D9-D10.
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.
D9.
This chamber serves as a guard post. A Mordama guard will make their presence known should the players try to make their way across without being extra sneaky.
If the guard feels threatened he’ll cut the rope bridge and gravity sort out the rest.
D10.
This massive hanging tree has wooden planks surrounding it, creating a type of decking. The entrance to D10 is guarded by Mordama Guards.
Unlike the other trees, the bark of this one is hardened, almost though it were petrified.
Inside D10, the walls and floor, like the outside are hard and polished giving the space a warm but opulent feeling.
Pink fungus hang from sconces throughout the room, giving off a distinct glow.
An intricate mural is carved into the walls here depicting two civilizations, one above and one below. The people above live in the sun, among tall trees towing above them. The one’s below live in darkness with the a forest of giant trees hanging above them. It feels as though the weight of the world would be pressing down on them, but they rest under the cloak of a matronly diety, watching over the Mordamans. The carving of this diety glows a faint pink.
4/10/23
Ha.
So I said I gotta do better, and I missed a day again. It was spent with my family and prepping my Sunday Night D&D game.
We’re starting a new chapter of our Age of Worms campaign. This adventure was made something like 15 years ago, and yet it blows my mind at some of the design decisions. For example, there’s a cavern grid map that looks like a regular cave map you’d put the players on.
However, each grid square is considered half a mile.
And took me forever to realize that it was basically a point crawl, and that’s because it doesn’t really give many good details about most of the points, nor does it have much detail on a good way to handle exploration. It’ll say things like “Here’s where the red dragon’s treasure hoard is, though it is not unguarded.”
What’s in the treasure hoard? What does the lair look like? Who else would be guarding it?
None of that is answered. And it’s not exactly made clear why that information isn’t important to the scope of the adventure.
I love the scope and concept of the entire campaign, but some of the adventures are a mess to read through. About two and half hours into last night’s session is about when I actually figured out what we were trying to do.
Could I have spent more time reading the adventure before yesterday, and sorting this out ahead of time?
Yes.
But sometimes I just want it to make sense as I read it. I don’t wanna have to read it three times and then decipher what the fuck it’s talking about. That’s not fun prep either.
Anyway. The session went well regardless, and I’m more confident about the next one.
…
See you tomorrow.
-jae
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