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Posted: Sat, 21 Mar 07:34:54 CDT
DM Essentials #73: 10 Hill Dwarf Trader Encounters
In most games, the dwarf trader is just a merchant.
You walk up, you see his wares, you haggle over a +1 axe. Maybe he has a funny accent. Maybe he tries to overcharge you. Then you move on and forget about him until you need to sell loot.
But a hill dwarf who has driven wagons across half the kingdom, who knows every shortcut and every swindler on the road, whose clan’s reputation rides on every deal—he is not a shop interface. He is a survivor of a hard world. He measures trust in generations, not moments. And his word, once given, is harder than steel.
DM Essentials #73 gives you ten ways to make hill dwarf traders feel shrewd, stubborn, and deeply honourable. They are not generic merchants. They are the face of dwarven commerce—practical, suspicious, and bound by oaths that outlive any mortal customer.
What's Inside?
The Hill Dwarf Trader's World (Short Essay): Who they are, why they travel, and what happens when a bargain is broken.
10 Encounters on the Open Road: Each one gives you a situation, the truth behind it, and a way for the players to respond.
- The Broken Wagon – A wheel shattered, cargo spilled. Sabotage, not accident. They need help—and a witness.
- The Suspicious Toll – A dwarf demands a high fee for crossing a bridge. He is not the real toll-keeper. He is a shakedown artist.
- The Rival Merchant – A human warns the party that the dwarves are swindlers. He is the swindler. The dwarves will not beg for trust.
- The Family Heirloom – A young dwarf offers a beautiful silver locket. She sells it without her clan’s knowledge, for medicine.
- The Stolen Goods – Crates with a noble crest sit on a dwarf cart. The heir claims theft. The dwarves have a bill of sale.
- The Escrow – A dwarf asks the party to hold a bag of silver. A test of honesty. Pass, and earn a reliable contact.
- The Debt – A trader demands payment from a party member for a grandfather’s unpaid bill. The clan remembers.
- The Trade Embargo – The dwarves refuse to trade because of an old political feud. The party must broker peace or find another way.
- The Guard – A dwarf mercenary asks to travel with the party. She is fleeing a criminal syndicate. Helping her is dangerous.
- The Final Bargain – An old trader offers a priceless gem for a single silver. The price is a promise. A promise will be collected.
Quick Reference Table: Roll d10 and get a full encounter hook in seconds.
Who This Is For:
- DMs who want trade to feel like more than a price list
- Players who think haggling is just a Charisma check until they owe a favour
- Anyone who understands that a dwarf’s word is a contract written in stone
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
They know the price of everything. And they never forget who paid it.
Posted: Sat, 21 Mar 06:42:42 CDT
The official line is that nothing has changed, which is how you know everything has. I’ve seen regime shifts before, messy ones with gunfire and declarations, the kind that leave visible scars you can point to and say, that’s where it broke. This wasn’t like that. This was quiet. Efficient. Clean enough that, if you weren’t paying attention, you’d swear the place had always been this way. The people still work the same shifts, still walk the same paths, still greet each other with the same practiced familiarity, but there’s a difference in the timing, a precision that wasn’t there before, as if everyone agreed - without speaking - to move in step with something just out of sight. They call it optimization. Improved allocation. Harmonized output. All the right words, the kind that look good in a report and better in a funding proposal. And to be fair, the numbers support it. Productivity is up. Waste is down. Incidents have dropped to near zero. If you only read the summaries, you’d call it a success story. I don’t read summaries. I read gaps. I look for what isn’t there anymore, and what isn’t there is friction. No arguments in the common areas. No missed quotas. No unscheduled downtime. That’s not normal, not in any system that involves human beings, and this place used to be nothing if not human. There was a rhythm to it before, not efficient, not perfect, but real. People disagreed. They pushed back. They made mistakes and fixed them. Now they don’t make mistakes, or if they do, they correct them so quickly you’d think the error never existed in the first place. That’s the part that bothers me. Errors don’t just vanish. They get handled. Quietly, maybe, but not invisibly. So I started looking into how the new administration manages compliance. Not officially. Official channels give you policy statements and carefully phrased assurances. I wanted process. I wanted to see where the system exerts pressure. It didn’t take long to find the answer, because once you start asking the right questions, people either talk too much or not at all, and both are useful. There’s a facility now, not listed on the standard schematics, tucked just far enough out of the way that you don’t pass it unless you have a reason. Access is restricted. Oversight is centralized. They call it a stabilization center, which is a polite way of saying it deals with deviations. The equipment wasn’t just monitoring behaviour. It was shaping it. Neural feedback loops, environmental modulation, controlled sensory input. You don’t argue with a system like that, because it never lets the argument form. It adjusts you before you reach the conclusion that something is wrong. And then I saw the core. Not machinery, not in the conventional sense. Something integrated into the system, something the administration wasn’t advertising because it didn’t fit the narrative of clean governance and improved metrics. It was alive, or close enough that the distinction didn’t matter. It responded to presence, to thought patterns, to the subtle fluctuations in human behaviour that most systems can’t even detect.
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In this Solo Adventure you assume the role of an adventurer in the shadow-stained expanse of the Known Galaxy. You will require the Haven Fallen Core Rulebook (CRB) and any associated Expansions you wish to use. The world responds to you—your interpretations, your fears, your ambitions—and you will act as both Character and Storyteller. The Actions you take should depend on who and what you meet, what horrors cross your path, and how you choose to engage with them. Record the outcomes. Evolve the world. Allow rumours, consequences, and scars to reappear later. As you progress, you will become your own Storyteller, shaping a living cosmos that remembers what you do. The outcome of Actions in Haven Fallen is determined by:
Posted: Sat, 21 Mar 06:05:03 CDT
This d100 NPC Backgrounds table provides 100 unique character concepts and origins, giving GMs quick inspiration for NPCs. It helps GMs save prep time by offering diverse ideas for personalities, roles, and backstories that can be expanded in-game.
Posted: Sat, 21 Mar 06:05:03 CDT
Darkstone Tavern is part of our Fantasy Map Collection, set within the twisted maze of underground tunnels known as Darkstone. This hidden tavern offers a rare reprieve from the dangers lurking in the shadows, providing adventurers a moment of safety amidst the darkness. Finding it is a stroke of luck for any who dare to wander the treacherous depths.
Posted: Sat, 21 Mar 06:05:03 CDT
Tent Tavern is part of our Fantasy Map Collection, featuring a nomadic tavern housed within a tent. This unique establishment can appear in any location and vanish just as quickly, making it perfect for unexpected encounters and fleeting gatherings in any setting.
Posted: Sat, 21 Mar 06:04:36 CDT
Quality artwork from RGG illustrator, Jacob E. Blackmon!
Color and black & white line drawing.
See preview for license.
Posted: Sat, 21 Mar 06:02:42 CDT
Quality artwork from RGG illustrator, Jacob E. Blackmon!
Color and black & white line drawing.
See preview for license.
Posted: Sat, 21 Mar 06:01:11 CDT
Quality artwork from RGG illustrator, Jacob E. Blackmon!
Color and black & white line drawing.
See preview for license.
Posted: Sat, 21 Mar 05:59:33 CDT
Quality artwork from RGG illustrator, Jacob E. Blackmon!
Color and black & white line drawing.
See preview for license.
Posted: Sat, 21 Mar 05:21:05 CDT
Caves plus some good stairs? The barbarian is going to be pumped. A set of cave maps that are modular with each other and with all other Save Vs. Cave sets. These caves feature height variation with stairs for tactical interest. Also includes some extra stairs, rocks, and stalagmites, plus tunnel connectors for customizing your setup. Intended for use with virtual tabletops.
Set includes:
8 4200x4200 px, 30x30 square maps
2 4200x2100 px, 30x15 square maps
4 2100x2100px, 15x15 square maps
8 natural stone stairways
4 stalagmites
1 stalagmite cluster
10 rocks
33 tunnel pieces (ends, junctions, corners, offsets, straights)
Download is a ZIP file containing images in JPG format for solid images or PNG format for those with clear or translucent backgrounds.
All assets are for personal non-commercial use only. Resale in whole or part regardless of modification is forbidden.
Check out some other cavernous sets!

Posted: Sat, 21 Mar 05:20:05 CDT
Welcome to Rolling Coast – a living amusement park teeming with peril, wonder, and mouse-sized adventure!
Step into the world of Mausritter like never before. Beneath the flashing lights and rumbling rides of a human amusement park, daring mice carve out their stories in the shadows of giants.
Inside you’ll find everything you need to run a sprawling sandbox campaign:
- A full hexcrawl to explore the park grounds and beyond.
- 3 detailed settlements where mice scheme, trade, and survive.
- 10 adventure sites, each brimming with dangers and mysteries.
- 11 all-new factions vying for influence under the neon lights.
- Over 20 new creatures lurking in food carts, water rides, and forgotten corners.
- More than 20 unique items scavenged from the human world.
- Fresh spells to empower your adventurers.
- Adventure sites that include a modular dungeon, mech battles, PvP brawls, countdown mechanics, and many more surprises.
- And much, much more to surprise both players and GMs!
Start in the humble Hamlet of Snackburg, then venture across roller coasters, creaking ferris wheels, and strange waters. Every ride is a realm, every choice shapes the future of the coast. But beware – change is coming, and it may shake more than just the roller coasters…
The core setting is packaged in a 125-page A5 book, and it comes with some handy extras for an immersive experience:
- Printable player-facing maps of all adventure sites and settlements.
- Beautifully drawn A3 printable map of the whole park.
- Printable minis of major creatures and characters.
- Custom character sheets for players and mechs.
- Complete item, spell, and condition sheets.
Rolling Coast: Amusement & Water Park is an independent production by Matthew Morris (ManaDawnTTG), Hugh Lashbrooke (Ten Acre Games), and the Tiny Tails Patreon. It is not affiliated with Losing Games. It is published under the Mausritter Third Party Licence. Mausritter is copyright Losing Games.
Artwork by Matthew Morris. Additional art by Penflower Ink, Piotr QBR Kuberkiewicz, Fernando Salvaterra, Alex Damaceno, Jon Morris, and Rachel Lashbrooke.
Posted: Sat, 21 Mar 04:29:13 CDT
Dies ist Folge 25 der DSA-Romantasy-Serie “Serenissima”.
Jeden Samstag erscheint eine neue Folge hier im Scriptorium. Serenissima ist von vorne bis hinten 100% menschengemacht, keine KI. Alle Illustrationen zu diesem Projekt sind selbst erstellt (von Ramona von Brasch).
Du kennst die Serie noch nicht? Dann findest du hier ihren Anfang:
>> www.ulisses-ebooks.de/product/541071 <<
Hinweis: Serenissima richtet sich an ein erwachsenes Publikum. Es enthält sexuell explizite Szenen, die nicht für Kinderaugen bestimmt sind.









