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Peek: The Splitting Dungeon

With winter coming to an end, there's a lot of change in the air, and not just for our nomadic caravans! Sure, melting snow makes the terrain difficult, but life is all too eager to get back to the chaotic business that is life. In fact, chaotic business reminds me of probably the strangest dungeon I've ever personally been in! Let me get my tent and pack squared away, and I'll tell the tale while we walk.

This dungeon is located on the far side of the Beastkin Principalities, I believe it was mostly run by a colorful variety of birdkin when I was there last, or at least they made up the majority of the delvers I joined with.

It's a cooperative dungeon that really stretches the definition of cooperative. I've heard some Dungeoneers complain and argue it should be changed to wildcard instead, but that's a different story, and a much less interesting one if you're not interested in bureaucracy. The first strange thing about the dungeon was the simple fact that the local guild didn't have maps for sale. I asked, and the reason was given: it's a Fate affinity dungeon.

Now, among dungeoneers, Fate affinity dungeons have a reputation of being weird, and if the others are anything like the splitting dungeon, I don't blame them. Fate itself is such an odd affinity, I probably shouldn't be surprised dungeons with it are equally as enigmatic.

The dungeoneers really only had one piece of advice: turn back when you're down to just one of you. Not exactly advice that puts one at ease, hmm? That kind of kill rate sounds like a usual belligerent, but only after entering the dungeon did the advice make sense. The entrance is an ornate stone archway in the middle of a field, with heavy doors. Opening the doors reveals what looks a lot like a pool of water, somehow resting on its side instead on on the ground like it should. The doors are not locked, it simply takes a conscious effort to actually enter the dungeon.

The party lead me through, and I stepped into a cave, it seemed. There was a token encounter of weak constructs, and after defeating them, two new portals appeared. And then things got truly weird. I stepped into both portals, not realizing what was happening until after both of me were through.

Yes, I could feel two of myself, each having taken a different path now! It was an unusual experience, to say the least, but the dungeon was not done yet. Each of me beat the room, along with the party, and each went through two more portals. And then one of me stepped onto a pressure plate and was crushed. The other three of me paused in shock, though the parties all chuckled. I wouldn't be surprised if the one with the dead me also chuckled, and maybe even were happy to not have to explain what happened.

The fate dungeon lets you feel other possibilities, other ways things may have played out. I was still trying to get used to it, but the other parties were already adjusted. We continued deeper, more of me splitting off, and more of me dying in a multitude of ways. At the time, I remember it being quite traumatic. Eventually, I was down to two of me, and soon only one of me, with the other's last experience being to see a large construct charging what looked to be a powerful light attack.

With only one of me, the memories faded, but not fully. The pain of having died so many times went from... well, dying, to hardly more traumatic than the memory of a twisted ankle; something not exactly pleasant, but easy enough to learn from. The party I was with all immediately noticed when I was the last me. They said I was singled, so it's time to head back. I imagine the rest of their selves had some kind of quick and painless way to remove themselves, and I was quickly escorted back to the entrance, where a chest was awaiting.

Inside was a lot of standard dungeon fare; potions, coins, magic items, but there was also a small placard of bronze with a simple engraving: One of a Thousand. I was, of course, confused, and asked the party what it was.

It's a rating. The dungeon actually gives out ratings to its delvers. Apparently, a thousand isn't bad for someone's first time through it. I ended up leaving it at the local adventurer's guild. They like to put the ratings on a wall of theirs, with names attached. I don't know if I'll ever return to the Splitting Dungeon. It was an interesting experience, but not one I'm quick to repeat. It makes me glad I'm not Fate affinity. I think my life is interesting enough without having that kind of complicated affinity following me around.

~Onthar, Orc Bard Historian

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Inspired by PickledTink, who wanted to see what kind of weirdness other fate affinity dungeons get up to.

Comments

Now that was a super neat peak! TFTP!

Ethan Barrow

"Fate affinity dungeons have a reputation of being weird“ - we know that better than anyone Ohh, one left means one version of yourself. This dungeon splits into multiple realities until they converge again Super interesting dungeon concept, I love it

Irony


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