The builders were not aware that under the complex there was an underground river, over the years has eroded the floor of the section with the cells, condemning prisoners to death. Years later someone might come back to visit this forgotten prison.
Tag Archives: Dungeon
My submission to the ONE PAGE DUNGEON Contest 2012.
“The power of a forgotten artefact has disturbed the rest of the dead in the Necropolis of Huurash. Kings, Priests and Generals have risen from the graves and now they want their old power again, among them are also our PCs. Everyone is willing to do anything to succeed and be the true Undead Ruler … ”
The idea is to play a Reverse Dungeon. What can you do with this?
1 Use the map and the encounters with your favourite RPG for a classic dungeon, there are guidelines for reactions with NPCs and wandering monsters, the fun is to interact with ancient and powerful perosnalities now undead … you can have a talk with Julius Caesar and Pope Borgia in the same room.
2 Use Microlite and mass combat, use 1 or 2 HD monsters for undead warriors and orcs, 2D6 HDs for monsters, 5 HDs for PCs and NPCs, 10 HDs for the Shaman and play it alone like if it was a boardgame.
3 Every player leads a faction (pick a random “rooms 2” for start). Green rooms are considered Red.
4 Maybe something else … but I wont say … 😀
A: Entrance Level.
B: Living Quarters (common). Caves are Dwarven Gardens, with statues, rare stones and undergound flora.
C: Living Quarters (merchants, officers, nobles). The level has a balcony with pillars that watches the vale, if the dungeon is in ruins it could host a grifons’ nest.
D: King’s Quarters.
E: Stockhouse level, connected by lifts to level A and level G, stairs connect to level G to both side of the pit, a tunnel leads to the crypts (F).
G: Mine, lifts and stairs connect to level E, ladders let the dwarves go to the bottom of the pit, about 30′ under the G level.
H: Underground Lake, part of the level has buildings, and guard gates. The lake is connected to the underdark.
I: Common Forge.
L: Master Forge.
Entrance level for the previously posted vertical dungeon. The pit has lifts going to the lower level, stairs lead up to the housing quarters.
This level was designed to accommodate merchants and foreigners. there is probably a temple and a hall of the king to meet foreign delegations. Many of the rooms were warehouses for metals and goods made at the lower levels that dwarves traded.
Old posts all in one PDF with the house rules for the creation of new classes in your M20 campaign 😀
This is the last part of the Builder, I am creating new classes for a specific campaign with this method, I will post here the results, and make a PDf with everything 😀
ARMORS AND WEAPONS
Equipment depends by the technological level, the social status that the class represents in its culture and the relevant skill in melee and missile (eg. a tribal champion doesn’t wear a full plate while a knight does even if both represent the excellence of martial skill in their cultures).
Shield: everyone related to a martial profession with at least a melee attack bonus of +1/3 lvl.
None: Wizard, Priest, Doctor, Artisan, Healer, Politician, Shaman.
Pure spell users and academics usually wear no armor, but there can be exceptions, but not higher than light armors (eg. war wizards, shamans, northern cultures).
Light: Trader, Scout, Ranger, Barbarian, Primitive or Clan member.
Almost everyone can wear a leather armor, and even a studded one.
Medium: Mercenary, Professional Soldier.
Charachters with a military background or relevant melee skills wear medium armors.
Heavy: knight, Elite Units, Noble.
Heavy armors are rare, expensive and difficult to wear, only elite units and special characters use them.
The Attack bonus is a good way to define which weapons a class can use but still, each class should have access to weapons that fit its description, there are many exceptions, just take note of the special weapons that a class can use. A wizard could be able to use staves, or crossbows; a shaman could use spears; some rare cultists without a good melee skill can still use the weapon of choice of their god even if a 2 handed sword; militia/citywatch can’t use a 2 handed sword but in some advanced civilizations could handle a polearm. As optional rule for Melee Weapons we can say that is possible to use every weapon, but the damage dealt is limited by the Damage Dice that the class can use, so a pure caster with a 2 handed sword will deal 1D4 damage becouse he isn’t trained in that weapon and doesn’t know how to use it efficiently.
Melee Weapon Choice (by damage)
1D4: Everyone can use these weapons
1D6: These weapons are often tools or very simple war weapons, like maces, a melee bonus of +1/3 lvl or higher is needed.
1D8: Using properly these weapons needs a training, suggested for classes with a melee bonus of +1/2 or higher.
1D10+ : A long training and exercise are needed, suggested for classes with a melee bonus of +1/lvl.
Missile Weapon Choice (by weapon)
Crossbow : Everyone can use a crossbow, it’s a simple and lethal weapon.
Short Bow : A missile bonus of +1/2 lvl or higher is needed.
Long Bow: Suggested for classes with a missile bonus of +1/lvl.
Sling/Staffsling: Suggested for classes with a a missile bonus of +1/3 lvl or higher.
Throwing Weapons: Suggested for classes with a missile bonus of +1/3 lvl or higher.
Gunpowder weapons: The great revolution, everyone can be deadly with a gun, and with no training, aim and shot!
Many wars have been fought in the Great Kingdoms, the battlefields were painted red and many souls still roam those places. These doomed creatures are small shadowlike evil spirits that focus on one target at time, it can be a dangerous encounter.
DAMNED OF THE KINGDOMS (CE)
HD1 +2 (5hp), AC12, 5/magic, blessed, Natural +2 (special)
Those tiny shadows attack in groups of 2D6, all the same target. Their attacks ignore any armor/shield bonus to AC, they steal 1 point of STR every hit. Once soldiers of the Great Kingdoms now they stalk old battlefields and crypts where they were buried.