It is said wizards don’t work well with others of their kind. Once they have a tower, woe to anyone not recognizing their superiority, that is the rule. But to every rule is an exception. Once, there were three wizards, on friendly terms, that built their towers closer than anyone before. The towers are lost, the knowledge therein may be yet reclaimed.
What’s this round thing on the wall…
When want and famine stalk the land, a strange tower of ashes appears in the village common, a tower holding the sacrifices of the unworthy. Those who have the courage may reclaim these treasures…
Many traps are not designed to kill or maim, but more to disgust or annoy, or even to put a smile on the victim’s face… this is a scroll of such traps.
Traps working the good old mechanical way, through levers, ropes and switches. Included are also the beloved pit traps.
Magical implements that trap the unwary.
Traps for the outside. It is not only the dungeons and ancient tombs that are dangerous.
A collection of traps that are located on doors, doorways and portals of all kinds.
The Pelezians, or “clay people” were strongly bound to the earth. In fertile plains and valleys they lived their happy existence, peaceful, yet ever on their guard. Many nomadic attackers they defeated, until a different enemy came; their advanced technology and weapons (and magic) were beyond the skills of defenders. One-by-one their settlements fell, until the clay people were not more.
To the greedy students of the past, their heritage is but not forgotten.
Graves of a small, little known folk, exotic as dangerous.
The simple graves of a folk long gone, these are still favoured by graverobbers.
Traps gathered from the remains of a dead site. Honour and enjoy what ingenious traps were created by people unknown…
The hooded man leaves the tavern. The group had been assembled. They had recieved the map. “Now it begins,” he said. He vanishes.
People are often buried with The Monarchs. If the right people are, they can protect him even after death.
"That is one really big door"
Dungeons, should make sense, in an ecological way. However, to have life, you need to have a physical place to use them. This expands upon the ecological dungeon, giving it a framework to exist in.
We have all seen articles on how Dungeons don’t work. I’ve seen such articles before. But this time, an idea struck me: Why not do a dungeon that really works? Where creatures live their lives in harmony; just the right ecological way?
If you want to add a "supernatural" touch to your campaign, define the rules of magic and the universe. Make your players comfortable with those rules. Then your new supernatural creatures must then break those rules.