dungeon masters info
TRANSCRIPT
-
8/6/2019 Dungeon Masters Info
1/29
UPDATES (July 22, 2011):
-Update notes.
-New section: TRADING.
-New Spy operation: Sabotage.
-New special room type: Prison.
-New Servants category: Prisoners.
-New constructions: Mining Station, Honey Farm, Herbal Garden, Toy
Workshop.
DUNGEON REAL ESTATE
A 5x5x10 ft. (1x1x2 squares) unit of dungeon real estate costs 1,000 Wealth.
Dungeon real estate at the base level, between 0 ft. and 10 ft. (Z-level 0), has
no modifier to its cost, but dungeon real estate every 10 ft. (2 square) above or
below Z-level 0 costs 250 more Wealth per two squares above or below,
according to the following table.
Z-Level Wealth Cost0 1,0001, -1 1,2502, -2 1,500
3, -3 1,7504, -4 2,000Etc. +250 per additional Z-level
above/below
The individual real estate units of your dungeon must all be in contact
vertically or horizontally, for the Indentured Minion Labor Union does not have
the time or money to waste on recruiting teleporting laborers. Purchased
dungeon real estate can be filled in with rock again for no cost, but you receive
no additional Wealth for doing so.
Special types of dungeon real estate are grouped into the following rooms.
Different special rooms cannot open up onto one another; they must be
separated by corridors or regular, non-special rooms. Special room dungeon
real estate costs are the same as regular dungeon real estate costs.
-
8/6/2019 Dungeon Masters Info
2/29
Inner Sanctum: The heart of your dungeon, and where you command your
monsters, plot evil schemes, and gloat menacingly. If and when an adventuring
party makes it to your Inner Sanctum, you must immediately go there to
confront them. A Boss Battle against you will then occur here. Inner Sanctumsmust contain at least 36 units of real estate. These 36 units are provided to you
for free when you begin your dungeon, but they can only be used to construct
the Inner Sanctum. Monsters cannot be stationed in your Inner Sanctum
according to delegation rules set by the Indentured Minion Labor Union. You
can place whatever traps and constructions you wish in your Inner Sanctum
(unless otherwise specified). If you are Large size or above, there must be a
path leading from your dungeon entrance to your Inner Sanctum large enough
to accommodate you (2x2x2 units for Large size villains, 3x3x4 for Huge size
villains, 4x4x4 for Gargantuan size villains).
Vault: Mountains of gold and jewels will decorate your Vault when youaccumulate enough Wealth. Wealth is physically stored here. Each 1x1x1 cube
of dungeon real estate (not 1x1x2 unit) can contain 5,000 wealth. You cannot
accumulate wealth beyond what your Vault can hold. Your Vault must contain
at least 10 units of real estate. These 10 units are provided to you for free
when you begin your dungeon, but they can only be used to construct the
Vault. Monsters cannot be stationed in your Vault as a last-ditch measure to
prevent on-the-job thefts. Constructions (except for Vault-specific
constructions) cannot be placed in your Vault. Traps can be placed in your
Vault (unless otherwise specified). If adventurers stumble across your Vault,
they may steal Wealth from it if left unmolested. Make sure it is guardedcarefully.
Barracks: Even the most loyal and mindless monsters need a place to rest at
night, and the Barracks is it. Each 1x1x2 unit of Barracks dungeon real estate
can support two monsters or eight minions, thanks to the miracle of Indentured
Minion Labor Union-endorsed quadruple bunk beds. You cannot recruit
monsters beyond what your Barracks can support. Your Barracks must contain
at least 6 units of real estate. These 6 units are provided to you for free when
you begin your dungeon, but they can only be used to construct the Barracks.
Monsters can be stationed in your Barracks. Traps cannot be placed in your
Barracks. Constructions can be placed in your Barracks (unless otherwisespecified).
Prison: Not every witless adventurer will fall to your monsters; some might
throw themselves at your mercy and become your prisoners. This can happen if
your monsters, typically ones of higher intelligence, manage to cut off any
possible escape route or otherwise create a hopeless situation for adventurers.
-
8/6/2019 Dungeon Masters Info
3/29
You can order your monsters mid-raid to try and take specific prisoners, but
again, their success at this will depend on their intelligence. Without a
dedicated prison, prisoners you have require 2 of your monsters (or monster
equivalents) each to be inactive and off the map during dungeon raids to watchover them. With a dedicated prison, however, you are only required to make
inactive 1 monster-equivalent per 5 prisoners the prison can contain. Every 2
real estate units to a prison can house 1 prisoner. If not properly housed, your
prisoners will attempt to escape during dungeon raids, becoming additional
adventurers for the duration of the raid. The benefits may outweigh the risks,
though (see Prisoners under SERVANTS).
TRADING
Having negotiated contracts with the nations of the outside world, youre ready
to step into the ring of big business and become producers and suppliers!
By building certain constructions, you can choose to generate a certain amount
of Wealth depending on your contracts with the nations of the outside world
every session, or instead stockpile the resource the specific construction
creates. The resources that the various nations find in demand, and the
categories of the products you can currently create, are shown below. If you
choose to stockpile and sell a resource in bulk instead of as it is produced, you
gain additional Wealth equal to 1,000 multiplied by the number of units youre
selling. You can stockpile resources without limit; they take up no dungeon
space and require no mechanical storage.
United Semper
Alliance
Crimson
Empire
Gringoni
a
Manpower
Medicine
Metals
Comfort
foods
Entertainme
nt
Spices
Beverag
es
Drugs
Science
Construction Product Created Category of Product
Mining Station Ores Metals
Honey Farm Honey Spices
Herbal Garden Herbs Drugs AND Medicine
-
8/6/2019 Dungeon Masters Info
4/29
Toy Workshop Toys Entertainment
MONSTERS
Monsters are the backbone of your villainous operation. Unless you have a
long, sprawling dungeon filled to the brim with constructions and traps,
adventurers will be able to march to your Inner Sanctum unopposed without
monsters to stop them. Monsters can have three behaviors: stationed,
patrolling, or wandering. Stationed monsters stay put within an area you
specify and ensure that adventurers do not pass by any means. Patrolling
monsters move back and forth between two areas you specify and alert the
nearest fellow monsters they find when they see adventurers. Wandering
monsters move about however they choose, but also alert the nearest fellow
monsters they find when they notice adventurers. Monsters can be fired from
your dungeon at any time, but you receive no additional Wealth for doing so.
You cannot station more than 6 monsters in any one 8x8 unit area, due to strict
personal space requirements set by the Indentured Minion Labor Union. Elite
monsters count as 2 monsters and 4 minions count as 1 monster. There is no
limit on how many patrol points you can set monsters on by area like there is
for stationed monsters, but a patrol route for a monster must span at least
three rooms/corridors or 18 units in a direct path, whichever is larger. Note
that, if additional monsters are brought to or stationed near an 8x8 area where
there are already 6 monsters, they will wait patiently for a monster involved in
combat to die so they can enter the battle if there is an encounter in progress.
Monsters vary in type, and the type of monster determines their combat
abilities, their behavior when patrolling or wandering, and their intelligence in
and out of combat. More intelligent monsters are more likely to lure enemies
into your traps, take advantage of the terrain, or attack the most dangerous
enemy instead of the closest, among other things. Nameless, generic monsters
are loyal to you and will not betray you (attack you, let adventurers pass
unharmed, steal from you, etc.) without outside influence. You cannotparticipate in encounters alongside your monsters due to strict delegation rules
set by the Indentured Minion Labor Union.
When defeated in battle, each monster rolls a d20. If the result is 10 or above,
the monster survives by hiding, playing dead, or convincing its killer to spare
-
8/6/2019 Dungeon Masters Info
5/29
its life. If the result is 10 or below, the monster dies and is removed from your
stock of monsters. Second-in-Commands can only be killed by a Hero.
Generic Monsters
Brute (Peon): The Peon-level Brute is an excitable new recruit with as much
lust for combat as his brain is small. These living definitions of meatshield
have high hit points compared to other monster types, but lower AC, as they
are reckless in battle. They hit hard, and Peon-level Brute strategy consists of
the tried-and-true tactic hit it until it stops moving.
Combat Abilities: High hit points. High damage. Low AC. Somewhat low
accuracy.
Behavior: Average perception. Prone to laziness. May attempt to engage
injured or weak-looking adventurers without calling for backup.
Intelligence: Very Low
Cost: 1,500 Wealth
Artillery (Peon):The Brutes opposite in combat, the Peon-level Artillery is a
newly-trained archer or apprentice mage who slings arrows or spells from
behind the front lines, with devastating effects. Their profession demands that
they wear little armor for the purposes of manual or magical dexterity, and
they are frail to boot. Peon-level Artillery monsters are best used in
combination with other monster types to protect them.
Combat Abilities: Low hit points. High damage. Low AC. Long-range attacks.
Behavior: Average perception. Prone to laziness. May ostracize self from fellow
monsters due to egomania.
Intelligence: Low
Cost: 1,500 Wealth
Soldier (Peon): The Soldier is similar to yet different from the Brute. The
Peon-level Soldier is a young tough who has just picked up his first sword andboard in order to protect his comrades in villainy. He is (relatively) heavily-
armored and more accurate with his weapon of choice than his fellows, and
knows the first of a long school of insults and taunts to keep enemies focused
on him rather than less-durable allies.
-
8/6/2019 Dungeon Masters Info
6/29
Combat Abilities: High AC. Medium hit points. Low damage. High accuracy. Can
mark enemies.
Behavior: High perception. Prone to laziness. Easily distracted.
Intelligence: Low
Cost: 1,750 Wealth
Character-Specific Monsters
Elite Brute [Peon]: Every aspect of the run-of-the-mill peon brute, multiplied
by two: doubly stupid, doubly tough, doubly brutal.
Combat Abilities: Twice the hit points of a standard monster. High damage.
Low AC. Somewhat low accuracy.
Behavior: Average perception. Prone to laziness. May attempt to engage
injured or weak-looking adventurers without calling for backup.
Intelligence: Low
Cost: 2,400 Wealth
Specific To: Granstorm (Temporarily)
Elite Skirmisher [Peon]: Mobile and hard-hitting, the skirmisher delights in
hit-and-run tactics. Although theyve got good eyes and quick feet, the nature
of their job leaves them twitchy and eager to notice enemies where there are
none.
Combat Abilities: Twice the hit points of a standard monster. High damage.
Highly mobile; gains damage bonuses from movement. Low defenses.
Behavior: High perception. Twitchy and paranoid; easily distracted.
Intelligence: Medium
Cost: 3,200 Wealth
Specific To: Granstorm (Temporarily)
Elite Soldier [Peon]: Soldier that have somehow lived long enough to learn
how not to get killed by obvious flanking tactics and who arent obese enough
to fail to protect their allies get promoted to Elite status and become at least
-
8/6/2019 Dungeon Masters Info
7/29
moderately tough. His wit has been sharpened to a tee as well, the better to
keep foes focused on him.
Combat Abilities: High AC. Medium hit points. Low damage. High accuracy. Can
mark enemies.
Behavior: High perception. Prone to laziness. Easily distracted.
Intelligence: Low
Cost: 2800 Wealth
Specific To: Granstorm (Temporarily)
Elite Artillery [Peon]: Elite artillery have polished their spell or bow arm
enough to cause serious damage to the enemy, although they are no less frail
than before and their egomania has only increased along with their powers.
Combat Abilities: Low hit points. High damage. Low AC. Long-range attacks.
Behavior: Average perception. Prone to laziness. May ostracize self from fellow
monsters due to egomania.
Intelligence: Low
Cost: 2,400 Wealth
Specific To: Granstorm (Temporarily)
Skeletal Minion [Minion Brute] (Peon): The basic, Peon-level skeletal
minion is quick, fragile, and mindless, a living wall of bone separating
adventurers and more important parts of the dungeon. They wield little but a
simple blade and shatter into their composite bones at the slightest impact.
Being mindless undead, they are exceedingly stupid.
Combat Abilities: Fixed, relatively high damage. One hit point. Takes no
damage from missed attacks. Cheap.
Behavior: Average perception. Timid.
Intelligence: Very Low
Cost: 375 Wealth
Specific To: Sandro
-
8/6/2019 Dungeon Masters Info
8/29
Vampire [Lurker] (Peon): Grotesque, legendary masters of the night,
vampires are the centerpieces of tales across the world and a key figure in
many a childs nightmares. The Peon-level Vampire stalks and kills its prey with
great efficiency, although it is frail in direct combat. Vampires believethemselves above other types of monsters, particularly other types of undead,
and are loathe to be forced to work with them.
Combat Abilities: High damage. Low hit points. Can become invisible during
combat. Extra damage when attacking from invisibility or stealth.
Behavior: Average perception. May ostracize self from fellow monsters due to
egomania.
Intelligence: Medium
Cost: N/A. Until Sandro and Thant regain contact with Thants vampire clan,vampire monsters can only be created by having Thant deal the killing blow to
living creatures.
Specific To: Sandro
Thant, Second-in-Command[Elite Lurker]:The enigmatic, charismatic
vampire lord Thant is a predator by nature, using the darkness as both a shield
and a weapon. When not feeding off the blood and fear of lesser creatures,
Thant enjoys Sudoku, fine liquor, and tennis. Although his access to his clan
was cut off some time ago, Thant is willing and able to support lesser undead in
combat under the command of his master Sandro, despite how contact withsuch rabble pains his dignity.
Combat Abilities: Twice the hit points of a standard monster. High damage.
Can become invisible during combat. Extra damage when attacking from
invisibility or stealth. Living creatures slain by Thant become vampire
monsters.
Behavior: High perception. Cautious (sometimes overly so) and observant.
Intelligence: High
Specific To: Sandro
Mirva, Second-in-Command [Elite Controller]: Serinars out-of-shape and
out-of-age succubus wife is long in tongue excessively so, Serinar would
surely argue. When not nagging her husband about pointless, petty pleasures,
she is nagging her enemies to death on the battlefield: Hold that sword
-
8/6/2019 Dungeon Masters Info
9/29
straight, young man! You pronounced the fifty-third syllable wrong, wizard! I
can hear your breathing from across the room, rogue! Get a real job!
Combat Abilities: Twice the hit points of a standard monster. Medium damage.
Capable of inflicting crippling status effects on enemies. Can fly (cannot hover).
Behavior: High perception. Easily angered.
Intelligence: High
Specific To: Serinar
Doneketh the Kong, Second-in-Command [Elite Brute]: Doneketh the
Kong, the skeletal jungle ape, is a berserker in combat, knowing neither mercy
nor pain. Years of enduring the many installments of Mario Party as an AI
character have left his senses dulled, although he is a genius when it comes tomanipulating sentient characters to their dooms. He follows his master AIDACH
around wordlessly, primate grunts and hoots being the only things to come out
of his mouth. He looks down upon sentient characters as unwanted and
unloved by his master as he is, and his pride is great.
Combat Abilities: Twice the hit points of a standard monster. Very high
damage. Very durable. Expert at manipulating enemies into traps.
Behavior: Very low perception. Reckless. Does not fight well with other
monsters.
Intelligence: High
Specific To: AIDACH
Felsper, Seneschal of the Swarm, Second-in-Command [Elite
Controller]: As the Swarms caretaker and steward, it is Felspers job to keep
control over its daily affairs and make sure it runs smoothly a job that
became significantly easier once his master Vespers control over the greater
Beescape was broken. Felsper now struggles daily to justify his worth and his
existence to his master, knowing that he could be dispersed into his
component bees should Vesper grow displeased with him. A hopeless
sycophant, he takes it upon himself to keep count of the countless residents of
the Hive, a herculean task.
Combat Abilities: Twice the hit points of a standard monster. Low damage.
Takes half damage from melee and ranged attacks, but extra from area and
-
8/6/2019 Dungeon Masters Info
10/29
close attacks. Can fly (hover). Capable of inflicting crippling status effects on
enemies.
Behavior: Low perception. Twitchy and paranoid.
Intelligence: Medium
Specific To: Vesper
Ivan the Beholder [Elite Artillery]: Beauty is not in this beholders eyeor
any other part of him, really. Ivan is lazy, sarcastic and paranoid of anyone not
including his master Granstorm, because he knows that you should keep your
friends close and your enemies closer. Their relationship is strained and one of
fear rather than friendship, but so long as Granstorm provides things for him to
kill, he should stick aroundprobably.
Combat Abilities: Twice the hit points of a standard monster. High damage.
Can attack multiple creatures with eye beams. Can fly (hover).
Behavior: High perception. Lazy.
Intelligence: Medium
Specific To: Granstorm
SERVANTS
Servants are monsters that do not participate in combat. They have varyingcosts and functions, as described below. Stationed servants do not count
against your limit for monsters in an 8x8 area, nor do they take up space in
your Barracks in any way.
Spy: Dont you know who I am? Are you retarded? Im the Goddamned
Beeman.
Cost: 2,000 Wealth
Effects:
Reconnaissance: Spies can be sent into the dungeons of your fellowsupervillains on reconnaissance missions. While you are in your Inner Sanctum,
you can deploy a Spy to infiltrate a rivals dungeon for one week. Depending on
what monsters are stationed in the dungeon, the Spy has a varying chance of
being captured (monsters with higher Perception have a higher Spy-detecting
ability than monsters with lower Perception). You can station a Spy (maximum
-
8/6/2019 Dungeon Masters Info
11/29
of 1 stationed in your entire dungeon) in your dungeon as a counterspy, which
has a 50% chance of repelling enemy Spies (missions involving entering that
dungeon fail if the Spy is repelled, but the Spy is not captured and lost).
Captured Spies are killed and lost to you. If he survives, he will return to you inone week with a current map of the rivals dungeon.
Once you have a current map of a rivals dungeon, you can bribe an
adventuring party at the beginning of a dungeon raid, before adventurers enter
the dungeons, to enter that dungeon if you think the party composition can
exploit weaknesses in the dungeon. Bribery costs vary depending on the
relative power of the adventuring party and cannot be determined ahead of
time. If a bribed adventuring party manages to clear the dungeon (be
unopposed in the Inner Sanctum and/or defeat the rival supervillain), you
receive 50% of the Wealth they loot from the rivals Vault. Spies will gain more
functions as you gain Favor.
Sabotage: Once you have a current map of a rivals dungeon, you can send
your spy there to sabotage his resource-producing constructions (Mining
Stations, Honey Farms, etc.) The Spy enters the dungeon in question and loots
the construction in question. You receive 1 unit of the resource it produces, and
the construction does not produce any Wealth or its resource for its owner until
the next session. This operation costs nothing and has a moderately high
chance to succeed.
Spies do not engage in combat if at all possible. Mechanically, Spies are equal
to Minions and are defeated if they take any damage.
Prisoner: Look, the motivational posters, the bunny slippers, the deluxe
chamber potits nice and all and I appreciate it, but Im just notcontent.
Cost: N/A
Not every witless adventurer will fall to your monsters; some might throw
themselves at your mercy and become your prisoners. This can happen if your
monsters, typically ones of higher intelligence, manage to cut off any possible
escape route or otherwise create a hopeless situation for adventurers. You can
order your monsters mid-raid to try and take specific prisoners, but again, theirsuccess at this will depend on their intelligence. Without a dedicated prison,
prisoners you have require 2 monster-equivalents each to be inactive and off
the map during dungeon raids to watch over them (see Prison under DUNGEON
REAL ESTATE to see how the Prison room type affects the difficulty of keeping
prisoners and what happens if they are not properly kept). In exchange,
however, kept prisoners provide you 1 Favor each between sessions, in
-
8/6/2019 Dungeon Masters Info
12/29
addition to the obvious non-mechanical benefits regarding the keeping of
prisoners (information, hostages, etc.). You can execute or free kept prisoners
at any time with no risk or cost.
Interpreter: Buenos das, seor! Donde ests mis submarinos?
Cost: 0 Wealth
Effect: You have one interpreter servant for every language you know, and
cannot gain them in any other way than by earning new languages.
Interpreters can speak, read and write their respective language fluently for
the purposes of translation between people or documents. Interpreters do not
engage in combat. Mechanically, Interpreters are equal to Minions and are
defeated if they take any damage.
TRAPS
No villainous masterminds repertoire is complete without a dizzying array of
deadly traps. Traps can be placed in a room (unless otherwise specified by the
trap or special room description) and will activate according to a trigger
determined by the trap type, whereupon it will hurt or deter adventurers in
some way. Monsters know how and where your traps are triggered and will not
trigger them, but traps themselves usually do not discriminate between friend
and foe and may hit your monsters depending on when they are triggered.
Traps can be dismantled and sold for half their Wealth cost. Traps that are
destroyed can be replaced for half their Wealth cost.
Generic Traps
Crash Test Automaton:A miniature forge dispenses automatons to test your
traps.
Cost: 0 Wealth
Size: 1x1x2 squares (1 real estate unit)
Trigger: A button on the back of the forge is pushed
Effect: The miniature forge dispenses a cheap automaton, which begins tomove forward in a straight line from the forges front. They accept simple
commands from the character who ordered them for the purpose of testing
your other traps. They can take an effectively infinite amount of damage from
traps, but instantly fall apart when attacked by creatures thanks to corners cut
-
8/6/2019 Dungeon Masters Info
13/29
during design by the Indentured Minion Labor Union. Automatons fall apart on
their own after 5 minutes.
Countermeasures: N/A
(For this trap, contact me between games with a copy of your dungeon map at
the ready and I will run you through testing.)
Arrow Trap:Arrows or similar projectiles burst forth from holes in the nearby
wall.
Cost: 1,500 Wealth
Size: One wall adjacent to 1 real estate unit
Trigger: A tile perpendicular to the trap that you specify is entered (additional
trigger tiles linked to the same trap can be purchased for 500 Wealth each)
Effect: Arrows shoot out of the wall each time the trap is triggered. Creatures in
the path of the arrows take low damage and low ongoing damage (if they are
hit; low attack vs. Reflex).
Countermeasures: A high enough Perception check by an adventurer will reveal
the triggering tile and/or the holes in the wall. A high enough Athletics check
can allow an adventurer to jump over the triggering tile. A high enough
Thievery check can disable the triggering tile or block the holes in the wall.
Explosive Trap: Stepping on that tile will be the last mistake she ever makes.
Cost: 1,000 Wealth
Size: The floor of 1 real estate unit
Trigger: A creature steps on the tile (additional trigger tiles linked to the same
trap can be purchased for 500 Wealth each)
Effect: The trap explodes, dealing high fire damage to the triggering creature
and medium fire damage to creatures in a close burst 1 surrounding the tile (if
it hits; medium attack vs. Reflex). The trap is destroyed.
Countermeasures: A high enough Perception check by an adventurer will reveal
the trapped tile. A high enough Athletics check can allow an adventurer to
jump over the trapped tile. A high enough Thievery check can disable the
trapped tile.
Pop-Up Monster: An umber hulk! Get back! Wait a minute
-
8/6/2019 Dungeon Masters Info
14/29
Cost: 500 Wealth
Size: 1 real estate unit
Trigger: A creature moves adjacent to the trap or enters its square
Effect: A cardboard cut-out of a terrifying monster springs up from the ground,
pushing creatures in a close burst 1 surrounding the trap 2 squares (on a hit;
medium attack vs. Will).
Countermeasures: A high enough Perception check by an adventurer will reveal
the slit in the ground through which the cut-out springs. A high enough
Thievery check can delay or prevent the trap from activating.
Pit Trap: A pit trap can be created by purchasing real estate tiles below the
current Z-level. For every Z-level a creature falls, it takes an automatic 1d6damage and must climb out with a successful Athletics check (or find some
other way out). Pit trap camouflage can be purchased for 500 Wealth per floor
tile covered, which can be noticed by a high enough Perception check.
Character-Specific Traps
Slot Machine Trap: Triple 7s, Mac! Triple seveoh youve gotta be fuckin
kidding me!
Cost: 10,000 Wealth
Size: 1 real estate unit
Trigger: An enemy comes within or starts its turn within 3 squares of the slot
machine
Effect: The slot machine makes an attack against the triggering enemy: High
vs. Will. On a hit, the target is pulled adjacent to the slot machine and
immobilized until the end of its next turn. When this effect ends, the target
makes a saving throw; on a success, it can shift 4 squares away and out of the
slot machines attack range as a free action.
Special: If the slot machine trap is unavoidably in between adventurers andyour Vault, if you are defeated, the slot machines range extends to the entire
room it occupies. It makes its attack against the successful adventurers leaving
with your Wealth, using the median Will of the party, and on a success they are
enticed to gamble with your money. You roll a saving throw; on a success, you
receive 25% of your stolen Wealth back. This process repeats until the slot
machine misses its attack, after which the adventurers leave as normal.
-
8/6/2019 Dungeon Masters Info
15/29
Countermeasure: A high enough Thievery check can briefly or permanently
disable the slot machine. A high enough Insight check will reveal its heavily
rigged nature and make the roller of such a check immune to the machines
attacks.
Specific To: Granstorm
Poison Gas Grate:An inconspicious sewer grate suddenly belches forth a
plume of toxic gas.
Cost: 2,000 Wealth
Size: The floor of 1 real estate unit
Trigger: A creature steps on the grate or a tile adjacent to the grate
Effect: The grate opens and lets loose a pent-up cloud of poisonous gas in a
close burst 2 surrounding it. The cloud remains for 5 minutes or until the end of
any current encounter. Creatures that enter the cloud or start their turns in it
take low poison damage.
Countermeasures: A high enough Perception check by an adventurer will reveal
the grate. A high enough Thievery check can prevent it from opening.
Specific To: Sandro
Minor Obelisk:An obelisk of stone marked with arcane runes begins shooting
necrotic bolts.
Cost: 3,000 Wealth
Size: 1 real estate unit
Trigger: A creature presses a triggering rune on a wall at least 5 squares away
from the obelisk as a minor action.
Effect: The obelisk rolls initiative and attacks on its turns (ranged 10, target:
the closest living creature in range) for medium necrotic damage on a hit
(medium attack vs. Fortitude).
Countermeasures: A high enough Perception check by an adventurer will reveal
the triggering rune (the obelisk is in plain sight). A high enough Arcana check
will reveal the obelisks purpose and the purpose of the triggering rune. A high
enough Arcana or Thievery check can disable the obelisk for one turn or
-
8/6/2019 Dungeon Masters Info
16/29
deactivate it entirely via the triggering rune. The obelisk can be attacked and
destroyed (medium HP, medium defenses)
Specific To: Sandro
Sticky Spores:An innocent-looking dotted-yellow mushroom quivers and
bursts, releasing slowing spores in response to nearby movements.
Cost: 2,000 Wealth
Size: 1x1x1
Trigger: A creature enters the mushrooms square, makes an attack while
adjacent to the mushroom, or takes damage while adjacent to the mushroom
Effect: The mushroom bursts, releasing sticky yellow spores in a close burst 1.
All creatures in the burst take low ongoing poison damage and are slowed
(save ends).
Countermeasures: A high enough Nature check by an adventurer will reveal the
mushrooms properties. It cannot be disabled. It can be burst early with an
attack (1 HP, low defenses).
Specific To: Serinar
Hungry Pitcher Plant:Nobody notices the long, tubelike plant amidst the
foliage as it snakes closer to him, eager to feed.
Cost: 3,000 Wealth
Size: 1 real estate unit
Trigger: A creature comes within 5 squares of the hungry pitcher plant
Effect: The hungry pitcher plant makes a Stealth check (high modifier) and
approaches the triggering creature. If the triggering creature notices the
hungry pitcher plant with a high enough Perception check, it retreats to its
original position (it cannot move beyond 5 squares from its original point). If
the hungry pitcher plant goes unnoticed, it attacks and grabs the triggering
creature on a hit. At the start of every turn in which the triggering creature
remains grabbed, it takes high acid damage.
Countermeasures: A high enough Perception check by an adventurer will reveal
the hungry pitcher plant. A high enough Nature check will reveal its
-
8/6/2019 Dungeon Masters Info
17/29
carnivorous nature. The plant can be attacked and killed (low HP, medium
defenses).
Specific To: Serinar
Vermin Cage:Hey, whats in here? OH GOD!
Cost: 1,500 Wealth
Size: 1x1x1
Trigger: A creature pulls a drawstring situated at least 3 squares away from the
camouflaged cage
Effect: The cage opens, unleashing a swarm of vermin on the nearest creature
within 3 squares. The creature takes low poison damage and is dazed until the
end of its next turn.
Countermeasures: A high enough Perception check by an adventurer will
reveal the cage and/or the drawstring. A high enough Thievery check can
disable the trap. The cage can be attacked and destroyed, disabling the trap
(low HP, high defenses).
Specific To: Serinar
Red Space: Even the most minor nuisance adds up after a while. The numbers
do not lie.
Cost: 1,500 Wealth
Size: The floor of 1 real estate unit
Trigger: A creature lands on the space
Effect: The creature loses 3 Currency and one healing surge.
Countermeasures: N/A
Specific To: AIDACH
Duel Space: The #1 cause of homicide among family members since 2141.
Cost: 3,000 Wealth
Size: The floor of 1 real estate unit
Trigger: A creature lands on the space
-
8/6/2019 Dungeon Masters Info
18/29
Effect: The creature must select another creature in the dungeon to duel.
Currency or Pulsars no more than the maximum one of the involved creatures
have are wagered, and the two are teleported to a Virtual Reality Room. The
two creatures then engage in a duel minigame of AIDACHs design andchoosing. The winner receives the losers wagered Currency or Pulsars. If the
result is a draw, no Currency or Pulsars are exchanged.
Specific To: AIDACH
Honey Spill: One of the Hives many honeycombs suddenly bursts open,
spilling sticky honey on anyone unlucky enough to be below it.
Cost: 2,000 Wealth
Size: The ceiling of 1 real estate unit
Trigger: A creature enters the traps space
Effect: The trap oozes honey on the triggering creature, who is immobilized
until the end of his next turn and then slowed until the end of his next turn. A
close burst 2 surrounding the triggering creature becomes difficult terrain for 5
minutes or until the end of the encounter.
Countermeasures: A high enough Perception check by an adventurer reveals
the trapped honeycomb. A high enough Nature check reveals its purpose. An
attack can cause the honeycomb to trigger prematurely (1 HP, low defenses).
Specific To: Vesper
Pollen Cloud: Tripping a delicate wire opens a passage from which hundreds
of pollen-carrying bees fly, spreading their pollen throughout the room.
Cost: 2,500 Wealth
Size: The wall of 1 real estate unit
Trigger: A creature enters a space perpendicular to the trap
Effect: The trap opens, and a cloud of pollen spreads throughout the room in a
close blast 5 from the trap. Spaces within the cloud are lightly obscured for
creatures that are not Vesper and his monsters, and Vesper and his monsters
gain a +2 bonus to attack rolls against creatures in the cloud. The cloud lasts
for 5 minutes or until the end of the encounter. Vesper and his monsters
cannot trigger the trap.
-
8/6/2019 Dungeon Masters Info
19/29
Countermeasures: A high enough Perception check by an adventurer reveals
the trap and/or the tripwire. A high enough Athletics check can allow an
adventurer to leap over the tripwire. A high enough Thievery check can prevent
the trap from opening.
Specific To: Vesper
Swarm Strike:A tiny fraction of the Swarms might bursts forth from a
miniature hive upon the intruders.
Cost: 3,000 Wealth
Size: 1 real estate unit
Trigger: A creature moves adjacent to or attacks the trap
Effect: A swarm of bees spill forth from the trap, attacking creatures (not
including Vesper or his monsters) in an area burst 1 surrounding the triggering
creature. On a hit (medium attack vs. Fortitude; half damage on miss), the
creatures take low damage and medium ongoing poison damage (save ends).
Countermeasures: A high enough Nature check by an adventurer reveals the
traps nature as a beehive. The trap can be attacked and destroyed (medium
HP, low defenses).
Specific To: Vesper
CONSTRUCTIONS
Constructions are miscellaneous structures and features that benefit you, your
monsters, and your traps. They can be purchased and placed in the same
manner that traps are, and can be replaced if destroyed in the same manner.
Generic Constructions
Sentry Post:Ey. Wut? Whos dat over dere? I dont member seein
him in mess hall
Cost: 2,000 Wealth
Size: 1 real estate unit
Effect: A monster stationed in a sentry post gains a +3 bonus to Perception,
and creatures in the same space as a sentry post gain a +2 bonus to all
defenses against ranged and area attacks.
-
8/6/2019 Dungeon Masters Info
20/29
Water Source: Water, the element of contradictions. As with all elements, it
both kills and grants life.
Cost: 5,000 Wealth
Size: The wall of 1 real estate unit
Effect: Water flows endlessly from the water source, flowing with gravity and
filling any crevices it encounters. You can create a channel of water by clearing
out dungeon real estate one Z-level below the water source. If not used to
create a channel, water flowing out onto the ground fills a close blast 5
surrounding the water source. Terrain in the blast is difficult terrain.
Mining Station: OUR GOLD MINE HAS COLLAPSED
Cost: 10,000 Wealth
Size: 2x2 real estate units
Prerequisite: A mining station must be placed with at least one of its sides
adjacent to an un-dug dungeon wall.
Effect: An intact mining station generates Wealth between sessions depending
on your contracts with the nations of the world: a Crimson Empire contract
produces 1,000 wealth per session; a Gringonia contract 2,500 wealth; a United
Semper Alliance contract 5,000 wealth. If voluntarily not sold, you instead
stockpile 1 unit of valuable metals resources per session. A mining station can
be attacked and destroyed (high HP, high defenses; immune to conventional
attacks). Spies can sabotage this building.
Honey Farm: *insert bee joke here*
Cost: 10,000 Wealth
Size: 2x2 real estate units
Effect: An intact honey farm generates Wealth between sessions depending on
your contracts with the nations of the world: a Crimson Empire contract
produces 4,000 wealth per session; a Gringonia contract 2,000 wealth; a UnitedSemper Alliance contract 1,000 wealth. If voluntarily not sold, you instead
stockpile 1 unit of spices resources per session. A honey farm can be attacked
and destroyed (high HP, high defenses; immune to conventional attacks). Spies
can sabotage this building.
-
8/6/2019 Dungeon Masters Info
21/29
Special: Vesper receives 2,000 Wealth per session per honey farm in the entire
dungeon complex (not including his own). Serinar receives an additional 1,000
Wealth per session per honey farm in the entire dungeon complex (not
including his own).
Herbal Garden: Ive seen this dialect before. He isdown with the herb.
Cost: 10,000 Wealth
Size: 2x2 real estate units
Effect: An intact herbal garden generates Wealth between sessions depending
on your contracts with the nations of the world: a Crimson Empire contract
produces 1,000 wealth per session; a Gringonia contract 4,000 wealth; a United
Semper Alliance contract 4,000 wealth. If voluntarily not sold, you instead
stockpile 1 unit of herbs resources per session (which count as both Drugs andDisease Research for the purposes of trading). An herbal garden can be
attacked and destroyed (high HP, high defenses; immune to conventional
attacks). Spies can sabotage this building.
Special: Serinar receives 1,000 Wealth per session per herbal garden in the
entire dungeon complex (not including his own).
Toy Workshop:shit lets be santa
Cost: 10,000 Wealth
Size: 2x2 real estate units
Effect: An intact toy workshop generates Wealth between sessions depending
on your contracts with the nations of the world: a Crimson Empire contract
produces 6,000 wealth per session; a Gringonia contract 1,000 wealth; a United
Semper Alliance contract 1,000 wealth. If voluntarily not sold, you instead
stockpile 1 unit of entertainment resources per session. A toy workshop can be
attacked and destroyed (high HP, high defenses; immune to conventional
attacks). Spies can sabotage this building.
Character-Specific Constructions
Smoke Machine: Theatric smoke flows out from this machine in the floor
once activated.
Cost: 3,500 Wealth
Size: The floor of 1 real estate unit
-
8/6/2019 Dungeon Masters Info
22/29
Effect: The machines square is difficult terrain. Once triggered by an adjacent
creature as a minor action, the machine spouts smoke in a close burst 3
surrounding it. Creatures in the smoke have concealment. Creatures in a close
burst 1 surrounding the machine have total concealment. The smoke lasts untilthe end of the encounter or until disabled with a high enough Thievery check.
Power Pylon: Electricity jets out from this tall pylon, empowering creatures
nearby.
Cost: 5,000 Wealth
Size: 1 real estate unit
Effect: Once activated by an adjacent creature as a minor action, the pylon
rolls initiative with a bonus equal to your level. At the start of each of its turns,
all creatures in a close burst 2 surrounding it take 10 lightning damage, and itdivides a +10 bonus to attack rolls and damage rolls equally to all creatures
within a close burst 2 surrounding it. This bonus lasts until the end of the
appropriate creatures next turn. The pylon can be shut down with a high
enough Thievery check or attacked and destroyed (high defenses, low HP).
Conveyer Belt: If you move just the right way on it, the conveyer belt helps
you along.
Cost: 1,000 Wealth per segment
Size: The floor of 1 real estate unit
Effect: Each segment of conveyer belt must be connected (no diagonals), and
you determine the direction it flows in when constructing it. Entering the
conveyer belt against its flow or being on the belt and moving against its flow
costs 3 extra squares of movement. Moving with the conveyer belts flow costs
1/2 of a square of movement per segment moved onto, and shifting on a
conveyer belt takes 1/4th of a square of movement per belt segment a creature
shifts onto. The conveyer belt can be of any width or length so long as it is the
same width throughout. The belt starts each encounter activated, but can be
deactivated or modified with a high enough Thievery check to the belts origin
square(s).
Specific To: Granstorm
Necrotic Rune: Dark energy flows from the rune to the undead that touches
it.
-
8/6/2019 Dungeon Masters Info
23/29
Cost: 2,000 Wealth
Size: The wall or floor of 1 real estate unit
Effect: One of Sandros monsters (or Sandro himself) that spends a minor
action to touch the rune gains a +2 bonus to attack rolls until the end of its
next turn. The rune can then not be used until the next dungeon raid.
Specific To: Sandro
Minor Necrotic Spire:A beacon of command inspires all undead within the
spires reach.
Cost: 5,000 Wealth
Size: 2x2 real estate units
Effect: All of Sandros monsters (and Sandro himself) within 5 squares of the
spire gain a +1 bonus to all defenses and a +1 bonus to saving throws. The
spire can be attacked and destroyed (medium HP, high defenses).
Specific To: Sandro
Minor Skeletal Altar: Skeletons continually assemble themselves from the
bones on this dark altar.
Cost: 3,000 Wealth
Size: 2x2 real estate units
Trigger: A living creature comes within 10 squares of the altar, or one of
Sandros monsters (or Sandro himself) activates the altar with a minor action
Effect: The skeletal altar creates a skeletal minion in one square adjacent to it.
It then rolls initiative (medium modifier) and creates a new skeletal minion on
its turns. The altar can be destroyed (medium HP, medium defenses).
Summoned skeletal minions do not count against monster limits in an 8x8 area
and crumble after 5 minutes or at the end of a current encounter.
Specific To: Sandro
Vile Vine:This filth-encrusted plant dips its vines into the water to drink,
spreading its disease.
Cost: 3,000 Wealth
-
8/6/2019 Dungeon Masters Info
24/29
Size: 1 real estate unit
Effect: The vile vine infects water within one square of it. Water downstream
from the vile vine is infected with swamp fever. Creatures that become at least
partially submerged in or drink from the water receive an attack from the
disease (medium attack vs. Fortitude) and contract it if they are hit. The
disease, in its initial stage, causes the loss of one healing surge, and the target
takes low ongoing poison damage (save ends) the first time they are bloodied
in an encounter. The advanced stage causes the loss of another healing surge
and medium ongoing poison damage (save ends) the first time they are
bloodied in an encounter. The final stage causes medium ongoing poison
damage (save ends) the first time they are damaged in an encounter and the
first time they are bloodied in an encounter.
Specific To: Serinar
Boom Pod Plant: This stuff looks pretty tastywonder how it
Cost: 2,000 Wealth
Size: 1 real estate unit
Effect: The boom pod plant grows boom pods. Boom pods can be picked from
the plant and thrown by a creature adjacent to the plant as a minor action, as
an area burst 1 attack targeting all creatures in the burst (medium attack roll
vs. Reflex). On a hit, the creature takes low acid damage and is knocked prone.
Each boom pod plant grows 3 boom pods per dungeon raid. The plant can beattacked and killed (low HP, low defenses), but each time it is damaged, a
boom pod detonates in a close burst 1 surrounding the plant (with the same
attack and consequences as above).
Specific To: Serinar
Start Space: Welcome to hell.
Cost: 0 Wealth
Size: The floor of one 2x2 real estate unit area
Effect: AIDACHs Mario Party game begins here. This construction must be
placed just inside of his dungeon entrance. Adventurers roll d10 to determine
their turn order and travel across the map (they can only move on other
spaces, in straight lines, unless theyre at a junction) by rolling d10 to
determine the number of spaces they move. At the end of every round, a
-
8/6/2019 Dungeon Masters Info
25/29
minigame occurs. The adventurers are teleported to a Virtual Reality Room and
must engage in a minigame of AIDACHs design and choosing. These
minigames can involve monsters or traps if AIDACH stations monsters or places
traps in the Virtual Reality Room, and damage taken or healing surges lostfrom combat or traps in a Virtual Reality Room remains when the minigame is
over. The winner(s) receive 10 Currency. At the start of the game, and every
time a Pulsar is collected by a character, a Pulsar appears at one of (total
number of spaces / 5) spaces on the board that AIDACH selects when creating
his board. Only Red and Blue spaces can be possible Pulsar locations. Pulsars
cost 10 Currency to purchase when a character passes the Pulsars space. The
game lasts five rounds. The character with the most Pulsars at the end of the
game loses 2 healing surges. The character with the second-most Pulsars loses
5 healing surges. The character with the third-most Pulsars loses 8 healing
surges. The character with the fewest Pulsars loses 12 healing surges. If
healing surges lost are enough to kill a character, any leftover lost healing
surges are transferred to the character next in place (i.e. if 10 lost healing
surges are enough to kill the last-place character, the remaining 2 are added to
the third-place characters lost healing surges). If there are not 4 adventurers
in a party, AI characters controlled by AIDACH are added to the game to make
up the difference.
Once the game is over, AI characters disappear and sentient characters can
leave the dungeon or proceed to the now-unlocked Inner Sanctum without
being forced into another game. The Vault and Barracks cannot be accessed by
characno he ters outside of game board spaces that allow them to do so.
Specific To: AIDACH
Blue Space: Ohh, too bad! You dont have enough Currency to buy a Pulsar!
Cost: 0 Wealth
Size: The floor of 1 real estate unit
Trigger: A character lands on this space
Effect: The character gains 3 Currency.
Specific To: AIDACH
? Space:Voted Space Second-Most Feared 2141
Cost: 2,000 Wealth
-
8/6/2019 Dungeon Masters Info
26/29
Size: The floor of 1 real estate unit
Effect: Landing on a ? Space can be substituted as a trigger for any other trap
or construction that AIDACH has access to.
Specific To: AIDACH
Hidden Blocks: Bullshit!
Cost: 3,000 Wealth
Size: 1 real estate unit per block
Effect: When you purchase one Hidden Blocks construction, select 3 Red or
Blue spaces on the game board. These spaces contain an AI Character Hidden
Block. If an AI character lands on one of these spaces, they open the block and
roll a d20. On a 10 or above, they receive a Pulsar. On a 9 or below, they
receive 20 Currency. Sentient characters cannot access Hidden Blocks.
For every 3 AI character Hidden Blocks you place on the board, place 1
Sentient Character Hidden Block on a Red or Blue space. These blocks can be
accessed by sentient characters, but not by AI characters, with the same
possible results as AI Character Hidden Blocks.
Specific To: AIDACH
Virtual Reality Room: START!
Cost: 2,000 Wealth
Size: N/A
Effect: When a minigame begins, the characters on a game board involved are
teleported to one of these rooms. They exist in virtual reality and take up no
space. AIDACH designs and chooses the minigames as he pleases, but the
minigames cannot cause damage, healing surge loss, status effects, etc. to
characters unless he stations monsters or places traps in the Virtual Reality
Room characters are teleported to (if AIDACH has more than 1 Virtual Reality
Room, he chooses which room they go to) and involves the monsters/traps inhis minigames. AIDACH does not have to use stationed monsters or placed
traps in a Virtual Reality Room if he does not want to, and can make
minigames without them if he pleases (this does not harm or erase the
monsters/traps).
Specific To: AIDACH
-
8/6/2019 Dungeon Masters Info
27/29
Rooms: The mathematical genius of bees and their physics-defying nature
have been studied for generations.
Cost: Small 17,250 Wealth, medium 29,250 Wealth, large 39,750 Wealth
Size: N/A
Effect: Vesper cannot purchase and construct dungeon real estate as normal
(except for his special rooms). His regular rooms must be honeycomb-shaped,
and come in specific shapes and sizes, as shown below. Otherwise, his rooms
function as normal.
-
8/6/2019 Dungeon Masters Info
28/29
Specific To: Vesper
DDR Machine: And the lord of the dance isOoh! I love this one!
Cost: 3,000 Wealth
Size: 1 real estate unit
-
8/6/2019 Dungeon Masters Info
29/29
Effect: Vespers monsters (and Vesper himself) within 5 squares of a DDR
Machine receive a +2 bonus to speed and a +2 bonus to all defenses against
opportunity attacks. The machine can be attacked and destroyed (low HP, high
defenses) or disabled with a high enough Thievery check.
Specific To: Vesper
Pollen-Filled Honeycomb: Never have I known an aroma so divine, a sight
sooh Gods, get away from me!
Cost: 2,000 Wealth
Size: The wall adjacent to 1 real estate unit
Effect: A pollen-filled honeycomb can be accessed by one of Vespers monsters
(or Vesper himself) as a minor action. Monsters with pollen gain a +2 bonus toattack rolls and a +2 bonus to all defenses when adjacent to another monster
with pollen. A pollen-filled honeycomb can be accessed 3 times per dungeon
raid. A pollen-filled honeycomb can be attacked and destroyed (low HP, low
defenses) or disabled with a high enough Thievery check.
Specific To: Vesper