Monday, January 26, 2026

Doctrine of Ghul - The Frozen Cyst Reimagined

Awhile back, I posted my thoughts regarding the adventure Doctrine of Ghul. That particular adventure uses an isometric map for the location of the Frozen Cyst. Since I was playing on a VTT with this particular group, I decided to redraw the map in a two-dimensional style for easier use and tactical positioning for us. It follows the descriptions provided in that adventure. Here is the result:



Monday, January 19, 2026

Goldentongue's Tomb

See below a simple map I created for my home Ptolus game, outlining a simple tomb. I created an original quest arc based on a story seed in the Ptolus sourcebook. The party needed to prevent religious inquisitors from dispelling the ghost of a kindly minstrel (the titular character of the Ghostly Minstrel tavern and inn, an iconic and central location in a Ptolus campaign).

They discovered that this particular tomb was the resting place of the spector's wife, who with her husband was tragically killed by fiend-worshiping cultists many years prior. The adventurers found evidence here of this story, which they used to successful defend the ghost in a religious court. Then they returned, following a group of cultists who kidnapped a friendly acolyte and planned to sacrifice him in a terrible ritual to summon Lord Karcius, the patron of the same group of cultists.



Monday, January 12, 2026

Reflections on Adventure Writing

Image courtesy of Pixabay

A few months ago, I had the opportunity to write my first published adventure. It was a rewarding experience and one that I learned a great deal from. Here are some reflections and thoughts that this process prompted.

Deadlines

When I pitched my idea, I did not expect to be picked for the theme of apocalyptic fantasy. I felt my concept was relatively undeveloped, and when the editor mentioned that for that particular adventure slot and another issue that nineteen pitches had been submitted, I was even more sure that mine would not be picked.

How wrong was I...

I was flattered to have mine picked, but slightly alarmed that I had one month to write and submit the text. I had other adventure pitches that went unselected that felt more developed to me and which I thought I could write faster. But this particular theme?

Setting some goals, along with a convenient trip that gave me some more personal time to write managed to make up for that, and I somehow completed the work on time.

Feedback and Collaboration

Immediately upon being selected, I reached out to the editor to look for feedback or thoughts regarding the pitch concept. As I suspected, major portions would need to be altered, and the desire was tight integration with the other authors of the articles appearing within. 

As this collaboration developed, active brainstorming and discussion within the designer Discord provided me the revised antagonists for my adventure, along with major details of the plot. And the suggestion that it would be great if a complimentary article of monsters was integrated into the adventure too! 

Pulling all these disparate bits together was a challenge. Initially it felt like I'd lost a degree of creative control, but I did my best to embrace the challenge, and enjoy the constraints. That is how we grow, yes? Through the experience I realized how much constraints can actually enhance your creativity, as you are forced to ask "how can I realistically get all these pieces to pastiche into something unique that works?" It also requires an author to set aside their personal thoughts and accept other perspectives and ideas, even if they are not exactly what you had initially envisioned. This seems to be a crucial still for collaborative development projects.

Growth

Some authors might find these constraints limiting or frustrating. I empathize with that, particularly as they piled up and I had to organize myself to make sure I hit all of the boxes. But exactly that experience was extremely valuable. Because the process of collaboration with editorial feedback and interacting with other creators helped me grow. Although this was a short project, I felt like it was training me to be able to navigate requirements in future larger collaborative projects. I had to let go of some of my own desires for independence and work to make something better than I would have on my own.

So next time you examine a sourcebook with highly integrated lore, or cross references to other material, consider the massive effort than a group of writers and editor(s) had to put in to ensure that their ideas were complimentary and met the requirements for that product. Communication is hard in most industries. Communicating creative vision is even harder, because our opinions are strong and do matter. I truly appreciated the collaborative environment, and openness to discussion that our editor fostered with that group on that project. 

This was an amazing experience overall—and even better, if you would like to check out the adventure I wrote, go subscribe to the En5ider Patreon campaign. To be upfront, I don’t get anything for promoting their page, but I true appreciate their efforts and willingness to allow untested and untrained RPG designers and writers who are just starting out to write for them. Any support you can give them will enable that to continue!

Monday, January 5, 2026

Adapting to New Settings & Systems: Adventures as Inspiration

Perhaps I'm unique, but I always find trying out a new setting or even RPG system intimidating. I've noticed that a major aid for me in approaching these is to use an adventure for that setting or system.

For example, I had a hard time feeling comfortable in my Ptolus campaign until I finished the Doctrine of Ghul as a mini arc. While I have my critiques of the adventure, it provided strong inspiration and examples to emulate for future games in the city setting that matched the flavor and scope that I'm trying to capture.

Perhaps that strikes at the heart of the issue. I try new settings and systems because I want to feel the things that the creator intended. I don't want my Midgard campaign to feel like the Forgotten Realms. But the nuance can be hard to create in our own adventures until we have seen something to influence their design. Empire of the Ghouls helped give me a good starting point and things to draw upon when my campaign went off it's rails in the Blood Kingdom with the regional fight against Lady Illmalad.

These thoughts were spurred by reading through the lovely Broken Weave sourcebook recently. It represents some major departures from the fundamental assumptions of 5e play. Ones that create tonal and narrative differences I want to lean into. The short adventure, the Titan's March, enabled me to get in the right headspace to do this, providing a framework to get started and things that I can copy and completely mix up in future games in the setting. I think in the case of single sourcebooks like this, such an example is even more critical as the entire burden of learning, teaching, and then creating an original adventure otherwise falls squarely on the GM.

This is one reason I think open licenses are so important for RPG systems. It enhances the ability of GMs to obtain adventures to learn and emulate, and means that publishers creating a system don't need to invest as many resources into creating a large adventure product or many smaller products if they choose not too. A dynamic TTRPG community enables us to experiment and combine elements from different products and systems to enhance our own games.

Doctrine of Ghul - The Frozen Cyst Reimagined

Awhile back, I posted my thoughts regarding the adventure Doctrine of Ghul . That particular adventure uses an isometric map for the locati...