1-5 The Glass Dunes
An expanse of gently rolling glass dunes. Not much to look at, but this area will have a few hazards and a random encounter table. This area provides access to 1-6, 1-12 and, of course 1-5.
While not exactly "trackless" this area is dull, inhabited by the meekest fauna of the mirrorverse - the lesser amalgams. Whether this is because they tend to originate here or because viable shards are few and far between, no one knows. Or cares. Basically a desert here.
Encounters, while rare, are possible. And given that this is an area where glassfalls tend to occur, you can find some weird stuff. I'll figure out the chance of encounters later. Whatever the average is, it's lower here. When they do occur, roll a d8:
- Medusa - miffed at being caught out by her own gaze attack, she is highly defensive and vulnerable. She has already figured out that her gaze doesn't work here.
- Wind chimes. Someone assembled a mobile or large set of wind chimes out of a 10 foot pole and some string. Weird but innocuous, might draw monsters. Occurs once then treat as 4
- 1 medium amalgam
- d2 lesser amalgams
- Quickglass - looks just like the glass grit/gravel everywhere else but it's liquified. Slows the party down one way or the other.
- 1d3 basilisks - incredibly hungry and not smart enough to realize their gazes don't work here.
Not every area was going to be exciting!
No comments:
Post a Comment