Skip to main content

30 Day Challenge - Days 12 and 13

Day 12 – Nature Survives as it Always Does

There are so many different dungeon types in fantasy. So many places to explore, conquer and bring the towering light of good into that trying to pick just one type is astonishingly hard. However after long thought (not really that long and honestly what else should I do while driving home from work?) I have to say that some of my favorite places to put my players and my most fond memories as a player come from the ruins of ancient and long gone people.

Whether it is Myth Drannor. Xak Tsroth or Ruined Lemuria the ruins beat home to the players just how old the world is. Ruins show the players that in the end the metropolises and centers of civilization they know will be the picking grounds of future adventures. Add to this that even in a multiracial party most ruins are familiar – if even a little – while still remaining alien and profound. Characters will still find clothing that reminds them of the clothing worn in their times or little stuffed dolls, some how perserved through the long years … ruins are the place of not just loot and battle but for lore and world building, for bringing forth emotion of loss and the resolve to not let “it” happen again.

I love ruins, I love how nature overtakes them, topples them and changes the landscape of the ruins into something even more alien … there is nothing like sleeping on the head of a toppled statue with a giant tree growing out of it.

Day 13 – Let There Be Light!

My favorite puzzle is also my favorite trap and I am not embarrassed to say I lifted it from Dungeons & Dragons: Wraith of the Dragon God … I cannot seem to find a clip.


Anyway you have a tiled floor that is alive with magic, you have to look at a mirror BEHIND you to see which titles to walk on.  

Comments

Popular posts from this blog

The Robathen's Coin Parts 1 -3

A long time ago I released a short story on drivethrufiction called "The Rabathen's Coin - An Arame Tale" that was meant to be the start of a series staring a mysterious thief named Arame.  Well, five years later and I have sold maybe six copies.  With that in mind I figured I might as well break it up into two or three parts and post in on the blog.

Thoughts are welcome as I am always interested in what others think of my original works.



I.
The stench of rotten fish, sweat, mildewed wood and the ocean rose up from the black waters of the harbor in a visible mist that hung over the free trade city of Wickend adding to the already strong reek of human filth and cheap ale. The setting sun, unable to pierce the vile mist, washed over the crumbling buildings that lined the twisting streets of the Old District. From open doors and windows came the sounds of life, true life, of men laughing and boasting, of women flirting and dealing in their trades. To an outsider, the Old Distr…

[AGE] Iron Horse

I am starting to see a theme evolving here ... and it wasn't even planned.  Enjoy, and feedback is always welcomed!


Magic Item - Arcane Gauntlet

Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.