Link here to the Google Drive containing my (free!) adventures and surrounding setting material. This is the first I'm putting up, though it's actually the least tested, because my playtest groups haven't gone for it. It's a slightly anarchic mix of silly traps, illusions, and mobile combats - it's chiefly a "hostile environment" dungeon, though not entirely. Heavy on the humour (too heavy for some people). See below for a precis if desired, or just read the doc.
It's set in my own setting, The Borderlands (Elidor+Narnia+80s-90s British Kids TV). So, as a bonus, here is a list of the dungeons of "Loam Country", the great area of black earth and wilderness between Gosswold (classic starting town) and the City of Quinces (a great city set in the branches of a giant rhododendron). Two of these dungeons are fully written up, one is fully planned, and one (very big one) is being written now.
The
Monastery of the Chuckle Brethren
- The “Chuckle Brethren” are an order of Gitsie monks who pose as bandits on
the roads of the Loam Country, so as to attract the attention of adventurers to
come and test out their monastery’s assorted “pranks”. There are other
mysteries to discover there, too. [Levels 1-2, 16 rooms]
The Barrow of the Woad
Chief: A large ancient barrow just outside the Gosswold’s town limits.
Blue light is said to issue forth on cloudy nights, and local boys claim that
there are secret tunnels inside. It hides a secret annexe where an Archon of
the Old Water God produces goods to offer to the godling, and a sublevel which
is a still-consecrated Shrine of the Old Water God. [Levels 1-3, 23 rooms]
The
Tree Village Hideaway of Rollo Hatt the Bandit Prince – A picturesque village set amongst the branches of great trees
and forest glades, prime territory for a band of jovial folk heroes.
Unfortunately, it is instead ruled by Rollo Hatt, the vicious and pun-obsessed
arch-bandit of Loam Country. [Levels 1-3, 25 rooms]
The Cold Flood – A frozen lake riddled by a great network of tunnels and ice
caverns leading down to an unfrozen underground sea inhabited by Merrow loyal
to the Kind Masters. The caverns include one formerly consecrated as a temple
to the Old Water God. [Levels 2-9, approx. 150 rooms/areas]
The
Great Carpet - On a steep hill stands a
simple building, reminiscent of a temple, with a marble base and columns
supporting an arched roof. Inside there is only one thing - a broad, richly
decorated, finely woven carpet. If you step on to it, you discover its true
nature. The scenes depicted come to life around you - you have entered into one
of many epic poems so depicted, which you must travel through to escape the
Carpet. [Levels 2-8, approx. 100 rooms]
Lost
Elariel - A panoply of white
spires and stained glass in the midst of a ruined town, this was once the
summer palace of the Lady Shimmersong, a Kind Master of artistic talent and
surprising empathy. She disappeared from the Borderlands even before the other
Kind Masters; why remains a mystery. The answer may be inside – along with, by
repute, her great treasure. [Levels 4-7, approx. 25 rooms]
The
Flying Garden of the Silken Archmage -
A great rock floats through the air. Roots trail from its underside. On the top
are a vast array of gardens and mini-palaces - the abode of the Silken
Archmage, a silk-printed Book Person of great arcane power. He is indifferent
to the plight of those below his flying palace, largely seeing the world
beneath as a resource for his experiments (this sometimes goes down badly). His
gardens are full of illusions to beguile interlopers, as well as stowaways,
whose friendship or enmity might be earned by adventurers. [Levels 4-10,
approx. 80 areas]
The
Sacred Workshop of Pimbob Buttersnap -
The abandoned workshop/temple of the Brownie master-artificer Pimbob
Buttersnap. It is full of funky, not entirely safe gadgetry, some interlopers,
and the natural effects of decades of abandonment. [Levels 6-10, approx. 60
rooms]
The
Waterfall Portal – Formerly a shrine
to the Old Water God set behind a secluded waterfall and lake, now the lair of
cultists loyal to the Kind Master Sir Jack Bloodhair. There is a portal to Sir
Jack’s castle in the High Borderlands, accessible via blood sacrifice of a
sentient creature. The cultists operate an imitation Wyld Hunt to procure
offerings for their liege. [Levels 7-8, approx. 12 rooms]
The
Sky Chapel – An isolated chapel
dedicated to the Sky Lord and ministered to by Frere Barthélemy, the Sky Chapel
is both a place of safety and rest in Loam Country, and the seal on an
extra-dimensional rift imprisoning a presence defined by abstract philosophy,
and obsessed by the prospect of absorbing others into itself. [Levels 8-10,
approx 20 rooms]
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