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Post by falconious on Aug 29, 2018 15:20:32 GMT -5
This is the second set of my fleshed-out microdungeons ( here is the first set). The basic mechanics from that set apply, but I am attempting to streamline the presentation. The difficulty will just be given as a percentage. If you die and I don't say otherwise, just assume you are to perform the respawn procedure. The listing consists of the playing card the adventure is keyed to (not particularly relevant in this iteration) and the inspiration for the adventure.
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Post by falconious on Aug 29, 2018 15:21:17 GMT -5
22 August 2018 AC, Sarah Vellum
1. You emerge into what looks like a sheep farm, but there is a gleaming office building right next to the gates to the fields. To explore the fields, go to 2. To enter the office building, go to 3.
2. The sheep dog does not like strangers. 75% difficulty. If you win, the exit portal appears.
3. You enter the office building and see a scribe working at a desk with a nameplate that reads Sarah V. "Excuse me," she says, "but could you get some sheep's hide for me? One ram or two ewes will do the trick." You can fight the ram at 4, the ewes at 5, or decline and leave through the exit portal.
4. You are fighting a ram, 125% difficulty. If you win, Sarah gives you a magical ram's horn that will, only once, summon a 40 MR attack sheep for one round. The exit portal appears.
5. You are fighting two ewes, one at a time, 100% difficulty each. If you succeed, Sarah draws up a fancy set of papers for you, giving +5 to SRs to show high status or wealth. The exit portal appears.
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Post by falconious on Sept 1, 2018 0:17:51 GMT -5
31 Aug 2018
4C, Thiotimoline (for the full effect, you should look this up on Wikipedia)
1. You emerge into a massive room with pipes running all over. Two people in plague suits approach you. "Please help us dispose of that thiotimoline. It is extremely poisonous to us! You can turn the wheels on that machine to do that." You may know about thiotimoline; make an L2-SR on IQ. If you succeed, go to 2. Otherwise, go to 3.
2. Thiotimoline can be dissolved with water; the water in three days' rations should do the trick. To sacrifice three days' rations, go to 4. Otherwise, go to 3.
3. You'll have to use the machine. Make an L2-SR on STR to run the pump. If you succeed, go to 4. Otherwise, go to 5.
4. The thiotimoline dissolves in the water. The people in the plague suits hand you a bucket with fire burning in it. It does 2 damage for every WIZ spend using it, even warriors. The exit portal appears.
5. The wheel seizes up before anything happens in the reaction chamber, but the thiotimoline dissolves anyway. Suddenly, water bursts forth from one of the pipes, flooding you and the reaction chamber. One piece of equipment is rusted/mildewed to half effectiveness. The exit portal appears.
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Post by falconious on Sept 1, 2018 0:19:48 GMT -5
1 Sept 2018
4D, Ordinary People Whose Work Equipment Turns Into Japanese Weapons
1. You emerge onto one side of a canyon. A dwarf surveyor is taking measurements with a simple theodolite. "You there!" he calls out. "Take this post to the other side and hold it up straight." He motions to a swaying rope bridge. To accept, go to 2. To refuse, go to 3.
2. Make an L2-SR on DEX to make it across. If you fail, you fall and see the fresh body of another dwar surveyor shortly before you impact and die. Otherwise, you make it across. The dwarf makes his measurements and tosses you a sack with 2d6 DARO gold coins. The exit portal appears.
3. "Is that so?" the surveyor asks. He takes the theodolite off and picks up his tripod, which turns into a tetsubo. Fight him. Dustbeard has 26 CN, 7 personal adds, 6 hits of armor, and fights with a tetsubo (treat as a heavy mace that weighs 100.) If you win, the only treasure is the tripod that turns into a tetsubo. The exit portal appears.
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Post by falconious on Sept 2, 2018 13:56:32 GMT -5
2 Sept 2018
6D, Fancy Ball Inspired by King's Quest 6
1. You emerge near a message board, close to a mansion. You see a picture of a man wanted dead or alive. You turn around and see him running past and into the mansion, which on further inspection appears to be hosting a celebration. To pretend to be one of the guests, go to 3. To enter as one of the servants, go to 2.
2. No matter how out of place you look, nobody is going to turn down and extra set of hands. As you are wondering how to get to the ballroom, the sous-chef runs up and says "You! Take this pot up to the ballroom." The pot is heavy, hot, and foul-smelling; make an L2-SR on CN to get it to the ballroom. If you fail, go to 4. Otherwise, go to 5.
3. The guard at the door won't be easy to fool. Make an L2-SR on CHR to bluff your way in. If you fail, go to 4. If you succeed, go to 5.
4. For your screw-ups, the kennel-master has released a hound on you. 75% HPT, but the dog is so vicious that each 6 does 2 spite. If you win, the exit portal appears.
5. You are in the ballroom and see your target. You will have to challenge him to a duel, which means one weapon and no armor. 100% HPT. If you win, the town sheriff give you 1d6 orichalcum coins, worth 100GP each. The exit portal appears.
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Post by falconious on Sept 9, 2018 15:01:42 GMT -5
8 Sept 2018
3S, One-Way Heroics, Personal Experience, Godville
1. You emerge in a fancy restaurant. The maitre d' comes up and says "Your table is ready. Would you like the common fare for 1gp (go to 2), the fine fare for 20gp (go to 3), or the feast for 50gp (go to 4)? If you don't have enough for any, go to 2.
2. The portions are quite generous for such small price; you re fed for this adventure and the next. However, the after-dinner mint becomes razor sharp in your mouth; 1d6 hits direct to CN. The exit portal appears.
3. The meal is quite delicious and preternaturally filling; you are fed for this and the next two adventures. The after-dinner mint is incredibly refreshing; you get a +3 bonus to your next SR on CHR since your breath is so fresh. The exit portal appears.
4. The feast is expansive and consists of numerous courses and a wide variety of dishes. You are fed for this and the next three adventures. The maitre d' asks if you want the after-dinner chocolate or mint. To choose the chocolate, go to 5. To choose the mint, go to 6.
5. The chocolate is labeled "Health Bar". If may be eaten at any time to heal 1d6 CN/MR. The exit portal appears.
6. The mint is labeled "BREATH Mint". It may be eaten to cast a Freeze Please on the eater's level. The exit portal appears.
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Post by falconious on Sept 13, 2018 20:19:00 GMT -5
5D, Steven Seagal
1. You emerge into a mountain forest near a building. You see a birdman with white feathers, a gray tail, a long yellow beak, and a name tag that says "Hi! I'm Steven!" Steven calls out "Make a donation to our dojo?" Write down how much you want to give, and go to 2.
2. If you wrote 50gp or more, or all you had, go to 3. Otherwise, go to 4.
3. "Thank you very much!" says Steven. The exit portal appears.
4. "You really should be more generous!" says Steven, who attacks. 100% difficulty, but damage is non-lethal and healed at the end of this paragraph. Each round, make an L2-SR on STR or have one weapon knocked out of your hand(s). If you lose, you awaken with all your money gone. If you win, find what you donated, plus 1d6*10gp. The exit portal appears.
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Post by falconious on Oct 21, 2018 16:56:44 GMT -5
20 Oct 2018
5H, End of trail, Order of the Stick
1. You arrive at the edge of a chasm. You see the exit portal next to a tall tree on the other side of the chasm. You hear rapid hoofbeats in the distance, coming closer. A voice calls out "I can help you cross, but it will cost you." To investigate the hoofbeats, go to 2. To search for the voice, go to 3.
2. You see a bipedal warthog with purple sunglasses and a cannon on one arm, which the warthog fires at you. Make an L2-SR on DEX to avoid the shot; you die if you fail. Otherwise, fight (75%, 5 armor). If you win, go to 4.
3. You look around and see a snail whose shell has alternating fluorescent pink, mother-of-pearl, and chrome strings. "I can shoot that tree so it falls across, but I need food in exchange." To give the snail 5 rations, go to 4. Otherwise, go to 5.
4. The snail with the gaudy shell says "For you help, you may cross." It shoots a laser beam from its antennae, causing the tree to fall and bridge the chasm. You may cross and exit.
5. You hear the hoofbeats get close, and the snail shoots out a laser beam in their direction. Go to 2, but apply 2d6 damage to your foe before fighting.
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Post by falconious on Oct 21, 2018 18:50:26 GMT -5
21 Oct 2018
3H, Hasran Ogress, Chronicles
1. You arrive in a cave. The cave is decorated, although the decorations are either crude or violent. A pink-skinned ogre comes to you and says "20 gold for an attempt at healing." To pay, go to 2. Otherwise, go to 3.
2. "Thank you. Follow". She walks to another part of the cave, where cow has been tied up. She mumbles something, then passes you a dagger. She points at the cow and says "Stab." Roll 2 dice. For each 4, 5, or 6 rolled, spend 5 WIZ and heal 1 CN. You may repeat this as many times as you want, for 20 gp each time. The exit portal appears.
3. "You scare off customers and not pay?!" screams the ogre, who charges you. 110% HPT, and every 6 she rolls heals 1 of her MR. If you win, you may take the dagger "Life Comes Dear" (2d6 + 4). For every 6 you roll in combat while wielding the dagger, spend 5 WIZ and heal 1 CN. If you don't have the WIZ, take 1 CN damage instead. The exit portal appears.
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Post by falconious on Oct 23, 2018 12:47:13 GMT -5
22 Oct 2018
AD, Woolly Razorback, Coldsnap
1. You emerge into an icy plain. You may either exit through the portal, or investigate the icy cave in the distance by going to 2.
2. As you step into the cave, you hear snoring, with slowly turns to growling. A huge woolly boar rises up, covered with ice and snow. It has 100% HPT, but its stats change as it knocks the ice off itself, revealing the razor plates on its back. Round 1: 25% HPT, 10 armor. Round 2: 50% HPT, 5 armor. Rounds 3+: 100% HPT, no armor. If you win, you may salvage 1d6 intact razor plates, which serve as utilitarian daggers. The exit portal appears.
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