Creating Locations, Items & Artefacts, Vol 1
- Neil Meyer
- Oct 27, 2024
- 3 min read
When I started creating Locations, Items & Artefacts, Vol. 1, my goal was clear: I wanted to give time-poor TTRPG Dungeon Masters a toolkit to create immersive, story-rich experiences without hours of preparation. If you’re a DM trying to build a compelling world on a tight schedule, you know the struggle of wanting everything—from the bustling heart of a city to enchanted artifacts that feel legendary—while trying to keep it manageable for gameplay.
At the heart of this book are flexible, city-inspired locations. Each setting is crafted with enough detail to offer a memorable experience but remains adaptable, allowing you to slip it seamlessly into nearly any campaign. Think of places like The Verdant Market, a lively center where vendors peddle exotic wares, and gossip flows as freely as coin. Or The Devil’s Delight, a cozy tavern with a hidden layer of intrigue. These locations are designed to reflect aspects of city life that players will recognize and be drawn to, whether they’re in a high-fantasy metropolis, a rugged frontier town, or something entirely different. They invite exploration and interaction but leave room for you to mold them to fit your world.

Creating Locations, Items & Artefacts was a balancing act. At one point, I dove into detailing every NPC in sight, giving each a rich backstory. But I quickly realized that, to serve DMs best, the focus had to stay on the locations and items. Instead of in-depth NPC profiles, I provide quick character snapshots—personalities that DMs can build upon or let fade into the background as needed. This way, you can have the illusion of a fully populated world without spending hours on it. Characters like Lirae Emberhorn, the enigmatic tiefling who runs The Devil’s Delight, are intended to give just enough flavor for you to run with, without boxing you in.
Another priority was scalability. I didn’t want these locations to feel like they only “worked” for certain levels or scenarios. Instead, each place has layers of potential, from straightforward challenges suited to low-level parties to more complex mysteries that can engage higher-level players. A tavern encounter might lead to a simple brawl for new adventurers, or, for more seasoned parties, a hidden political conspiracy. The idea is that DMs can keep coming back to these settings and find new ways to use them, making them sustainable parts of any long-term campaign.
Then, there are the items and artefacts. This is where I might have let myself get carried away. Originally, I planned to feature a solid selection of Uncommon to Very Rare items, each with its own personality and a clear purpose—practical tools to make players feel more connected to the game world. There’s the Alchemist’s Compendium Pack, a rugged backpack designed to support potion-makers with utility that’s fun and easy to integrate. The items range widely, from the Astral Satchel to the Warden of the Winterlands, each with vivid artwork that, I hope, inspires players as much as it does the DMs describing them.

But, well… I couldn’t resist. I broke my own rule about focusing strictly on flexible, general-use items and ended up adding a few high-level artefacts, the kind of things that can reshape an entire campaign. I included just three of these, but they’re powerful enough to serve as the centerpiece of any storyline. The Pillar of the Fallen Hand, for instance, isn’t just a magic item; it’s a potential story arc, a tool that DMs can use to introduce a moral quandary or spark a campaign-defining quest. I figured, if DMs are going to be spending time with these locations and items, a few pieces with real narrative weight would add excitement and epic stakes for higher-level players.

So, Locations, Items & Artefacts, Vol. 1 became a mix of tools and treasures, from quiet locales to artifacts that could alter the balance of power in any campaign. I hope this book serves as a valuable resource for DMs who want to bring their players into a world rich with life, mystery, and, occasionally, a bit of danger—without spending endless hours behind the screen. Whether you’re crafting a one-shot or a long-running campaign, may these pages bring you and your players as much adventure as they brought me creating them.
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