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Dungeon23: Day 10
Area 10: Conjuring Chamber: A thick, hot, acrid haze fills the room. It is hard to see more than about 5 feet ahead in anything resembling detail. In the center of the room is a quicksilver chaos star that glows red hot under the demonic creature that is bound in this room, its form is… Read more
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Dungeon23: Day 9
Area 9: Communal Bath: This room is a communal bathing area with a stone bench all around the outside walls of the room and a pool about 5 feet deep in the center. Red and white tiles adorn the floors and walls. The still water at the bottom of the bath is a deep purple… Read more
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Dungeon23: Day 8
Area 8: Sacrificial Prison: Rusty iron cages are arranged in three rows along the length of this room. A thin layer of ashy mud covers the floor and a thick haze hangs in the dank, acrid air. Pit Trap: A 10′ wide, 10′ deep pit guards the exit northward from this room. A false floor… Read more
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Dungeon23: Day 7
Area 7: Acolyte Dormitory: The room is filled with rotting bunks and rusted iron footlockers. A pair of Wights chitter at the back end of the room. The Wights are adorned in tattered white robes with the symbol of Ahamara emblazoned on the front. Wights (2) AC 5 (ancient bronze lamellar armor) HD 3 (11… Read more
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1974 Homerules: Shields
As a history nerd, it has always bothered me that in many fantasy and sword & sorcery games the shield is so consistently boiled down to a mere numerical bonus to defense. So I wanted to create a set of rules for my 1974 table that reflected the reality of why the shield was ubiquitous… Read more
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Dungeon23: Day 6
Area 2a: Upper Stair Landing: This room is a rather plain stone chamber that serves as the upper landing for a set of stone stairs on the western end of the room. Area 3a: Drinking Well: This otherwise empty room contains a well that was once used to supply drinking water for the temple. Area… Read more