After having not updated this since July, 2012, I've done some work and will post it in due time. When I first started this project, I had NO experience running (or playing) Dungeon Fantasy. Now that I have some, I can make a
much better dungeon adventure.
The adventure is currently undergoing a complete overhaul.
I'd like to include some humans to the adversary list and have decided to add some evil cultists and what not from
Dungeon Fantasy 15: Henchman. Maybe they're in a shadow dragon cult or something.
Also, the map needed some major revision. A large expansion of the north section and an expansion of the explorable area in general has been made. Also, it's been edited so that it fits the hex grid more closely, meaning there's less, "Is that an open hex or not?"
Here is the base of the new Shadowyrm map:
http://img208.imageshack.us/img208/2047/shadowyrm5.png
There's no way a beginning-level group can face even a weakling dragon at the end of this dungeon in a combat encounter. Sine most players I've dealt with online will never retreat or even back down, something should be done to prevent the dragon from inflicting a total party kill.
Note that the dwarf knight and Goreblood both now been play tested with a group of four PC's. When flanked by an orc sergeant from DFA1 and equipped as posted above, Goreblood is an
extremely lethal foe for beginning-level characters with beginning equipment. Together, they made short work of the dwarf knight posted above. If it weren't for some quick thinking on the wizard's part, he may have done the same to the Holy Warrior next.
I've realized that a good variety of monsters is needed so that all niches can have an equal opportunity to slay. Here's a quick list of monsters that are planned:
Code:
Mist Demons Demon
Shadow Bats Dire Animal
Skeletons Undead
Skeleton Warriors Undead
Ogre Skeleton Undead
Dire Rats Dire Animal
Death Weaver Spiders Dire Animal
Goblins Mundane
Orcs Mundane
Evil Cultists Mundane
Dark Knights Mundane
Goreblood Mundane
Orc Necromancer Mundane
Shadow Dragon Mundane
Add: Construct, Elemental, Plant, and Slime.
Here are the mist demons:
Code:
Mist Demon
Formed of cold, wet mist, these vaguely-humanoid demons take many
shapes and forms, always shifting like smoke in the breeze. Their icy touch
sends a deathly chill from beyond the grave through their victim's body, deep
down into their very bones.
ST: 0 HP: 10 Speed: 6.00
DX: 15 Will: 10 Move: 12 (Air)
IQ: 6 Per: 10 SM: 0
HT: 10 FP: N/A DR: 0
Dodge: 10 Parry: N/A Block: N/A
Chill Touch (16): 1d fat; Reach C. Ignores DR. Cannot be parried.
Traits: Doesn't Breathe; Doesn't Eat or Drink; Doesn't Sleep;
Fragile (Unnatural); Flight (10-foot ceiling); High Pain Threshold; Immunity
to Metabolic Hazards; Immunity (All mind control); Indomitable; Injury
Tolerance (Diffuse; Infiltration, Can wisp under barriers and through tiny
holes); Mute; No Fine Manipulators; No Legs (Aerial); Silence 3;
Temperature Tolerance 10; Unfazeable.
Skills: Aerobatics-15; Stealth-15.
Class: Demon.
Notes: Affected by True Faith and Pentagram. Unwilling to
negotiate. Truly evil.
Here are the cultists, created with DF 15:
Code:
Evil Cultist
Garbed in black robes, the fanatical cultists of Shadowyrm advance
menacingly, slender, curved swords gleaming in the torchlight. Their faces
are cruel masks twisted into deep, glaring scowls, a murderous light
glimmering in their eyes.
ST: 10 HP: 10 Speed: 5.00
DX: 10 Will: 10 Move: 5
IQ: 10 Per: 10 SM: 0
HT: 10 FP: 10 DR: 0
Dodge: 8 Parry: 9 Block: N/A
Punch (12): 1d-3 cr; Reach C.
Kick (10): 1d-2 cr; Reach C, 1.
Broadsword (12): 1d+1 cut or 1d imp; Reach 1.
Large Knife (12): 1d-2 cut or 1d-2 imp; Reach C, 1 or 1. Parry -1.
Traits: Callous; Disciplines of Faith (Ritualism); Extreme
Fanaticism (Shadow Cult); Fit; No Sense of Humor; Unfazeable.
Skills: Brawling-12; Broadsword-12; Intimidation-11; Knife-12;
Observation-10; Occultism-11; Religious Ritual-10; Stealth-10;
Theology (Shadow Cult)-10.
Class: Mundane.
Equipment:
• Belt (Treasure Tables, p. 17) [Torso] $15 0.25
• Gloves (Treasure Tables, p. 17) [Hands] $15, 0.5 lb.
• Hooded Heavy Cloak (Treasure Tables, p. 17) [Torso] $55, 5.5 lbs.
• Large Knife, Cheap (p. B272) [Torso] $16, 1 lb.
• Personal Basics (p. B288) [Pouch] $5, 1 lb.
• Pouch (p. B288) [Belt] $10.
• Robe (Treasure Tables, p. 17) [Body] $72, 1.2 lbs.
• Shoes (p. B284) [Feet] DR 1*. $40, 2 lbs.
• Thrusting Broadsword, Cheap (p. B271) [Belt] $240, 3 lbs.
• 1dx$10 in silver coins an 1d-4x$100 in gold coins found in belt pouch.
Badass cultist in black armor using the Squire template from
Henchmen:
Code:
Dark Knight
Twin slits in the fell knight's lacquered barrel helm reveal only vacant
shadow as he advances, longsword gripped in gauntleted first, shield raised.
From beneath the folds of his floor-length black cape, the unholy symbol of
his evil god witnesses to his abhorrent faith, stitched in red against the
breast of his midnight-black surcoat.
ST: 13 HP: 13 Speed: 6.00
DX: 13 Will: 10 Move: 3
IQ: 10 Per: 10 SM: 0
HT: 12 FP: 12 DR: 5/3*
Dodge: 9+3 Parry: 10+3 Block: 10+3
Broadsword (15): 2d-1 cut or 1d+2 imp; Reach 1.
Large Knife (13): 1d-2 cut or 1d-2 imp; Reach C, 1 or 1. Parry -1.
Kick (11): 1d+1 cr; Reach C, 1.
Punch (13): 1d-1 cr; Reach C.
Throwing Axe (14): 2d+1 cut; Reach 1. Acc 2, Range 13/19.
Traits: Always looks good in black (Clerics, p. 14);
Born War Leader 1; Callous; Disciplines of Faith (Ritualism); Extreme
Fanaticism (Shadow Cult); Fit; No Sense of Humor; Shield-Wall Training;
Unfazeable.
Skills: Armoury (Melee Weapons)-10; Axe/Mace-14; Brawling-13;
Broadsword-15; Connoisseur (Weapons)-10; Fast-Draw (Broadsword)-14;
Intimidation-9; Knife-13; Observation-9; Religious Ritual-8;
Riding (Horse)-12; Shield-15; Stealth-12; Strategy-10; Survival-9;
Tactics-10; Theology-8; Thrown Weapon (Axe/Mace)-14; Wrestling -14.
Class: Mundane.
Equipment:
• Fine Belt* (Treasure Tables, p. 17) [Torso] $45 0.25
• Fine Boots of Solidity* (p. B284) [Feet] $290, 3 lbs. (DR 3* to feet.)
• Fine, Embroidered Ankle-Length Cape* (Treasure Tables, p. 17) [Torso] $120,
2.4 lbs.
• Fine, Embroidered Surcoat* (Treasure Tables, p. 17) [Torso] $175, 0.5 lb.
• Fine Leather Gloves of Solidity* (p. B284) [Hands] $140. (DR 3* to hands.)
• Thrusting Broadsword (p. B271) [Belt] $600, 3 lbs.
• Large Knife (p. B272) [Torso] $40, 1 lb.
• Unyielding Mail Coif (p. B284) [Skull, Neck] $105, 4 lbs.
• Unyielding Mail Hauberk (p. B283) [Torso, Groin] $280, 25 lbs.
• Unyielding Mail Leggings (p. B283) [Legs] $160, 15 lbs.
• Unyielding Mail Sleeves (p. B283) [Arms] $120, 9 lbs.
• Ornate Barrel Helm of Solidity (p. B284) [Skull, Face] $1,250, 10 lbs.
(Lacquered black with dragon wings.)
• Painted Large Shield of Lightness (p. B287) [Left Hand] $370, 18.75 lbs.
• Personal Basics (p. B288) [Pouch] $5, 1 lb.
• Pouch, Fine Material (p. B288) [Belt] $30.
• Throwing Axe (p. B271) [Belt] $60, 4 lbs.
• 4dx$10 in silver coins an 2dx$100 in gold coins found in belt pouch.
Total Weight: 96.9 lbs. Medium Encumbrance.
* Fine Material, +2 CF.