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    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.

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    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.

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    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

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    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

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    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.

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    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

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    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

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    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

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    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

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    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

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    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

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    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

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    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

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    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.

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    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

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    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

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    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

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    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.

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    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.

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    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.

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    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

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    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.

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    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

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    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

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    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

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    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

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    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.

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    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

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    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