Working on the text for the "One Page Dungeon"

Current Draft...

The Harpy Pit
Feel free to exchange harpies with your favoured winged menace

Pit Wall Exploration

Making one loop of the pit is treacherous and slow work that takes two hours.

Roll a die for each 2 hour period of exploration (or part thereof),


0
A number of harpies equal to half the current pit level attack.
1
A harpy attacks.
2
Slippery slope (mark this on the map), succeed in a dexterity/reflexes check, or suffer injury when you drop 10 metres/30ft to the next pit path.
3
Slow ground (mark this on the map), this ground is rough and takes twice as long to pass.
4-5
Nothing happens
6
You find a secluded space suitable for camping (Mark this on map).
For every 12 hours of exploration use a ration of food and water.

If you pass through a designated danger zone 1 from your roll. 

Cave Exploration

When you reach an unmarked cave entrance, write a letter on it (starting with A,B,C, etc.), it is now considered marked. Indicate the direction you want to go (up or down), then make a navigation/spelunking role (if your game uses such things, otherwise some kind of intelligence role). Exploring a cave takes an hour unless otherwise indicated.

Then Roll 4d6

If the player succeeded, they may choose 3 dice and allocate them.

If the player failed, the GM may choose 3 dice and allocate them.

Die
Movement
Dangers
Treasures
1
Emerge three levels in the wrong direction, from the nearest unmarked cave entrance.
Lethal Danger – A number of degenerate and mutated adventurers (with total hit dice roughly twice the pit level emerged from)
No Treasure
2
Emerge a level in the wrong direction, from the nearest unmarked cave entrance.
Major Danger – A veteran party of rival explorers (with total hit dice roughly equal to the pit level emerged from)
Common Treasure – A few bits of damaged adventuring gear (worth a number of coins roughly equal to half the pit level emerged from)
3
Emerge from the nearest unmarked cave entrance in the wrong direction 
Major Inconvenience – This cave loops and takes many hours (3d6), and is strenuous work. Use up a food and a water ration per party member.
Tradable Treasure – Some pieces of working adventuring gear (worth a number of coins roughly equal to the pit level emerged from)
4
Emerge from the nearest unmarked cave entrance in the right direction
Minor Danger – A competitive but inexperienced group of rival adventurers (with total hit dice roughly half that of the pit level emerged from)
Useful Treasure – A few pieces of working adventuring gear (worth a number of coins roughly equal to twice the pit level emerged from)
5
Emerge two levels in the right direction, and find the nearest unmarked cave entrance.
Minor Inconvenience – This cave takes a few hours (2d4), and is strenuous work. Use up a food and a water ration per party member.   
Valuable Treasure – Antique items that may be useful but are more valuable to collectors (worth a number of coins roughly equal to five times the pit level emerged from)
6
Emerge four levels in the right direction, and find the nearest unmarked cave entrance.
No Dangers
Rare Treasure – An assortment of lesser goods, and one rare highly sought piece (worth a number of coins roughly equal to ten times the pit level emerged from)
On emerging, mark the cave entrance you emerge from with the same letter as the cave entrance you entered.

Example: Characters win the roll, they start on the tenth level of the pit. The roll is 2,3,5,6. 5 is allocated to movement (emerge on level 12), 3 to dangers (reroll of 3d6 says it takes 11 hours), and 6 to treasures (the party finds treasures worth 10 times the emergent level of 12, or 120 coins).

If you roll multiple dice with the same number, a special event occurs (regardless of whether these dice are chosen)

Doubles
(if there are two sets of doubles, both occur)

11
The cave passage is a dead end.
22
As well as anything else, the cave passage is filled with toxic gases (unsuccessful save causes victim to pass out).
33
The cave intersects an underground river,   any water-skins or bottles may be refilled here.
44
Lost explorers wander these parts of the   cave, they are injured, hungry and tired.
55
The cave passage is filled with arcane markings that form a vague map of the pit. You may choose to reroll the exploration dice on you next turn.  
66
The cave passage leads to the closest unmarked entrance to the nearest settlement.


Triples

111
This cave bears all the signs of being warded or cursed by an ancient shaman. Were they keeping something in, or something out?
222
This cave is an unmarked harpy nest (it contains a number of harpies equal to the pit level emerged from)
333
In the depths of this cave is a chamber filled with edible mushrooms. Each party member may restock with 1d6 food rations (once only).
444
This cave has recently been used as an encampment location for another band of explorers.
555
The cave has obviously been worked by miners in the recent past, there are d6 uncut gemstones lying scattered across the floor.
666
This cave has been riddled with cult symbols, successfully deciphering these avoids any dangers the next time a cave is explored.


Small Upper Settlement – Walker’s Rest

The proprietor of this establishment stocks a range of foodstuffs as well as water-skins containing an assortment of drinks. She pays low rates for any trinkets picked up in the caves (50% of cost price), and often fixes broken equipment before onselling it to adventurers planning to head down further into the pit. She also offers lodgings for a night at a reasonable price.

Large Settlement – The Halfpit

The adventurers who settled here make a lucrative trade with the explorers who regularly travel up and down the pit. Food and drink are available here at twice the normal costs, as are lodgings (at a more reasonable rate). There is a 50% chance of another adventuring party, or a visiting healer who might offer their services for a price. A range of various equipment can be found for sale (roughly what you’d find in a small town market, with the occasional rare item), prices here are about 50% more than you’d expect elsewhere.  

Small Lower Settlement – Mistdrift


An old mystic sits in a half decayed structure that looks like one of the old ruined temples scattered throughout the hidden corners of the world. Every 2 hours, there is a 75% chance he’ll be meditating in a mystic trance to maintain the sacred barrier that prevents untold horrors from emerging through the rolling clouds beneath. If he is awake, he will fully heal and rejuvenate (remove hunger or thirst) anyone who asks for his assistance. He has nothing to sell, but anyone may make camp here at no cost.  

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