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Year of the Dungeon - Feb 2010

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yearof the

dungeon

2010february

compilation

tony© 2010dowler

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contents

Shrine of the Doomed Celestial 2What the Miners Found 3

Final Resting Place 4Pit of the Dutiful Fiend 5

 Alienation 6Thinking Too Much 7

Find the Center 8

Pit of the Red Mummy 9Under the Escataur Mausoleum 10

The Barrow on the Hill 11The Casks 12

I… Am… A… Robot 13Flamesprite Tomb 14

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2

Shrine of the Doomed Celestial

 The Sage began: "Gods we know how to deal with. Powerful, yes, butpredictable. Follow the assigned rituals, observe the observances, and you won't go far wrong. Demons are worse. But with demons, it's not hard tofigure out what they want. And though they cheat, they're quite straight upabout their methods if you bother to ask. But angels... angels are another thingaltogether..."

 The scriveners have a perfectly articulated theology regarding the doomedcelestial; why it's doomed, who doomed it, and so on. But frankly, nobody butthem understands it. What's clear is that the doomed angel lives in a shrine, and

nobody goes there unless they really need to. The angel is ostensibly on ourside, it's true, but it has a penchant for meting out unpredictable and dangerousannouncements, prophecies, punishments, and visions.

But today we need something from the shrine, really need it. How you get it isup to you. Just don't come back without it. 

first published at year of the dungeon on 01 february 2010

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3

 What the Miners Found 

 The Elves say that the cloudfall hills came into existince after a battle of thegods when the greater portion of the flying Kingdom of Eb fell to earth in agreat heap.

 True or not, miners in those hills do occasionally bring up the strangest things:old plates and weapons, pillars and polished stones, strange monsters withpetrified bodies.

But today the shift went down and nobody came back up. The shift foreman who went after them came back, but he's kind of messed up and he can't talkany more.

If the mines don't operate, the town will die, and it won't do any good for thekingdom either. Someone has to go down there and find out what happened. 

first published at year of the dungeon on 03 february 2010

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4

Final Resting Place 

Saint Sabogan's final resting place is half a legend and half a joke. Folks turn upfrom time to time who claim they know where it is, but they usually turn out tobe charlatans or madmen or both. The truth is, nobody knows where Sabogan'stomb is and the relics of this oldest and most revered saint are irretrievably lost.

 At least, that's what you think... until one day you turn up irrefutable evidencepointing to its location. In fact, it's right here in the city, in a branch of the oldcatacombs under a smallish but venerable temple. It's a maze down there. Inancient times, they tunneled all over the place, trying to bury their dead as closeto the saint as possible. It's a gloomy maze of dangerous tunnels, but it's where

you'll find what you're looking for.

first published at year of the dungeon on 05 february 2010

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5

Pit of the Dutiful Fiend

Something is amiss in the mountain retreat of the flower monks. No monkscame down to trade at the winter festival, and a delegation sent to investigatefled home in mute terror. The abbot has been dabbling in things best leftundisturbed. It’s time to send some stout professionals to find out whathappened at the mountain retreat of the flower monks. 

first published at year of the dungeon on 08 february 2010

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6

Alienation 

Some dungeons weren't built by anybody. They weren't formed by natural orarcane processes. They  grew . When enough people think some idea, there's adungeon for it somewhere. When enough people feel one way, their feelingscreep together and coalesce like a cyst underground, to give those feelingsshape. Woe be to the adventurer that enters this  sort of dungeon--unless, bychance, they recognize the feeling that gave it birth, and recognizing it, knowhow it may be slain. 

first published at year of the dungeon on 10 february 2010

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7

Thinking Too Much

Don't over think it.

first published at year of the dungeon on 12 february 2010

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8

Find the Center 

 The quest for the heart is so commonly undertaken that it has entered commonparlance as a metaphor for any journey where you seek something of value. Buttrue delvers know that the quest for the heart is neither easy nor common.

 As mazes go, the challenge is not extreme, there being several navigable pathsto the center. However, the barriers on the way are so pernicious, that more

than one confident seeker has been sent packing. You've probably met some;disillusioned adventurers who loudly claim there is not heart after all, its a chaseafter smoke, an illusion, a ruse.

But the heart is there still and, if the tales are to believed, well worth thefinding. 

first published at year of the dungeon on 14 february 2010

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9

Pit of the Red Mummy

 The artifact you seek lies in the tomb of Gazeahl the Red, but do not seek it inhis sarcophagus. Better that what lies there rest undisturbed. Seek rather themausoleum of his three celebrated servants. There it lies for certain.

 What? You want to know which  of the three holds it? How the hell am Isupposed to know? Go try your luck, just don't blame me if you awaken

something you wish you hadn't.

first published at year of the dungeon on 15 february 2010

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10

Under the Escataur Mausoleum

Out on the Old Abian Road where the necropolis of the old city sprawls,there's a second city to mock the first. Where the city is a hive of commerceand a capital of politics, the necropolis is a metropolis of decay, filled withprowling thieves and unquiet dead.

But this is not to say that the place is without value. The dead, too, sometimesply useful trades, or perform useful civic functions. Many a guild wizard hasfound himself forced to turn to the denizens of the necropolis for knowledgeor even aid, though the price is always high. And even the old nobility pay a

tithe to the graveyard ghosts for the protection of their family tombs.

 The merchants of this, the city's quietest corner have their own rules, their ownfestivals, and their own humor. After a successful transaction, they always sendthe customer on their way with a cheery epitaph: "Well be seeing you!"

first published at year of the dungeon on 17 february 2010

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11

The Barrow on the Hill

 A lonely malevolence, grown twisted and hungry in its stone cell

Stalwart guardians, their original mission forgotten, but their zeal undimmed

 A frightened community, teetering on the verge of explosive retribution

 A determined explorer, full of confidence and careless of danger

 A glittering treasure in the dark, secret key to a sleeping god’s dreams

first published at year of the dungeon on 19 february 2010

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12

The Casks

 A crumbling ruin that provides harried travelers a respite from a vengefulstorm

 An imprisoned spirit desiring immediate release

 A piece of forgotten lore, immensely valuable to some, but in the wrong hands,a terrible danger

 A convivial band of thieves under the sway of a charismatic leader

first published at year of the dungeon on 22 february 2010

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13

I… Am… A… Robot

 A terrifying colossus patrols the wasteland, its mission unknown 

 The soul of a demigod, imprisoned in the heart of an alchemical golem 

 A battle-hardened soldier leads a band of desperate mercenaries 

 A simple magical charm that holds the secret to fabulous wealth 

first published at year of the dungeon on 24 february 2010

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14

Flamesprite Tomb

 A brazen but charismatic con-man, wielding a misleading map

 A seductive curse, offering great power, but at a terrible price

 A devouring flame seeking ever more to slake its growing appetite

Exploding ghouls. Do you really need to say anythring more than "explodingghouls"?

first published at year of the dungeon on 26 february 2010

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year of the dungeon2010 february

© 2010 tony dowler


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