Dungeons are packed with treasure. After all, isn't that why adventurers decide to plumb their depths? While treasure finds of items that spend easily like coins of precious metals, gems, and jewelry often make up the winnings of successful adventuring expeditions; they are not the only items of value a party will haul back to the surface world. Eager to make the most out of a group's expeditions, they often grab anything that looks like one could turn over for a quick coin or two. To turn such items into gold, though, adventurers have to locate an interested party to sell these art objects, non-magical tomes, trade goods, and other valuable dungeon oddities. Below is a new downtime system for locating buyers for dungeon treasures not inherently valuable like coins or gems or easily pawned off due to being made of inherently high-value items (like jewelry, items made of precious metals, etc.). The activity is based on some of the other downtime systems designed by Ben L. w...
Welcome to the Twilight Age Ever since the Empire-That-Was receded, no human endeavor under the fading red sun has reached its heights. Some say humankind no longer possesses the know-how to reach such grandeur. Others claim that confronting daily a sun that could fail them at any moment has filled folks with a spirit of defeat. Regardless of the reasons, it is in the face of such apocalyptic ennui that we find the peoples of Ur-Dun. Just south of the fallen Imperial capital city, this series of towns have become petty city-states just as embroiled in squabbles as they are in desperate dependencies fundamental to their survival. These human-led settlements are not the only civilized peoples in Ur-Dun. The mortal regents possess delicate treaties with distant Elfin Courts. The Gloaming Hills below the Slumbering Mountains are populate with small pastoral settlements of the hill dwarf (re: gnome) descendants of the folk that built the Imperial-era structures that litter the r...
Back at the dawning days of autumn, a group of the Red Riders left from the Drinking Crow to journey into the Complex. They aimed to join a pair of lunar elves, Aureal and Ruitat, on their spiritual quest give to them by their Dreaming Tree: journey into the plane-hopping dungeon called the Black Pyramid. Visions of this foreboding structure had plagued the citizens of Orm for over a year. They grew more ominous and vivid with each passing day until it had materialized within the Great Cavern. What would they find within the pyramid? The Red Riders that had lived among lunar elves had been told it contained wealth beyond their wildest dreams. More importantly, the structure was a spiritual trial that could result in profound understandings. This view was not shared by others. The Phantomorians who had been staying at the Lazy River warned of the existential threat posed by the Black Pyramid. They preach that it is the embodiment of the left hand path that stands in opposition of t...
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