|
Post by cartomancer on Nov 7, 2009 22:12:49 GMT -5
Hey, all. I know it's been a while since i posted anything on this thread (i've been lurking to see the ideas that you guys come up with as, well as thinking through of my own). So not to worry JJB, you've not jumped the gun and, your enthusiasm is sure to go a long way in life. :0).
The idea i'm toying with at the moment takes a little from column A and, a little from column B of the ideas that i have put forward here, mixs them up in a bowl and, sprinkles it with agent X. :0).
I do like the idea of multiple cards... But i don't see why they can't all be the same cards. Sound odd?? Not to worry, it'll make sense in a jiffy. :0).
I was thinking each card could hold several pieces of information (room size, number of exits, chance of a monster, chance of treasure, chance of a trap, flavour text) and, you then would shuffle the cards up and deal them out into as many piles as there are categories and, bingo! Instant random dungeon.
So my idea is essentially that which pile the card is in should dictate it's outcome. What do you guys reckon to this as an idea?? :0).
|
|
Hogscape
11th level Troll
 
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
|
Post by Hogscape on Nov 7, 2009 22:19:09 GMT -5
Well, I didn't know that was decided upon since cartomancer started the thread. Haha. What you see: A cavernous opening into the earth. No light beyond the natural currently penetrates into the naturally carved room beyond. You can hear the water drippling and trickling from within, but it's source is unknown. What you don't see: Two man-sized tunnels depart from this cavernous room, in opposite directions. They descend downward into the bowels of terra firma. Who's here: Nothing but the tadpoles the wiggle about within the tiny pools of water that collect within the cavern entrance. A dank warm breeze issues forth from the tunnel to the left. The passage to the right seems to have been dug or at least developed futher by hand and tool.
|
|
Hogscape
11th level Troll
 
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
|
Post by Hogscape on Nov 7, 2009 22:38:36 GMT -5
The left hand passage:
What you see: The tunnel winds a little, this way and slops down into the earth at a pace that is easy to traverse if you're prepared to travel with care (L1SR on DEX or trip, taking the difference in temporary ST loss if travelling faster than a considered walk). It runs east for about 60 ft. before taking a sharp 90 degree turn to the south.
What you don't see: about 30 ft. down is a concealed door pressed into the mud wall (L3LK to spot by chance; a diligent search of the entire tunnel will reveal the door but takes 1d6 x 30 minutes). Beyond is a small chamber about 15 ft. across with a low ceiling (5 - 6 ft.). Within can be found a nest-like bed of hay, branches, leaves, bones and discarded (stolen) bits of clothing. The Fetch lives here and gathers bits and pieces from his victims in the bed. At any time there will be 3d6 x 100 silver coins and 2d6 x 10 gold.
Who's here: The Fetch lives here. He watches how comes and who goes and reports the information to 'those below'.
The Fetch is an evil spirit summoned by sorcery to perform a wicked deed. With the deed done, most spirits return from whence they came, not so with The Fetch. It remains, manifesting in any bit of flesh that it can find. At the moment, The Fetch looks roughly humanoid with a flat shark-like head and a crab-claw instead of its left hand. The creature has an MR of 18 multiplied by the number of foes it faces. Whenever it rolls 3 or more sixes in combat, it spasms and magically grows a new limb or appendage that increases its MR by 2d6.
The new limb might be an arm of gristle ending in a morningstar of muscle and bone or a pair of angelic wings; a spiked tail; a second head - and so on, all traces of things it has killed.
If The Fetch rolls 4 sixes it becomes invisible (doubling its HPT) and may choose to flee and alert its masters or stay and finish off its quarry.
|
|
|
Post by jongjungbu on Nov 8, 2009 9:47:28 GMT -5
Beyond the left hand passage:
What you see: The tunnel ends abruptly into an east-west tunnel. The appearance of the walls and floors indicate that, though the tunnels may have once been natural, something currently inhabits the cavernous system.
What you don't see: The tunnel is extremely dark without a source of light or night vision. Without such a source, one will not see the root-mat covering a small pit at the end of the tunnel. L2-SR on IQ to have noticed the trap and walked around it, L1-SR if one has a light source. The trap is only 6 feet deep--anyone could climb out. But falling in still hurts, resulting in 1d6 of hits unless you're already flying.
Who's here: A 6-foot poisonous boa with an MR of 20. Falling in, the boa immediately attacks with a poisonous bite in the first round (L2-SR on DEX to avoid the bite; failure results in one additional die being rolled in combat by the boa, for 1d6 rounds). The second round and beyond, the boa will attempt to constrict its prey (L1-SR on STR to break free; failure results in 1 point of ST temporarily lost). The boa will not leave his pit. If one can fly, escape is immediate. Otherwise, if the snake is still alive and attacking, it will require both a L1-SR on ST for the climb under duress followed by a L1-SR on DEX to simultaneously avoid the snake's attack.
If the snake is killed, there is nothing but partially digested remains and bones in the bottom of the pit. If lucky during a search of the gross remains, (L2-SR on LK or the casting of Oh There It Is), one may spot a small stone statuette within the remains worth 1d6 x 100 gold.
|
|
|
Post by feldrik on Nov 8, 2009 11:52:06 GMT -5
Here is how multipul decks might work... What you see: A cavernous opening into the earth. No light beyond the natural currently penetrates into the naturally carved room beyond. You can hear the water drippling and trickling from within, but it's source is unknown.
What you don't see: Two man-sized tunnels depart from this cavernous room, in opposite directions. They descend downward into the bowels of terra firma.
Whats There: Roll 1d6 1:nothing of interest 2:A monster, draw from the monster deck 3:A trap,draw from the trap deck 4:A device,draw from the device deck* 5:A monster and a trap,draw one from each deck 6:A lair, draw from the monster deck and the treasure deck
*A device is something that presents a challange but is not automatically assumed to be deadly.Fountains,magic mirrors,puzzels and such.They can have dangerous effects but may also be benificial..or just annoying Each card will also have a chart to roll a d6 on to determine treasure that is in the room. Treasure:roll 1d6 1:copper equal to 1000xthe dungeon level 2:silver equal to 100x the dungeon level 3: gold equal to 10x the dungeon level 4: Draw an item card 5: Roll again and also draw an item card
The GM has the rigth to over rule any card they have drawn.The cards are simply a guide for the GMand the system will probably be used for pickup games and quick one shot dungeons as well as solos. Some way of tailoring the monsters to the level of the dungeon is a good idea as well.
|
|
|
Post by jongjungbu on Nov 8, 2009 13:56:52 GMT -5
My understanding was that this thread was about designing a solo. Not that you couldn't use it in a GM session, but the Infinite Dungeon module that cartomancer brought up is a solo.
|
|
|
Post by feldrik on Nov 8, 2009 19:46:11 GMT -5
I was going on the idea that it would be a GM adventure but my stuff is from a solo rules set I am working on. I was not using cards but charts...the card idea is kind of nice too! I played it solo, kept records of the room layout and where characters died and then ran that as a GM game. As a solo it was interesting but had no story but you could give it one by choosing a deck of specific monster types and a goal to reach in the last room.
|
|
|
Post by cartomancer on Nov 9, 2009 2:17:36 GMT -5
This is going great guys. I know i've been pretty hands off at the moment but, i am still reading through.
feldrik, i'd love to see those tables if you'd be willing to share?? :0).
|
|
eagle
1st Level Troll
Posts: 45
|
Post by eagle on Nov 30, 2009 22:44:27 GMT -5
I really like the idea of an Infinite dungeon but where can you get monster pictures? I found some on the Arduin Websight.
|
|
|
Post by feldrik on Nov 30, 2009 22:57:08 GMT -5
The tables are in my Never Ending Journey...which you have seen by now. They could easily become cards for a setup like this. Give it a try and let us know how it works out.
|
|
|
Post by cartomancer on Dec 1, 2009 3:07:07 GMT -5
The tables are in my Never Ending Journey...which you have seen by now. They could easily become cards for a setup like this. Give it a try and let us know how it works out. I certainly will give a try. Hopefully within the next couple of weeks. 'The Never Ending Journey' looks really good by the way and, also pretty easy to customise. I do hope to run a character through it later on today (It's a busy day today, tommorow and, Thursday though). By the end of the week at the latest... And i still haven't had a shot at Wierdworld yet!! So much TnT goodness to play!! Yay. :0).
|
|
eagle
1st Level Troll
Posts: 45
|
Post by eagle on Dec 16, 2009 9:56:39 GMT -5
Here's an idea for a dungeon room:
When you walk into this room you smell lemons. You see something small and yellow on a table. Then you hear weird music. It makes you feel so good you want to stay there forever. But if you walk over to the table and eat the yellow stuff, you can leave.
|
|