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Post by falconious on Feb 19, 2018 14:04:38 GMT -5
I have been running a series of microdungeons in a separate board. I thought it would be fun to make a new set of them a bit closer to what I originally intended. I hope to post a new one every weekday till I have made a whole set.
Since death is likely, a character may be resurrected by donating 200 grains of rice at freerice.com. You do not get to keep any treasure found in an adventure in which you died.
Basic Mechanics
Opponent difficulties are rated at Moderate (75%), Challenging (100%), Difficult (115%), and Epic (150%). These numbers are the percentage of Hit Point Capacity of the character.
Player Hit Point Capacity = (3.5*(weapon dice))+ Personal Adds + Weapon Adds
Monster Hit Point Capacity = (Difficulty percent) * (Player hit point capacity)
Monster MR = (Monster Hit Point Capacity)*10/8.5
Adventure Listing
The title of the listing consists of the playing card it is keyed to, the name of the Magic The Gathering card that served as the inspiration, and the edition that card came from. The body of the listing is like one from a published solitaire adventure.
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Post by falconious on Feb 19, 2018 14:05:31 GMT -5
4C Deathmark, Coldsnap
1. You step through the portal, and see a crimson snowflake. Lines of magical fire course through it, and the snowflake gets bigger. You realize it is a massive snowflake pattern on the snowy ground, and you descend into one of its arms. You see a varta in the middle of it, holding something. If you are an elf, go to 5. Otherwise, go to 3.
2. Curabitur sollicitudin auctor ipsum, id congue lectus faucibus vel. Phasellus viverra eget quam ac aliquet. In molestie vehicula aliquam. Ut malesuada purus eget semper imperdiet. Pellentesque vehicula elementum rhoncus. Ut blandit, sem in eleifend tincidunt, lectus mi ullamcorper leo, vitae pulvinar orci arcu ac lacus. Quisque et ligula ac ante finibus venenatis.
3. "Time to see if my blade is still true!" cries the varta, who then charges you. She is of Moderate difficulty. If you defeat her, go to 6. Otherwise, perform the respawn procedure.
4. Donec porttitor est a fermentum bibendum. Suspendisse euismod turpis id lacus lacinia faucibus. Duis semper ac diam eu commodo. Nulla auctor finibus turpis eget semper. Curabitur vitae arcu metus. Integer placerat bibendum cursus. Sed dictum tincidunt lacus vel aliquet. Pellentesque tincidunt in nibh eu suscipit.
5. "Time to test this new enchantment! I hope you're ready to scream!" cries the varta as she charges you. She is of Moderate difficulty, but every point of damage that gets through to you is tripled. If you defeat her, go to 6. Otherwise, perform the respawn procedure.
6. The dead varta lies at your feet. Her blade is lying on the crimson snow. It does only 2d6 damage, but any damage that through to an elf is tripled.
The exit portal appears.
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Post by falconious on Feb 20, 2018 14:44:02 GMT -5
5D Displacement Wave, Magic Origins
1. You arrive in a large metal chamber, with walls festooned with pipes and other tubing. Lights flicker from a panel on a dais. You can make out a man in a bubble of force; and three demons, who look oddly insubstantial.
"Help me!" cries the man. "Either fight the demons, or dispel their summoning from the control panel there!" He points at the lecturn.
If you want to go to the control panel, go to 2. To fight the demons, go to 3.
2. The demons press you as you make your way to the panel; it will be tricky to work at it and fight the demons at the same time.
You may either attempt to understand the panel and make an L1-SR on IQ, or opt for smashing it and make an L2-SR on STR. If you succeed go to FIXME 4. If you fail, go to 3, but for the first round you will be at 75% adds.
3. You start attacking the demons. Their insubstantial state makes them a lot weaker than you would have expected. They are of Moderate difficulty. If you defeat them, go to 5. Otherwise, perform the respawn procedure.
4. With the application of grey matter or brute force, as appropriate, you disrupt the summoning and the demons vanish. The bubble of force disappears from around the man. "Thank you so much!" says the man as he approaches. He hands you a strange metal box with lights and a button on it. "You are much more worthy to have this than I." This box can be used once to dispel any demon. The exit portal appears.
5. The demons die, their bodies leaving nothing but traces of ash. The bubble of force disappears from around the man. "Thank you so much! I thought I would be trapped and they would escape!"
The exit portal appears.
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Post by falconious on Feb 21, 2018 16:00:41 GMT -5
3C Spikeshot Elder, Scars of Mirrodin
1. You arrive in a well-lit cavern. You see before you a rather lupine-looking uruk, but one that is covered with long spikes. You must fight him. His MR is at 50% of your combat total. However, each round you must make an L1-SR to dodge the spike he shoots at you. If you fail, add another 10 percentage points to the uruk. If you die, perform the respawn procedure. Otherwise, the exit portal appears.
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Post by joelmarler on Feb 21, 2018 22:42:15 GMT -5
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Post by falconious on Feb 23, 2018 15:38:09 GMT -5
2S Disappearing Act, Kaladesh
1. You arrive in a spacious room with marble walls. A group of people, half-disappearing, stand in the middle of an intricately design circle. A man in robes stands over a bloodied person lying at his feet. He holds a sparkling gem in one hand, magic crackling around it. The bloodied person cries out "Destroy the circle and save my family." He collapses. If you want to take the gem, go to 2. If you want to destroy the circle, go to 3.
2. You dash towards the man in robes and grasp for the jewel. You grab it, and feel the tingle of the magic. The man in robes disappears, as does the group in the circle. Go to 4.
3. You dash towards the circle. A swift scuffing motion disrupts the circle, and its occupants now look fully solid. The man in robes, seeing he has been thwarted, disappears. The bloodied person weakly says "Thank you," before he collapses for good. The exit portal appears.
4. The bloodied person, painfully propping himself up, says "Curse you. They were all I cared about." A ray extends from his hand and strikes you, disenchanting one of your magic items. The jewel is a "freestanding" Duraspell, and will hold kremm indefinitely and independently of the Duraspell spell. The exit portal appears.
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Post by falconious on Mar 26, 2018 12:11:33 GMT -5
6H Tunnel, Fourth Edition
1. You arrive near a clandestine hole in an alley near what appear to be the walls of a giant hospital. You can see a tunnel extending a long way under the wall. Water drips down from the tunnel's ceiling and makes puddles on the floor. It does not look steady. If you want to alert a guard to the tunnel, go to 3. If you want to go through the tunnel, go to 2.
2. You can see that the tunnel is unsteady in spots, and the pillars groan frequently. All of a sudden, you hear and enormous SNAP as one of the pillars gives way. Make an L2-SR on SPD. If you fail, perform the respawn procedure. If you succeed, go to 4.
3. As you turn to leave, a figure pops out of the hole! "You cannot remain alive to tell anybody about this operation!" he says. Fight a Moderate enemy. If you die, perform the respawn procedure. If you win, gain a poinard from the body and go to 5.
4. You luckily avoid the falling ceiling. You keep continuing through the tunnels, until you find a ladder leading up. Climbing it, you find yourself in a supply closet. The door is open, and you hear footsteps approaching. The exit portal appears, giving you time to grab 1d3 vials before you leave. 1. A vial of Stonefish venom. 2. A vial of particularly potent Silly Sal's Bitters, with 2d6 DARO doses. 3. A vial of linseed oil. 4. A self-heating vial of chicken soup that heals 2 CN. 5. A vial of rubbing alcohol. 6. A vial containing the liver of a cat.
5. You inform the guard about the tunnel. She dispatches soldiers, who come back shortly thereafter to report that the tunnelers have been arrested. Gain 50 gp as a reward. The exit portal appears.
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Post by falconious on Apr 7, 2018 19:18:42 GMT -5
2H Shaleskin Plower, Legions
1. You arrive deep in a forest, during the autumn if the leaves are any indication. Before you is a creature that looks a bit like a pig, but has enormous tusks that continually dig into the ground. The creature is snorting continually and digging at the ground. To give the creature one of your rations, go to 2. Otherwise, approach the creature in a friendly manner and go to 3.
2. The creature hurriedly eats up your ration, then enthusiastically starts sniffing the ground and digging. Go to 4.
3. Make an L1-SR on CHR. If you succeed, the creature reacts in a friendly manner to you, and eagerly starts sniffing and digging at the ground. Go to 4. Otherwise, it runs off and the portal appears.
4. The creature runs a little bit, then starts digging at the ground in one spot. Soon it uncovers a mushroom. To grab the mushroom, go to 5. Otherwise, go to 6.
5. Make an L2-SR on SPD to grab the mushroom before the creature eats it. If you succeed, go to 7. If you fail, take 1d6 hits direct to CN from its bite and go to 6.
6. The creature eats the mushroom and flops over contentedly. The exit portal appears.
7. You grab the mushroom, which may be eaten to restore all CN. The creature gives you a look of disdain and swiftly trots off. The exit portal appears.
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Post by falconious on Apr 9, 2018 11:53:50 GMT -5
6C Glen Elendra Liege, Planechase Anthology
1. You step into a portal chamber. One portal shows a brightly-lit flowering meadow, and the other a dark swamp. Suddenly a spear flies over your head. You turn around and see a pixie on a giant wasp! Worse, the walls are closing int. You must choose one of the portals. If you choose the meadow, go to 2. If you choose the swamp, go to 3.
2. The meadow may not have been the best choice. The pixie on her wasp flies in, and all the buzzing normal bees swarm you. The pixie is Moderate difficulty, but you are at -10% adds due to the swarm. The only treasure is the pixie's spear. The exit portal appears.
3. You enter the swamp, which is very gooey underfoot. The arrives and attacks. She is of Moderate difficulty. The only treasure is her spear. Make an L2-SR on LK or lose a boot to the swamp. The exit portal appears.
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Post by falconious on Apr 30, 2018 14:00:21 GMT -5
3S Amoeboid Changeling, Premium Deck Series: Slivers
1. You step into a giant cave. Gemstones of all sorts are visible on the floor, walls, and ceiling; and a little investigation shows they are mostly finished gemstones. There is an open giant amethyst geode in the center of the cave. To walk away from the geode, go to 3. Otherwise go to 2.
2. You approach the geode. Suddenly, all the amethysts move until they cover a moving blob that has a vaguely humanoid face. "What do you bring to me for a boon? Gems, or conversation?" To give the creature at leave 500 gp worth of gems, go to 4. Otherwise, go to 5.
3. You walk away from the geode, and the exit portal appears.
4. "You have been found worthy!" You feel a tingling as your body rearranges itself. You are transformed into a random good kindred; apply the attribute modifiers, even if you are turning into the same kindred. Your skin in now purple and covered in hard purple crystals, for an armor of 10 (no doubling for warriors or paragons). The exit portal appears.
5. Make an L2-SR on CHR to impress the creature. If you succeed, go to 4. Otherwise, go to 6.
6. You are transformed into a ratling; apply the ability modifiers. Your skin is now purple and covered in hard purple crystals, for an armor of 10 (no doubling for warriors or paragons). The exit portal appears.
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Post by falconious on May 8, 2018 14:54:12 GMT -5
AH Golgari Guildgate, Duel Decks: Jace vs. Vraska
1. You see before you a massive wall. There are three open gates. One is labeled "Pestilence", one "Famine", and the third "Death". A fourth, labeled "War", is boarded up. To enter "Pestilence", go to 2. To enter "Famine", go to 3. To enter "Death", go to 4.
2. You walk through the gate and into a hallway. You feel energy being drained from you, but you somehow feel healthier. Lose 5 WIZ permanently, but you are now immune to disease. The exit portal appears.
3. You walk through the gate and into a hallway. You feel energy being drained from you, but your belly feels full. Lose 5 WIZ permanently, but you no longer need to eat. The exit portal appears.
4. You walk through the gate and into a chamber with a crystal skull on a pedestal. A beam of light shoots from it into you. Gain 3 WIZ permanently. The exit portal appears.
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Post by khaboom on May 12, 2018 14:17:36 GMT -5
Hey - just want to say thanks for doing this!
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Post by falconious on May 19, 2018 16:21:42 GMT -5
My pleasure. I am contemplating making a microdungeon club/event at my FLGS, a topic which nicely segues into my next adventure listing.
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Post by falconious on May 19, 2018 16:42:04 GMT -5
For this next listing, I have two versions: one where I went a bit crazy, and a more expedited one that could be written up in a short time-frame. Please let me know which version you prefer.
Version 1 - Long
3H Ageless Sentinels, Scourge
1. You arrive in a large garden with many weaving stone paths. There are several large statues, but they are moving. They carry out the same little actions over and over. However, a much bigger statue of a bird does not move, and it appears to be a shiny black. There are many tracks of blood here, all seeming the come from the large statue. To follow the blood trails, go to 3. To walk away from the blood trails, go to 2.
2. You attempt to walk away from the blood trails, but the paths are deceptively confusing, and you alway keep coming back to the blood trails. It looks like you'll have to follow them.
3. The trails seem to converge on an arch that stands a good piece from the big bird statue. The arch says "Withstand Adversity, And Those Who Your Shall Pay". The arch encircles a force-field through which you can see a courtyard covered with blood. To turn back, go to 4. To pass through the force-field, go to 5/
4. You walk away from the arch, and soon find the exit portal.
5. You step through the arch, and suddenly the force-field sparks and becomes more substantial. You see a bright circle in the midst of dried blood. The statue looms overhead. To step in the circle, go to 7. To leave by the forcefield, go to 6.
6. You attempt to pass through the forcefield. You receive shocks that do 10 damage to CN. Go to 5.
7. You step into the circle. At once, the bird starts to move and buffet you with obsidian feathers. Make an L1-SR on CN. If you succeed, go to 8. If you fail, you are reduced to a puddle of blood. Perform the respawn procedure.
8. You are badly buffetted, but somehow you survive. You are covered with an improbable amount of blood, but are fully healed. From now on, for every 2 spite damage you take in one round in combat, you automatically do 1 extra spite damage in the next round. The exit portal appears a way off, so you add a new trail of blood to those present.
Version 2
3H Ageless Sentinels, Scourge
1. You arrive in a courtyard with an enormous shiny black bird statue. The courtyard is covered in dried blood, but there is a shiny stone circular disc in the middle of the blood. Around the disc are the words "Withstand Adversity, And Those Who Oppose You Shall Pay". You may leave through the exit portal if you want. Otherwise, stand in the circle and go to 2.
2. You stand in the circle and the bird statue comes alive and buffets you with obsidian wings. Make an L1-SR on CN. If you fail, you are reduced to a puddle of blood; perform the respawn procedure. Otherwise, go to 3.
3. You survive the buffetting. You are fully healed, although covered in an improbable amount of blood. From now on, for every 2 spite you take in a round, you automatically do 1 extra spite next round. The exit portal appears.
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Post by falconious on May 19, 2018 20:29:49 GMT -5
5S Phantasmal Fiend, Alliances Variation 2
1. You step into a castle room well lit by torches. A table is in the middle of the room with a green frog-legged creature holding a deck of cards. "Care to make a little wager?" it hisses. To approach the creature, go to 2. To leave the room, go to 3.
2. "A simple game: we draw for high card. Your soul's strenght can be a big help." Choose how many WIZ to spend, then go to 4.
3. "Leaving already?" asks the creature. With a hop from its legs, it jumps in front of you. It has 50% difficulty, but has 15 armor. If you die, perform the respawn procedure. If you win, the only treasure is the deck of cards. The exit portal appears.
4. Make an L3-SR on LK; add 1 to your roll for every WIZ you spent. If you fail, those WIZ are lost permanently. If you succeed, add half the number of WIZ spent to either your STR or your CN. The exit portal appears.
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