I’ve just posted up a brief history of the fall of Vongyth over at Gloamhold.com. Several of the party are dwarves hailing from the fallen hold and their long-term goal is to free it of whatever yet lurks within.
Thus, I thought it a good idea to present a potted history of the place’s fall.
You can check out the article here (or click the image above). While you are there (because I love paranoid players) why not leave your guess in the comments as to what yet lurks in the hold’s eternal darkness.
As part of my ongoing design of Gloamhold and its innumerable shadow-drenched, doom-shrouded halls I’ve been thinking deeply about the nuts and bolts of adventure design. Here, I’m not talking about what monsters lurk where or what treasures they might guard. I’ve done that top-level plotting about the dungeon’s various denizens.
A few weeks ago, I decided my Adventures in Shadow campaign needed its own website. The campaign is likely—hopefully—to run for several years and it seemed prudent to build a resource to help the group get the most out of the campaign.
Longterm readers of my blog will know I’m a fan of sane levels of realism in my games (as opposed to insane levels of realism). While D&D, Pathfinder and the like contain orcs, dragons and demons that doesn’t mean we shouldn’t embrace a level of realism that makes the game better for the participants. (And by “better” I mean more enjoyable).
Realising further pursuit of the creature into the nested gallimaufry of deeper caves would be foolish, the party retraced their steps and explored some of the more accessible tunnels below Greystone.