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Dungeon Heart 2

!!6M532nrc88/ ID:7kdoqKkg No.5721828 View ViewReplyOriginalReport
You are Idrid, a humble cursebreaker from the backwoods village of Gladevale, in the equally backwoods mountain country of Karhost. Only a week ago you led a simple life dealing with the pranks of lesser fey and minor sprites, and earning a respectable but not luxurious salary. Then a dungeon, a malevolent and magical construction appeared on the outskirts of your village. Through some mishap of magic your heart was replaced by the heart of the dungeon, and you began to manifest its dark powers, summoning minions, manifesting traps, and exerting dominion over your surroundings.

Your journey has taken you to Blue Ridge, a mining town in Karhost where alongside Katrina, a warrior of the divine Order of the Torch and Muffin, a fey blooded street beggar you managed to defeat a sinister dungeon that was slowly taking over the town. A grateful noble offered you his own home to recover in after your showdown with the dungeon.

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Archive: https://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Dungeon+Heart

<span class="mu-s">Your Powers</span>
War (8): Eight minions, of either skeletons or vine snakes, refreshing at sunrise. Can be sacrificed for a burst of healing. Also improves your physical ability.

Dominion (8): Eight ‘rooms’ of domain, an area around you that you have magical sight of. You can also sense the material contents of this area, and transfer items from it into a magical storage space, and retrieve them. Also improves your appearance and charisma.

Death (6): Six highly lethal traps, refreshing at sundown. Also improves your agility and awareness.