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Chapter 1:

Gamox Murkcutter considered himself a sturdy goblin, and a worthy knight under Visefist the Goblin King.  Gamox had grown up with both parents members of the city guard, and the three of them sparred often as a hobby, a way to pass the time.  He began his defense training at twelve, two years earlier than most goblins.  The training was intense for a goblin so much smaller than his comrades, but Gamox turned this to his advantage, focusing on nimble evasion turning the momentum of an attackers blows against them,  throwing them off balance with the slightest motion.  He had held on to this fighting style all his life, it now defined his very being.

Now he faced his greatest challenge so far.  The king had requested Gamox visit the Dwarven people, competitors with the Goblins through ages past.  Naturally the dwarves met announcement of Gamox’s arrival with the issue of a challenge from their greatest warrior.  Gamox had no choice but to accept and found himself locked against a fierce dwarf, blade to blade.  The combat had gone nowhere  since its start an hour ago.  Dwarven unity with the firm ground of the rocky arena held the dwarf fast against every unbalancing blow Gamox sent her way.  At the same time, she could land no blow against him, every swing lightly parried, every stab evaded nimbly…


A Brief Brainstorm

I do my best to read just a little about DMing every day to keep the new ideas and strategies flowing. Just yesterday I stumbled upon the idea that when preparing extra encounters to use when players go off the path, to use places like cellars. I guess some of the civilization related dungeons were off my radar. To the point: I want to brainstorm some appropriate ideas for Trillia.

-The cellar seems like a good one… I imagined most of the houses to be built quite low, so they might often need cellars for storage space.

-Warehouse: this one can be good in a big city, if there are corrupt leaders, or a local gang. A food warehouse in a small settlement could suffer a strange infestation.

-Ruins: Out of town, in town, I want these things everywhere for the flavour of my world.

-Rivers: We’ve had a river encounter already, but perhaps the rivers serve as an important trackway into the mountains. Rivers often mean reasonable terrain, and fresh water is right there, so who needs to build more roads?

-Marshes: We’ve had one of these too. Perhaps another peat bog, more of a skill challenge, where crossing risks the chance of instantly being swallowed up.

-Thickets: Perhaps an animal den or in use as a hideout for bandits.

-Caves: The current setting features coastline, foothills and mountains… it’s a wonder they haven’t found a cave yet. I’ve stated sea travel is rare, but a secret group of sailors who make use of some sea caves could be cool.

Deep forest: This could serve as a navigation challenge, a tracking challenge, or home to some mysterious beast.

Town hall: Or a higher political power… I haven’t really thrown the players any political encounters yet, so it would be fun to try something new.

That’s all I’ve got for now… suggestions welcome!