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#1 |
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Join Date: Jun 2010
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Okay, so I got this general idea for a dungeon concept, and an attached map (if you need an unnumbered map, just post so in the thread) with numbered areas.
ITT, posters can choose areas and populate them with flavor text, traps, encounters, tricks and other details, as per DF 2. The goal is that the whole dungeon will be filled in and completed, becoming a complete adventure for GURPS Dungeon Fantasy. Basic Dungeon Concept The dungeon is a hideout for a major crime syndicate's leadership, vaults, elite members and a secret mining operation. The syndicate engages in all kinds of urban and rural evils, including robbing trade caravans, black magic, heists, assassinations, extortion and vice. Therefore, their overall membership has access to many different resources and skills. Magic, stealth, combat, social influence, gambling, esoteric knowledge...Someone in the syndicate either is an expert in it, or knows someone who is. This makes the defenses of the hideout varied and quite dangerous. The hideout's location will certainly require a separate adventure in itself to discover - the assault on the hideout should come at the end of a questline, with the party having had several run-ins with the syndicate and slowly uncovered details about it. The entrance is located down two non-descript and unmarked mineshafts in the wilderness, with several sturdy rope elevators leading downward into a large complex of caves, cut tunnels, silver mines, gold mines and living quarters. The party, to clear the dungeon, will probably have to dispatch the syndicate's leadership - the underbosses first, to collect the keys necessary to enter the inter sanctum so they may face the mastermind. The underbosses will be scattered around the dungeon. Reserved Areas Want to claim an area, but don't quite have stats and solid material all thought out yet? Just post in the thread, asking for a reservation on an area. First come, first served. Too long of a reservation (a week?), and the area becomes up-for-grabs again. Don't have to fill them out in numeric order, just choose an area you can work with. Suggestions about vague things can just be posted for the general thread to use as they see fit. AREAS 1, 2, 11, 14, 68, 27 AND 25 ARE CURRENTLY RESERVED BY ME, ALTHOUGH THAT MAY CHANGE. They concern mini-bosses, the dungeons entrances, the boss and some other things I have in mind. Ask me about those things... Questions? Rumors, random encounter tables and general dungeon details can also be discussed and contributed to. Numbered dungeon map next post. |
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#2 |
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Join Date: Jun 2010
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#3 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Clarifications:
the map as given is a cross section of the earth, not a floor plan, correct? Must resources come out of DF 2? said another way, should opponents and monsters follow DF templates? Is the place mainly a vault, and how coordinated should the various defenses be? Which areas are "guard based" and which as "treasure based"?
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#4 | |
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Join Date: Jun 2010
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Quote:
2) Yeah, having formats for traps and monsters, as well as following mechanical guidelines, as per that book will clear up the confusion. 3) Place is mainly a secret base, with mining operations attached. I'd imagine that the guards would be focused heavily around where the mineshafts lead to, as well as surrounding the miniboss areas. Vaults of treasure are right at the bottom, in sealed and trapped rooms, that are close to the leader's inner sanctum. Defenses, due to distance, tend to be fragmented and cluster around important things (the minibosses, treasure, entrances). If the alarm is raised in area 29, for example, the bad guys in area 54 will at best be alerted only after some minutes as word spreads through the base. And they won't be joining the fight in area 29, they'll be digging in at where they are posted. |
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#5 |
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Join Date: Jun 2010
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AREA 1
The first entrance to the hideout seems to be a fairly large hole in the ground, that has signs of being a natural cave that was re-worked in some parts to be more like a mineshaft. The slope downward is fairly steep and the accompanying ladders are solid metal. For bigger cargo and heavier traffic than a mere band of people, a heavy-duty pulley system and two large platforms (each a 5 yard by 5 yard square) are parallel to the ladder. The trip further downward, to AREA 3, is aided by rails, glowing fungus (darkness penalty -8) and knotted ropes along a steep path. It takes a hour to descent into AREA 3. AREA 2 The second entrance is a huge and sturdy steel elevator with a proper machine controlling its descent and ascent. It takes 3 hours to reach the bottom of the shaft on the elevator and AREA 34. It is maintained regularly by a team of artificers, as a successful roll against Engineer (Gadgets) will tell. The elevator has no lit sources on it - groups are expected to bring their own (darkness penalty gets as bad as -9 and is -2 when nearing AREA 34's landing, which is lit). The secret door leading into AREA 9 is about halfway down the shaft, which would require a roll against Observation-7, Architecture-3, Vision-7, Per-based Traps-5, Prospecting-1 or Mining-1 to notice, not counting penalties for darkness or hurrying. Opening the secret door requires grabbing a handle (which is spotted along with the rest of the door) and sliding it over to the left. Roll 3d every hour the party is actively using the lift - on a 9 or less, hideout inhabitants want to get on the lift at one of the stops. Roll a random encounter, and decide wherever the waiting group is at the top of the shaft, the bottom, or the secret door. Last edited by ajardoor; 02-24-2013 at 08:12 AM. |
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#6 |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Well, the dungeon seems jacquayed, so that's good. Can we expand a bit laterally, maybe giving effective floors?
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#7 |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Something for the area around #15: the Wooden Kobold Tribe.
Let's just cut to the name: they all wield wooden spears and wear leather and cloth armor. The metal they do have they use for cooking utensils and such. Their signature trap is why: a pit covered by wooden planks that will break if someone bigger than SM -2 crosses them. Down the 3-yard pit lies the rust monster. Their plan is simple: they lure pursuers over the planks, then they kill the newly disarmed foes by throwing spears and shooting wooden crossbow bolts at them. |
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#8 |
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Join Date: Jun 2010
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I've not given the dungeons floors, per say. I think it works better with numbered areas as a sort of "landmark".
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#9 |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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OK ... so if someone wanted multiple rooms on the area marked 20 (just picking one), is that good or verboten?
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#10 |
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Join Date: Jun 2010
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Area 20 looks, to me, like a long corridor with a high ceiling and several exits.
Although a long corridor isn't the only way it could be interepted. The numbered areas are often single rooms, although the bigger areas that are better thought of as "landmarks", or "sections" (the 'crosses' where shafts and corridors intersect, for instance). |
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| Tags |
| dungeon, dungeon fantasy, workshop |
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