Adventures in Shadow 010: A Friend Found

At the top of the stairs, the party took stock. Several corridors led away from the upper hall and many doors pierced the walls. As they reached the top of the stairs, Jeremiah heard a faint creak as if someone had opened a door off to the right. He motioned his companions to quiet, but they did not hear the sound repeated.  

 

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Adventures in Shadow 009: Into the Ruins of Madness

As the obscenely detailed stone thing fluttered, flopped and juddered toward them, the party prepared for battle. None of the heroes—not even learned Tolirayth—could identify the hideous, squat amorphous demon creature, and the party feared the worst. What manner of fell guardian creature was this?

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Adventures in Shadow 008: Adventurers About Town

The next day, the adventurers were up and about. They had lots to do and the lust for adventure still burned deep within them. They itched to get back across the bay to search more of Greystone—and in particular its ruined manor house.

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Adventures in Shadow 007: Dust of Ages Past

With the door pushed open, Thangrim hurled himself into the small chamber beyond.  In the centre stood a plain stone bier and atop the bier lay a decomposing body. As Thangrim pushed further into the room, the corpse began to twitch and move. Within seconds, it was fully animated and leaping at the startled dwarf. It smashed into the warrior, badly injuring him. With the shock of sudden violence fading Orm—angered at his friend’s injury—stepped forward and cut the foul creature in twain with one mighty swing of his massive sword. 

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The Art of Simple

I’ve thought a lot about complexity (and simplicity) in campaign and adventure design recently. I’ve previously posted about the Paradox of Choice and KISS, but I can’t seem to shake the allure of simplicity.

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