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Do you have questions, ideas, or just want to share your gaming experiences? I'd love to hear from you. You can reach me at:

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Favourites of the Comunity

Chardaukan Hexcrawl: Adapting Fever Swamp

In this series of articles, I will guide you through the process of designing a sandbox hexcrawl, illustrating each step with Chardauka, one of the continents of my world. Throughout these articles, I will cover both adventure content creation to populate the hexes and the worldbuilding elements that bring the setting to lif e. Portada de Fever Swamp, por Andrew Walter «The air is moist. The moisture mixes with your sweat—the heat is relentless. The drone of insects gives you headaches, and the fever from the infected wounds has left you delirious. Your raft is damaged, and there are spirits in the trees.You’ve only been here for three days.» Fever Swamp is an adventure written by Luke Gearing for Lamentations of the Flame Princess and published in 2017. Gearing is also the author of the renowned Wolves upon the Coast . The module in question, which you can purchase here , is a small sandbox hexcrawl set in a swamp. Its content is evocative and original, with descriptions that i...

Hexcrawl25 Challenge by Maatlock

The Hexcrawl25 Challenge is a proposal inspired by the famous Dungeon23 Challenge , but tailored for those who want to undertake a hexcrawl development project for the new year rather than creating a dungeon. Designed by Maatlock, this challenge invites participants to create a complete campaign world over the course of a year, focusing on designing hexagonal maps and filling them with evocative, playable content. The primary goal is to develop a map consisting of 19 regional hexes arranged in a "flower" pattern, with a central hex surrounded by two rings. Each of these regional hexes is further divided into 19 smaller sub-hexes, creating a total of 319 sub-hexes. Each sub-hex can contain elements such as points of interest, varied terrains, settlements, NPCs, or monster lairs. As Maatlock puts it, in projects like this, you can always choose to focus your efforts on artistic aspects, narrative development, or a combination of both. Additionally, I, for instance, would consid...

Adapting Red Hand of Doom to Ezora (2): Structure

Warning: This article contains spoilers about the overall structure of the Red Hand of Doom module. If you prefer to discover its details on your own, I recommend reading with caution! Adapting Adventures: Flexibility as a Narrative Key When adapting an adventure, I usually break it down into its constituent parts: locations, monsters, and NPCs. This approach is particularly useful in adventures like Red Hand of Doom (RHoD), which follow a linear structure. One question I always ask myself is: Is it possible or desirable to visit these locations (or nodes , as Justin Alexander calls them—in an order different from the one proposed in the adventure? In most cases, the answer is yes. The structure of RHoD is brilliantly summarized in a flowchart presented by ksbsnowowl in The (New) 3.5 Red Hand of Doom Handbook for DMs : Ambush on the road —> semi-remote town —> wilderness —> Army’s forward scouting base (Vraath Keep) —> secondary forward base/choke point (bridge) —> atta...