Tuesday 3 April 2012

Fantasy Heartbreakers & What I'm Working On


Dausuul's Fantasy Game (aptly entitled "Heartbreaker") was announced, and is available for free download here:  http://www.mediafire.com/?2cm04w2ehh9m6ie

If you are interested in Raven Crowking's Fantasy Game, the compiled system-as-it-stands can be downloaded here:  http://www.mediafire.com/?om36l1vc23p7f6d – be aware that the OGL may need to be updated, as there is material that I have added since work on that section.

I have been working on RCFG for what seems like a very long time now, as some of you may be aware.  I have also recently been working on the first persistent campaign setting for RCFG, working on the megadungeon known as the Dungeon of Thule.  I am going to post two encounter areas below, but if you have any intention of playing in this game (online or offline), I would advise you to skip the following.

I am also still eagerly awaiting Goodman Games’ Dungeon Crawl Classics RPG, which, if all goes well, I should have the pre-release pdf of this week or next.  No word on the exact date is yet forthcoming…..I’ll be reviewing the game here.
























2.  Hall of the Skull Cairn:  The passage leads into a room, some 30 feet north-to-south and perhaps 50 feet east-to-west, with an archway indicating a passage in the centre of each wall.  The room is dusty, with scraps of bone, rags, and similar debris scattered along the walls and corners.  About 10 feet in front of the western archway is a cairn of heaped skulls – humanoid and animal – that reaches to a height of about 3 feet.  The room is barrel-vaulted to a height of about 15 feet.

The cairn was a territorial marker for the Skull Heap goblins, which inhabited this section of the dungeon long ago.  The skulls are mostly those of goblins, dire rats, and the like, although a few are very small humanoid skulls (from mites), and there are one or two human skulls as well.  The skulls are ancient – most have been here for decades or centuries.  If the cairn is disturbed in any way, it will be reformed 1d6 days later, when no one is about, by the goblin spirits who still inhabit this area. 

If, however, the skulls are destroyed or taken away, the goblin spirits become angry, and 1d6 days later creatures passing anywhere in Areas 2 to 40 will begin to hear the almost inaudible muttering of goblin voices, which will grow louder over the next 1d6 weeks.  Eventually, the first goblin spirit incorporates and places the first fresh skull (a fully intact head, use the Wandering Monster chart to see what type) to build a new cairn.  Thereafter, groups of 2d6 goblin spirits will be encountered as Wandering Monsters (1 in 6 chance; if not, use the normal chart), working at severing heads until the cairn is rebuilt.  This will continue until all cairns (Areas 241, and 85) are restored, the undead goblin witch doctor in Area 29 is destroyed, or the goblin spirits are exorcised or slain.  There is a potential pool of 123 goblin spirits.

During this period, the whole area becomes attuned to the Necromantic spell source, at first faintly, and then strongly.  When the muttering is heard, spells cast from the Necromantic spell source are cast at +1 Caster Level.  When the goblin spirits are able to manifest, these spells are cast at +2 Caster Levels, and can be cast using the ambient necromantic energy (not using the sorcerer’s spell slots).  These effects end when the cairns are rebuilt, or when the undead are otherwise removed.

Goblin Spirit (Small Undead):  Mv 20 ft.; AC 14; Init +2; HD 1d6; Att 1 short sword (1d6); SA None; SD Semi-corporeal (can turn incorporeal to flee or manifest to start encounter), silver or magic weapons to hit; SQ darkvision 60 ft., powerless in daylight; SV (Fort –2, Perc +0, Prow –2, Reas –1, Refl +2, Will +0); ML 10; XP 18 + 1/hp.  Skills:  Intimidate +4, Stealth +10, Theft +4.

123 goblin spirits:  Hp:  2, 6, 1, 5, 1, 2, 3, 1, 2, 2; 3, 6, 3, 2, 1, 2, 6, 4, 5, 4; 5, 6, 1, 2, 4, 1, 6, 6, 4, 4; 6, 5, 3, 2, 5, 4, 3, 4, 4, 1; 4, 5, 2, 6, 6, 6, 3, 6, 4, 5; 6, 5, 3, 2, 5, 4, 3, 4, 4, 1; 5, 2, 5, 1, 3, 2, 5, 4, 5, 2; 2, 5, 2, 6, 6, 3, 3, 1, 3, 5; 3, 2, 3, 1, 6, 1, 6, 5, 1, 5; 5, 4, 1, 1, 6, 6, 2, 6, 2, 4;  5, 1, 5, 3, 3, 6, 1, 1, 4, 3; 2, 1, 1, 5, 6, 1, 2, 5, 6, 3; 6, 4, 5.

51.  Temple of Osiris:  Inner Fane:  Mildly attuned to Celestial (+1 CL) and Eldritch Horror (+2 CL) Spell Sources.

This area is 15 feet high, the ceiling upheld by thick pillars that march in three rows, along the walls and along the centre of the area.  These pillars were carved as though they were living trees, but they seem twisted and fungal somehow.  Thick webs are strewn between the pillars, along the walls, in the corners, and along the ceiling.  The walls appear to be tiled with green, blue, and yellow tiles, but some sheen of iridescent colours seems to be growing across it, like a thin layer of slime.

The walls are cool and slimy to the touch.  Any creature touching the slime begins to glow softly at night with a strange, iridescent hue, after 1d6 days.  At this time, the character must attempt a Fort or Will save (DC 20).  If the save succeeds, the glow fades over the course of another 1d6 days.  Otherwise, the glow is permanent, and the character suffers a random mutation that manifests during the next 2d12 days, with a +20 on the roll.  Repeated exposure causes repeated effects, and each repeat causes the roll to be made at an additional +5.  If the slime is actually tasted, the roll has an additional +10, and there is no save.  If taken from here, the slime dwindles and disappears over the course of 1d8 hours.

Because of the webs (which do not burn), movement here is at half speed, and creatures cannot run or charge.

Within this area lurk eight spiders of Leng, man-sized spiders that can pretend to be human by wearing yellow robes that conceal their features, with four legs acting like “legs” and four acting as “arms”, each “arm” or “leg” being in fact two legs.  They can speak with thin reedy voices, and know all languages.  Indeed, these spiders are fed information from the Akashic record, and have Knowledge +20 in all things.  They also, therefore, know specific things about characters, their families, their fears, their hopes, and their weaknesses.  They claim to be temple priests of Yog Sutehkis, and will answer many questions and promise many things to avoid allow characters near Area 52.  When not pretending to be human, they can climb in this area at full speed.

Spider of Leng (Medium Aberration [Eldritch Horror]):  Mv 30 ft, Climb 20 ft; AC 15; Init +4; HD 4d8+4; hp 20, 18, 20, 12, 29, 20, 15, 24; Att 1 bite (1d6); SA poison (Fort DC 20, 2d6 damage for 2d6 rounds), webs (entangle DC 25); SQ darkvision 60 ft.; SV (Fort +4, Perc +12, Prow +4, Reas +12, Refl +8, Will +12); ML 9; XP 235 +1/hp (255, 253, 255, 247, 264, 255, 250, 259).  Skills:  Climb +10, Knowledge (All) +20, Stealth +10.

1 comment:

  1. I really like your megadungeon rooms. They are very well suited for megadungeon troop play; mysterious, with a past and a changing future.

    Even if I don't steal them outright, they're helping me coalesce thoughts on what I want to achieve in the dungeon I'm making.

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