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#11 |
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Join Date: Jul 2007
Location: One Mile Up
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Area 65-66: The Crypt / The Hole
Area #65: This dank cut stone chamber contains the modest office of The Cryptkeeper (see below), and the general light interrogation room. Its main staircase has wall sconces with easily-pilfered lanterns that provide a lighting penalty of -3 when lit. Interrogation Room: This is a bare stone chamber with little in the way of furnishings besides a stark white magical light source. This is a solid steel globe roughly 3" in diameter suspended from a chain attached to the center of the ceiling, with Continual Light as bright as the freakin' sun cast upon it at Power 20. The globe hangs roughly 5' above the center of the chamber's floor, where a simple wooden chair is positioned. The chain is mundane steel with DR 5 and 5 HP, if anybody wants to sever it and claim the enchanted globe as a light source. There is no lighting penalty here if it is present, but looking directly at it for extended periods is inadvisable. The Cryptkeeper's Office: This is a small room with cut stone walls and simple furnishings. A desk, a chair, and a cot take up most of the space, with racks of books and excellent torture implements lining the walls. Anybody who wants a fine-quality Whip or Small Knife can find several here, and a couple of things that would make a good-quality improvised Knobbed Club or blackjack/fist load are present as well. A lantern hangs by the desk. A drawer in the desk contains a good set of writing implements and several rolls of blank good-quality parchment, another contains two flasks of lamp oil and a liter of clear 100-proof spirits, and another contains a few tchotchkes and a small sack of silver coins beneath a false bottom (Per-Based Traps -2 to detect). Exits: A big, winding wooden staircase connects this area to areas 66, 60, and 51. ~~~ Area #66: Torture Chamber: The bottom-most level of the lair contains its greatest horrors, epitomized here in the place where people in the Interrogation Room end up if they don't talk. Various tables and restraints take up the walls, while an ominous-looking drain occupies the center of the slightly-concave floor. The darkness penalty here is normally -5, but ample wall sconces accommodate torches or lanterns easily. A magic spell cast around the perimeter of this room prevents any sound from escaping it. The Hole: A long, cramped tunnel of rough-hewn stone extends to the east from the main portion of this chamber to a set of tiny cells where the most-disfavored prisoners can be stored. The average temperature at this depth is 60F with an effective -20F for moisture, and no cell is large enough for a human-sized prisoner to stand or lie prone comfortably. The darkness penalty ranges from -5 at the mouth to pitch black at the darkest depths. Exits: Staircases connect this area to area 65 and 60, while a long, dank, vermin-infested tunnel connects this area to area 64. The Cryptkeeper: ST 11 HP 11 DX 12 Spd 7.0 IQ 12 Per 16 Will 14 HT 12 FP 12 Dodge 11 Traits: Careful; Combat Reflexes, Eidetic Memory (Photographic), Night Vision x3; Sadism (9-); Skinny; Skills: Expert Skill (Physiology): 12; Fast-Draw (Knife): 16; Interrogation: 16; Knife: 20; Stealth: 18; Surgery: 12; Whip: 16; Techniques: Targeted Attack (H) (Knife Cut / Face) Def+3 [4]-18; Notes: This creepy fellow lurks around the dungeon area and is in charge of holding and questioning people for the crime syndicate. He will attempt to avoid conflict with infiltrating murderhobos as much as possible, hearing any sort of ruckus and melting into the shadows easily with his high Per and Stealth. If murderhobos penetrate his personal domain while he is awake (1-4 on 1d6 plus whatever chance you give sleeping people with Combat Reflexes to wake up under the commotion that is nearby, if any) he will attempt to slip away using his Stealth and alert tougher syndicate members with alacrity. If he gets cornered, he will fight viciously and with surprising precision, Backstabbing if possible and cutting up his adversaries with whips and knives until he escapes or drops. |
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#12 |
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Join Date: Aug 2009
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Any chance you can stick horizontal and vertical scales on the map?
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#13 |
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Join Date: Jun 2010
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I'm afraid I haven't really thought out what the scale of the map would be.
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#14 |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Set the short hall between 19 and 20 to 3 yards, which just lets SM +1 creatures to go through it. The warrens of 11 are much smaller.
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#15 |
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Join Date: Jun 2010
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AREA 11
This area consists of an unevenly mined out series of rocky corridors, with a few ladders leading up and down. Miners toil at end of each corridor, all of which are carefully secured in heavy chains and watched over by elite guards (five at each mining gang). Large, durable lanterns line the corridors, eliminating all darkness penalties. Each corridor is about 7 yards wide and 2 to 4 yards high. Patrolling these corridors is one of the underbosses, Giles Dangner, who has the key to the inner sanctum around his neck on a chain. His patrols take him in a clockwise direction through the mines, with six elite bodyguards and ten skeleton warriors by his side at all times. Giles is a creepy and weird necromancer, whose talent with dark magic covers up the nerdy and easily scared elements of his personality. Dangner’s first instinct at the sign of danger will be to set his bodyguards on it, run away, hide and summon a helpful spirit for a lookout. Elite Guards Stats as per Basic Warrior or Karateka (Mirror of the Fire Demon, p43). Each has $200 in coins on them. Giles Dangner ST 10; DX 12; IQ 15; HT 11; HP 10; FP 14; Will 15; Per 12; Speed 6.00; Move6 ; Dodge: 9 Parry (Staff): 12 DR: 1* Fine Decorated Enchanted Quarterstaff (14): 1d+2 cr or 1d cr. Reach 1,2. Enchanted with Staff spell. 10 FP Power Item. Decorated with gems and engravings. Punch (12): 1d-3 cr. Kick (10): 1d-2 cr. Thrown Concoction Grenade (13): Alchemist’s Fire causes 2 yard radius fire for 30 seconds, 1d-1 burning. Death Elixir causes respiratory agent to spread over a 2 yard radius for a second, 4d injury to those breathe it and half damage dice with successful HT roll. Demon’s Brew causes respiratory agent to spread over a 2 yard radius for a second, 2d injury to those breathe it and half damage dice with successful HT roll. Necklace of Fireballs (8): Explosive Fireball causes 3d burning ex. 10 uses. Requires Ready to grab a ruby, followed by an Attack. Range 25/50. Traits: Magery 5; Spirit Empathy; Oblivious; Cowardice (12); Frightens Animals; Social Stigma (Excommunicated). Skills: Alchemy-15; Diplomacy-12; Fast-Draw (Potion)-12; First Aid/TL 3-15; Gesture-15; Hazardous Materials (Magical)-14; Hidden Lore (Demons)-14; Hidden Lore (Magical Items)-15; Mediation-14; Occultism-15; Research/TL 3-14; Staff-14; Stealth-10; Teaching-14; Thaumatology-17; Writing-14; Throwing-13. Spells: Agonize-18; Animation-17; Choke-18; Clumsiness-18; Control Zombie-18; Deathvision-18; Deathtouch-18; Debility-18; Decay-18; Fraility-18; Itch-18; Lend Energy-18; Lend Vitality-18; Minor Healing-18; Pain-18; Paralyze Limb-18; Pestilience-18; Rotting Death-17; Sensitize-18; Sickness-18; Skull-Spirit-18; Spasm-18; Steal Energy-18; Steal Vitality-18; Stun-18; Summon Spirit-18; Test Food-18; Wither Limb-18; Zombie-18; Zombie Summoning-18. Gear: • Fine Decorated Enchanted Quarterstaff ($1700, 4 lbs.) • Inter Sanctum Key • Bandages • Necklace of Fireballs ($7,200, 0.25 lbs) • Cloth Armour • Leather Leggings • Cloth Sleeves • Cloth Gloves • Cloth Cap • Shoes • Potion Belt with Alchemist’s Fire, Demon’s Brew, Death Elixir and Paut (4 FP for magic). • $834 in coins Notes: Giles is up to Light Encumbrance, reducing his Move to 4 and his Dodge to 8. |
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#16 | |
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Join Date: Nov 2005
Location: Midwest, USA
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I tried a collective dungeon thread once before here, but it failed. It was before Dungeon Fantasym though, so my hopes are this one does better!
Also, I think I know that map! Dyson, right? :D I'm super sleepy and this is real quick, right off the top of my head as fast as I can think and type. If someone has a better idea for the area, by all means, replace this drivel. I am designating North to the right side of the map. 10. Stairway to Evil Read aloud: Quote:
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. Code:
Skeleton Skeletons, the near-mindless rank and file of the undead legions, rise from the ground to do battle. ST: 10 HP: 10 Speed: 7.00 DX: 13 Will: 9 Move: 7 IQ: 8 Per: 8 SM: 0 HT: 11 FP: N/A DR: 0 Dodge: 10 Parry: 10 Block: 10 Bite or Punch (13): 1d-3 cr; Reach C. Axe (15): 1d+2 cutting; Reach 1. Broadsword (15): 1d+1 cut or 1d imp; Reach 1. Morningstar (15): 1d+5 cr; Reach 1. Spear (15): 1d imp; Reach 1*. Traits: Automaton; Cannot Learn; Dependency (Mana; Very Common, Constantly); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Fragile (Brittle); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable; Injury Tolerance (No Blood; No Brain; No Eyes; No Vitals; Unliving); Mute; No Sense of Smell/Taste; Skinny; Temperature Tolerance 10; Unfazeable; Unhealing (Total); Vulnerability (Crushing x2). Features: Affected by Control Zombie, Pentagram, and Turn Zombie; Affected by Spirit Empathy (rather than Empathy); No FP; No IQ-based skills; Skull gets no additional DR. Skills: Brawling-13; Shield-14; Stealth-14. • One of these four melee skills: Axe/Mace-15; Broadsword-15; Flail-15; Spear-15. Class: Undead. Notes: Skeletons with morningstars have ST 12, HP 12. The listed damage reflects this. Skeletons carry: • Battered Light Shield (DB 1; DR 4, HP 10), $40, 8 lbs. Plus one of the following weapons: • Axe, $50, 4 lbs. • Thrusting Broadsword, Cheap, $240, 3 lbs. • Morningstar, $80, 6 • Spear, $40, 4 lbs. The pool is about 20 feet in diameter and about chest deep on the average human at its very center, with sharply steep banks. Beneath the pool's still, glassy surface is a sparkling treasure, easily visible from the edge. The treasure is there to lure adventurers into the pool where the water weird lurks. A vision roll (with no light penalties) at +4 is needed to spot the item; the bonus due to the treasure having been permanently enchanted with a 2-point Continual Light spell and had its hue changed to blue with Colors. The stairs end in a 9'x12' landing. A relief of a fanged dragon's skull is carved into the rock forming a grimly yawning threshold. Past the threshold, a portcullis is lowered. Behind it, one can see the stairs continue to climb upward into the green light. A large wench to raise the gate is on the floor of the landing. A stone golem (Dungeons, p. 26) wearing full unyielding bronze armor (DR 6, total DR 10) and wielding an oversize, fine, balanced, crackling dwarven maul stands guard before the doorway. It has Brawling and Two-Handed Axe/Mace skills at 21 (effective skill 22 with the balanced maul). It also has the additional traits of Injury Tolerance (Damage Reduction 1) (Powers, p. 53), halving all injury done to the golem, Enhanced Parry 1 (Parry 15) and Extra Attack 1 making it a truly formidable guardian. The armor has been forged onto the golem and cannot be removed without ruining it.
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. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman Last edited by Stripe; 03-12-2013 at 11:27 PM. |
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#17 |
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Join Date: Feb 2007
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What an awesome project!
A couple of questions: Is anyone actually going to make official decisions about what is in and what is out and write this whole thing up as a coherent whole to made available to GURPS players as a finished dungeon? Can anyone evil join the syndicate? All the various PC races? Monsters?
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
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#18 |
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Join Date: Nov 2005
Location: Midwest, USA
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Updated my post above with stats for mist demons (and generic skeletons).
I'll get around to making the water weird and the treasure as well. Then, maybe move on to some other areas. Though there's not much participation, as I predicted, I'll go ahead and reserve areas 9-14, sans 11.
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. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman |
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| Tags |
| dungeon, dungeon fantasy, workshop |
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