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Old 10-01-2019, 08:01 PM   #30
martinl
 
Join Date: Jan 2006
Default Re: Collaborative DFRPG Mega-Dungeon

The Greenskin Caves
Level: 1

This area is oddly smooth, worn down my millennia of occupation. Anyone entering it gains Laziness (15) (or reduce the control number for existing laziness by 3) for the duration.

This is one of the oldest sections of the dungeon. It was already ancient when the God of the Underworld brought it here thousands of years ago. It has been inhabited by various slovenly brutes for so long that the grime has formed into a sort of smooth, filthy lacquer, and that in turn has been eroded and redeposited so many times that these surfaces are now as hard as iron.

All of the inhabitants of this place have been soul-bound to the dungeon - when killed they disperse as mist, then reappear in the same location 1d*1d hours later. They have all died more deaths than you have had days, and they are so all bone tired that they no longer even crave an end to it all. They go through the motions of life, fighting off delvers, because that is just what they do, but this listlessness gives them all a negative lower purpose penalty of -1. PCs will get the impression they aren't really trying their hardest. On the other hand, they have practiced all of their skills extensively (increase all skill levels by 6) and know exactly what any of the others will do - assume they have any teamwork/co-operation based perks they might need.

There are three major lobes, laid out like lobes of the club suit symbol.

The Brute Caverns has many trolls and ogres, and a "small" giant, who will attempt to smash any intruders to paste with blunt objects. The noise of fighting one will probably cause the other brutes in nearby caves to waltz in slowly to join the carnage.

Jackdaw Pinktoes, a sort of proto-halfling (furry all over), sings ancient, sad songs of blood and thunder to whichever brute currently controls him.

The Goblin Warren is a maze of cramped twisty passages, all more or less alike, full of goblins who know the layout, the secret doors, and the traps perfectly. They have refined their guerilla tactics to a needle point, and have an amazing assortment of mental, social, and physical derangements. Some wear gimp suits and attempt to grapple with chains, some are naked and covered in poison, and at least one just hunches down, grimaces, and explodes as a 7d explosive fireball.

The Barracks is full of drill yards and fortifications, where mismatched units of greenskins who have drilled together longer than your species has had any organized military go through the motions of defending the area from intruders.

The Chief technically lives here, but since no one wants to bother any more this role is assigned randomly when someone wants to talk to "the chief." Knucklebone dice will literally be rolled with the loser sighing before being hoisted on their companion's shields for negotiations.

Treasure in this area is disappointing, since the inhabitants and their equipment vaporize when slain and the inhabitants stopped coveting wealth ages ago, but if they manage to kill other delvers they'll just push the bodies into a corner to fossilize rather than looting the bodies.

Connections -
  • North to The Pit
  • A lazy underground river enters the barracks and exits through the caverns
  • Several pit traps in the warrens drop you to unpleasant places on level 2.
  • A Portcullis to the SW
  • A partially collapsed unstable cave to the SE
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