Travel Check

Thoughts on running and playing TTRPGs

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Boxed Text: Bhal Garum, Jewel of the Underdark

The party discovers an ancient dwarven city in an isolated section of underdark. What secrets lie within?

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I often write boxed text for new in-game events and locations. I find it easier to think through the sights, smells, and other sensations during GM prep and write them out, rather than improv’ing when I’m trying to write a game. Here’s one such moment.

As you approach the city, you notice that it seems to be built in a circular pattern. There are no walls, but its buildings arc gently west and east, and the mossy cavern floor gives way to an old road that runs through the center of it.

Houses seem to be clustered along the east side of the road, while shops seem to be clustered along the west. Behind the shops, further out to the west, large warehouses and what may be old barns and silos rise above the skyline.

Directly in front of you, down the road leading into Bhal Garum, you see two towers rise up out of the skyline. One seems to be some sort of steeple, like a grand cathedral, with dark stained glass windows. The other seems to be a round stone tower, with arched windows surrounding each floor.

You step into the city proper and hear a series of “click” sounds coming from the edge of the street. Magical streetlamps burst to life around you. You imagine that in Bhal Garum’s heyday, this might have looked like an impressive feat of engineering.

Today, however, it lends an eerie glow to the empty city streets–some of the lamps are flickering, some are broken, some are out entirely, some are dimmed. But at least you can see where you’re going a little better.


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