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