Monday, December 18, 2017

Killing the Heart of the Dungeon

Sorrow in Haven has a unique mechanic in which the adventurer crew can defeat the "living" dungeons. All dungeons have a Heart that, if destroyed (or mitigated/resolved), will silence the dungeon and stop its growth. The Heart may be a creature, on object, or something more abstract. If the Heart is not dealt with the dungeon will repopulate itself and may continue to grow.

Types of Hearts
If the GM needs some inspiration, roll 1d6 to determine the type of dungeon heart.

1d12
Heart
 1 - 8 
 Creature 
 9 - 11 
Object
12
Concept

Creatures
Monsters at the heart of the dungeon are the most common. In the local parlance of the Guild of Defenestration, these are referred to as the "Boss" of the dungeon. These creatures are invariably more powerful than the general inhabitants of the dungeon, either through physical power (a blood ogre), influence (sneaky goblin sorcerer), or a combination of the two (the much feared dragon). On rare occasion the creature is something innocuous (hellcat kitten) or difficult to identify (invisible stalker).

 1d12 
Heart
 Example
1 - 5
 Powerful
 Irulux the brute, a demon hound that eats only ash and tears. 
6 - 8
 Influence 
 Bishop Crux, an undead cleric that controls a doomsday cult. 
 9 - 10 
 Power + Influence 
 Dormut the Dragon, a massive beast with mind control.
11
 Innocuous 
 Terr, the lost goblin of which the dungeon is her nightmare.
12
 Hidden 
 Os, the ghost of a faerie prince who does not know he is dead. 

Object
Objects have the greatest range of possibilities.  Since dungeons are often thought to be shadows of places that the Underworld has already spread, objects are often localized/specific to the dungeon, but just as easily can be wildly anachronistic or out of place.  Heart objects could be living things that are not "monsters", relics, or treasures that are worshiped by the denizens. Removing relics and treasures from the dungeon have the same effect as destroying them, but there may be other consequences once removed from the dungeon.

 1d12 
Heart
 Example
1 - 4
 Localized
 Altar of Ket, stained with blood of sweat of the enslaved.
6 - 7
 Anachronistic 
 Simon's Pocket watch, ticking backwards, forever broken. 
8 - 9
Living Thing
 The Red Oak that lives within the Gardens of Kesh.
10
Relic
 The Eternal Chain, unbreakable links and unthinking torment. 
 11 - 12 
Treasure
 Crown of Darvik, a horned skull wrapped in flame.

Concept
These are simply the most complex dungeons to resolve, because the concept could be an emotion that needs to be eliminated (fear of the light), a resolution to a conflict (broker a peace between the Almec and Frinda factions), or even more abstract (suffer in salt). The GM will provide numerous clues as to the concept and the players need to determine the solution. These dungeons are thankfully rare, for they provide the most complex challenges to the Guild (and to players).


Repercussions
When the heart of the dungeon has been dealt with, the dungeon will eventually seal up and their shadow fades. How this manifests itself is different from dungeon to dungeon.

1d6
Heart
 1 
 The Slow Burn
2
 Immediate Collapse 
3
Fade Away
4
Everything Stops
5
Lingering Rot
6
Emptiness

The Slow Burn
With the destruction of the heart, the dungeon begins to erode slowly but surely. It doesn't collapse, but the entire dungeon takes on a wavering astral quality as parts of it simple cease to exist.  Area disappear at about 1 per hour, but not in any particular order.  Dungeoneers can explore a bit more, but if trapped will simply disappear with everything else.

Immediate Collapse
This happens fast - usually within a minute or two of the heart being dealt with.  The dungeon literally begins to collapse in on itself - walls tumbling, rooms erupting, stone and smoke and dust covering everything.  When this happens, the dungeoneers had best beat a hasty retreat, because lingering for even a few moments can seal their fate.  Many have lost their lives escaping collapsing dungeons.

Fade Away
This is similar to the slow burn, but the entire dungeon begins to fade into non-existence at once.  Everything becomes more shadowy and obstacles and creatures can no longer affect the party.  The fade is fairly quick, so tarry too long and one will find themselves in the Gloom.  A few intrepid souls have managed to come back from the Gloom, but never return as they went in.

Everything Stops
The dungeon becomes frozen in time - it is a mural or statue, a point of history that never existed. Dungeoneers can linger and learn, but as soon as they leave the place no longer exists.  Looting is not an option as everything takes on a 2-dimensional quality.  Some Lore Keepers have keep a dungeon in this state open for some time to study it, but they are in danger of causing the Underworld to erupt anew - and it is always much more dangerous that it was before.

Lingering Rot
Everyone hates the lingering rot.  The dungeon begins to rot as though it were a living creature.  Walls bleed, creatures fall apart and decay, the place fills with stinking goop and wretched miasma.  These places linger for a few days, and the area in which they burst into the World of Light fester a bit as well.  Those who explore a dungeon that is rotting are at extreme risk of contracting some rather nasty diseases.

Emptiness
Some dungeons without a heart stop being a threat and become utterly devoid and empty, but do not disappear.  They no longer birth traps and beasts not hold relics and treasure.  They are empty rooms and chambers that are often taken over by the citizens of Haven (for good or bad).  The Undercity is built from these places.  What is most disconcerting is that some of them hold passages deeper into the Underworld ...

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