A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

26 January 2017

[Inktober 2016] Day 28—The Salamander's Cavern


The Salamander's Cavern
(keyword: burn)
After following a narrow, winding tunnel a mile or more, the party finds themselves in an air pocket.* Far beneath them flows the life-blood of the Mountain God—a river of magma.

Across a narrow bridge arching over the river is the dwelling place of an aged but cunning salamander. In a natural pool, magma bubbles. A steep ledge is where the creature sleeps.

The cavern is also home to three magmin, minions of the salamander. If approached/attacked, they will do whatever is necessary to herd their foes into either the pool or over the edge and into the molten river. The intense heat in the cavern makes it difficult for surface dwellers to breath and will weaken them physically.

*(As this is a grand cavern, the scale should be at least 1 ■ = 10'.)

24 January 2017

[Inktober 2016] Day 27—The Lair of the Dark Folk


The Lair of the Dark Folk
(keyword: creepy)
A crumbling ruin at the ed of a dark, filthy alleyway hides a long, steep, winding stairway. Once leading to an underground hideaway of a minor noble, it now leads to the disgusting lair of a small tribe of dark folk; both dark creepers and a dark stalker reside here.

The walls, ceilings, and floors are coated and misshapen with trash and filth. The dark ones move quickly in their habitat; all others must move at half-speed or slower to avoid tripping or sliding. If someone falls, there is a 50% chance of an injury (1d4 + disease).

Ten creepers nest in the crannies of the main floor, while one stalker and six more creepers nest on the lower level.

23 January 2017

[Inktober 2016] Day 26—The Warehouse of Amon'ley

I'll be damned if I'll let Inktober 2016 win. I lost enough in 2016 and endured enough pain and heartache to lose one more thing. I don't care that it's 2017. In my map book, it's no longer 2016 but not quite 2017.

 The Warehouse of Amon'ley
(Keyword: box)

This massive warehouse stores countless arcane treasures. The labyrinth of crates and barrels—some stacked 60' high—makes it nearly impossible to catalog the items mixed in with the mundane wares. Only Amon'ley knows where everything is, and he keeps it all in his head.

There is one entrance: through a massive sliding metal door, although Amon'ley has a portal in his small office. Two guard stations with archery slits flank the door.

Amon'ley uses the services of a huge half-demon ogre to lift and move the crates, periodically rearranging the crates to prevent any covert attempts to catalog.
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