** We have Discount Bundles for AFC #1 in our current Kickstarter for Lowlife 2090**

Note: this is a B&W book, printed on standard colour 70 gsm paper (some headings in colour).

Welcome Wanderer!

This 245 page softcover (full size 8.5" x 11") is a compilation of twenty two B&W Adventure Frameworks, no’s 12, 18, 23, 28-46; providing a range of short, independent adventures set in common locations such as cities, forests, mountains, hills, swamps and underground. None of these adventures were included in the Midlands Low Magic Sandbox Setting (most were created post Midlands).

A Debt Unpaid (39)

A Perilous Voyage (44)

Call of the Colossus (40)

Carnifexum (34)

Cultists in Crow’s Keep (32)

Curse of the Salt Queen (38)

Den of Thieves (36)

Fane of the Frog God (46)

Folds Between Worlds (33)

Hall of the Dwarf Lord (18)

Hanging City of Nenchagi (45)

Hive of the Mudmen (35)

Last of the Longbeards (30)

Red Moon Harvest (23)

Rooftop Rumble (12)

Ruins of Ashabat (28)

Shadows & Dust (37)

Vault of Goblin Dreams (41)

Vengeance at Trollbridge (31)

Whitestone Tower (42)

Riddle of the Golden Rat (29)

Dungeon Flip: More Skulls for Ulgoth (43)

Specifically designed for low prep, improvised play, each framework comes with hooks/rumours, a core scenario, NPC details & statistics, random encounters, and B&W line art. Nineteen of the adventures include hand drawn maps.

Armed with this compilation, filling your sandbox with small - medium sized adventures has never been easier. Browse the collection, throw out a few hooks, and let the players bite where they may. Whichever direction they take, you'll be ready to handle it with aplomb.

System

These adventures use the Low Fantasy Gaming system, and are set in the Midlands Low Magic Sandbox Setting by default. They are easily adapted to other d20 based systems and medieval worlds.

What’s Missing

Consistent with Low Fantasy Gaming’s open world philosophy, there are no level guides for adventures. If your intended system does not include a Party Retreat rule of some kind, you might consider implementing one. Some adventures are clearly more difficult than others however, and ballpark “danger” guides are provided.

Note frameworks do not include “read aloud” text. Every time a GM reads boxed text, an ad-lib fairy dies, and we've too much blood on our hands already. Paraphrasing and natural speech from the GM keeps players guessing what's pre-planned, and what's off-the-cuff-I-totally-planned-that awesome. And we wants that awesome, precious. We wants it.