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After working over this concept with Michael Atlin, it seemed obvious that it really needed three pages to do it justice, rather than the usual two.  This adventure explores the question, what happens once the good guys clear the dungeon, but then they can't leave?

Here, an underground dradkin temple, the source of many worrying raids on human communities, has been cleared by a combined force made up of the heroes of three nations. Unfortunately, the dradkin haven't gone far, and a garrison was set up. A contingent of Grinvolt axewives


Ten years later, far away, a sage realizes that the maps of the place brought to him are clearly not complete! If the place holds to dradkin principles, there would be a fourth wing, with its entrance right here. In fact, he's sure of it - and what's worse, dangerous dradkin magic probably lurks inside.


Unfortunately, relations with Grimvolt have soured. They've endured most of the cost of defending the place, and they're in no mood to let foreigners in to bash down walls.


It's an interesting opportunity for 'adventuring in town', except town is the dungeon. In hindsight, it adventure hearkens back to the very first 1PDC we did together, 'Dungeontown' - it's a bit like 'Dungeon Town year zero'.


As the title says, this is a preview for my patrons - pages two and three will drop as soon as I get back to my scanner!

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Comments

Michael Prescott

Oh man, a work crunch kicked my ass this month! Sorry for the unseemly delay. I'm actually going to have the February adventure out first!