What's This About Lighthouses?
There's something about the lonely, seaside monoliths that just screams "adventure" to me. Though it's not considered one of the all-time greats, one of my personal favorite Dr. Who adventures is "The Horror of Fang Rock," which saw the Doctor trapped in a lighthouse with a mystery killer that offed the inhabitants one by one. It was fantastically spooky, and when the Doctor was asked, "You mean there's no way to contact the mainland?" the chill with which Tom Baker imparted the response, "Oh, no... We're on our own now..." still stirs my imagination.

And so I can announce that, yes, I've gone back to the same well. There's another lighthouse in "The Maimed God's Saga." And in keeping with the overall theme of decay, this one's ruined, destroyed in a natural disaster that occurred in DR 1323, 51 years before the campaign opens, and, yes, there are more sinister happenings there.
And so, again, the lighthouse point was the first map I made after the main town. I leave you with a picture of the approach at dusk when the PC comes across one of the inhabitants who doesn't seem to want to stay dead... Gee, maybe a cleric has a special way of dealing with such creatures...
No comments:
Post a Comment