![]() ![]() ![]() The Wizards of Sparrowkeep: Hex 1001, helps to flesh out the North if players decide to wander off from Drigbolton. The Witches of Willowmire: Hex 0305, to give a little more content to the Northern Scratch's overlap with the Witching Ring. It fits tonally with the dark fairy-tale vibes. Summer's End: Hex 1606, but since it's a standalone mountain it can be dropped pretty much anywhere. I've dropped some stuff from Questing Beast's Patreon into the Dolmenwood hex-map, in these specific places:Ī Gathering of Blades: Hex 1207, changing the lake and river to match Dolmenwood's Fog Lake. Michael Prescott's other free 1-2 page adventures are worth digging through as well. I dropped it on the Isle of Yeth, Hex 0505. The Sky-Blind Spire has loopy, paradoxical architecture and monsters appropriate to a fable. This would also give an excuse for stocking the Fever Swamp full of weird fairies and elves. Since Fever Swamp's map is technically larger than Dolmenwood itself, it could be treated as a parallel world that overlaps with Dolmenwood in this specific place at certain times, allowing adventurers to slip into a much larger realm than the map would have them expect. Infinite Caves of the Shroom Goblins matches the tone and setting of Dolmenwood nicely, and can be slotted in anywhere as a pocket-realm of the Otherwold.įever Swamp can stand in for the Fever Marsh just north-east of the Nagwood. Some of these locations are even worth pinning down on specific parts of the map as permanent landmarks and NPCs. These Wilderness Hexes are great for filling out unexplored forest and swamp terrain, although I'd recommend packing more than one into each hex due to Dolmenwood's 6-mile scale. The one-page dungeon Temple of the Moon Priests works well as an old Drunic site to find, perhaps in the Witching Ring (Dwelmfurgh). It would be a great fit for Mulchgrove (the area near Orbswallow) or anywhere else dark and dank. ![]() The Fungus Forest is a massive cavern system filled with fungus, fairies, and eldritch-horror undertones. It clearly took formatting inspiration from Veins of the Earth, and applied it to the forests instead of the underdark. Into the Wyrd and Wild, while not an adventure module, has tons of odd locations and tools for building wilderness "dungeons", as well as a massive system-neutral-ish bestiary. Like with Winter's Daughter, it gives multiple ideas for how to get the players involved and how certain actions could affect the campaign long-term. I've found the cover art to be deceptive the actual transformations that the villagers can undergo are far less grisly, and far more otherworldly. The Weird that Befell Drigbolton is the other official adventure that's been put out by Necrotic Gnome. And here's a Region Map of Dolmenwood with names for different areas, for reference. Here's a few of the best fits I've found, most of them being quite small. ![]()
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