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Mogs Dungeon: Floor 1

i have been working in the realm of matter, 

i tire of binaries and light

foggy visions of a realm under the world, where stone hewn demons lure the bold and the brazen. fire burns green and smells of hot metal, gold bleeds out of the earth in ringing agony, it calls to violent men and monsters.

Entrance: a head hewn from stone speaks suddenly:

‘Adventuresome who pass my tests, 

find greatest wealth in deepest depths, 

through horrors toil, but fear not death, 

what's thine is mine, save thy last breath.’

doors must be conquered, a Turn at a time, the Dungeon denies passage whenever possible.

copper keys open locks and doors in seconds, they change the position of portcullises for a Turn

keys disintigrate into copper dust when used (50cp)

chambers stolen from many times and places, logic cobbled together by a being without limitation, riches and danger in equal measure
the tunnels breathe, and lines are drawn six forces fighting, their desires shape spacetime

demonic power fueled by ichor dripped into the eye. ichor is sourced from demon veins. the worst thing about demons is what is done because of them.

save vs decree or noble: gain obligation on fail
obligations are placed in inventory (100co, 10lb) in any order, hornblowers and decrees enforce: run through obligations in order using the proper actions.

Obligations: perform in order on an natural 1
1. charge
2. drop
3. attack
4. feast
5. boast
6. flatter


Mogs blessing permeates the hall, lose equipment, then copper then silver then gold on death

Roll Reaction (2d6): Distance: Reaction*5'
Talismans replace Mogs blessing;
d6. Faction: Goal, Encounter, Talisman
1. The Dungeon: defy adventurers and impress its father (Mog), 1d8 giant ferrets, doors are not stuck
2. The Dragon: horde Mogs gold, 1d8 fire beetles (cinder shotgun), chests contain an additional 1d20*gp (1d20 x itself)
3. The Prince: to colonize the Dungeon, 2d4 skeleton militia, gain undead qualities and immunity from level drain
4. The Sorcerous: to steal Mogs heart, 1 imp (leperchaun), gain a demon power, and a random spell (level 1)
5. The Fool: slay the Dragon, 1d8 blade priests (acolytes), killing monster grants XP
6. Mog: test adventurers, 2d6 mogmen (orc)

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