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Author SHA1 Message Date
Brian S. Stephan 952f4d2316
some dungeon23 updates from a couple weeks ago 2023-02-11 23:41:23 -06:00
Brian S. Stephan 798881fb92
character updates from Cypher-Adventuring session 1
mostly cypher and equipment, and filling in gaps
2023-02-11 23:40:39 -06:00
4 changed files with 48 additions and 12 deletions

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@ -16,9 +16,11 @@ Work in progress.
* **Effort:** 1
* **Intellect Edge:** 1
* **Cyphers:** 3 + 2 more which must be subtle.
* *wand of disintegration* [radiation spike, level 7], *blink balm* [blinking, level 6], *scroll of darkness*
[blackout, level 7], *intellect booster* [level 5], *rejuvenator* [level 4]
* **Skills:** *TODO:* Trained in Intellect defense actions, trained in two creative skills, practiced using hammers.
* **Inabilities:** Might defense tasks are hindered, Might-based tasks are hindered.
* **Equipment:** *TODO:* Appropriate clothing, bag of light or heavy tools, and other equipment worth 3d6+80 gp.
* **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.
* **Weapons:** Can use light weapons without penalty, inability with medium and heavy weapons.
* **Abilities:** Distortion, Hedge Magic, Push, Onslaught, Minor Illusion, Magical Repertoire, Cypher Casting.
* **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.
* **Effort:** 1
* **Intellect Edge:** 1
* **Cyphers:** 2
* *effort enhancer (combat)* [level 2], *potion of warmth* [level 2, warmth]
* **Skills:** Trained in learning something new, trained in geography and history, trained in dungeon and cavern
ecology, trained in Intellect defense.
* **Inabilities:** Tasks to hear or notice dangers are hindered, Initiative actions are hindered.
* **Equipment:** *TODO:* Appropriate clothing, a light weapon, three books, and other equipment worth 3d6+90 gp.
* **Equipment:** *TODO:* Appropriate clothing, hand crossbow, 30 bolts, artisan's outfit, 3 books TBD, healing kit,
adventuring pack, candles 10, tent, waterskin, scimitar, ink pen and flask, 46gp.
* **Weapons:** Can use light and medium weapons without penalty, inability with heavy weapons
* **Abilities:** Blessing of the Gods (health, protection), Practiced With Medium Weapons, Terrifying Presence,
Encouragement, Enthrall.

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@ -9,18 +9,21 @@ Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun,
Work in progress.
*Ureiden Bremini is a X halfling barbarian [warrior] who Z.*
*Ureiden Bremini is a risk-taking halfling barbarian [warrior] who rages.*
* **Might: 13, Speed: 15, Intellect: 8**
* **Might: 13, Speed: 19, Intellect: 8**
* **Effort:** 1
* **Might Edge:** 1
* **Speed Edge:** 1
* **Cyphers:** 2
* **Skills:** *TODO:* Trained in pleasant social interactions, stealth, Intellect defense.
* **Inabilities:** Might-based tasks are hindered.
* **Equipment:** *TODO:* Appropriate clothing, two weapons of your choice, and other equipment worth 6d6+100 gp.
* *powder of dissolving metal* [metal death, level 4], *analeptic* [level 7]
* **Skills:** Trained in pleasant social interactions, stealth, some kind of chance, Intellect defense.
* **Inabilities:** Might-based tasks are hindered, tasks related to sneaking and staying quiet are hindered.
* **Equipment:** *TODO:* Appropriate clothing, great sword, 4 dagger, 4 javelin, adventuring pack, lantern, backpack,
manacles, crowbar, lockpicks, mirror, 68 gp.
* **Weapons:** Practiced with light, medium, and heavy weapons, can use any weapons without penalty.
* **Abilities:** *TODO:* Trained Without Armor, Improved Edge, Combat Prowess, Swipe.
* **Abilities:** *TODO:* Trained Without Armor, Improved Edge, Combat Prowess, Swipe, Frenzy.
* **Pressing Your Luck:** Can choose to automatically succeed on one task <6, but trigger a GM intrusion.
* **Advantage:** When using 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.
* **Arc:** *TODO*

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@ -77,7 +77,7 @@ of fine razor-sharp threads.
**RAZOR SNARE TRAP:** level 4; deals damage in addition to entanglement, otherwise as net.
**PROGRESSING:** a simple wooden door to the north yields a passage to ???.
**PROGRESSING:** a simple wooden door to the north yields a passage to the [Gaming Room](#14-gaming-room).
## 04. Lake in the Cave:
@ -173,7 +173,8 @@ the corridor is trapped with a collapsing ceiling, which, if triggered, blocks t
> Small alcoves are cut into the walls of this room, many of them seem to have been disturbed, yet it appears some may
> still hold treasures. It appears that his room was once used for interment.
This room has exits to the west (the corridor which leads to [Empty Room](#08-empty-room), north (???), and east (???).
This room has exits to the west (the corridor which leads to [Empty Room](#08-empty-room), north (???), and east (stone
door) to the [Spider Den](#16-spider-den).
**TREASURE:** Successfully searching (difficulty 2) the alcoves yields a small sack of gems worth 35 gp, and two
cyphers.
@ -241,9 +242,18 @@ somehow, the bridge breaks or is otherwise cut.
**GM INTRUSION:** The rope bridge breaks while a PC is traversing it.
**EXITS:** From the east, the corridor leads to the [Empty Room](#11-empty-room), and continuing to the west leads to
**EXITS:** From the west, the corridor leads to the [Empty Room](#11-empty-room), and continuing to the east leads to
???.
## 14. Gaming Room
> This small room seems to have once been used for recreation purposes at some point, as the prominent feature is a
> large wooden table, upon which rests a pair of dice, a deck of cards, and sheets of paper with writing in an unknown
> language.
A wooden door to the south leads to the [Snare Room](#03-snare-room), and to the east, a short corridor leading to a
wooden door, behind which is the [Trap-Worker Room](#15-trap-worker-room).
## 15. Trap-Worker Room
> The scuttle of homunculi can be heard in this room filled with arcane levers, gears, and switches. The room is small
@ -260,6 +270,24 @@ only when being attacked. They can be reasoned with, or convinced to take certai
[Flooded Room](#10-flooded-room)), but they do not speak common, so special action will have to be taken to communicate
with them. If destroyed, the dungeon spawns new homunculi in 1d10 hours.
**EXITS:** A wooden door to the west leads to the [Gaming Room](#14-gaming-room), and to the south, beyond a stone door,
is the [Spider Den](#16-spider-den).
## 16. Spider Den
> Spider webs and egg sacs dominate this moderately-sized room. Passage through it seems perilous, but enticing, as this
> room seems to have multiple exits and entrances.
Six giant spiders (as core) lurk on the web structure in this room. The PCs may avoid this encounter entirely if they
are particularly wise or fleet of foot, but practically any disturbance of the webs alerts the spiders, who strike.
Treat tasks to avoid, etc. the webs as at least level 4 tasks.
**TREASURE:** With time to search the room, the party finds among the cocooned corpses 3d10 + 100 gp and 4 cyphers.
**EXITS:** The party may have come and go in a number of directions: north (stone door) is the [Trap-Worker
Room](#15-trap-worker-room), south is ???, west (stone door) is the [Alcoves](#09-alcoves), and east is a corridor that
winds its way to a stone door leading to [The Hall of Shadows](#18-the-hall-of-shadows).
## 18. The Hall of Shadows
If the party does not have the *shadowward*:
@ -283,4 +311,5 @@ avoiding them difficult if not detected.
the *shadowward* is touched against the cage. The cage is small enough to be carried, though it eminates a small amount
of conspicuous shadow, and feels cold.
**EXITS:** A stone door on the west end leads to ???, and an alike door on the east end to ???.
**EXITS:** A stone door on the west end leads to a corridor ending at the [Spider Den](#16-spider-den), and an alike
door on the east end to ???.