During the last open table session. the party traversed two "shortcuts" through the labyrinthine Badlands, with the hopes of cutting time off their journey. I'm still writing complete sentences for the first complex, but the second is ready for a quick share.
The first one, of course, was full of hazards - territorial water sprites - that did not want explorers in their caverns. The party was able to respectfully negotiate passage, thus avoiding a running battle and fusillades of ice shards. Color the GM disappointed, but a good solution is always to be respected.
And, since not every location should be filled with danger, even out in the uncharted lands, the second cavern network and shortcut was populated by a few interesting, and potentially beneficial, inhabitants.
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| via Dyson |
So welcome to the Temple of the Pass, a small complex that grants the party access to lands beyond, as well as gives them a respite, some small boons, and a bit of a augury for the journey ahead.
Home to an imprisoned and de-powered genie, it still resonates with magical power. The genie is accompanied by a hermit capable of divining the future through the tellings of the standing stones. And the weird guards? Well, I'm not sure how insect-god guardians got crossed up with a forgotten fire god. Perhaps it was a divine work exchange program.
Anyway, sharing it as a location to drop into a hexcrawl or point crawl if a shortcut through barrier geography might be needed. Enjoy.






