Skip to main content

The Occasional Dungeon: Crypt, Ground Floor, Part 1


The cave shrine is attached to a labyrinth-like crypt where various dead were laid to rest. Some had been noted holy men. Others were common people picked out for reasons lost to the depths of time. And some were very evil, stowed away in the supposedly safe confines of the crypt. But it's not so safe as one might hope. The crypt is full of magical power which has reanimated some of the dead, given an illusion of life to some objects, and let some things slip through the walls between worlds. Some time after the crypt was build and then sealed off by its makers, other monsters from the nearby natural caves broke in through a back entrance. Not long thereafter, they sealed it off again.

The crypt can be reached thorough concealed doors to the south through the cave shrine and to the northwest through the ground floor caves. The entire paved area is covered by the Silence spell (GURPS Magic, p. 171). It has somehow been applied to the entire volume on the crypt rather than on specific things in it, so it cannot be broken without destroying the entire crypt. All doors on this level are locked but can be picked with no penalty to Lockpicking skill. Secret doors can be found on a successful Search roll.

Every hour adventurer are in the crypt, roll a die. On a six, batch of wandering monsters come by. Roll 2d on the table below.


Roll Result
2-3 1.5 x N undead orc soldiers (orc soldiers are from Mirror of the Fire Demon, the undead lens is from GURPS Dungeon Fantasy Monsters 1, p. 38)
4 N/3 stone golems (GURPS Dungeon Fantasy 2, p. 26) and N/2 undead ogres
5 2 x N undead dinomen (GURPS Dungeon Fantasy Monsters 1, p. 11)
6 N undead orc soldiers, N undead dinomen, and N/3 undead ogres
7 N undead dinomen and N/4 toxifers (GURPS Dungeon Fantasy 2, p. 26)
8 N/2 stone golems and N undead dinomen
9 N undead gladiator apes (GURPS Dungeon Fantasy Monsters 1, p. 17)
10 1 ciuacla (GURPS Dungeon Fantasy Monsters 1, p. 7) and N/2 golem-armor swordsmen (GURPS Dungeon Fantasy 2, p. 24)
11-12 N/2 shadow warriors (GURPS Dungeon Fantasy Monsters 3, p. 21) and N/3 stone golems

Wandering monsters carry no treasure beyond any gear they carry.

Next time, the first several items on the key for specific rooms.


Comments

Popular posts from this blog

Panel Discussion Addendum

I was late to Douglas Cole's panel discussion of SJ Games staff and frequent contributors to Pyramid magazine, so I missed a lot of the questions asked directly to the authors, and technical issues prevented me from answering some others once I got there. These, then, are some things I might have said, had I been able:

Douglas: How well does that mission statement resonate with you guys? Do you like to write crazy stuff? Do you like to get out there with expansions on existing material? How do you tie what you’re writing to either the themes Steven has suggested or what’s in your heart.

I like to write a range of stuff; how I do it varies. I get an idea and go where that takes me. On one end, there's the pure historicals. In things like "A Brief History of the Thieves' Guild," it's mostly ideas and background information. Maybe I mention a skill or advantage to give it a fig-leaf of GURPS, but that's about it. At the other end, there are the crunch-heavy,…

CW Listicle Notes

Turns out I've got rather a lot to say about a rather short piece. Specifically, the Car Wars vignette in Pyramid #89. It's all in general pursuit of world-building, but there's probably as much world-building going on in this one as all of my previous vignettes put together. Four out of the five locations make glancing reference to notable aspects of the world of the new Car Wars, so there are some significant bits of history and culture to tease out there. The fifth...well, that was mostly just me amusing myself.

There's also a certain amount of--pardon the expression--reality in there. In figuring out where to put the various arenas, I looked at a lot of maps, lists of roadside attractions, locations of current sports venues, and other such materials. Each place has a definite location in the real world, sometimes to the point of using existing buildings. Here's where everything came from:

Big Swede Arena: Parking garage at the Emeryville Ikea. We went there a fe…

The Occasional Dungeon: Overview

In order to get some more GURPS out there and play with some maps, I started toying with something. I've worked up a large map ("ground level" is below; I may need to poke around with image hosting to keep enough maps at the proper scales) of a dungeon complex. From time to time, I'll post magnified excerpts from the map with details in GURPS terms, with specific reference to Dungeon Fantasy (that is, mostly stocked with things from GURPS Dungeon Fantasy 8: Treasure Tables and the Dungeon Fantasy Monsters volumes, but occasional pointers elsewhere). They may prove useful to somebody somewhere under some odd set of circumstances.


This dungeon is set in a fairly steep, rocky hill. The natural caves underneath it have long been home to a variety of creatures, natural and otherwise, but pretty much all horrible. There's also a large natural cavern accessible through a very large opening at the top of the hill where the surface caved in. It has been home to a number …