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Random

Hall of Honour Submissions - Dungeons (24)

MoonHunter
HoH: 3
18042

The Lost City of Paldor

The Lost City of Paldor was never really lost. Everyone knew where it was. However, nobody could get to it. Unknown to most, recent Land-Waves (Earthquakes) have opened up the paths to Paldor.
manfred
HoH: 2
12540

Arascan Burial Customs

Graves of a small, little known folk, exotic as dangerous.
manfred
HoH: 4
14797

The Dungeon Masters

The hooded man leaves the tavern. The group had been assembled. They had recieved the map. 'Now it begins,' he said. He vanishes.
  • 1
  • 2
“ All magic is suddenly gone. No mage can sling sorcery anymore. This upsets all empires and civilizations. It is soon discovered though, trough the combined work of mystics, scholars and dreams, that all the magic has been drawn into a single orb in a vast tower located at one of the poles. Whoever gets there first wins the greatest price in history, access to all the magic in the world. But who owns the tower?”
Michael Jotne Slayer
“ 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.”
MoonHunter
“ Feral teenagers: Teenagers who run away from home to live in the wilderness may become feral. As they become more and more feral, they gain some supernatural powers (a la Peter Pan - ability to fly, things they imagine come true - possibly quite powerful), but at the expense of their humanity and ability to speak, comprehend complex subjects, etc. Maybe they have a leader: the most feral of them all. A regression into a fantasy childlike state.”
svincent
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