cleaned up issue03, Crown of Neptune edited
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issue03/abenteuer
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.\" vim: filetype=groff nu relativenumber
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.bp
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.1C
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.H1
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Jailed!
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.PP
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This is a pirate themed escape dungeon. The player characters wake up,
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each in an individual cell just with normal clothes one. Obviously they
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have been captured by pirates and are held prisoners. It's designed for
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four player characters. The GM should assign, which character starts in
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which prison cell. If there are more than four characters, double
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occupancy would be an option. It was originally written with classic D&D
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in mind, but then play tested with GURPS 3rd Edition. I reproduce it
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here system agnostic. It's all not that complicated.
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.LP
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\X'pdf: pdfpic img/dungeon.pdf -L 12.8c
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.bp
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.2C
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.H2
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The Prison Cells
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.IP 1
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A dark and dank prison cell. Nothing special here, no loose stones
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or anything.
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The door is made from wood and has a small barred opening, through which
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the player character who's incarcerated here can
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.B "see the guards and talk to them" .
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.IP 2
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Another simple jail call. When the guards talk, they can still be
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overheard clearly from here. In the dirt under the simple wooden
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bed a
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.B "rusty dagger"
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can be found.
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.IP 3
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This cell seems to be just the same as the first, however when the
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character closely examines the door they find that the upper hinge is
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quite loose. This
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.B "door could be broken open"
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with some moderate force.
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.IP 4
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This is the darkest cell. In northeastern corner of the wall are some
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conspicuously loose stones. Careful removal of the stones will reveal
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a low
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.B "crawlspace that leads to a natural cave system" .
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.IP 5
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An
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.B "orcish guard" ,
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armed with an axe and clad in chainmail always sits
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here to have an eye on the prisoners. Though 30% of the time he
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is asleep and snores loudly.
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.IP 6
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Quarter of the orcish guards. There's some roughly made wooden
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furniture, two beds, some stale, greasy
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.B provisions ,
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rope, some
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.B torches ,
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flint and steel. 30% of the time a second orcish
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guard sleeps here. He's got a rusty sabre, and leather armor.
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.H2
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The Hallway
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.IP *
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Everytime the character arrive at the marked part of the hallway
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roll the encounter die: 1 in 6, the characters hear
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noises from somewhere up the stairs: a
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door opening and closing, and then footsteps. Moments later
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.B "1d3 Pirates"
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and one orcisch guard come down the corridor.
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.IP 7
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.B "The Treasure Room"
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Here's where the pirates keep their treasure. In any case, there's
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more than the PCs could possibly carry. Look at
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.B "treasure type E"
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for ideas. Notably there are
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.B "two swords and two shields"
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in the hoard.
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Each of which have a 10% chance of being magical.
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.IP
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In front of the door there are some conspicuous holes in the walls
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hinting quite obviously at a
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.B "spear trap" .
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.H2
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The Pirates Hideout
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.IP 8
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.B "Empty Attic"
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This room is empty, both doors open according to the usual rules.
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.IP 9
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.B "Pirates Bedroom"
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Here is where the pirates sleep. 30% of the time a drowsy pirate sleeps
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here. There are some woolen blankets and two usable rucksacks here.
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.IP 10
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.B "The Mess"
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This is the main room of the pirate hideout. The building is stands at
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top of a small beach, partly build into the cliffs. There's jungle all
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around the beach.
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.IP
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There are always two pirates present plus the cook. On the walls there
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are various and sundry sabres, spears and three crossbows.
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.IP
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The simple landing pier is where the pirate ship will be docked 20% of
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the time. There are 10 Pirates aboard. If the ship is here, it will
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leave in 6 hours and return in two days.
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.IP 11
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.B "Storage Room"
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here are various pieces of wood, large coils of rope and a few boxes with
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iron spikes and nails.
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.H2
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.1C
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.SH
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The Caves
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.LP
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\X'pdf: pdfpic img/caves.pdf -L 12.8c
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.bp
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.2C
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.IP 12
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.B "Pool Slide"
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.B1
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The crawlway from the fourth prison cell leads to a natural tunnel that
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slopes downward for about 70 feet in a southerly direction. The floor is
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very slippery. At the end of the slope is a large irregular shaped water
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filled cave, about 40 x 50 feet large. Characters who fall and slip down
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the slope plunge into the water which is cold and salty. Some 3 to 6 feet
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above the water surface is a domed cave ceiling. There are two exits
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.B2
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