Roll for initiative.
The Seven-Year War is won. The reward is one last contract: follow the dead warlord's trail into the Whispering Veil and take back the crystal he stole the one holding the captain's daughter's soul.
The trail ends at the Maw of Ages. The door is already open.
THE PARTY: A captain with a debt. A shield-sergeant who believes in doctrine. A priest the church threw away. A blood-witch the dark respects. A thief who opened the Celestial Vault and took nothing. A ranger who takes everything.
THE DUNGEON: Six levels, and every one of them is an organ.
THE SKIN Entry halls with a pulse. Constructs grown from the last fifty men who tried this. The corridors are warm. They shouldn't be.
THE GULLET Flood channels on a schedule. The schedule changes when it learns your pace.
THE BONEFIELDS Ten thousand sarcophagi. The wards face inward. Do the math before you wake them.
THE VITALS A labyrinth that counterfeits your trail marks in your own handwriting. Your dead are down here. They've been restored. That's not a mercy.
THE SPINE A mile-deep stair past shelves of harvested souls. Some of them know your names.
THE HEART The thing you killed in the forest, waiting at the bottom, patient as an appointment. And beneath the floor: the reason all of this exists.
WANDERING MONSTER: The Gelatinous Cube. It cannot be killed, bribed, outrun, or reasoned with. It does not kill. It consumes. It is never in a hurry. It has all the time in the world.
WARNING: The dungeon learns.
A classic Dungeons & Dragons style adventure module play through presented as a fully realized novelization.
Genre: Fantasy
The Seven-Year War is won. The reward is one last contract: follow the dead warlord's trail into the Whispering Veil and take back the crystal he stole the one holding the captain's daughter's soul.
The trail ends at the Maw of Ages. The door is already open.
THE PARTY: A captain with a debt. A shield-sergeant who believes in doctrine. A priest the church threw away. A blood-witch the dark respects. A thief who opened the Celestial Vault and took nothing. A ranger who takes everything.
THE DUNGEON: Six levels, and every one of them is an organ.
THE SKIN Entry halls with a pulse. Constructs grown from the last fifty men who tried this. The corridors are warm. They shouldn't be.
THE GULLET Flood channels on a schedule. The schedule changes when it learns your pace.
THE BONEFIELDS Ten thousand sarcophagi. The wards face inward. Do the math before you wake them.
THE VITALS A labyrinth that counterfeits your trail marks in your own handwriting. Your dead are down here. They've been restored. That's not a mercy.
THE SPINE A mile-deep stair past shelves of harvested souls. Some of them know your names.
THE HEART The thing you killed in the forest, waiting at the bottom, patient as an appointment. And beneath the floor: the reason all of this exists.
WANDERING MONSTER: The Gelatinous Cube. It cannot be killed, bribed, outrun, or reasoned with. It does not kill. It consumes. It is never in a hurry. It has all the time in the world.
WARNING: The dungeon learns.
A classic Dungeons & Dragons style adventure module play through presented as a fully realized novelization.
Genre: Fantasy
Used availability for Sean-Michael Argo's Dungeon Crawl