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Author | SHA1 | Date |
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Brian S. Stephan | 952f4d2316 | |
Brian S. Stephan | 798881fb92 |
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@ -16,9 +16,11 @@ Work in progress.
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* **Effort:** 1
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* **Intellect Edge:** 1
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* **Cyphers:** 3 + 2 more which must be subtle.
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* *wand of disintegration* [radiation spike, level 7], *blink balm* [blinking, level 6], *scroll of darkness*
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[blackout, level 7], *intellect booster* [level 5], *rejuvenator* [level 4]
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* **Skills:** *TODO:* Trained in Intellect defense actions, trained in two creative skills, practiced using hammers.
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* **Inabilities:** Might defense tasks are hindered, Might-based tasks are hindered.
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* **Equipment:** *TODO:* Appropriate clothing, bag of light or heavy tools, and other equipment worth 3d6+80 gp.
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* **Equipment:** Appropriate clothing, bag of light or heavy tools, light armour hides and furs, net, dagger, hammer, adventuring pack, ale gallon, 4 ale mugs, backpack, climbing kit, lockpicks, 5.64 gp.
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* **Weapons:** Can use light weapons without penalty, inability with medium and heavy weapons.
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* **Abilities:** Distortion, Hedge Magic, Push, Onslaught, Minor Illusion, Magical Repertoire, Cypher Casting.
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* **Chaotic:** Once after each ten-hour recovery roll, reroll a die roll of your choice and get presented with a GM
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@ -16,10 +16,12 @@ Work in progress.
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* **Effort:** 1
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* **Intellect Edge:** 1
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* **Cyphers:** 2
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* *effort enhancer (combat)* [level 2], *potion of warmth* [level 2, warmth]
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* **Skills:** Trained in learning something new, trained in geography and history, trained in dungeon and cavern
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ecology, trained in Intellect defense.
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* **Inabilities:** Tasks to hear or notice dangers are hindered, Initiative actions are hindered.
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* **Equipment:** *TODO:* Appropriate clothing, a light weapon, three books, and other equipment worth 3d6+90 gp.
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* **Equipment:** *TODO:* Appropriate clothing, hand crossbow, 30 bolts, artisan's outfit, 3 books TBD, healing kit,
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adventuring pack, candles 10, tent, waterskin, scimitar, ink pen and flask, 46gp.
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* **Weapons:** Can use light and medium weapons without penalty, inability with heavy weapons
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* **Abilities:** Blessing of the Gods (health, protection), Practiced With Medium Weapons, Terrifying Presence,
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Encouragement, Enthrall.
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@ -9,18 +9,21 @@ Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun,
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Work in progress.
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*Ureiden Bremini is a X halfling barbarian [warrior] who Z.*
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*Ureiden Bremini is a risk-taking halfling barbarian [warrior] who rages.*
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* **Might: 13, Speed: 15, Intellect: 8**
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* **Might: 13, Speed: 19, Intellect: 8**
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* **Effort:** 1
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* **Might Edge:** 1
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* **Speed Edge:** 1
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* **Cyphers:** 2
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* **Skills:** *TODO:* Trained in pleasant social interactions, stealth, Intellect defense.
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* **Inabilities:** Might-based tasks are hindered.
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* **Equipment:** *TODO:* Appropriate clothing, two weapons of your choice, and other equipment worth 6d6+100 gp.
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* *powder of dissolving metal* [metal death, level 4], *analeptic* [level 7]
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* **Skills:** Trained in pleasant social interactions, stealth, some kind of chance, Intellect defense.
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* **Inabilities:** Might-based tasks are hindered, tasks related to sneaking and staying quiet are hindered.
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* **Equipment:** *TODO:* Appropriate clothing, great sword, 4 dagger, 4 javelin, adventuring pack, lantern, backpack,
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manacles, crowbar, lockpicks, mirror, 68 gp.
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* **Weapons:** Practiced with light, medium, and heavy weapons, can use any weapons without penalty.
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* **Abilities:** *TODO:* Trained Without Armor, Improved Edge, Combat Prowess, Swipe.
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* **Abilities:** *TODO:* Trained Without Armor, Improved Edge, Combat Prowess, Swipe, Frenzy.
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* **Pressing Your Luck:** Can choose to automatically succeed on one task <6, but trigger a GM intrusion.
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* **Advantage:** When using 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.
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* **Arc:** *TODO*
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@ -77,7 +77,7 @@ of fine razor-sharp threads.
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**RAZOR SNARE TRAP:** level 4; deals damage in addition to entanglement, otherwise as net.
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**PROGRESSING:** a simple wooden door to the north yields a passage to ???.
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**PROGRESSING:** a simple wooden door to the north yields a passage to the [Gaming Room](#14-gaming-room).
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## 04. Lake in the Cave:
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@ -173,7 +173,8 @@ the corridor is trapped with a collapsing ceiling, which, if triggered, blocks t
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> Small alcoves are cut into the walls of this room, many of them seem to have been disturbed, yet it appears some may
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> still hold treasures. It appears that his room was once used for interment.
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This room has exits to the west (the corridor which leads to [Empty Room](#08-empty-room), north (???), and east (???).
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This room has exits to the west (the corridor which leads to [Empty Room](#08-empty-room), north (???), and east (stone
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door) to the [Spider Den](#16-spider-den).
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**TREASURE:** Successfully searching (difficulty 2) the alcoves yields a small sack of gems worth 35 gp, and two
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cyphers.
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@ -241,9 +242,18 @@ somehow, the bridge breaks or is otherwise cut.
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**GM INTRUSION:** The rope bridge breaks while a PC is traversing it.
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**EXITS:** From the east, the corridor leads to the [Empty Room](#11-empty-room), and continuing to the west leads to
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**EXITS:** From the west, the corridor leads to the [Empty Room](#11-empty-room), and continuing to the east leads to
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???.
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## 14. Gaming Room
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> This small room seems to have once been used for recreation purposes at some point, as the prominent feature is a
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> large wooden table, upon which rests a pair of dice, a deck of cards, and sheets of paper with writing in an unknown
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> language.
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A wooden door to the south leads to the [Snare Room](#03-snare-room), and to the east, a short corridor leading to a
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wooden door, behind which is the [Trap-Worker Room](#15-trap-worker-room).
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## 15. Trap-Worker Room
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> The scuttle of homunculi can be heard in this room filled with arcane levers, gears, and switches. The room is small
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@ -260,6 +270,24 @@ only when being attacked. They can be reasoned with, or convinced to take certai
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[Flooded Room](#10-flooded-room)), but they do not speak common, so special action will have to be taken to communicate
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with them. If destroyed, the dungeon spawns new homunculi in 1d10 hours.
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**EXITS:** A wooden door to the west leads to the [Gaming Room](#14-gaming-room), and to the south, beyond a stone door,
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is the [Spider Den](#16-spider-den).
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## 16. Spider Den
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> Spider webs and egg sacs dominate this moderately-sized room. Passage through it seems perilous, but enticing, as this
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> room seems to have multiple exits and entrances.
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Six giant spiders (as core) lurk on the web structure in this room. The PCs may avoid this encounter entirely if they
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are particularly wise or fleet of foot, but practically any disturbance of the webs alerts the spiders, who strike.
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Treat tasks to avoid, etc. the webs as at least level 4 tasks.
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**TREASURE:** With time to search the room, the party finds among the cocooned corpses 3d10 + 100 gp and 4 cyphers.
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**EXITS:** The party may have come and go in a number of directions: north (stone door) is the [Trap-Worker
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Room](#15-trap-worker-room), south is ???, west (stone door) is the [Alcoves](#09-alcoves), and east is a corridor that
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winds its way to a stone door leading to [The Hall of Shadows](#18-the-hall-of-shadows).
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## 18. The Hall of Shadows
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If the party does not have the *shadowward*:
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@ -283,4 +311,5 @@ avoiding them difficult if not detected.
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the *shadowward* is touched against the cage. The cage is small enough to be carried, though it eminates a small amount
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of conspicuous shadow, and feels cold.
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**EXITS:** A stone door on the west end leads to ???, and an alike door on the east end to ???.
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**EXITS:** A stone door on the west end leads to a corridor ending at the [Spider Den](#16-spider-den), and an alike
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door on the east end to ???.
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