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Sly Flourish's Fantastic Locations: Twenty fantasy locations for your fantasy roleplaying game

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We RPG game masters have a lot of tools to help us run our roleplaying games. Our monster books and bestiaries give us piles of foes to throw at our adventurers. The various guides for game masters often give us non-player characters, treasures, and story-building tips.

One of the hardest parts of game mastering, however, is coming up with interesting adventure locations for our characters to explore. These locations need to be fantastic, detailed places that capture the minds of our players every session we run. Good locations are hard to improvise and often hard to strip out of a fully-fleshed-out adventure.

Sly Flourish’s Fantastic Locations 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.

Sly Flourish's Fantastic Locations includes twenty locations to drop into your fantasy roleplaying game. These locations include:

The Ziggurats of the Doom Priests: An ancient set of temples where, for centuries, the doom priests sacrificed the populace to their dark gods.

The Dungeon of Fire: A chained prison in the center of a volcano where the worst powers of the multiverse are kept.

The Dam of Kings: A huge dwarven dam with uncovered chambers filled with machines of war.

Stormwatch Tower: A watchtower built around an airship embedded in the side of the mountain.

Castle of the Mad King: The twisted castle of a dark lineage of nobles who devoured their subjects both figuratively and literally.

The Dark Abbey: A ruin of eternal dark worship atop an unhallowed hillside teeming with catacombs.

The Obsidian Enclave: A centuries-old laboratory deep in the caverns below where the darkest magics are practiced.

Earthmote of the Elemental Lords: The ruins of a once-mighty floating embassy of the elemental lords.

The Primeval Rock: A strange glyphed meteorite from which ruled a terrible race of shapeshifting savages.

The Infernal Machine: A machine that crosses worlds devouring entire civilizations and leaving behind nothing but poisoned ruins.

The Structure in the Ice: A shapeless structure buried under the ice for over a million years recently uncovered by the northern barbarians above.

The Undercity: A city of sin and murder where the only laws are those imposed with a knife.

The Elven City of Moonwillow: The ruins of a once-mighty elven kingdom brought low by their own hubris.

The Lich's Sanctuary: A chrome orb formed around the sanctuary of an ancient lich once floating deep in the astral plane.

The Fallen Palace of the Celestials: A celestial castle fallen from the heavens during a great war with demonkind now resting atop an inhospitable mountainside.

Pyramid of the Night King: The uncovered tomb of the night king who used the souls of the people to fuel his own dark experiments and build his own twisted legacy.

The Red Keep: A dwarven mining city that uncovered an aeons-old tomb to a dead god whose soul yearns for escape.

The Forgotten Library: A centuries-old library atop a rocky hill filled with vast chambers and forbidden knowledge.

The Theatre of the Mind: A great theater where the illusions of storytelling bleed into reality itself.

The Blighted Evertree: The once-mighty tree of life now corrupted by the nethermancer and his call to another world.

202 pages, Kindle Edition

Published January 14, 2018

24 people are currently reading
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About the author

Michael E. Shea

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Displaying 1 - 3 of 3 reviews
Profile Image for Derek.
1,383 reviews8 followers
July 18, 2023
I'm reluctant to review a gaming resource not actually gamed, but the premise of this work is different. This is a set of evocative settings with bare descriptions and conceptual information intended to stir the creative juices and be ripped apart like a Thanksgiving leftover turkey. None of them are workable at the table directly--no stats, no maps, no inhabitants--begging the question of how you'd use things like the given boxed text. Transcribe it? Flip back and forth between your notes and this?

It feels like you'd read this thing through, internalize it and make notes of what interests, then come back at some future date when you need a thing and remember the leftover turkey in the fridge.

The best locations are the weird and mysterious, and worst when it dips into outright horror. After binging them all you feel the repetition of Dwarven citadel, Dwarven prison, etc etc.
Profile Image for David.
664 reviews4 followers
March 16, 2021
Campaign Locations Make Your Story. The Fantastic locations you build into your campaign will make the story your players and you are creating. if you are either a Green or Veteran Dungeon Master this book is for you.
Displaying 1 - 3 of 3 reviews

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