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PostPosted: Wed Mar 15, 2017 8:53 am 
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Kind of a cross post from a topic I brought up over there since it seemed kinda dead here. Mown was right however, and the best way to breathe life into this section is to actually post here.

Anyway, the topic thus far:
AzureShade wrote:
I need some help devising a good ending to a 5e D&D dungeon adventure that I'm trying to put together for my wife and two of our friends. I'm not sure if the RPG section of this forum is either dead, or just slower than dead, so I figured I'd toss what I had here to see if you guys had any ideas.

The basics:
-Three PCs are basically young level 1 adventurers growing up in a middling farming community and just need the right "push" to get them on their way toward a life of daring and excitement.
-One night, an "Event" happens that sets things in motion to reveal a dungeon right outside their town (the local lake has hidden an ancient excavation site for hundreds of years).
-With the lake drained, the dungeon is revealed and the three players are super excited to prove what they are worth before the local adults (or hired professionals) get in there and take the glory for themselves so they sneak in one night and explore to their heart's content.

Maps found online and lightly edited


I've figured out mostly what I want to do to get them into the dungeon, however, I'm having issues with what to do when they get to the bottom. Like, there needs to be a resolution that ends with them turning off the thing at the bottom and then racing back up to the top as the dungeon begins to refill with water......but I'm sorta at a loss here at to what happens when they reach Area 10. Any ideas? I kinda want the trinket item they find in Area 1 to be relevant somehow.

The dungeon so far:
Spoiler


Along with some relevant discussion points:
What's your overall tone? Are you going for a Gygaxian "Little people in a big, mysterious, scary place" Legend of Zelda esque "Puzzles and wonder", a sort of open-word-western-RPG "You can do anything as long as you have the stats to pull it off" sandbox?

My instinct is that the players are about as new as their characters, yes? In that case, I'd urge you to make the matter contained, though that might not be a necessary admonishment. That is, keep the dungeon in the dungeon.

The fire gem seems both the obvious cause of these woes, and the problem that must be overcome. Since 'tampering' with it summons monsters, I'd recommend the following possible solutions, with one or all available for the players

- More Exploratory players might discover some manner of hidden passage or secret room or cache up in the dungeon -- perhaps the "Foreman's private room" off Area 7 could be repurposed or extended to have this. Inside, they find something of use (Perhaps a Decanter of Endless Water or something else magical) that lets them mess with the gem from a position of strength, disarming its mephit-summoning defenses and eliminating its threat.
- More investigative players might continue the excavation of the Giant Metal Head without (repeatedly) messing with the Gem. Reward their diligence with a discovery -- perhaps this is the head of an ancient, titanic, but irreparably damaged golem and finding the correct inscription allows you to command it to rise, with some destructive results (Treat the head as a legendary, if very low CR, custom monster with a couple lair actions) but the side effect of rapidly draining its damaged power supply (the gem) to nothing (The head's hp don't matter, after a few rounds it will die from its own exertion)
- More scientifically minded players (that is, those that think "I wonder if it does that every time" rather than "I guess I shouldn't do that again") or perhaps more bull-headed ones should be rewarded with different (possibly harder) fire monsters being summoned and some visual changes to the gem. After a couple waves of this, a forceful attempt to shatter the gem can result in facing off against some manner of boss -- a foe that the party better have rested before taking on, but the defeat of which will cause the gem to crumble.

Mown wrote:
What is the story behind the location? What was being excavated, by whom, for what purpose, and why did they stop?

AzureShade wrote:
@Tevish
- Yeah all three are mostly newish or casual players who haven't played in along time/ever. Looks like the party is shaping up to be a Tabaxi Rouge, a Tabaxi Bard, and a Human Wizard. I got Volo's Guide and the girls like the cat people. I expect the game to be a rather lighthearted adventurous romp in a mysterious place. That's the feel I'm going for anyway.

- I'm kind of wanting it to be a thing at the end where the players shut down the gem and get ready to celebrate a job well done before realizing that with the gem deactivated the cave is filling with water again and they have to rush to get themselves (and their heavy treasure chest) out before they drown.

- This is sort of a one-shot possibly springboard to more later. The fact that the town never knew the excavation site was there in the first place, and may later look to draining and reopening it later is a thing for another story.

@Mown
- I kind of kept the mystery of the ancient dig site pretty loose in-game. Out of game, I figure this site was a place that an group led by an ancient alchemist was digging in hopes of unearthing a lost iron titan of an even more ancient time for some scheme or another. Either way things went awry and everyone died. The event may have diverted a nearby river and flooded the site. Flashforward a few hundred years. An unsuspecting village has sprung up around the lake and some bored kids grew up in that town. During some random yearly festival an unrelated magical event nearby kicks the metal giant into reboot and the gem reactivates boiling away the lake and unearthing the site. Theoretically, the town elders would be freaked out and not only set up a token guard but also put out a call for adventurers to figure this out. However the local kids want in on that adventure and sneak down there first.

TPmanW wrote:
Reminds me of Deep Carbon Observatory. That is much darker in tone though.
Perhaps the golem/whatever wants the players' help? It could be the thing that sens them on their next quest. Perhaps it wants to check up on its fellows. Or it needs some replacement parts before it can rise again to conquer the world.
In either event that map the PCs found is likely relevant.

AzureShade wrote:
TPmanW wrote:
In either event that map the PCs found is likely relevant.
So, a note on all the trinkets items; they were all pretty much randomly generated and then picked out from the list if they might prove useful later or could add as an interesting substitute for small bits of treasure usually found laying around in dungeons (I hate rooms that have pocket change laying around on the floor to find). The two trinkets that are 100% relevant to the immediate situation are the gauntlet with the lens (that I'd like to work into some solution to turn off the gem) and the glove with the alien symbol (which "controls" the animated armor and magic mirror). The map is a hook to another adventure if the players want to pursue it later (and sure, probably ties in with more information about why there is a doomsday machine buried under their village). Pretty much everything else is a cool memento unless someone can come up with a good reason for it to be otherwise.


So, as things stand, I'm looking for some inspiration on how to make an iron gauntlet with a brass lens in its palm (that the players find in Area 1) into some sort of key to shutting down the iron titan's third eye laser in the last dungeon area. I only plan on spawning one group of monsters in the room, so the party is free to try to puzzle solve, but with some time limit involved (like maybe the room is too hot and they take a small amount (1-2) of fire damage every round they are in the area. I haven't sorted it out yet, but maybe there is some construction or device in the room that holds a lens that refracts the laser, making it less direct and harmful that the players can poke at to maybe overload or power down the eye. I'm not great with puzzles.

Also Areas 7, 8, and 9 seem kinda blah. Any help spicing them up would be nice. I don't really need more monsters, but it feels like I'm wasting a large swath of my dungeon space's potential.

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PostPosted: Wed Mar 15, 2017 12:46 pm 
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I believe that a Gray Ooze is quite beatable under the circumstances, so perhaps putting something at the bottom of the garbage chute if the players mess with it, beat the ooze, and investigate. Nothing critical to the process, but perhaps some ancient object(s) with tantalizing, fragmentary hints of the history that went on here -- a broken locket with a cracked and grimy cameo portrait can let the players know what manner of beings were here before, a broken sword etched with its makers' mark (Perhaps silvered or even adamantine and worth some money as scrap now) tells a story in both its existence and form. Clay tablets, shattered into a few large pieces and bereft of any magic they may have had, but with a partial inscription that can be read by anyone who knows (stealthily choose the most obscure language someone in the party knows -- guessing the missing words from context could replace messing with the head for waking it up)

Area 8 needs a reason to be explored. Right now the party misses nothing if they 'nope' out of the toxic steam jets (Which could perhaps be "Disarmed" by laying down a ramshackle floor of scrap -- at least unless you step off that and into the mud?). I'm not sure you need to 'bait the trap' so much as leave SOMETHING for the PCs to recover should they actually make the effort of poking around. A few common trinkets in the scrapped wreckage of footlockers or on the skeletons, perhaps an ancient, waterlogged vellum journal they'll need translated into *modern* common by an expert before it can be read that you can use as a MacGuffin/plot hook later to let the PCs in to what went on here and a larger context of why should you continue this past a 1-shot.

For Area 7, I just feel like the Foreman's room should mean something. Maybe the key to the trapped chest in area 6 is here if they poke around?

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PostPosted: Wed Mar 15, 2017 2:19 pm 
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Yeah, I wanted to flesh out the foreman's room and the bunk area a bit more. If I can figure out some sort of puzzle device to stick at the end, maybe the foreman's room holds another integral part to solving it? It's just that my trinket well sorta ran dry and not much on any of the custom lists online seem to be jumping out at me right now.

EDIT: Maybe an Adamantine Weapon (like a short sword or dagger) in the bunk area? Something that would resist the corrosion from the Ooze?

EDIT EDIT: Idea for the Foreman's Room - Have there be a skeleton, a closed chest, and an open scroll tube on the ground that is full of some desiccated vellum paper. The Wizard can have a look-see and determine that it was once a Scroll of Water Breathing (the foreman tried to used it but drowned before he could get it out of the tube). The chest is locked (auto-locked when closed) but has a Scroll of Protection from Elements and some puzzle piece trinket that will help solve the last room puzzle?

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PostPosted: Wed Mar 15, 2017 4:12 pm 
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Okay, in lieu of a traditional "key," what if the chest in the foreman's room had a "1-ounce block made from an unknown material" or "a multicolored stone disk" trinket item. Then that item would be needed to actually activate some device down in the final room.

Like, imagine this: Back in the day when the excavation site was active, the excavators build some sort of diffusion device with some kind of crystal or mirror focus that maybe absorbed the iron titan's eye-laser for power (essentially mining it of magical energies), or just diffused it harmlessly while they worked to dig it out of the ground. At some point, the device malfunctioned or the crystal or mirror cracked, causing the beam and/or stored energy to go haywire and killing everything. Then, overloaded, the iron titan went dormant and the site flooded. With it reactivating, the eye beam is focusing on a non-functioning defuser, causing the current predicament. The foreman had a boot-key for the defuser machine and one of the engineers who almost escaped had a control gauntlet (the iron gauntlet with the brass lens from Area 1) for the defuser. With both things (and some ideas to repair the crystal/mirror via like a Mending spell or other creative plan) the party can start up the defuser and use it to shut down the iron titan again some how. Now I just need a puzzle of some kind to work the defuser machine.....

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PostPosted: Wed Mar 15, 2017 5:05 pm 
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Alright, here's a Diffuser machine puzzle example

The machine has three interface points: a distinctive keyhole, and two plates with a handprint indentation. All markings have been effaced to illegible by time. For the handprint plates to be not locked in place, the key must be inserted and turned. Once the key is in place, someone wearing the control gauntlet can turn each plate left or right or press it down.

Pressing down either plate resets all plates to CENTER and all components to OFF

In the room there are four "components" -- a Crystal, a Mirror, a Lens, and an Arcane Stylus. They all start in the "Off" position -- out of alignment, uncharged, whatever.

Each plate has LEFT, RIGHT, and CENTER stops that it can be turned between. Turning either plate from either side back to CENTER does nothing. Turning a plate away from CENTER toggles the status of one or more of the components: if it's "off" it turns it "on". They all move visibly when toggled

Turning plate 1 from CENTER to LEFT toggles the Crystal and Stylus
Turning plate 1 from CENTER to RIGHT toggles the Mirror and Crystal
Turning plate 2 from CENTER to LEFT toggles the Stylus
Turning plate 2 from CENTER to RIGHT toggles the Lens, Stylus, and Mirror

The goal is to have all four components "on". A solution is as follows
Turn plate 1 LEFT. Crystal and Stylus are on
Turn plate 1 RIGHT. Crystal turns off. Stylus and Mirror are on.
Turn plate 2 RIGHT. Stylus and Mirror turn off. Lens is on
Turn plate 2 LEFT. Stylus and Lens are on
Turn plate 1 RIGHT (must be reset to center first). Crystal, Mirror, Lens, and Stylus are now all on.

EDIT: Designing these things to be non-trivial is hard. A faster solution is 2 Left, 2 Right, 1 Left. Of course, with only experimentation to discover a solution, it should still take some time to figure out since every switch has to be flipped and button pressed. Heck, It'll take some time to figure out that the components toggle (rather than setting to position X) and that it's hitting the left or right position, not relative motion that does it.

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The Accursed, a standalone young adult fantasy adventure.
Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


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PostPosted: Wed Mar 15, 2017 6:11 pm 
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Alternative puzzle (Mastermind/Passtune): The control panel (again worn so as to have no instructions) has four dials that can each be set to one of seven stops (A-G). After setting the dials, use the "Ignition Key" The machinery will make up to four sounds, which you can relate to players with "you hear X tumblers click and Y gears turn" A tumbler clicking means that one of the dials has a value that is correct for a different dial. A gear turning indicates a dial was set to its own correct value.

So if the solution is ACGC and players trigger it on AAAA, it will result in one gear turning. If they then try GACG, three tumblers will click but no gears will turn. ACCG will hear two tumblers click and two gears turn.

If all four gears turn, success!

You can make it easier or harder by reducing or increasing the number of variables or the length of the sequence, but the puzzle can be brute forced fairly well which is kind of important when you can't go look for a guide.

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I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook!
The Accursed, a standalone young adult fantasy adventure.
Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


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PostPosted: Wed Mar 15, 2017 7:01 pm 
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Got anything that can be described more visually/involves colors?

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PostPosted: Wed Mar 15, 2017 7:38 pm 
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we.., Mastermind could be done with indicators that glow red or blue instead of tumblers clicking and gears turning. Visual feedback is important to the paired-toggle puzzle, with armatures swinging into position and back out of it to let the players know what they're doing (The original way I saw that puzzle done, you were raising and lowering halves of color-coded bridges, so that the Blue, Gold, Red, and White all had to be down for you to get where you were going).

Lemee see what I can come up with...

A more visual feedback, rather than logic puzzle: the array consists of several reflectors and lenses in sequence to get a beam of power into the correct position and quality. Working with the control panel lets the players manipulate the lenses. the basic 'sense' this makes is the colors and properties of light

All four sets must be on a particular setting. Order is important.

Input: Intense yellow light
Desired output: Thin Red Beam (they might guess from how it reacts and what their target is, but not know

The following disks of lenses can be applied in any order. Each has 3-4 settings

Disk 1: Gels
Red Gel: Adds Red
Blue Gel: Adds Blue
Yellow Gel: Adds Yellow
Clear Gel: No Alteration

Disk 2: Intensity control.
Scatter: Creates a broader, less intense beam
Concentrate: Creates a tighter, more intense beam
Nothing: Does not change the input

Disk 3: Filters
Red, blue, and yellow filters plus clear/no filter. Work like the gels in reverse (Subtract a color or don't)

Disk 4: Focusing Iris
Broad: Creates a broad, flashlight-like beam without really changing intensity
Medium: Creates a cohesive beam
Fine: Creates a sharp, laser-like beam

Players would have to tinker with the machine a LOT and feedback would be important -- having it give off warnings/steam if the beam is too intense, having the area react to a red beam even if it doesn't fit other "correct" traits but not to other colors.

The solution would be to use the Red Gel before the Yellow Filter and the Scatter Intensity before the Fine Focusing Iris to get the thin red light to strike the red gem.

Using the yellow filter before using a gel results in no throughput.
Using the Scatter after the focusing iris fouls the focusing iris effect
Misusing Gels/Filters otherwise gives the wrong color
Misusing the Iris/Intensity Control otherwise gives a beam that's either too broad or too dangerously intense.

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I have a blog. I review anime, and sometimes related media, with an analytical focus.

I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook!
The Accursed, a standalone young adult fantasy adventure.
Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


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PostPosted: Thu Mar 16, 2017 8:26 am 
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I still think that may be too many steps, but you did help me work out a simpler solution, so thanks for that.

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PostPosted: Fri Mar 17, 2017 1:19 pm 
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Alright, let's talk the town for a bit. The first part of this adventure is going to have the players interacting with various NPCs who they work for, as kids in a community are often found doing. I randomly rolled up some NPC's, using the NPC charts in the DMG, based on various named map locations. Here's what I've got so far:

The Town of Harken

Nonnie’s Farm: Nonnie’s Farm is run by the titular Nonnie, a single human female in her mid 30’s with a strange birthmark that mars the side of her face. Nonnie has run the farm with the help of her brother Tobbin and various local farmhands (including Player 1, the Tabaxi Rogue). She has a reputation for being a bit dim witted and slow but friendly, with a high voice and a driving need to gather knowledge (even if it takes her a while) and a dedication to making sure others seek education as well. She is well known for both being a hopeless romantic as well as a masterful drinker, despite her lithe form. She has won many a drinking competition. Tobbin, a few years younger than his sister, is a dashing, charismatic artist with a braided beard. He’s a bit scrawny, and often can be heard speaking in clear, concise words; a habit he picked up talking with his sister. He believes everyone is deserving of respect, and often is slower in conversation as he ponders the right way to talk with people. Tobbin is very protective of Nonnie and rumor around town is that Nonnie’s mental state was his fault due to a childhood accident.

Nonnie


Tobbin


The Broken Gaul: The Broken Gaul is the local roadside tavern where travelers and locals gather to swap gossip and relax to the music and entertainment of the local talent (Player 2, Tabaxi Bard). It is run by Garris Fitch, an older half-elf who took over within the last couple of years when the previous owner fell ill and had to sell the place. Oftentimes Garris can be found spouting oaths and swears as colorful and as changing as his hair colors. He’s very strong, so much so that there’s hardly any trouble in his establishment, though he is also rather absentminded so a lot of work falls on the shoulders of his small staff. Garris is great with animals and is known in the village for his honesty with others, especially keen on not taking sides very often. There are rumors in town that Garris used to run a criminal empire but is now in exile/hiding from his former gang. He’s very protective of a locket that nobody has seen the inside of.

Garris Fitch


Cliffside Brewery: The Cliffside Brewery is run by local gnomish wizard, Litzner (holder of the “Litzner’s Luxurious Libations” brand, a franchise subsidiary of the Wizard of Wines Inc.) Litzner is a very healthy, if fidgety, hot tempered gnome with a twitchy eye and personality as dull and dry as his wines. He does however have a perfect memory and is extremely loyal to his incorporated shareholder, traits which have served him well. He’s also very big on community outreach, taking in several apprentices in both the magical arts and brewmanship. Rumor around town is that Litzner is extremely jealous of another franchisee from Marl that routinely outperforms him in brewmastery and producing quality magicians. Because of this, he is somewhat overly critical of his current wizard apprentice (Player 3, Human Wizard).

Litzner


I've still got named map locations for "House of Faith," "Harkenwold Trading Station," and "Constable." I could make about three or so more NPCs to round out the town a bit, but I haven't sorted out what to do with them yet.

EDIT: New people:

Harkenwold Trading Station: The local economic hub of Harken is run by Moonsong Willow-Wind or “Moonie” for short. This Tabaxi matron is quite the beauty, with an exceptionally sharp mind, though she is somewhat frail physically. Often found in her store, whistling away as she works, this masterful merchant is fiercely independent, and even a little suspicious of others. It is well known among the village kids that she cannot abide frogs. Among adults however, several rumors surround this salacious serval. Why does she always send a portion of her profits up the road to Darken every month? Does she really know the various codes of the criminals as some have said to glace as they walk past her shop?

Moonsong Willow-Wind (aka – “Moonie”)


House of Faith: A temple to Waukeen, the goddess of trade, the House of Faith is run by the head priestess, an older human woman by the name of Sister Melly. A very insightful old lady who uses her flowery words and honest demeanor to sooth the locals, Melly has been serving the House of Faith for as long as many can remember. Her sickly appearance is usually brushed off with a rambunctious tale about how she fought with a demon in her youth, and that it ate a few of her fingers, and is now waiting for her to weaken so it could come back and finish her off. It’s hard to tell the veracity of the tale, as Sister Melly always seems to pull through whatever affliction she has at the time and no demon has ever descended upon the town. Gossip around town is that Sister Melly, oddly enough, seems smitten with the gnomish wizard, Litzner, who runs the local brewery. Nobody really knows what to make of that.

Sister Melly

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magicpablo666 wrote:
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"


Last edited by AzureShade on Fri Mar 17, 2017 3:14 pm, edited 1 time in total.

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PostPosted: Fri Mar 17, 2017 3:08 pm 
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Here's what I rolled up for an unnamed male constable:

Quote:
Dude
- Pronounced Scar
- High Constitution (hardy, hale, healthy)
- Low Dexterity (clumsy, fumbling)
- Great at solving puzzles
- Makes constant jokes or puns
- Friendly
- Believes strongly in beauty
- Captivated by a romantic interest
- Is a bit arrogant
I'm not really sure what to do with this scarred up Duddly Do-Right joker.

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magicpablo666 wrote:
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"


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PostPosted: Fri Mar 17, 2017 3:21 pm 
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AzureShade wrote:
[quote
- Low Dexterity (clumsy, fumbling)
- Great at solving puzzles
- Makes constant jokes or puns
I'm not really sure what to do with this scarred up Duddly Do-Right joker.[/quote]
http://tvtropes.org/pmwiki/pmwiki.php/M ... ddenBadass
http://tvtropes.org/pmwiki/pmwiki.php/M ... EarsLawyer
http://tvtropes.org/pmwiki/pmwiki.php/Main/GeniusDitz

I'm short on time right now but tvtropes is a godsend.

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I have a blog. I review anime, and sometimes related media, with an analytical focus.

I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook!
The Accursed, a standalone young adult fantasy adventure.
Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


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PostPosted: Sat Mar 18, 2017 11:03 pm 
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They seem like fine NPCs to me.
The wizardly brewery got me thinking of some things that won't be pertinent to your dungeon, but are worth pursuing.

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