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Mogs Dungeon: Floor 2

time spews away from me in vast geysers, every second a smaller piece of the whole, fractions of fractions moving at the speed of thought and memory. vast halls of experience house baubles and curiosities, uncatalogued, they roll loose on the floor.


deeper under the world stonework becomes oppurtunistic. smooth, rarely level, and often wet, moving quickly carries risks of noise and pain, the earths quiet treachery. 
squeezes defy the stiff certainties of plate, they deny its passage without offerings of grease or oil. 

encounter table:

  1. 1d8 stuckbeetle (oil beetle, stucckoil: apply to door to make it stuck, effective as iron spikes, works on metal joints)
  2.  2d4 sauna drake (crocodile, fire breath, flesh turns water to steam, leather retains the property)
  3.  3d4 g. vampire bat, 1in20 chance one is a vampire
  4. a possessed doll (wood golem, a demon locked in wooden curves of vicious strangesness. prefer lurking)
  5. 1d4 knight with 1d4 squire (veteran, normal human, zealots, here to slay the dragon and anything vaguely associatied with it. every group came with matching sets, the nature of mismatches dictate the mood)
  6. barking gargoyles (rock baboon, inciting laughter expells coin, 1d20 times itself (*)gp per group)


Faction: 1: The Dungeon:

Oposses: The Prince

Enemies: The Sorceress and The Dragon

a creature in pieces. an assembly of places to harness the magic of oppurtunity. it is modular and creative, it would like to thank it's father for the sense of being, but has been unable to bridge the gap of sensation. it speaks like a skyline, impressionistic and distant, its meanings divined through interaction.

the dungeon is both the place that you are standing, and how it exsists in your mind.

a vast intelligence which improves through interaction with others.

Talisman: a wooden door knob hung from a cord of rope: every door takes 1 round to open


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