Listing Features for DEADLY DUNGEON
| Title | Type | Description | Question | Order | Actions |
|---|---|---|---|---|---|
| Lurking Dangers | passive |
This dungeon is populated by roving foes on patrol. When the party enters the dungeon, set a Countdown (Loop 1d6+1). When the Countdown triggers, introduce a random encounter. Choose or roll on the following table to determine the nature of the encounter
1d4 Roll Type of Encounter Description 1 Patrolling Foes Introduce a Horde or a number of minions equal to 2x the number of PCs, who appear at a Close range or through a nearby door. 2 Jerk in the Box A Battle Box springs out of a floor or wall and takes the spotlight. 3 Arcane Threat A magical recording from the creator or master of the dungeon plays nearby to dishearten the PCs. All PCs must make a Presence Reaction Roll or mark a Stress. On a crit, they gain an insight into the creator/master’s motivation. 4 TBD | Why are these adversaries here? How long has it been since they faced any intruders? Have they discovered that you’re here already or are they stumbling upon you? | ||
| The Heart of the Dungeon | passive |
The dungeon conceals a great horde of wealth, an important captive, a magical artifact, or something else of note. Choose or roll to determine what the dungeon is ultimately protecting:
1d4 Roll Type of Treasure
Description 1 Treasure Horde 1d4+2 bags of gold and/or 3 uncommon items ( 2d12 on gear or consumable chart) 2 Captive Kidnapped, captured, to be ransomed, or just imprisoned, the ruler of this dungeon has taken measures to ensure this captive will not escape. Their bonds require a Progress Countdown (4) to break/undo. 3 Magical Laboratory The ruler of this dungeon is conducting magical experimentation. A PC can make a Knowledge Roll to analyze the experiments and deduce what the ruler is trying to accomplish. On a failure, a PC might trigger magical protections or mishaps. 4 Villain’s Lair Introduce a Leader or Solo adversary. You’ve intruded upon their domain for the last time. | How is this room protected? Is it marked/clearly important or unassuming? Is it tucked away in a corner of the dungeon or barred behind several rooms of traps and adversaries? What precautions will keep the ruler’s treasures from escaping? | ||
| Concealed Traps | action |
Spend a Fear to introduce a trap from the chart below. If there is a PC within Very Close of the trap, ask them to make an Instinct Reaction Roll. On a success, they notice the trap. Most traps have a trigger or release that can be spotted and disarmed with a Progress Countdown (4).
D4 Roll Type of Trap Description 1 Pit Trap/Trap Door When a PC steps on the trigger, they must make an Agility Reaction Roll to be able to jump back in time or fall a Very Close range into the pit and take 2d12 damage phy damage. The gap can be jumped with an Agility Roll and escaping the pit can be accomplished with a Finesse Roll. A PC at the top of the pit can offer advantage. 2 Swinging Scythes/Hall of Slashing Obstacles When triggered, scythes swing through the hallway in a particular rhythm. Moving through the hallway requires a Finesse Roll, and a PC can gain advantage on that roll by inspecting the scythes to learn the pattern (Knowledge). A PC that fails the Finesse Roll suffers 2d20 phy damage. 3 Crushing Walls or Flooded Room All the doors to the room close and lock shut. Set a Consequence Countdown (8). If the PCs cannot find and trigger the release (Progress 8) before the Consequence Countdown triggers, they will be forced to make a Death Move. 4 Hidden Fusillade When the trigger is activated, arrows or magic bolts shoot from hidden holes in the wall. All PCs in front of the hidden holes up to a Far distance must make an Agility Reaction Roll or suffer 2d12 phy or mag damage. When triggered, set a Countdown (3 Loop) until the trap shoots again. | If the walls finish closing in/the water fills the room, do the PCs die, or does the ruler of the dungeon have another plan for them? | ||
| Locked Door | reaction | When the party reaches a door, spend a Fear to have it be locked and/or magically barred. The PCs must complete a Progress Countdown (5) to unlock/open the door. They might try to pick the lock, disenchant the wards, knock the door off its hinges, etc. | |||
| Jaquays’s Labyrinth | reaction | When the PCs reach the end of a corridor, reveal that it loops around to a previous part of the dungeon they’d not explored or could not reach. | What new opportunity does this connection present? What can they reach that they could only see before? |