Sunday, June 25, 2017

Published Work

Here is my credit list under the name Jeff Gomez. Contact me if you need a hand with a product, or if you are interested in publishing under the Zenith Games line:

1,190.5k wrds and 94 Products since January 2015 
with Adventure a Week, Avalon Games, Fat Goblin Games, Flaming Crab Games, Kobold Press, Little Red Goblin Games, Louis Porter Jr. Design, TRAILseeker, Raging Swan Press, and Zenith Games. 

303.5k wrds, 18 products

Co-Author & DeveloperWe Be Leshys (Adventure, 13.5k wrd), Zenith Games, 6/25/2017 (5 Stars)

DeveloperParagon Hags and Occult Covens (Race, Classes & More, 15k wrd), Zenith Games, 6/22/2017

Author & Developer101 Spells for the Common Man (Spells, 18k wrd), Zenith Games, 3/27/2017 (5 Stars)

Author & DeveloperUndead Paragon Classes II: Ghoul, Lich and Mummy (Race & Classes, 15k wrd), Zenith Games, 1/5/2017

Editor & Developer, Occult Secrets: The Occultist (Class Options, 10.5k wrd), Zenith Games, 12/16/2016

Editor & Developer, Occult Secrets: The Spiritualist (Class Options, 8.5k wrd), Zenith Games, 12/8/2016

Author & Developer, The Colossal Creatures Bestiary (Bestiary, 41k wrd), Zenith Games, 10/9/2016 (5 Stars)

Author & DeveloperWe Be Dragons (Adventure, 12k wrd), Zenith Games, 6/21/2016 (4.5 Stars)

Author & DeveloperRocket's Red Flare: An Independence Day Tale (Adventure & Firework Rules, 7k wrd), Zenith Games, 6/10/2016

Author & DeveloperSuperhero Classes: Superhuman, Animalman and Telepath (Classes, 11k wrd), Zenith Games, 5/31/2016

Author & DeveloperUndead Paragon Classes: Skeleton, Zombie and Vampire (Race & Classes, 13k wrd), Zenith Games, 5/6/2016 (4 Stars)

Author & DeveloperDragons Are Above My Pay Grade (Adventure, 12k wrd), Zenith Games, 4/11/2016 (4.5 Stars)

Author & DeveloperJacob’s Tower, Levels 1-13 (Adventure, 80k wrd), Zenith Games, 1/21/2015 (4 Stars)

Author & Developer, Deck the Halls: A Christmas Tale (Adventure, 4k wrd), Zenith Games 12/11/2014

Author & Developer, The Gobbler: A Thanksgiving Tale (Adventure & Character Class, 6k wrd), Zenith Games, 11/7/2014 (5 Stars)

Author & DeveloperWe Be Zombies (Adventure, 13k wrd), Zenith Games, In Production

Author & Developer, 101 Cursed Items & Drawbacks, (Items, 16k wrd), Zenith Games, In Production

Author & Developer, Undead Paragon Classes III: Banshee, Ghost and Wraith (Classes, 14k wrd), Zenith Games, In Production

578.5k wrds, 51 products

AuthorVillage Backdrop: Skaalhaft (Village, 5k wrd), Raging Swan, 7/6/2017 (5 Stars)

Contributing AuthorDemon Cults & Secret Societies for PFRPG (Various, 5k wrd), Kobold Press, 7/5/2017

AuthorVillage Backdrop: Ronak (Village, 5k wrd), Raging Swan, 7/6/2017

Contributing AuthorVillain Codex IV: Monsters for Meddlesome Heroes, (Bestiary/NPC Codex, .5 wrd), Swords for Hire, 5/9/2017

Contributing AuthorGM's Miscellany: 20 Things II (GM Aid, 1k wrd), Raging Swan Press, 3/27/2017

AuthorAnatomy of a War Camp (GM Aid, 2k wrd), TRAILseeker/ EN WorldEN5ider, In Production

AuthorPlayable Race: The Aerlim (Race, 2k wrd), TRAILseeker, 2/27/2017

Author, Village Backdrop: Bleakflat (Setting, 3k wrd) Raging Swan Press, 1/18/2017 (5 Stars)

Contributing Author, Deadly Gardens: Razorleaf Swarm (Items and Enemy, 1k wrd), Rusted Iron Games, 1/18/2017 (5 Stars)

Author, Anatomy of a Wizard's Tower (GM Aid, 1.5k wrd) TrailSeeker/EN World EN5ider, 1/12/2017

Product Line Manager/AuthorScorched Earth Core Rulebook (Ruleset, 61k wrd), Avalon Games, 1/1/2017

Product Line Manager/AuthorScorched Earth: American Wasteland (Setting/Bestiary, 30k wrd), Avalon Games, 1/1/2017

Product Line Manager/Author, Scorched Earth: Warriors of Scorched Earth (Bestiary, 10k wrd), Avalon Games, 1/1/2017

Author10 Travelers Who Want to Share the Fire (GM Aid, 1k word) Raging Swan Press, 12/8/2016

Contributing Author20 Things #9: Bustling Marketplace, (GM Aid, 1k word) Raging Swan Press, 11/10/2016 (5 Stars)

AuthorPlayable Race: The Kryte (Race, 1.5k wrd), TrailSeeker, 11/25/2016

AuthorVillage Backdrop: Y'taris (Setting, 3.5k wrd), Raging Swan Press, 10/10/2016 (4 Stars)

AuthorVillage Backdrop: Suurin (Setting, 3.5k wrd), Raging Swan Press, 10/4/2016 (5 Stars)

AuthorTrue Martials, (Classes, 1.5k wrd), TRAILseeker, 9/25/2016

Contributing AuthorLetters From the Flaming Crab: Strange Weather (GM Aid, 2.5k wrd), Flaming Crab Games, 8/30/2016 (5 Stars)

AuthorUrban Chases (GM Aid, 1.5k wrd), TRAILseeker, 8/17/2016

Design/DevelopmentThe Mistfall Refuge (Location, 3.5k wrd), Raging Swan Press, 8/15/2016 (5 Stars)

Author, undeFEATable 23: Ninja (Feats, 2k wrd), Louis Porter Jr. Design), 8/3/2016

Contributing Author20 Things #5: Subterranean Mines (GM Aid, .5k wrd), Raging Swan Press, 7/29/2016 (4.5 Stars)

Contributing AuthorPlayer Paraphernalia #84 Domains of the Kingdom (Ten Nature Domains) (Domains, .5 wrd), Knotty Works, 7/26/2016

AuthorGhouling Playable Race, (Race, 1.5 wrd), TRAILseeker, 7/25/2016

AuthorSneak Attack Archetypes, (Classes, 1.5k wrd), TRAILseeker, 7/21/2016

AuthorVillage Backdrop: Umelas (Setting, 5k wrd), Raging Swan Press, In 7/8/2016 (5 Stars)

AuthorRunewright, (Class, 2k wrd), TRAILseeker, 6/9/2016

Design & Contributing Author, 20 Things #1: Seedy Tavern (GM Tips, 1k wrd), Raging Swan Games, 5/30/2016

AuthorHow to Run a Successful Festival (GM Tips, 1.5k wrd), TRAILseeker, 4/23/2016

AuthorPlayable Race: Grindylow (Race, 1.5k wrd), TRAILseeker, 3/10/2016

Editor, Arcana, Western Reaches, (Setting, 90k wrd), Avalon Games, 2/10/2016

AuthorSage (Character Class, 5k wrd), Little Red Goblin Games, 2/1/2016

Contributing AuthorAventyr Bestiary, (Monsters, 1k wrd), Adventure A Week, 1/4/2016

Editor, Comic Book Adventures, Mission Book 6 (Adventure, 8k wrd), Avalon Games, 12/5/2015

Editor, Comic Book Adventures, Mission Book 5 (Adventure, 23k wrd), Avalon Games, 11/1/2015

AuthorDark Paris (Setting, 11k wrd), Avalon Games, 10/11/2015

Editor, Comic Book Adventures, Mission Book 4 (Adventure, 27k wrd), Avalon Games, 10/4/2015

Editor, Nova Blast Star Fighter, Avalon Mini-Game #168 (Ruleset, 6k wrd), Avalon Games, 9/6/2015

Editor, Comic Book Adventures, Mission Book 3 (Adventure, 20k wrd), Avalon Games, 9/1/2015

Editor, Comic Book Adventures, Mission Book 2 (Adventure, 30k wrd), Avalon Games, 8/2/2015

AuthorSir Reginald Lichlyter's Guide to Magical Beers, Tankards, and other Inebrious Items (Items & Fluff, 15k wrd), Fat Goblin Games, 8/1/2015 (4 Stars)

EditorHeroes Wear Masks, Mission Book 1 (Adventure, 32k wrd), Avalon Games, 6/30/2015

AuthorCall to Arms: Powders and Dust (Items & Fluff, 12k wrd), Fat Goblin Games, 6/23/2015 (4 Stars)

Contributing AuthorWinged Cavalry (Character Class, 2k wrd), Flaming Crab Games, 6/6/2015 (4 Stars)

AuthorGregor’s Portrait (Adventure, 2k wrd), Avalon Games, 4/26/2015

Contributing Author, Call to Arms: 10 Foot Pole (Items & Fluff, 1k wrd), Fat Goblin Games, 3/29/2015 (4.5 Stars)

Editor, Infinite Futures 2.0 (Alternate Pathfinder Ruleset/Setting, 100k wrd), Avalon Games, 3/1/2015

Author, Ruins of Gilead (Adventure, 15k wrd), Adventure a Week, 2/23/2015

Author, Monster Hunter’s Guide to Vampires (Adventures/Sourcebook, 15k wrd), Avalon Games, 1/18/2015

In Production
232.5k wrds, 25 products

AuthorDivine Favor: The Antipaladin (Class Supplement, 7k wrd), Kobold Press, In Production

Author, A Tale of Two War Camps (Adventure, 6k wrd), Louis Porter Jr. Design, In Production

Author, The Overseer, (Class, 3k wrd), Louis Porter Jr. Design, In Production

Author, Anatomy of an Island (GM Aid, 2k word), TRAILseeker, In Production

AuthorAnatomy of a Town, (GM Aid, 2k word), TRAILseeker, In Production

Author, Anatomy of a Prison, (GM Aid, 2k word), TRAILseeker, In Production

AuthorAnatomy of a Ship, (GM Aid, 2k word), TRAILseeker, In Production

AuthorAnatomy of a Guild, (GM Aid, 2k word), TRAILseeker, In Production

AuthorAnatomy of a Cult, (GM Aid, 2k word), TRAILseeker, In Production

AuthorAnatomy of a Tavern, (GM Aid, 2k word), TRAILseeker, In Production

Author, Green Singer Bard, (Archetype, 1k word) Rusted Iron Games, In Production

Author, 10 Blasphemous Books, (Fluff, .5 wrd) Raging Swan Press, In produciton

Co-Author, Smuggler's Run (Adventure, 4k wrd) Chaos Trip Studios, In Production

Contributing AuthorAtlantis (Races & Classes, 30k wrd), Elton Robb, In Production

Contributing Author, Foes of Porphyra: Giants (NPC, 5k wrd), Purple Duck Games, In Production

Contributing AuthorDeadly Gardens Items (Items, 5k wrd), Rusted Iron Games, In Production

Contributing Author, Apocalypse the Risen (World, 3.5k wrd), Rusted Portal Games, In Production

Contributing Author, Deadly Gardens Player Companion: Plant Magic (Spells, 2k wrd), Rusted Iron Games, In Production

Contributing Author, Galaxy Pirates Equipment (Items, 1k wrd), Evil Robot Games, In Production

Contributing Author, Village Backdrop: Fulhurst Moors (Village, .5 wrd), Raging Swan Press, In Production

Co-Designer/DeveloperSteampunk Musha (Setting/Alt Rulset, 100k wrd), Fat Goblin Games, In Production

Editor, Arcana Journals 2016 (Setting, 13k wrd), Avalon Games, In Production

Editor, Arcana Journals 2017 (Setting, 25k wrd), Avalon Games, In Production

Editor, Arcana Journals 2018 (Setting, 24k wrd), Avalon Games, In Production

Editor, Mythos Horror Creation System (Game System, 58k wrd), Avalon Games, In Production

If you have an interesting product that you would like me to work on, I'd be happy to hear it.  Shoot me an e-mail at

Praise for Jeff Gomez

"This is a 5-Star PDF, folks. ... this is one of the most creative & mechanically-sound 3PP spellbooks I've seen over the years... Props to Jeff Gomez for bringing all of these talented game designers together into a PDF that's easy to navigate and a lot of fun to read." 
   - B C C, on 101 Spells for the Common Man

"Haunting, horrifying, and darkly moving, Umelas might be one of my favorite village backdrops to set upon us in a long time."
   -Tyler E., on Village Backdrop: Umelas

"A ton of amazing adventure, unique yet easily usable in just about any context, a ton of ideas crammed into a precious few pages: This is glorious and epitomizes what the series should be about. My final verdict will clock in at 5 stars + seal of approval."
   - Endzeitgeist, on Places of Power: The Mistfall Refuge

"I love this dungeon. It's so cleverly put together, the levels are varied enough to remain interesting whilst still tied together enough to feel cohesive, and I'm super impressed with the seamless integration of a variety of skills into each level. It's inspired me to improve my GMing. I can't say enough good things about this dungeon."
    - Anonymous, on Jacob's Tower

"I adore this. I love it. I'm using the living hell out of it and wish this was a 200-page tome ... This belongs in the toolbox of GMs. Amazing. 5 stars + seal of approval + candidate for my Top ten of 2016. This humble pdf deserves to been seen, used and celebrated!!"
   - Endzeitgeist, on Letters from the Flaming Crab: Strange Weather

"The hooks are well-crafted and flavorful, the respective NPCs evocative and the additional considerations go one step beyond, making this pdf a truly inspired little piece of dressing, guaranteed to enrich any game. 5 stars + seal of approval for this very impressive and well-made supplement."
   - Endzeitgeist, on 20 Things #9: Bustling Marketplace

"This is why I joined Raging Swan's patreon."
   - Frits K., on Village Background: Skaalhaft

Saturday, June 24, 2017

We Be Leshys

A most unusual adventure for CR 5 leshy characters.

In We Be Leshys, the players control leshys out to protect the Brindlewild Forest. They survive a deadly trap, struggle against a corrupted friend, save their creator from a dangerous mob, and take on an insane, demon-summoning sorcerer. We Be Leshys includes nine new playable leshys which combine the aspects of a classic adventuring party with true floral flavor.

We Be Leshys is a one-shot adventure that serves as an excellent introduction to Pathfinder or a refreshing break for an experienced group. It is 28 pages long and only $1.99.

Included in We Be Leshys:
  • A complex and detailed leshy adventure with high emotional stakes. 
  • Six new enemies and NPCs, including rift demons and (spoiler) a corrupted treant. 
  • Challenging social encounters and skill challenges to test the breadth of leshy abilities. 
  • Rules for adjusting difficulty to accommodate the needs of any group. 
  • Nine playable leshy characters, complete with unique abilities and personalities, including Briar, Skunk Cabbage and Vine.


Wednesday, June 21, 2017

Paragon Hags and Occult Covens

Witches gathered in occult circles. Crones tossing human eyes into a cauldron. Cultists raising kings from the dead.

This is the life of a paragon hag. It is a dark life, overflowing with mysterious power and evil pacts. These stooped crones will do anything for power. Their terror and cruelty are legendary.

Master occult rituals! Transform children into changelings! Broker lopsided deals with mortals!

Become the Hag.

Contained inside Paragon Hags and Occult Covens:
  • Rules for forming Occult Covens both as a hag and as a mortal.
  • The Hag Race, immortal and twisted beyond repair.
  • The Paragon Hag class, complete with fearsome claws, ritual spells, 10 family bloodlines, mastery of occult rituals, and three archetypes.
  • 19 New Feats, including Coven Training, Grandmother's Teeth, and Sympathetic Spell.
  • 6 New Rituals, including Crone's Walk, Embrace Changeling, and the terrible Exact Price
  • 3 New Spells: Hag's Ride, Hag's Touch, and Greater Hag's Touch.
  • 3 New Hag Creatures: The Bone Hag, Hearth Hag, and Moon Hag.


Sunday, June 11, 2017

Top 12 Tips for Writing Adventures

Want to write an adventure for Zenith Games (or just make sure your own adventures are up to snuff)? Follow these 12 rules.

1: Show, Don't Tell

Don't tell the PCs something if they can see it for themselves. It's much more compelling to interact with a scene then to have it explained to you.

      BadThe inspector calls you into his office. He tells you about the murder in gruesome details.
      GoodThe inspector calls you to the crime scene. He tells you what little he knows, but relies on you to draw conclusions from the area.

      BadThe newspaper says Dr. Jones has killed himself. Not a good sign.
      GoodYou turn the corner to find a crowd of people. When you force your way past them, you find Dr. Jones hanging from a tree branch. The villagers whisper of suicide.

2: Two to Four Quirky Characters

Don't overload your players with named characters. Two to four new important characters is the maximum for single game session. Each character should be describable in a single sentence, with one or two distinct physical and personality features. Think quirky or archetypal. More complex characters are only necessary for a few NPCs per campaign.

Additionally, NPC names should not sound anything like one another. No Sauron and Saruman, particularly if they are both evil wizards.

      BadThe dwarf before you is a stocky fellow, no more than chest height on an average human. His clothes, while well kept, are old and somewhat faded. On his left hand, he wears a ring bearing a star and lion, symbols of house Greygull. Massive black eyebrows cast a shadow onto his weather-worn face. This is a dwarf who has experienced much sorrow in his long life. Those brown eyes have seen disaster, even if the dwarf does not want to show it. Still, he maintains a firm upper lip, and talks with quiet confidence.
      BadThe dwarf scowls at you.
      GoodUnderneath the dwarf's massive black eyebrows, deep creases in his face hint at a sorrowful past.

      BadA villager greets you at the door. "Welcome to my house! My name is Gunther, and I would be pleased to host you. Meet my wife Endria, and my two sons, Backan and Brukan. My daughter, the fair Veleania is out with the doctor's son Murton. If you need anything, just ask!"
      Good: An red-cheeked, jolly looking fellow greet you at the door. "Welcome to my house! My name is Gunther, and I would be pleased to host you. If you need anything, just ask!" Gunther's wife and two sons stand nearby, eager to assist.

3: Consequences for Success/Failure

The plot should change depending on the character's success. Simply retreating from a fight or failing a skill challenge should make life harder or worse the PCs in some tangible way. If the outcome of an encounter is the same no matter what, then that encounter does not need to take place.

      BadThe troll devours the mayor's son, then disappears into the night. He begs you to continue on your quest to slay the beast, lest others should meet the same fate.
      GoodThe troll devours the mayor's son, then disappears into the night. The villagers now treat you with scorn, and the price of all items in town have doubled..  AND you still need to kill the troll.

      BadYou defeat the villain, but he teleports away. Drat!
      GoodYou defeat the villain, but he teleports away. However, the ring torn from his hand during the fight bears an unusual signet... A clue?

4: Three-Clue Rule & No Dead Ends

Provide at least three separate clues for important points. If your PCs can't find any clues, then they still move on with the story, but are penalized in some way. Perhaps they miss a crucial bit of information, or must expend resources to proceed. PCs should never reach an absolute dead end or have to rely on GM handholding to move forward.

      BadYou didn't find the letter ... so you wait around for a few days until something happens?
      GoodYou didn't find the letter or the footprints, but you did stumble upon a piece of torn cloth. Even if you missed all of these, you still have your previous information to work with. You can still go to the next victim's house, even if you are woefully unprepared for the horror that awaits you there.

5: No Timing Coincidences

The PCs should never randomly stumble across any event that takes less than 5 minutes to occur. Just happening to turn the corner to witness a murder reeks of unlikely coincidence. If the PCs observe something time sensitive, it should be a direct or indirect result of the PCs actions.

This rule can be stretched for the very start of an adventure, but no further. If you don't need to stretch this rule, don't.

      BadYou've arrived just in the nick of time! The cultists only have one minute before they complete their hours-long ritual. 
      GoodThe cultists see you approach. "Damn them!" exclaims the leader. "We need to speed this up!" He draws a knife and slits the sacrifice's throat. "It's rough, but it will do! Finish the ritual!" The cultists look panicked, but skip to the last minute of the ceremony.
      Good"Perfect!" Exclaims the leader as you approach. "We need the presence of a god-blood to finish the ritual!" The cultists begin the last stanza of chanting.
      GoodIt looks like the ritual is nearly complete, but the cultists have stopped to argue about something. Once you are spotted, you are certain they will put aside their differences and finish the ceremony.

6: Context: When and Where?

Every scene has relation to the previous scene. If the location is new, words must be spent describing the distance between the two scenes, the time it took to get there, and what it looks like.

      BadAfter dispatching with the griffons, you make your way into the village.
      GoodIt's another three miles (1 hour's travel) between the griffon nest and the village. The simple wooden shacks are a welcome relief from the oppressive darkness of the forest.

7: Variety is the Spice of Life

Don't fight the same enemies twice. Don't run the same skill check twice. Vary energy damage types, weaknesses, and strengths. Throw in a trap, poison, and a haunt. Make sure that everybody, regardless of his or her build, has a chance to shine. Jacob's Tower is built on this principle.

      Bad: In the lair of the monkey king, there's loads of monkey to kill and plenty of climbing challenges. Strong characters, particularly rangers with favored enemy (monkeys) will go far.
      Good: The monkey king has diversified his evil villain portfolio. The PCs fight strong apes, scale a tree, murder a bunch of feces-throwing monkeys, contend with rotting banana storage, then take on the spell casting monkey king himself. Everybody has a chance to contribute.

8: Social/Skill Encounters

Vary your encounters! For every one or two combats, include one skill or social encounter. Players (generally) like a mixture of both. Even better, make sure that a few encounters can be resolved through either combat or skills.

      BadAfter slaying the guards at the gate, and then the knights in the courtyard, and then the evil advisor in the throne room, you now set your sights on the king in the treasury.
      GoodYou climb over the castle walls, then figure out the mechanisms for opening the main gate. You slay the knights, then convince the evil advisor to turn good. Finally, you set your sights on the king in the treasury - if he doesn't come quietly, you'll have to kill him.

9: Encounters Move the Plot Along

Encounters move the plot along - they don't interrupt it. Don't add encounters to take up space. All encounters should be important. If you can cut an encounter without changing the plot, then do it. If your adventure is too short, then add more PLOT or clue hunting. Don't just throw in encounters.

      Bad: You've rescued the damsel! On the way back to the castle you encounter and kill a troll.
      Good: You've rescued the damsel! On the way back, you encounter and kill a troll branded with the sign of Archduke Franz! Is he trying to stop the wedding? Perhaps you should approach the castle more carefully.
      Good: You return to the castle after rescuing the damsel.

10: Encounters Have Set Pieces
Encounters of any sort - combat, social, or skill - should take place in an interesting location that provides flavor and potential utility to the encounter.

      Bad: The thief draws his dagger in the street.
      Good: Under the shadows of Notre Dame, the thief draws his dagger.
      Good: In the middle of the carnival, the thief draws his dagger. 
      Good: The thief draws his dagger, his face cast into grim shadows by the flaming market.
      Good: The crowd turns their eyes from the juggler to you and the thief.

11: Encounters Have Gimmicks

Every fight should have some sort of gimmick. No fight should be fully described as the PCs vs. some  creatures.

      BadThe misguided knight charges from across the field. Roll Initiative!
      GoodThe misguided knight charges from across the field. Be careful! He has an innocent damsel tied to his horse.
      GoodThe misguided knight charges from across the field. However, this knight is well known for his quick wit - perhaps he can be distracted or mollified with some clever word play?
      GoodThe misguided knight charges from across the field. This storm will make conditions challenging for the both of you.
      GoodThe misguided knight charges from across the field. The watching crowd is expecting a joust, and has even provided you with a horse. If you do poorly, they may turn against you.
      GoodThe misguided knight charges from across the bridge. Too much weight, and the whole thing could go plummeting to the cliff below!

12: Losing Actions isn't Fun

There are plenty of ways to lose actions in Pathfinder and other RPGs: Blindness, curses, paralysis, etc... While it might fun to inflict these on your enemies, losing your turn is not fun for the PCs. Whenever possible, avoid giving the villains abilities that prevent the PCs from acting. In the same vein, use weakening abilities sparingly. In general, save or suck should be avoided.

Instead, damage the PCs directly or throw obstacles at them. You really need to keep a PC occupied for a round? Don't paralyze them: Thrown them in a pit, place a weak enemy in front of them, require them to pull a lever, or encourage them to flee from a bomb. These all accomplish the same thing as paralysis (eating actions), but they allow the character to have a good time by taking actions to overcome challenges.

      BadThe sorcerer has bestow curseblindness/deafnesshold person, and phantasmal killer. Have fun watching others take actions!
      GoodThe sorcerer has create pitshoutsummon monster, and fireball. Also, he's got some lackies. To reach him you must pull two levers simultaneously, then scale a pillar and break some glass.

Bonus: Writing Tips
Don't use "very."

Don't use "will."
      Bad: After talking to the PCs, the dragon will attack.
      Good: After talking to the PCs, the dragon attacks.

Minimize use of "that."

Minimize use of "is/was/are/has/have". Use action verbs!

Vary sentence length.

Vary word usage whenever possible. Don't use the same word in a paragraph more than once (articles/prepositions/conjunctions excluded).

Don't introduce something without saying what it is doing.
      Bad: The man is green and has a big grin. He walks towards you.
      Good: The green man walks towards you, grinning.