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MR = [ (20 x Avg. Dmg.) - 35 ] / 17 SR = [ Stat - 8 ] / 5
20 18 16 14 12 10 9 8 7 6 5 4 3 2 1 ┌─┬─┬─┐ ┌─────────────────┬─────────────┐ A │1□ □1│ │ . . . . . . . . ■ . . . . . . │ A ├─┤.├─┤ │.┌─┬────■──────┬─┤.............│ B │1□ □1│ │ │ │ . .14 . . │ │ . . . . . . │ B ├─┤.├─┤ │.│ │...........│ │.............│ C │1□ □1│ │ │ │ . . . . . │ │ . . . . . 13│ C ├─┤.├─┤ │.│ └───────────┘ └───────────┬■│ D │1□ □1│ │ │ │ │ D ├─┘■┼─┤ │.│ │.│ E │ .2■3│ │ │ │ │ E │...├─┘ │.│ │.│ F │ . │ │ │ │ │ F ├■┬─┘ │.└─┐ ┌─────┤.│ G │ │ │ . │ │ . . │ │ G │.│ └─┐.└───┐ │.....│.│ H │ │ │ . . │ │ . 12□ │ H │.│ └───┐.│ │.....│.│ I │ │ │ │ 16 │ . . │ │ I │.│ │.└─┬───┐ ┌────■┐ └─────┤.│ J │ │ │ . □15 │ │ . . │ │ │ J │.│ └───┤.<.│ │.....│ │.│ K │ │ │ . │ │ . . │ │ │ K │.│ └───┘ │.....│ │.│ L │ │ │ . . │ │ │ L │.├─┐ │.....│ │.│ M │ ■4│ │ . . │ │ │ M │.└─┴─────────────────┐ │.....│ │.│ N │ . . . . . . . . . . │ │11 . │ │ │ N ├■──┬───────┐.┌─────┐.└─┴■────┴───────┘.│ O │ . │ │ │ │ . . . . . . . . . │ O │...├─┐ ┌─┘.└───┐ └───┬■┬─────┬──■────┤ P │ . ■5│ │ .7. . │ │ │ │ 10. . │ P ├─┬■┼─┤ │.......│ │.│ │.......│ Q │ □ □ │ │ . . . │ │ │ │ . . . │ Q ├─┤.├─┤ └───┐.┌─┘ ├■┴─────┤.......│ R │ □ □ │ │ │ │9. . . │ . . . │ R ├─┤.├─┤ ┌─┘.└───┐ │.......│.......│ S │ □ □ │ │ .8. . │ │ . . . │ . . . │ S ├─┤.├─┤ │.......│ │.......│.......│ T │ □ □6│ │ . . . │ │ . . . │ . . . │ T └─┴─┴─┘ └───────┘ └───────┴───────┘ 20 18 16 14 12 10 9 8 7 6 5 4 3 2 1
Introduction: Well, now you've done it. You've managed to get yourself imprisoned in Baron Ironfist's dungeon. Not an ideal situation, since the Baron is known far and wide as a corrupt and often cruel ruler. However, he is the King's official, the representative of law and order in these lands, and you may or may not have actually done something deserving of punishment in the first place. Be that as it may, dungeon life is less than enjoyable. The filth, the brutal guards, the very real and looming possibility of your execution... things are not looking up for you. One morning, however, you wake up to the sound of an explosion from somewhere above, so powerful that it shakes the walls of your underground cells. There is the distant sound of commotion as the guards scramble to find the cause. Then, from where you are sitting at least, silence.
1 Cells. Each character rolls. Highest roll: Hidden behind a loose stone in your cell you find a crude replica of a key. Search (SR vs LK/INT): if successful, 1 shiv (2d6) is found. #2
2 Guard Room. L2SR vs. LK: If success, this room is empty; guard is in latrine next door (3), defenseless. If failure, guard is sleeping; if attacked, he takes 1 round of full damage before he can defend himself. Once defeated, a search of the body reveals a light leather armor (+3) and a short sword (3d6).
3 Latrine. Contains guard if players pass SR in previous room. With his pants around his ankles, he poses no threat and can put up little defense; players can dispatch him instantly (but for zero AP).
4 Supply closet. This is a small closet with shelves containing cleaning supplies. Mounted on one wall is an oblong case with a glass front panel. The panel reads, "In case of latrine rats, break skulls." It contains 1 bludgeon (4d6).
5 Latrine. This restroom is also occupied -- by a surprisingly large rat, which appears to have climbed up from below, through the seat of the commode itself.
6 Cells. In the very last cell on the left, you hear a raspy little voice call out, "Hey! Hey, who there?" (NPC: Grolsch, Goblin Ex-Chieftain. Grolsch explains that he is, or was, the chief of a tribe of goblins living underneath the castle, until his shaman Bex betrayed him by getting him captured by the Baron's guards. He has been here in the dungeon ever since. Players may release him in exchange for promise of gold if they help him escape alive.) Grolsch: STR*: 6 CON: 13 DEX*: 17 SPD*: 17 LK*: 11 IQ: 9 WIZ: 9 CHA: 3 Adds: 10 Dmg: 1d6+10 (unless armed by players)
7 Pantry. This is a roughly 40x20 room dominated by a large set of shelves. On the shelves are various food supplies (oil, grainsacks, a few small dusty kegs of wine and beer). The rancid scent of the oil and the vinegary aroma wafting from the wine casks tells you that this is the pantry from which your daily food is prepared. Another narrow passage leads out from this room on the far wall.
8 Dungeon Kitchen. This back room is where the castle prepares food for its prisoners. The local rats appear to agree with your opinions about the food, and have decided that the chef would make a tastier snack than any of the actual food here. They are currently huddled in a circle around the unfortunate man's body. In their feeding frenzy, they have not yet noticed you. Next to the cook's body there is a butcher knife (2d6).
9 Torturer's Bedroom. This is clearly somebody's living quarters -- and VERY elegantly furnished, might I add. The walls are covered in a burgundy, flower-patterned wallpaper and have multiple paintings hanging on them. Along the far wall is situated a four-poster bed, complete with canopy. To the left of the bed is a dressing table with mirror and upholstered chair, and to the right is an upright wardrobe. On the near side of the room is a fireplace, large comfy chair and a reading table containing a few books. (On closer inspection, however, characters will notice disturbing details: the artwork on the walls depicts medical drawings of musculature and anatomy. The books: "The Modern Torturer," "Bamboo Shoots Under the Fingernails: A Cost-Efficient Method of Gathering Information," and what appears to be a catalog promising all this year's cutting-edge fashions in thumbscrews. The wardrobe is locked (SR vs. DEX) and contains, lovingly wrapped in red velvet, a pair of fileting knives (med. dagger, 2d6+2). These were clearly meant for detailed personal work, not combat, but beggars can't be choosers.
10 Torturer's Workshop. This is a large, 40x50 foot room, packed with various implements of torture. Near the door you just entered there is an iron maiden standing ready to receive visitors; a rack lies along the wall to the right; to the left there is a large wooden tall-backed chair with restraints for the legs, arms, and head; a rack of nasty-looking sharp instruments is situated nearby, and the far wall features a blazing fireplace. The torturer himself stands next to it. He is a thin, wiry man, whose scant black hair is plastered flat against his skull. His one good eye is pale gray in color; the other is an opaque milky white. When he notices you enter he claps his hands for joy. "Ah, GUESTS!" he cries. Then he snatches up a red-hot poker from the fire and attacks. Loot: Leather apron (+2), poker (3d6), brass knuckles (1d6+3), healing potion (x3, heals 10 CON/dose).
11 Storage. Locked (SR vs. DEX), but shaky (SR vs. STR to break down). The door flies open to reveal a large 30x60 room whose walls are lined with shelves. On the shelves are boxes and crates of various sizes (contents: mostly junk; broken wagon wheels, spare ballista parts, massive coils of rope... nothing terribly useful. A thorough search does reveal a magic wand, however.) In the center of the room there is a large tangle of straw and sticks. SR vs INT: Behind this tangle you can see that some of the shelves have tumbled down, revealing a hole in the wall. The edges of this hole look like they bear tooth marks. If players prod the nest, rats spring out from it and attack. SR on INT: failure means players are surprised 1st round. If players attempt to enter hole, proceed to Rat's Nest.
12 Equipment Room. Locked (SR vs. DEX), reinforced door (players cannot break this door down). Contains 2x leather armors (+3), 2x short swords (3d6), 1 mace (5d6), 1x light bow (3d6), quiver of 20 arrows.
13 Barracks. This room is where the dungeon and castle guards sleep. There are two rows of six bunk beds here (for a total of 24 beds), plus foot lockers.
14 Mess Hall. Deserted in a hurry, when the explosion occurred. Leftover food sits abandoned on the table. Desperate adventurers may, if they wish, try to use the utensils on the table as makeshift weapons (1d6+1).
15 In the center of this octagonal room you see a spiral staircase threading its way up to the ground level of the Baron's castle. However, the doorway is blocked by an iron gate, currently locked. (Players may find the key in Rat's Nest#8
16 Entrance to Rat's Nest