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

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(Transitions: roll +DL)
(Transitions: roll +DL)
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1-2 egress
 
1-2 egress
  
3-6 DL +1
+
3 DL -1
 +
 
 +
4-6 DL +1
  
 
== Discovery (roll +DL) ==
 
== Discovery (roll +DL) ==

Revision as of 11:27, 6 June 2021

Danger Level (DL) and Rolls

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

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 directly into the Ancient Vampire's resting place

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

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

1 dead end

2 left and ahead

3 left and right

4 ahead and right

5 left right ahead

6 transition

Events (roll +DL)

1 Denizen

2 Discovery

3 Nothing

4 Nothing

5 Hazard

6 Denizen

7 Discovery

8 Hazard

9 Denizen

Transitions: roll +DL

1-2 egress

3 DL -1

4-6 DL +1

Discovery (roll +DL)

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)

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)

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

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