fantastic Adventures. Anybody own both of them that can tell me if this is the case?
As noted by the reviewer below but missed by me before I purchased it , this location outline book has NO maps. Hard to imagine why they were not included. Makes the locations rather difficult to use without a lot of work on your own to figure out a map that matches the descriptions. Indeed, these locations do not include maps.
This was by design. I intended for these locations to be flexible in supporting GMs for whatever size they needed whether it's large sprawling locations or small two or three room dungeons. Tying them to a specific map would make them too rigid for this purpose. They aren't but I recognize that it can be confusing. I did add a paragraph to the product description to mention this. If you do want to tie these locations to maps, I highly recommend using one of the free maps that Dyson Logos has on their website.
They have thousands of maps and many of them will work very well for these locations. I was disappointed to see that there were no maps. I would not have bought this had I known that ahead of time. Perhaps it would be appropriate to say in the product description that no maps are provided. I am sorry you are disappointed. Please contact me and I'll try to make it right. As mentioned in a comment above, I intended for DMs to be able to use these locations in a variety of situations.
Not tying the locations to a map was intended to help GMs use them with whatever maps they choose; large, small, linear, Jaquan-style; however they want.
0コメント