Monday, August 9, 2010

Ball of Confusion



When you start an adventure in the Ball of Confusion, do so without any preamble. Describe the scene, something like this: "You are in a winding, stone corridor about 8' in diameter. It's undulating curve has an organic look about it. The corridor extends to the reach of your light North and South."

The players may ask as many questions as they want about how they came to be here, and what it all means, but they will only get one answer per area of the dungeon explored. Take careful note of the questions they ask. You may answer questions as you like. They may suddenly remember how they go here, or their god may provide insight, or maybe they find a clue. Make up the answers as you go.

I've never tried running a dungeon this way. It might be a recipe for a great adventure or a terrible one!

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Friday, June 4, 2010

The Third Lost Githyanki Space Dungeon


A strange artifact floating in an endless gulf, carries secrets of a forgotten magic.

A legendary threat resurfaces with terrifying results in a remote space dungeon.

The true cause of an ancient war lies hidden deep in the gulfs of limbo.

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Wednesday, June 2, 2010

Skein of the Lesser Abyss


It is over a thousand years since the eighth cohort appeared at the obelisk, but the Zentacor still watch. Once the skein was a minor stopping point on the endless offensive of the Gith, and later, of the Ilithid slave armies in their retreat. Now it's a quiet place -- almost unearthily so, such that the rare mortals who walk there can sense the terror of endless empty, unfriendly planes of existence stretching below. Nevertheless, the place does see the occasional traveler. Every dimension nexus does. Some stay a while and make thier their lair. Others move on as quick as they can. Some are helped into oblivion by the undying denizens of the place.

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