Difference between revisions of "Goon Deeps of Sargolis:Catacombs of Naltis"

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(Scenery (roll twice))
(Egresses (roll +DL))
 
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== Danger Level (DL) and Rolls ==
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Danger Level ranges from 0 to 3 and modifies many rolls in these tables. It starts at 0, at the first dungeon egress you encounter. All rolls on the tables are a single six-sided die.
 +
 +
== Egresses (roll +DL) ==
 +
1 behind a barrel in the basement of the Happy Ass tavern
 +
 +
2 a simple ladder down the hole in an alley of convenience
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 +
3 stairs seem to lead into the basement of Idim's Holy Temple - but not really
 +
 +
4 a pale green door between Grimshow's Curiosity Shop and Eddle's Heirlooms for Cheap
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5 a portal that connects the catacombs into an empty attic of an abandoned tavern
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6 under the second bridge built across the river Nals
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7 a side door from the executioner's passage out of the abandoned Imperial Tower
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8 a door into the City Armory - bolted on both sides
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9 a large cabinet in the Harsh Lady's dining room
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== Scenery (roll +DL, twice - lower roll takes precedence in conflict) ==
 
== Scenery (roll +DL, twice - lower roll takes precedence in conflict) ==
 
1 plain room with rocky floor and stone block walls
 
1 plain room with rocky floor and stone block walls
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6 debris on floor
 
6 debris on floor
  
7 storage containers (possible treasure)
+
7 stagnant air with a foul odor
  
 
8 sourceless red glow of heat (each time you enter, add 1 item of "Hot" to load and remove all items of "Cold")
 
8 sourceless red glow of heat (each time you enter, add 1 item of "Hot" to load and remove all items of "Cold")
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5 left right ahead
 
5 left right ahead
  
6 roll again (1-2: egress; 3-6: transition)
+
6 transition
 
 
== Egresses ==
 
1
 
 
 
2
 
 
 
3
 
 
 
4
 
 
 
5
 
 
 
6
 
  
 
== Events (roll +DL) ==
 
== Events (roll +DL) ==
 +
1 Denizen
  
 
2 Discovery
 
2 Discovery
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9 Denizen
 
9 Denizen
  
== Transitions: roll +DL for new danger level (max 3) ==
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== Transitions: roll +DL ==
1-2 exit
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1-2 egress
 +
 
 +
3 DL -1
 +
 
 +
4-7 DL +1
  
3-4 DL -1
+
8 egress
  
5-6 DL +1
+
9 DL -1
  
== Treasure (roll +DL) ==
+
== Discovery (roll +DL) ==
 
1 skeleton + weapon (1-2: dagger; 3: sword; 4: axe; 5: spear; 6: two-handed weapon (counts x2 items))
 
1 skeleton + weapon (1-2: dagger; 3: sword; 4: axe; 5: spear; 6: two-handed weapon (counts x2 items))
  
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== Denizens (roll +DL) ==
 
== Denizens (roll +DL) ==
2 Swarms of spiders (roll +DL:: 1-3: 2, 4-5: 3, 6: 4) (DS 8 each)
+
1 Vagrants (roll:: 1-3: 1, 4-5: 2, 6: 3) (DS 8 each, mendicant and threatening)
 +
 
 +
2 Swarms of spiders (roll +DL:: 1-3: 2, 4-5: 3, 6+: 4) (DS 8 each, territorial)
 +
 
 +
3 Giant rats (roll +DL:: 1-3: 2, 4-5: 3, 6+: 4) (DS 7+DL each, defensive and skittish)
 +
 
 +
4 Lost child (DS -, frightened and homesick, came to explore / hide from bullies / run away)
 +
 
 +
5 Ring of thieves (roll +DL:: 1-3: 2, 4-5: 3, 6: 4, 7+: 5) (DS 7+DL each, armed with clubs and knives, territorial, secretive, and aggressive) *roll twice for treasure
 +
 
 +
6 Lesser vampires (roll +DL:: 1-3: 2, 4-5: 3, 6-7: 4, 8-9: 5) (DS 10, life stealing, prowling and hungry)
 +
 
 +
7 Sentinel bat (DS 8, evasive, leaves room on the first missed attack, if it escapes roll twice for denizens in next room)
 +
 
 +
8 Leech armor (2 Load, +3 Armor; -1 Skulker and Erudite; DS 10 Dangerous Action to remove)
 +
 
 +
9 Ancient vampire (DS 13, life stealing, cruel and scheming) + retainers (roll twice again for denizens)
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 +
''life stealing'' on a successful hit (players fail a roll), gains 1 Health (this does not change DS)
 +
 
 +
== Hazard (roll +DL) ==
 +
1 hidden hollow spot in floor (each person roll +Skulker or +Erudite v DS 8, each time passing through room) - on first failed roll, tumble and take damage then the spot is known and no more rolls required
 +
 
 +
2 steps slippery when wet (each person roll +Skulker v DS 8) each failed roll, tumble and take damage
 +
 
 +
3 spiderwebs (to cut through, fight as opponent DS 8 that deals no damage) - each failed roll, roll for a Denizen attracted to the commotion
  
3
+
4 pressure plate (first person roll +Erudite v DS 8) - failure triggers silent alarm - roll twice for Denizens in next room
  
4
+
5 closed portcullis - opening it closes a portcullis behind you; to open either one, highest Brute rolls v DS 8
  
5
+
6 withered human bodies hosting fungal fruiting bodies (roll +Brute v DS 8+DL) - on failed roll, take no damage but add the amount of failure to your Load as Spores; can be removed by medical or magical treatment
  
6
+
7 hidden tripwire (first person roll +Erudite v DS 10) - on failed roll, trigger swinging hammer that damages person behind you
  
7
+
8 one-way hidden door - entering increases DL by 1
  
8
+
9 entrance to Ancient Vampire's resting place
  
9 Ancient vampire (DS 12) + retainers (roll twice again)
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== Dice Rolls ==
 +
https://orokos.com/roll/c-Catacombs+of+Naltis

Latest revision as of 11:30, 6 June 2021

Danger Level (DL) and Rolls[edit]

Danger Level ranges from 0 to 3 and modifies many rolls in these tables. It starts at 0, at the first dungeon egress you encounter. All rolls on the tables are a single six-sided die.

Egresses (roll +DL)[edit]

1 behind a barrel in the basement of the Happy Ass tavern

2 a simple ladder down the hole in an alley of convenience

3 stairs seem to lead into the basement of Idim's Holy Temple - but not really

4 a pale green door between Grimshow's Curiosity Shop and Eddle's Heirlooms for Cheap

5 a portal that connects the catacombs into an empty attic of an abandoned tavern

6 under the second bridge built across the river Nals

7 a side door from the executioner's passage out of the abandoned Imperial Tower

8 a door into the City Armory - bolted on both sides

9 a large cabinet in the Harsh Lady's dining room

Scenery (roll +DL, twice - lower roll takes precedence in conflict)[edit]

1 plain room with rocky floor and stone block walls

2 mossy walls

3 low ceiling

4 wet walls

5 water on floor

6 debris on floor

7 stagnant air with a foul odor

8 sourceless red glow of heat (each time you enter, add 1 item of "Hot" to load and remove all items of "Cold")

9 frigid (each time you enter, add 1 item of "Cold" to load and remove all items of "Hot")

Layout[edit]

1 dead end

2 left and ahead

3 left and right

4 ahead and right

5 left right ahead

6 transition

Events (roll +DL)[edit]

1 Denizen

2 Discovery

3 Nothing

4 Nothing

5 Hazard

6 Denizen

7 Discovery

8 Hazard

9 Denizen

Transitions: roll +DL[edit]

1-2 egress

3 DL -1

4-7 DL +1

8 egress

9 DL -1

Discovery (roll +DL)[edit]

1 skeleton + weapon (1-2: dagger; 3: sword; 4: axe; 5: spear; 6: two-handed weapon (counts x2 items))

2 skeleton + armor (1-2: leather; 3-4: shield; 5: chain (counts x2 items); 6: helmet)

3 tablewares (1-4: base metal; 5: silver or gold (worth a bag of coins); 6: unbroken glass (worth 2 bags of coins))

4-5 artwork (1-3: carved wooden figurine; 4: scrimshaw; 5: brass statuette; 6: silver or gold) (worth 1 bag of coins)

6 artwork (1-3: carved wooden figurine; 4: scrimshaw; 5: brass statuette; 6: silver or gold) (worth 2 bags of coins)

7 enchanted item (1-3: gemstone jewelry; 4: lucky coin; 5: weapon; 6: wand) (roll on Maze Rats tables for effect)

8 cursed item (1-3: gemstone jewelry; 4: unlucky coin; 5: weapon; 6: wand) (roll on Maze Rats tables for effect)

9 1-3: weapon; 4-6: armor

Denizens (roll +DL)[edit]

1 Vagrants (roll:: 1-3: 1, 4-5: 2, 6: 3) (DS 8 each, mendicant and threatening)

2 Swarms of spiders (roll +DL:: 1-3: 2, 4-5: 3, 6+: 4) (DS 8 each, territorial)

3 Giant rats (roll +DL:: 1-3: 2, 4-5: 3, 6+: 4) (DS 7+DL each, defensive and skittish)

4 Lost child (DS -, frightened and homesick, came to explore / hide from bullies / run away)

5 Ring of thieves (roll +DL:: 1-3: 2, 4-5: 3, 6: 4, 7+: 5) (DS 7+DL each, armed with clubs and knives, territorial, secretive, and aggressive) *roll twice for treasure

6 Lesser vampires (roll +DL:: 1-3: 2, 4-5: 3, 6-7: 4, 8-9: 5) (DS 10, life stealing, prowling and hungry)

7 Sentinel bat (DS 8, evasive, leaves room on the first missed attack, if it escapes roll twice for denizens in next room)

8 Leech armor (2 Load, +3 Armor; -1 Skulker and Erudite; DS 10 Dangerous Action to remove)

9 Ancient vampire (DS 13, life stealing, cruel and scheming) + retainers (roll twice again for denizens)

life stealing on a successful hit (players fail a roll), gains 1 Health (this does not change DS)

Hazard (roll +DL)[edit]

1 hidden hollow spot in floor (each person roll +Skulker or +Erudite v DS 8, each time passing through room) - on first failed roll, tumble and take damage then the spot is known and no more rolls required

2 steps slippery when wet (each person roll +Skulker v DS 8) each failed roll, tumble and take damage

3 spiderwebs (to cut through, fight as opponent DS 8 that deals no damage) - each failed roll, roll for a Denizen attracted to the commotion

4 pressure plate (first person roll +Erudite v DS 8) - failure triggers silent alarm - roll twice for Denizens in next room

5 closed portcullis - opening it closes a portcullis behind you; to open either one, highest Brute rolls v DS 8

6 withered human bodies hosting fungal fruiting bodies (roll +Brute v DS 8+DL) - on failed roll, take no damage but add the amount of failure to your Load as Spores; can be removed by medical or magical treatment

7 hidden tripwire (first person roll +Erudite v DS 10) - on failed roll, trigger swinging hammer that damages person behind you

8 one-way hidden door - entering increases DL by 1

9 entrance to Ancient Vampire's resting place

Dice Rolls[edit]

https://orokos.com/roll/c-Catacombs+of+Naltis