The Snowflake Dungeon Part 25

If you’ve missed the previous posts about a snowflake dungeon, you can find them here.

Its been over a month since I did my last Snowflake Email. I swear, I haven’t forgotten it – I’ve just been so dang busy.

 

And I’m still so dang busy. “Life Hack” incoming.

 

So sometimes, I don’t start a thing because I know I don’t have time to finish it. That’s kidna a silly reason. If I look at this project as a whole, I would have never had time to finish it if I tried to do it in one go.

 

The solution? Break it down into smaller chunks. The chunk ahead of me was still a little large – so I just broke it down farther.

 

I’m actually close to having this thing in a playable condition. I need to flesh out the town, fill out a few more hexes that I needed info for, and make random encounter tables.

 

I’ve been stuck at the town for a few reasons. The big one was I just couldn’t figure out a structure. What matters for a town? Does there need to be a map? A list of locations? How is this info relayed to the players?

 

So I decided to skip all of that for now. Instead, I wrote up some real rough notes on locations within the town. It’s not in a publishable format at all. Nothing is bolded, there’s no bullet points…

 

My hope is that now that I have the locations, I can figure out how I want to structure it in play (and in the eventual book). If anyone has opinions on that, pleeeease hit reply and let me know or hit me up in the Discord.

 

In any case,below is a PDF of notes for those interested. I tried to work in some connective tissue for other things in the adventure while also making a useful safe space for adventurers.


Enjoy!

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Digging in the Sand

Bones. So many bones. How many people have been buried here?

You find a rusty long sword and a small, golden vulture head worth 250 gp.

Red Sand

The sand here on the edge of the sacrificial ground is loose and looks recently churned.

Vulture Priest

The Vulture Priests are the enemy of knowledge and enlightenment. They seek to bring the eternal silence, the end of all things. Decay and obedience is their only god.

Armor Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × Beak (1d4 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 8 (11 when at their temple)
Alignment Lawful
XP 10 
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
Immune to the Divine: The spells and powers of clerics and paladins have no effect on them.
Weapons: They frequently use wickedly curved daggers, which they use for sacrificial purposes.
Soul Clouders: There is a 10% chance that any Vulture Priest can use the sleep spell once per day. The targets are still awake, but they are beset by such a deep depression that it has the same effect as sleep. They may only watch what unfurls around them.