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Author SHA1 Message Date
Brian S. Stephan ef4f9e0cb7
Dungeon23 update, one more room 2023-01-24 20:09:24 -06:00
Brian S. Stephan 4ad826302f
write up a take on Adventuring!'s Barney 2023-01-24 20:08:58 -06:00
Brian S. Stephan 7df2ee03a2
use the bss color in the dungeon theme headings
also remove a redundant directive for link underlines
2023-01-24 20:07:44 -06:00
Brian S. Stephan 5aae22a507
tiny change to set up future dungeon room links 2023-01-23 22:20:31 -06:00
Brian S. Stephan 81f19411d3
link to Cypher stuff on the main page
all this Out to the Black and Adventuring! stuff, it's probably time
2023-01-23 22:19:51 -06:00
Brian S. Stephan 93d3f49eb3
multiple rooms and some clarifications in prior rooms 2023-01-23 16:10:17 -06:00
Brian S. Stephan a4ea7f6f04
port of existing dungeon23 stuff to Cypher System 2023-01-21 18:11:10 -06:00
8 changed files with 226 additions and 103 deletions

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}
h1, h2, h3, h4, h5, h6 {
color: #222;
text-transform: uppercase;
line-height: 1.2em;
}
a {
text-decoration: underline;
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margin: 0.5em 0;
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@ -0,0 +1,32 @@
Title: Barney
Description: Barney is a doomed tough abomination [warrior] who does not tread lightly.
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
# Barney
Work in progress.
*Barney is a doomed tough abomination [warrior] who does not tread lightly.*
* **Might: 16, Speed: 11, Intellect: 9**
* **Effort:** 1
* **Might Edge:** 1
* **Cyphers:** 2.
* **Armor:** 1.
* **Skills:** *TODO:* trained in perception-related tasks, trained in Speed defense tasks, trained in Might defense
tasks, trained in Intellect defense tasks around losing your sanity or equanimity.
* **Equipment:** *TODO:* Two weapons of your choice (if any), one more light weapon, armor, and other equipment worth
6d6+100 gp.
* **Weapons:** Practiced with light, medium, and heavy weapons and suffer no penalty using any kind of weapon.
* **Abilities:** Bash, No Need for Weapons, Practiced in Armor, Combat Prowess, Crushing Blow.
* **Doom:** Cannot refuse GM intrusions on your character, and do not get an XP for it (still one awarded to another
player though).
* **Healthy:** Add 1 to the points regained from a recovery roll.
* **Arc:** *TODO*
[I tried making a new focus, since nothing I found really felt, well, destructive enough. See [Does Not Tread
Lightly](/cypher/homebrew#does-not-tread-lightly).]

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@ -27,6 +27,7 @@ System.
## Characters
* [Barney](barney) is a doomed tough abomination [warrior] who does not tread lightly.
* [Raistlin Majere-Diamondson](raistlin) is a ? elf sorcerer [adept] who consorts with the dead.
* [Ramaria](ramaria) is an inquisitive fungoid cleric [speaker] who channels divine blessings.
* [Sandy Gnorman "Gnorm" Diamondson](gnorm) is a chaotic gnome mage [adept] who uses wild magic.

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@ -11,6 +11,22 @@ Out to the Black is space sci-fi campaign run in a homebrew fictional universe,
## Campaign Synopsis
Humanity has spread to the stars. Humanity has lost record of what happened to Earth, but it is believed to have
suffered a total biosphere collapse, and in its waning days, spaceships were launched in all directions, humanity's
last chance to find survival among the black, abandoning their doomed world.
Many were invariably lost in the act of desperation, victim to the emptiness of space. The known survivors reached Xi
Tauri, and spread among its many planets. Waking from cyro-sleep, the original explorers staked out humanity's new
future among biomes hospitable and not, establishing agrarian villages, land stations, and basic terraformed lands.
As time has passed, humanity has salvaged its roots, good and ill. Travel between the stellar system and its planets is
long but commonplace. Civilization resides in hundreds of scattered settlements across the planets, moons, occasional
asteroid or comet, and space stations. The system's government focuses on a core set of planets, exploiting the
resources of the rest of the system for only its settlements. The outer worlds rely on local law, and some remnants of
the initial settlement of the system still drift in orbit, latent.
### Notes
* Likely to steal liberally from...
* *Firefly*
* *Star Trek*
@ -20,15 +36,8 @@ Out to the Black is space sci-fi campaign run in a homebrew fictional universe,
system is relatively ordinary, but traveling beyond a system is almost never undertaken; FTL travel doesn't exist but
gravity generation does; *generally* things follow known physics, but there's always the opportunity for psionics,
alien stuff, etc.)
* Looking for ideas on what you guys would like to play, at the moment --- unaffiliated explorers and problem solvers,
organized (government or corp) away team with some kind of goal, scavengers/privateers, rebels on the outskirts
fighting tyranny?
* That'll probably affect the scope of the system/universe, e.g. if there's many uncharted systems in play (with
cryosleep or a *lot* of downtime), our system, a Firefly-like 'Verse system involving many suns and whole
sub-systems of planets and moons.
* Also of course that will affect chargen, what skills you might need to survive, if one of you *needs* to be a
pilot, that kind of thing.
* Actually, on that note, made-up system good, or is our Solar System preferred?
* Characters: "mercs fighting the good fight"?
* Think about if any of you is going to need piloting skills.
## Character Creation
@ -48,3 +57,10 @@ I skipped listing a lot of the core content, because there's no point in repeati
are fair game --- the exception to this are the foci, which are tailored below.
*...*
## Science Stuff
* [Xi Tauri](https://en.wikipedia.org/wiki/Xi_Tauri)
* The three blue-white B-type stars could form planets, though they don't have a ton of time in main sequence.
Likely require some form of shelter for life. Alien life, lots of meteor strikes and young planet activity.
* The F-type star yields the most earth-like planets.

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@ -22,3 +22,17 @@ Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun,
* **Burst:** You may command the fungal companion to explode in a burst of poisonous spores. Make a Might roll, on a
success, the poison inflicts 3 points of damage or hinders the poisoned creature's actions for one minute (your
choice). The fungal companion is destroyed in the process. Action.
## Foci
### Does Not Tread Lightly
You are an unstoppable force, once you get moving. You may be extraordinarily big for your kind, enhanced via magic or
technology, or some kind of unnatural being, but you use your size and strength to solve problems.
* Tier 1: Crushing Blow
* Tier 2: Ignore the Pain
* Tier 3: Blood Fever
* Tier 4: Fury
* Tier 5: Specialized Basher
* Tier 6: Regenerate

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@ -1,6 +1,10 @@
Title: Dungeon23 - Floor 01
Description: The first floor of Dungeon23.
Footer: <a href="legal">This content is available under the OGL v1.0a and the 13th Age Community Use Policy.</a>
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
<div markdown=1 class="dungeon">
# Dungeon23 - Floor 01 {: .dungeon }
@ -24,12 +28,13 @@ the east and west.
> --- the stairs open into a room, where there are signs that small humanoids use it as a staging area of some sort.
Crude furniture, weapons, and the like, suitable for small humanoids, are strewn about the room. PCs may discover 30 gp
with a DC 15 skill check; mundane weapons are clearly available.
and 1d3 usable weapons (use e.g. the *Godforsaken* random weapon table) (difficulty 2).
**KOBOLD GUARD:** there is a 50% chance that a kobold is patrolling the room as the PCs enter. It is certainly
outmatched alone, and will attempt to flee to the east, yelling and barking as it runs. One attempt at a DC 20 skill
check will convince the kobold to stay and provide information about the rooms known to the kobolds, though it is still
wary of the PCs. Use the [kobold warrior](#kobold-warrior) stat block if necessary.
**GM INTRUSION: KOBOLD GUARD:** A kobold is patrolling the room as the PCs enter. It is certainly outmatched alone, and
will attempt to flee to the east, yelling and barking as it runs. A difficulty 3 task may convince the kobold to stay
and provide information about the rooms known to the kobolds, though it is still wary of the PCs.
* **KOBOLD:** level 2, Speed defense as level 3.
**EXITS:** A passage to the east leads to the [Barracks](#02-barracks) and beyond. A passage to the west leads to [Lake
in the Cave](#04-lake-in-the-cave).
@ -47,13 +52,17 @@ if the guard in the foyer alerted them, or if the PCs triggered the alarm traps
intentions clear, or are accompanied by said kobold, they are willing to stand down and explain their origins. They are
the remnants of a larger clan which moved in to the dungeon recently. Dungeon monsters treated them as prey, which is
why they sealed off the north, but they are still keen to find a way to find treasures deeper within. If instead of
sharing information, combat is enjoined, a [kobold hero](#kobold-hero) leads three [kobold warriors](#kobold-warrior)
and five [kobold archers](#kobold-archer).
sharing information, combat is enjoined, a kobold hero, well armed, leads eight kobolds armed with short swords and
bows.
**SEALED ROOM:** The door leading deeper into the dungeon has been fairly well barred by the kobolds. They can be
convinced to hack at the planks and furniture to let the PCs through with a DC 25 check, but there's little need as they
won't stop the PCs' attempts. Either way, wary of the monsters deeper within, they do not mention that the room ahead is
trapped. The passage, opened, leads to [Snare Room](#03-snare-room).
* **KOBOLD HERO:** level 3, Speed defense as level 4; Armor 1; other kobolds attacking the same target as the kobold
hero deal an extra point of damage.
* **KOBOLDS:** level 2, Speed defense as level 3.
**SEALED ROOM:** The door leading deeper into the dungeon has been fairly well barred by the kobolds. It takes little
effort, just time, to hack at the planks and furniture, though a task may speed things up. Unless convinced to join the
PCs (difficulty 4), wary of the monsters deeper within, they do not mention that the room ahead is trapped. The passage,
opened, leads to [Snare Room](#03-snare-room).
## 03. Snare Room:
@ -61,14 +70,14 @@ trapped. The passage, opened, leads to [Snare Room](#03-snare-room).
> south shows evidence that it has been barred and secured on the other end, while the north end of the room features a
> doorless frame, and only darkness can be seen beyond.
The kobolds have set a snare trap in this room to keep monsters of dungeon from reaching the rooms they inhabit. A DC 20
skill check will make the existence of the trap evident, be it by noticing the fine threads that can entrap the PCs, or
by realizing the debris draws visitors down a certain path, or whatever other solution the PCs may come up with. It is
easily to disarm the trap, once it is known. Barring that, the first PC to venture into the room triggers the trap,
risking getting snapped up and tangled in a web of fine razor-sharp threads.
The kobolds have set a snare trap made of fine razor-sharp threads in this room to keep monsters of dungeon from
reaching the rooms they inhabit, and have arranged the room to draw visitors down one specific path. Barring detection,
the first PC to venture into the middle of the room triggers the trap, risking getting snapped up and tangled in a web
of fine razor-sharp threads.
**RAZOR SNARE TRAP:** +10 vs. PD; 3d6 damage and the target is stunned, save ends. Once the trap is sprung, it must be
reset before it can make another attack.
**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 ???.
## 04. Lake in the Cave:
@ -90,17 +99,14 @@ way deeper into the dungeon. They may, however, entice the PCs to go this way in
Traversing the islands brings the PCs [Beyond the Lake](#05-beyond-the-lake).
**GHOULS:** Ghouls lurk in the lake, seeking prey. They rush PCs jumping across the islands (DC 10 skill check, only
necessary in combat), seeking to pull them into the lake, risking drowning, where they are more easily dined upon. Two
[lake ghouls](#lake-ghoul) and eight [ghoulranhas](#ghoulranha) attack the party once the *second* PC reaches the middle
of the lake.
**GHOULS:** Two ghouls lurk in the lake, seeking prey. They rush PCs jumping across the islands (difficulty 2 in combat), seeking to pull them into the lake, risking drowning, where they are more easily dined upon. As core book.
**DROWNING:** +5 vs. PD; 2d6 damage; attacks every round at the start of the PC's turn while the PC is underwater; DC 15
skill check to avoid taking damage, with the option to return to the surface, assuming the PC is not engaged in combat,
or to hold their breath and stay submerged.
**DROWNING:** The PC must make a difficulty 4 Might task to hold their breath or take 5 damage at the start of every
turn they are underwater.
**LAKE TREASURE:** At the bottom of the lake rests the remnants of devoured adventurers. Among the bones is 120 gp, two
*potions of healing*, some ruined tomes of unknown importance, and a ruby that is always warm to the touch.
cyphers, some ruined tomes of unknown importance, and a ruby that is always warm to the touch. [This is *not* one of the
four elemental totems. It's just interesting.]
## 05. Beyond the Lake:
@ -122,9 +128,8 @@ cave walls themselves were lamenting something lost. The cause is unknown.
It seems as if the pedestal at one point had an inscription, but it has been lost to time. [I haven't decided why this
is here yet.]
**GREAT GOLD WYRM, DIABOLIST:** The lynx may represent Marrowmaw, the fabled companion of a great ranger demon hunter.
(*Effect:* +1 inspiration bonus to attack and damage against demons if the PC makes a small appeal to Marrowmaw after a
full heal-up.)
The lynx may represent Marrowmaw, the fabled companion of a great ranger demon hunter. PCs who appeal to Marrowmaw gain
a subtle cypher.
**BEYOND:** The cave passage continues through this room to the various chambers that make up the [Hell-touched
Colony](#07-hell-touched-colony).
@ -135,73 +140,129 @@ Colony](#07-hell-touched-colony).
> Light casts odd shadows from the varying stalagmites and short walls, making it difficult to immediately discern the
> size and depth of the chamber. The rock gives off a slight warmth.
Portions of this section of the dungeon have been touched by the Diabolist's influence. Also by the hellbugs. The
corruption tears through floors of the dungeon, though the depths are not reachable from this area of the first floor.
Portions of this section of the dungeon have been touched by a demonic influence. The corruption tears through floors of
the dungeon, though the depths are not reachable from this area of the first floor. It continues on to an [Empty
Room](#08-empty-room).
**HELLBUGS:** Two hook scuttlers and three giant scorpions prawl the cavern walls and ceilings. They can be spotted with
a DC 20 skill check, or a DC 15 skill check with ample lighting or dungeonsense or similar extraordinary ability. Adept
hunters, they will strike if the party splits itself up investigating the cavern, or if it seems their prey is about to
leave. [Give the giant scorpions a hellish ability, or maybe just fire damage?]
**SHADOWS:** Sixteen or so shadows lurk the chambers, waiting for intelligent prey hopefully carrying light sources. As
*Godforsaken*.
**GM INTRUSION:** Any shadows surviving the encounter stalk the PCs, waiting for them to make camp.
**TREASURE:** The PCs need to take some time before or after the battle to find it, but one of the chambers contains the
skeletal remains of a long-since passed adventurer. Resting on the bones is a *+1 cloak of adroit avoidance* and a
nonmagical ring bearing a family crest. [This should be some kind of nod or hook for something later in the dungeon.]
skeletal remains of a long-since passed adventurer. Resting on the bones is a cypher and a nonmagical ring bearing a
family crest. [This should be some kind of nod or hook for something later in the dungeon.]
# Stat Blocks
## 08. Empty Room
## Ghoulranha
> This room shows signs of a prior combat, years in the past, but nothing remains except bone shards and dungeon rubble.
**1st level mook [undead]**
The north wall has a stone door, behind which is a passage going further north, eventually branching to the [Flooded
Room](#10-flooded-room) and the [Alcoves](#09-alcoves).
* **AC 17; PD 12; MD 10; HP 5;** Init +2; Vulnerability: holy
* **Claw as cold as the deep +5 vs. AC** --- 3 damage, or 6 damage if the target is vulnerable
* *Natural 18+, or natural 12+ if the target is stunned:* the ghoulranha grabs the target and plunges with them into
the lake, see rules on DROWNING.
* *Aquatic predators from beyond:* The ghoulranha does not need to breathe, and is as mobile in water as on land.
**GM INTRUSION:** Six or so wraiths strike out at the PCs. As *Godforsaken*.
## Kobold Archer
## 09. Alcoves
**1st level mook [humanoid]**
If approaching or exiting this room from/to the west (e.g. the [Empty Room](#08-empty-room) after the shadows' lair),
the corridor is trapped with a collapsing ceiling, which, if triggered, blocks the corridor.
* **AC 16; PD 14; MD 10; HP 6;** Init +4
* **Simple knife +6 vs. AC** --- 3 damage
* **R: Tiny crossbow or javelin +7 vs. AC** --- 3 damage
* *Evasive:* Kobolds take no damage from missed attacks.
* *Split off:* When one of the kobold's allies engages a creature engaged with the kobold, the kobold can pop free as a
free action.
* **COLLAPSING CEILING TRAP:** level 4, stealth as level 5; in addition to dealing damage (4), the corridor fills with
sand, blocking passage.
## Kobold Hero
> 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.
**2nd level leader [humanoid]**
This room has exits to the west (the corridor which leads to [Empty Room](#08-empty-room), north (???), and east (???).
* **AC 18; PD 16; MD 12; HP 34;** Init +3
* **Shortsword +7 vs. AC** --- 6 damage, and each nearby non-leader kobold deals +3 damage with its next attack this
battle that hits.
* *Natural even miss:* 3 damage.
* *Evasive:* Kobolds take no damage from missed attacks.
**TREASURE:** Successfully searching (difficulty 2) the alcoves yields a small sack of gems worth 35 gp, and two
cyphers.
## Kobold Warrior
## 10. Flooded Room
**1st level troop [humanoid]**
When a PC first opens the heavy stone door to this room, a rush of water blasts out of the room, risking knocking the
party off their feet (though this only matters if they're somehow in the middle of combat or otherwise under time
pressure, in which case, make this a difficulty 3 Speed task to stay upright). All the PCs hear a sound of muffled stone
scraping stone as the water rushes out --- this is the stone door sliding closed, after the pressure plate at the bottom
of the pool depresses.
* **AC 18; PD 15; MD 12; HP 22;** Init +4
* **Spear +8 vs. AC** --- 4 damage
* *Natural even hit or miss:* The kobold warrior can pop free from the target.
* *Evasive:* Kobolds take no damage from missed attacks.
* *Not brave:* Kobold warriors with single digit hit points will run away the first chance they get.
> As the rush of water subsides and begins pooling around you, you see that the room ahead of you is little more than a
> pit 30' deep, still filled with water. There is room to walk single-file along all of the square room's walls. The
> sound of stone scraping against stone subsides, though you do not know where it came from.
## Lake Ghoul
The puzzle in this room guards a key to part of the dungeon's deeper floors. [I'm thinking there's a door somewhere
deeper that requires totems for the four classical elements, this is one of them.] At the bottom of the room, behind the
stone door that is now shut, is the totem of water.
**3rd level spoiler [undead]**
A door to the north yields a short corridor that leads to an [Empty Room](#11-empty-room).
* **AC 18; PD 15; MD 12; HP 36;** Init +8; Vulnerability: holy
* **Claws and bite like a shark +8 vs. AC** --- 8 damage
* *Natural even hit:* The target is vulnerable to attacks by undead until the end of the lake ghoul's next turn.
* *Natural 18+, or natural 12+ if the target is stunned:* the lake ghoul grabs the target and plunges with them into
the lake, see rules on DROWNING.
* *Pound of flesh:* The lake ghoul's *claws and bite like a shark* attack deals +4 damage against vulnerable targets.
* *Paralyzing bite:* When the lake ghoul hits a vulnerable target with a natural even attack roll, the target is also
stunned (save ends).
* *Aquatic predators from beyond:* The lake ghoul does not need to breathe, and is as mobile in water as on land.
* *Infected bite:* Any creature that is slain by a lake ghoul and not consumed will rise as a lake ghoul the next night.
</div>
**PRESSURE PLATE:** At the bottom of the pit is a pressure plate, pressing it, which requires significant force, opens the stone door. The water, when the room was previously filled to nearly the top with water, was placing enough pressure on
the plate to allow free access to the totem, but with the room now partially drained, the door is closed. The party may
devise any means to press the plate again, including convincing the homunculi in the [Trap-Worker
Room](#15-trap-worker-room) to refill it.
**WATER TOTEM:** The totem, a large wave breaking against the shore carved in wood, sits on a pedestal beyond the stone
door. It always feels slightly wet.
## 11. Empty Room
> The smell of a fresh forest wafts through the air of this room. It is slightly mossy yet warm, as if it is inviting
> you to rest here.
Resting in this room adds +2 to a recovery roll, and grants one subtle cypher. The corridor continues north to the
[Gathering Grounds](#12-gathering-grounds) and east to the ???.
## 12. Gathering Grounds
> Harrowed warrior kobolds turn their weapons in your direction as you open the door to the chamber. Beyond them rests a
> surprising bounty --- the far wall has crumbled away, yielding a natural stream providing fresh water, with moss
> growing among the rocks. The smell of earth here is stronger than in other rooms.
The kobolds in this room are what remains of a party sent to gather more food for the kobolds holed up in the front of
the dungeon. They have been assumed lost by the main settlement, but have survived here on the water and moss.
**KOBOLDS:** (level 2, Speed defense as level 3). Wary as they are, they can be negotiated with and even convinced to
leave where they have taken shelter. If communicated with, they explain that facing dangers from monsters within, they
held here, assuming other kobolds would come to rescue them. If the kobolds are reunited with the main group, the party
will surely be rewarded, either in form of gathered treasure, or perhaps gaining some followers for part of the dungeon.
## 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
> and overwhelmingly chaotic, as the homunculi scuttle across the implements, whatever purpose they serve.
While some parts of the dungeon's traps are magical, many are mundane and nature, and remotely armed or rearmed via this
room. The homunculi are creations of the dungeon itself, meant to tend to the traps and undertake similar upkeep through
some of the dungeon floors. They do not actively target any traps, but rather just keep the dungeon running.
**HOMUNCULI:** (level 2). The small stone homunculi ignore the PCs by default. It's entirely possible the PCs pass
through this room, disturbing and affecting nothing. If the party messes with any of the trap controls, the homunculi
try to push the PCs away and scurry around, resetting or undoing whatever the PCs did. They are not hostile, and attack
only when being attacked. They can be reasoned with, or convinced to take certain actions (such as refilling the
[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.
## 18. The Hall of Shadows
If the party does not have the *shadowward*:
> This room is pitch black, and even your brightest light sources seem to get partially engulfed by the darkness. It is
> nearly impossible to see more than a couple feet in front of you, but you have seemingly no choice but to press
> forward.
If the party *does* have the *shadowward*:
> As you enter this room, the shadows seem to shy away from you, creating an area of perfect visibility around you, and
> you can vaguely make out misaligned floor tiles on the way to the other end of the hall. A cage of shadow rests in the
> center of the room.
This room tests the thoroughness of the PCs. They would do well to turn back if they cannot see, lest they almost
certainly trigger four pit traps (as *Godforsaken*, Stealth as level 6 without the *shadowward*, Stealth as level 2 with
it). The four pit traps cross the width of the hall, and are spread evenly across the length of the hall, making
avoiding them difficult if not detected.
**SHADOW CAGE:** The cage, made of material shadow, holds *bounding boots* (as *Godforsaken*). It is easily opened if
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 ???.

View File

@ -1,15 +1,16 @@
Title: Dungeon23
Description: bss's Dungeon23 entry.
Footer: <a href="legal">This content is available under the OGL v1.0a and the 13th Age Community Use Policy.</a>
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
# Dungeon23
This dungeon is designed for [13th Age](/13th-age/) adventurers starting out at level 1, and running through level 10
(and beyond?). Given the size of the dungeon, it is probably appropriate to level up the characters when they advance a
level in the dungeon.
Combats are generally, vaguely, built around the assumption of parties consisting of four PCs, but this is not a hard
rule.
This dungeon is designed for [Cypher System](/cypher/) adventurers starting out at tier 1, and slowly escalating to tier
6 (and beyond?). Combats are generally, vaguely, built around the assumption of parties consisting of four PCs, but this
is not a hard rule.
## Appearance to the World

View File

@ -8,10 +8,13 @@ The tabletop RPG repository of [bss](https://bss.zone/) and friends.
* [Adventuring!](13th-age/adventuring/) --- an experiment in a campaign setting built up entirely from nothing but the
collective creativity of the gaming group, using the [13th Age](13th-age/) system but assuming none of its setting.
Because it's not tied to the 13th Age setting at all, bss is trying a branch of [the campaign under Cypher
System](cypher/adventuring/)!
## Systems
* [13th Age](13th-age) --- bss's favorite D&D-like.
* [13th Age](13th-age/) --- bss's favorite D&D-like.
* [Cypher System](cypher/) --- a cross-genre general system that bss is starting to mess with.
## Dungeon23