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.
Comments