fredzBXGame
Elves can spot Secret Doors with a Search Roll (1-2) - also gain +1 with bow – Elf Base Movement equals 15 please update Movement on Pg 62. ***Elf may move full movement and fire bow – Max Encumberence 1200 Coin.
Dwarves get Detect Trap or Remove Trap on a 1-2 roll d6. In addition they note slanting passages, shifting walls, and new construction in underground settings on 1-3 d6. – Dwarves gain +1 to AC against Human Size Opponents, and +2 to AC against Giant Size Opponents. - Dwarf Movement Pg 62. Max Encumbrance is 5000 Coins.
Encumbrance is enforced for trips home. Can your character carry all those sacks of gold?
PARTY JOBS & Duties of a Delver Party
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Satrap aka the Party Leader (leads and has final say) You are the one who speaks with the Guild Leaders, Nobility, and Patron’s – typically in HQ or Vanguard
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Store Master aka Pay Master / Accountant (handles all money and party expenses) Typically found in Secondary Ranks.
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Sergeant at Arms (lays down the law and ends all disputes) may be found in vanguard, rear guard, or Secondary Ranks.
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Dead Man (did I put on a red shirt today?) You get all the dirty & fun jobs. Most likely to stick a dagger in a man’s back as well as take one. **** on a 3,4,5, or 6 d6 all traps and random damage comes to the Dead Man ****The dead man is the hardest working and thus collects the lion share of experience. Found in Vanguard or Rear Guard – ie cleaning up a mess.
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Grumbler – basically the union rep for the NPC’s – Your job is to look out for the working conditions and pay. But what about the NPC’s should be your tagline. - Typically found in Secondary Ranks with the majority of the NPC’s.
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Master Cook – in charge of all food and food prep. Everybody has to eat. Gets to hand out dishwashing duties. ***Note you are also to blame for poisoning and food shortages.
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Outcast – reserved and not used until a Party Member has been removed from another duty. The party had to have an election to pick a new Satrap. The former Satrap is now the Outcast. Rumors of an Outcast spread fast and wide. ***Has no vote or voice for D4 Adventures. Lower than scum. Outcast may be redeemed with heroics and great deeds. *** After a great deed or heroic act roll D6 on 1 or 2 Outcast Title is removed. Party Satrap may assign a new position in the party. - Location usually rear guard or secondary ranks – always trying to get to the Vanguard where the heroic acts most occur.
Note: If not enough players then the job titles can be doubled up – Example a Dwarf is named Sergeant at Arms and Master Cook.
Part 2 Dungeon Quest Guide
Patron or job board gives a quest, then Ref rolls for complexity. Players will know the major enemy of Main quest only. Players will be told the Bounty for success, expressed as a REWARD. Add embellishments as desired. e.g. Rescue the captive, return the idol. Movement to and from the site causes OBSTACLES. No Wandering Monsters YET! However, if the group ever "sleeps" at Wagon (Surface) to recharge spells or heal a D6, then roll the SECONDARY event. Ref may decide that any present Ancient or Forgotten also attacks but only for characters above level four. Rarely, the Main Threat will attack, and then only if the players met it and fled. Any generated REWARD during encounter up-top is cut in half as Depth (0.5) and might activate the Asterisk to further diminish all the loot to follow. Is it worth it to rest? Final Restriction, anytime the Wagon is looted, the option to "sleep" is forever lost this adventure. That happens sometimes under OBSTACLES.
Quest Villain (D8+Depth>1) 1 Human, bounty = Coin Reward x3 2-5 Orcling, bounty = REWARD 6 Undead, bounty = Boon REWARD x2 7+ Beast, bounty = REWARD
Note: REWARD should be stated up-front as much as possible; any Potion, Scroll or BOON may be had in advance w/ Haggle Roll (Reaction). No bounty results in xps; only raw treasure or gems from dungeon interiors produce that. But, gold is fun to spend.
Dungeon Details After the Quest is generated, the Ref will scatter one to six tiles to mark the locations of the dangers and possible rewards. All further detail is created upon discovery or need. As the map is revealed on game board, there may be extra untagged features that suggest fresh OBSTACLES, TRAPS and Secret Passages. Wandering Mobs should not be added besides the six possible generated by Main, Alternate, Opportunity, Secondary, Ancient (Forgotten) and Terrible Secret (Bad). Secret Passages can be discovered by elves (1-2). Dwarves & Halflings may find Traps or Pick Locks (1-2). Use Magic Mitigation on each. Only roll once per character. ***Any Character may attempt anything on a 1 in 6 chance.
Penalty for Death of Hirelings on a Mission. Character that suffers loss of hireling may not replace hireling until next level is made or 2 adventures have passed.
Dungeon Depth This is mostly seen by map section or mutual agreement of the party (leader). Most places are built in three dungeon levels. The group may artificially state the first level is actually a different integer to increase peril. The surface is treated as Depth one for tables.
Quest (D20) 1 Main (only) 2 Main & Alternate 3 Main & Opportunity 4 Main & Secondary 5 Main & Ancient (Forgotten) 6 Main & Terrible Secret (Bad) 7 Main, Alternate & Secondary 8 Main, Opportunity & Secondary 9 Main, Opportunity & Terrible Secret 10 Main, Alternate & Ancient 11 Main, Secondary & Ancient 12 Main, Secondary & Terrible Secret 13 Main, Ancient & Terrible Secret 14 Main, Alternate & Terrible Secret, Flair Main has diminished Mobs (1/2) 15 Main, Alternate & Terrible Secret, Flair Alternate has diminished Mobs (1/2) 16 Main, Opportunity, Secondary, Ancient & Terrible (Wicked, Wicked) 17 reroll w/ added Secondary to also contain Terrible (if present); this could result in two secondary Quests to finish Main for bounty. 18 reroll w/ added Ancients able to quell any Terrible (to stalemate) if found in the order of Terrible (run) and Ancient (discover after). Ref decides. 19 reroll w/ added Ancients which release a Terrible Secret if destroyed. The Terrible Secret will not be found beforehand. It automatically appears as any treasure of the Ancients is disturbed. 20 reroll w/ Terrible Secret replacing the Main Quest. The bounty of surface is only obtained if an Alternate Quest exists.
Patron will be angry at failure, even if quest was doomed from start. Fight one superhero (8th level FTR) at mission end to survive and gain REWARD. No restoration is possible; you are met upon exit and failure. Save your strength for final action (if suspected or known).
Key: *Main Quest has a bounty paid by Patron, usually Innkeeper or noble. *Alternate will fulfill the bounty (as well). Doing either makes other disappear. *Opportunity is extra threat w/ reward; these may also have bounty to collect later. If Terrible Secret exists, it activates to avenge any loss here. *Secondary is an unknown part of Main but not any Alternate Quest. The two can be done in either order, e.g. Main then Secondary or vice versa, but both must be completed victoriously for surface bounty to be received. Alternate Quest, if available, is desired outcome for ease. *Ancient or Forgotten Quest is discovered by entering the Dungeon. It will not even be known by mobs of Main quest. *Terrible Secret could be discovered, as well, by party. The secret is often known and shunned by Main quest mobs. They may be able to reveal a clue or will make a threat. If close proximity, they could even summon the Terrible Secret. BEWARE!
I want to say I remember Dungeon Magazine doing a big article on this during the 3.5 Era! They had lots of interviews from TSR folks around at the time.
I ran a one off test awhile ago the players had 2 character sheets - one for each world their character was in.
The web store fixed it
Add a Few More from the Grim Dark World
Small but Vicous Dog https://vaultsofnagoh.blogspot.com/2011/07/small-but-vicious-dog-steals-hearts.html
Warlock https://www.drivethrurpg.com/product/312204/Warlock
In The Dark Zine https://feral-indie-studios.itch.io/vast-in-the-dark
The Free 2011 LotFP Referee Book - https://www.drivethrurpg.com/product/148012/LotFP-Referee-Book-old-Grindhouse-Edition
The Best of White Dwarf Scenarios I,II, & III are must owns
Real life is not consistent
They read 1984 one 2 many times?
Then again it might have been Animal Farm?
Thanks
That is a good list
Me too I like to mix things up and keep players guessing
Keep positive Todd - Lemme is growing up fast.
Main (D10) 1 Mobs of Party levels x Depth x2, no REWARD cache (surface bounty only) 2 Mobs of Party levels x Depth x3, no REWARD cache (surface bounty only) 3 Mobs of Party levels x Depth x2, +REWARD cache 4 Mobs of Party levels x Depth x2, +Magic Mitigation or add Beast +REWARD cache 5 Mobs of Party levels x Depth x3, +REWARD cache 6 Mobs of Party levels x Depth x3, +Magic Mitigation or add Beast +REWARD cache 7 Mobs of Party levels x Depth x4, +REWARD cache (x2) 8 Mobs of Party levels x Depth x4, +Magic Mitigation or add Beast +REWARD cache 9 Mobs of Party levels x Depth x4, +Magic Mitigation or add Beast +REWARD cache 10 reroll w/ 1/2 again extra Mobs as a reinforcements D4 rounds into fight.
Note: Total the levels of the party, e.g. seven level threes is 21, then select one or more Mobs of equal HD (round up). For the main quest the Mobs should be a multitude, rather than one huge. Extra Pet Beast only attacks the party; HD = Party Level. Regardless, Ref decides. If known ahead of time, any Magic Swords in orkling or human treasure should be held by the Boss of Main Quest. All other objects, like armor, are in a Trapped Chest. Pick Locks to open. Smash open and 50-50 (1-3 d6) lose any potions.
Alternate (D6) 1 half Mobs MAIN, half REWARD 2 half Mobs MAIN, same REWARD 3 half Mobs MAIN, REWARD (x2) 4 as MAIN, same REWARD 5 as MAIN, REWARD (x2) 6 double MAIN Mobs, same REWARD
Note: the Alternate is not changed by Secondary or other Terrible events. When possible generate the REWARD of Main in advance and modify as needed. It's an either or. Of course, double zero is zero.
Special Note: Starting on Level 3 of the Dungeon - All Tests and Rolls Increase In Difficulty +1. ie Level 4 = +2 to all difficulties. Level 1 & 2 are for Rookies and Old Semi Retired Adventurers.
Opportunity (D6) 1 Mobs of Party levels x Depth + Obstacle (xDepth) + Magic Mitigation (for prize) 2 Mobs of Party levels x Depth x2, split between two locations; kill both for Prize 3 Mobs of Party levels x Depth + Trap on prize 4 Mobs of Party levels x Depth x2 + Obstacle (xDepth) + Trap on prize 5 Mobs of Party levels x Depth x3 + Trap (xDepth) on prize 6 Mobs = Party level x Depth x5, prize littered on floor
Note: All have REWARD. Mobs of Opportunity typically match the Main monster type. This is visitors or a returning raid, a family gathering, religious ritual, mating season or other groups to ambush (them or by players). Avoid if desired, return later if able, depending on stealth or flight to escape.
Secondary (D12) 1 Mobs of Party levels x Depth x2, no extra prize 2 Obstacle (xDepth) and Magic Mitigation (no prize) 3 Mobs of Party levels x Depth x2 + Trap on REWARD 4 Obstacle (xDepth) 5 Obstacle (Depthx3) + Magic Mitigation (no prize) 6 Obstacle (Depth) + Magic Mitigation (xDepth) for REWARD 7 Magic Mitigation (Depthx2) for REWARD 8 Obstacle (Depthx3) + Trap (xDepth) on REWARD 9 Mobs of Party levels x Depth x2 + Magic Mitigation (xDepth) for REWARD 10 Obstacle (xDepth) + Mobs = Party levels x Depth x2 + Trap on REWARD 11 Obstacle (xDepth) + Mobs = Party levels x Depth x3 + Trap (xDepth) on REWARD 12 reroll twice and combine results in series
Note: This is an unknown part of the mission, completed w/ Main for success. If Main or Alternate is completed prior, the Secondary then becomes apparent.
Ancient (D10) 1 As Secondary and always w/ Mobs xlevels xDepth 2 result one + initial Obstacle per Depth entering area 3 result one + initial Magic Mitigation per Depth entering area 4 As Secondary and always w/ Mobs x levels xDepth x2 5 result four + initial Obstacle per Depth entering area 6 result four + initial Magic Mitigation per Depth entering area 7 As Secondary and always w/ Mobs x levels xDepth x3 8 result seven + initial Obstacle per Depth entering area 9 result seven + initial Magic Mitigation per Depth entering area 10 reroll + Magic Mitigation or another set of Mobs arrive in D4 rounds
Note: These horrors are typically Undead. Giving the cleric something to turn, perhaps?. The monsters could have increased HPs or lowered THACO. Use a D4 and treat as either increments of +10% HPs or lower THACO by one, mix and match as Ref to create a dangerous challenge.
Terrible Secret (D6) 1 Party vs Beasts = levels x Depth x2, no prize 2 Party vs Tribe = levels x Depth x2, no prize 3 Party vs Beasts = levels x Depth x3 + REWARD 4 Party vs Tribe = levels x Depth x3 + REWARD 5 Party vs Beasts = levels x Depth x5 + REWARD (x3) 6 Party vs Tribe = levels x Depth x5 + REWARD (x3)
Note: Beast would be one or pair of major matching Mobs. Tribe is a big bad boss and gaggle of lesser minions, usually orclings or undead. Either collection of Mobs will be enhanced. Improve the HPs by D4 x10% and lower the THACO also by a D4. If anyone complains, say these are not regular Skels, say, but Terrible Arcane ones. Pull out a Fiend Foilo if need be; but don't crack the spine and decrease the collector's value. Flee w/ a volunteer (to die w/o body recovery) or Every Man for Himself by each Save vs Paralyzation or Breath (Ref decides w/ deep Depth forcing both); survivors assemble back at surface. You can also stay and fight, but that might make fleeing all the more dangerous or costly. Delvers would have a designated Dead Man, right? Low level character or rotating (either by victim's choice). This Dead Man must be an entire set of one player's Henchmen / Hirelings.
***Note: Undead as Main Quest are foul w/ double HPs and THACO-3 and ~33% each chance Flair of Paralysis, Regenerates (D6), Curse, Magic or Protection(S123).