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10 Room Dungeon: The Maze of Mercanter the Mighty

Background/Hook 100 MILLION YEARS AGO, Mercanter the Mighty did reign in the valley of Nandor, a sorcerer-king of great renown among the serpentmen of that age. It was said that he hid his greatest treasure, a ring that allowed for the control of demons and spirits, within a vast and terrible subterranean maze. In addition to its confusing layout, it also contains strange traps and deadly guardians who have been kept in stasis for 100 MILLLIIOOOON YEARRRRRSSSSSSS.  The maze can be accessed via a cave a few hours walk outside of some major city the players are visiting, let's call it Gilded Khatoum. They hear rumor about it at one of the hashish dens, a coffee house, or the bazaar. There are able bodied men and women and eunuchs and elves and whatnot willing to accompany adventurers for a share of the treasure/be replacement PCs. Dungeon layout is as always left to the referee, but I for one would abstract dungeon exploration in some way, representing time spent navigating t...

The Bogeywoman's Universal House Rules v.2026

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  Character Creation Your stats are: Violence, Health, Subtlety, Knowledge, Discipline, and Will. Roll for each of them on 3d6, assign as you will. Begin play with d100 coins, a knife (d6 damage), a coat (1 armor), and 2d4 other items of your choice, provided the referee accepts them. "Can I be a [X]?" Does it fit the tone of the campaign? If yes, probably. If not, probably not. Doing Things Roll under your stat on a d20 if asked. [note, roll under means roll under , not equal to] Or flip a coin. Or roll a d6. Hell, why not 2d6. Maybe disembowel a chicken. The referee will tell you what is required of you. Hurting Things Roll under your Violence. Roll for damage based on the weapon, or just a d6 if you're not sure. Subtract the target's armor from the damage, and then subtract the damage of your weapon from your opponent's Health. At 0 Health or below, they are either dead, or unconscious, your choice. If you are at 0 Health or belo...

Three Faiths, One Prophet

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  The Dualists There are two deities, Atrion and Heptros. This is obvious. Some say they are playing a game, others say they are fighting, but all agree that there will one day come a time that either Atrion or Heptros wins, and the world as we know it will come to an end. Atrion is order, control, structure. His symbols are the crystal, the gear, the orrery. If Atrion wins the great game, the universe will be cold, silent, and still. All creation will be transformed into an endless, beautiful pattern, stretching across the whole of reality. Heptros is chaos, entropy, spontaneity. Her symbols are scribbles, fire, and rust. If Heptros wins the battle, the universe will be a never ending explosion of creation and destruction, with no permanence or solidity. All will be subsumed into a fluid, writhing mass of endless variation and change. Neither of these outcomes are especially desirable. The world must remain balanced. There must be a certain amount of chao...