A9.
This is part of the #Dungeon23 challenge in which you make one room to a dungeon every day for a year. In an effort to link my memories to the creation, I am also writing a personal journal entry with each room that may or may not be related.
You don’t have to read that part.
A9.
On the other side of the river is the uppermost level of Kik’ina Kir, jutting out of massive rocks, as though it was exploding from the earth itself.
Could the rest of Kik’ina Kir be in tact?
To get to the balcony of Kik’ina Kir, one has to sneak by any Trogdars at the camp near by(or straight up kill them, bro.) Then climb jagged rocks that surround the fortress’ perimeter.
Once on the Balcony you have access to four different entrances (coded in red): a door to the north, a central set of double doors, and another door around the corner south and to the east.
The fourth entrance is not obvious, but if one were to climb on to the roof of Kik’ina Kir, they’d discover a hatch.
The double doors are unlocked.
The other two doors are locked.
It is clear that people are living in the fortress as there are windows (coded in blue) filled with the flickering of candlelight. Every once and a while you see a figure passing through a room, but they are regularly still enough to make out a face.
Each window is magical, and will set off an alarm if broken.
What one sees through the windows are actually illusions, made to appear as if the fortress is being used by many. It is actually the home of a crazed mage.
And so much more.
1/9/23
Well we’re getting to some meat and potatoes. The “January” level of our Mega Dungeon is divided into two sections. One is the cave crawl, in which curious adventurers delve deeper into the cave system encountering wild Trogdars.
The Second half is sneaking through an ancient fortress, most of which is buried in the ground. Now we can get to some weird ass treasure and arcane experiments.
…
After two days of being miserable with whatever is going on with my sinus, I feel a little better as I’m writing this. Maybe tonight I can get some sleep.
…
Still packing. Still feels unreal that we’re leaving. I feel like it’s about to sneak up on us out of nowhere. Suddenly we’ll be told “Hey you have a new house. GTFO.” And I’ll still be bitching about packing away all my RPG books.
Also, if you ever want some motivation to play a game that’s been sitting on your shelf, pack it away in a box for a few weeks. Because I want to basically play every game I own at the SAME TIME - RIGHT NOW.
…
Been thinking a lot about Clerics. They’re one of the most fascinating classes in Dungeons & Dragons that I absolutely do not want to play as. I keep coming back to it in conversations with Gail. There’s just something about Clerics that I feel doesn’t work in 5e, and I if I was making my own RPG I’d want them to work a specific way. They just feel like a utility tool for everyone else in the group to use, despite having the most interesting connection to the world baked into their class.
I mean they BELIEVE in something. People playing Fighters or Rogues can make the mistake in believing in nothing (which is a mistake - make a passionate character). And in 5e specifically they believe in a god they KNOW is real. They don’t even have to have “faith”, they just have to sign up for which ever god they’re vibing with - though that is probably a philosophical problem I’d also want to adjust. Regardless, they’re following and serving an aspect of the world. Other characters can just pass through the world, killing monsters and taking gold. But Clerics have a bigger picture to deal with.
And we relegate them to healing your broke ass when you go Leroy Jenkins on the Orcish war band.
This is why my class of choice is usually a Paladin. Because it’s a similar idea, but no one tells Paladins what to do. Paladins sever a high power, and will knock the shit out of you if you don’t step correct.
Obviously I have strong feelings about it. Will probably write something more extensive about it soon.
See you tomorrow.
-Jae
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