Skip to main content

The Occasional Dungeon: Crypt, Ground Floor, Part 2

Here's what's in areas 1-5 on the ground floor crypt map:

1) The room is partly filled with a dense grey mist from a few inches above the ground to a height of about three feet. Oddly, does not flow or expand outside of the approximately 12' by 12' room. Anyone peering under the mist sees a wooden chest in the southwest corner of the room.

The mist is acidic, doing 1d corrosion damage per turn spent immersed in it. It's possible, though, to crawl under it. Crawling under the mist requires a roll against DX - (2 x SM) per turn (that is, a -2 penalty for SM +1, a +2 bonus for SM -1, and so on). Failing the DX roll incurs a single point of corrosion damage, or a full die for a critical failure.

The chest itself weighs 40 lbs. is somehow resistant to the corrosion. It is locked (a straight roll against Lockpicking opens it), but there's a poisoned needle on the mechanism:

Detect: Per-based Traps.
Disarm: DX-based Traps.
Circumvent: The chest can be smashed open though it's probably a bad idea.
Evade: No
Effects: The needle is envenomed with a toxin which causes searing pain. -2 to DX and IQ; roll against HT hourly for the effects to subside.
Shots: One.
Steal: DX-based Traps at -5 to remove for reuse.

It contains a set of six large, exquisite blown glass goblets made of an iridescent crystal, elaborately enameled with tight patterns of interlocking triangles ($570, 1 lb. each).

2) This area contains a life-size statue of a swordsman. Only the figure of the person is stone. It is clad in a suit of plate armor (GURPS Dungeon Fantasy 8, p. 34), with padding underneath, a surcoat over it, and carrying an actual thrusting broadsword and medium shield. Anyone who successfully attempts to detect magic will find that both statue and armor are magical.

The statue is made of Essential Stone but is not otherwise enchanted. It would have a base price of $25,000 in town, though it weighs 600 lbs. The armor acts as a golem-armor swordsman. It can't move while it's on the statue, but if removed, it'll "wake up" in an hour or so, reassemble itself if it's lying around in parts, and attack anyone nearby. If someone's actually wearing it, they're forced to come along for the ride. Every turn, roll a Quick Contest of ST. The winner determines the physical actions of the armor for that turn.

3) This room is a more or less conventional tomb, containing a pair of bodies. In life, they were enemies of the cult which built the crypt, and once they were defeated they were laid to rest here so that the spirits and mystical forces of the place would prevent them from coming back and bothering the living. They have come back, but they've shown little inclination to bother the living. Rather, they're simply resentful of their situation and hostile to anyone they see. Treat them as draugr (GURPS Dungeon Fantasy Monsters 1, p. 12). There are also four statues set to watch over them, one in each corner of the room. Over the years, they've become animate; treat them as stone golems (GURPS Dungeon Fantasy 2, p. 26). They'll attack anyone who comes into the room to prevent them from assisting the draugr from leaving.

4) This room contains the source of all the rock-based monsters. It is occupied by an immortal medusa (GURPS Dungeon Fantasy Monsters 3, p. 15). Over the years, she's seen a number of the creatures she's changed to stone become animated by ambient magic. She's accompanied by three statues which are equivalent to stone golems and two rock trolls (GURPS Dungeon Fantasy Monsters 3, p. 19). The medusa has a gilded breastplate (worth $10,000), and there's $3000 in jewelry, mostly silver and tumbaga chains and ornaments, lying around the room.

5) The last three yards of this corridor past the corner are a no mana zone. The Silence enchantment which covers the crypt isn't operative here, so adventurers can speak here, but spells won't work either. If mana is enhanced in the area, the Silence enchantment kicks in as well.

Comments

Benjamin Morley said…
Room 2 with the statue of the swordsman with real armor that animates is pretty creative and an interesting trick/ trap.

Popular posts from this blog

Writing GURPS Adventures

Someone over on the forum asked for advice on writing adventures for GURPS. Or more specifically, in context, writing GURPS adventures with an eye towards publication by SJ Games, which is a very different animal. Whatever method and structure you have for writing up adventures for your own use is, of course, the best and you should use it for your own purposes. But we're talking about commerce here, not just art, so this should be thought of as advice on how to do business with a particular publisher, not generally useful advice on how to write adventures.

I need to start by defining a term. SJ Games means something specific by "adventure." As the wish list uses the word, an adventure has a plot, or at least something plot-like in it. It presents a specific problem to solve through a progression of encounters. They are not sandboxes. Sandbox-style adventures, with their multiplicity of possible PC objectives, are, in the terminology of the wish list, locations. There ar…

Alea Iacta Est

Devices to ensure fair play in dice games go back a long way. The Greeks and Romans used devices like internally-ridged dice cups to make sure game players couldn't unfairly control the spin and roll of the dice.

And, of course, they invented the dice tower. The earliest known dice tower is a 4th century item found near Cologne.






I started playing with a 3d-printed implementation of it a while back, forgot, was reminded of it, and finally got around to finishing.


It's not a perfect implementation. It lacks the pine cones of the original (not included in the picture above), nor the little bells, nor the dolphins, but those can be added easily. It isn't hinged like the original (Lightweight PLA hinges? Nah.). And the steps appear to go up a bit higher in the original. Still, it gets the job done and looks reasonably Roman.


And for anyone interested in making their own, I've put the files on Thingiverse.








Writing Historical RPGs, Doing Diversity

For a few years now, I've been seeing things like this and reading pieces elsewhere about apparent conflicts between historical accuracy in historical or pseudo-historical fantasy games and issues of deep interest to some parts (and some potential parts) of the modern gaming audience. I tend to write things which are both connected to history and are written to enable the fantasies of modern people, some of whom have a specific interest in not reproducing problematic parts of the past and present in their recreations, so it's something which touches on stuff that I do. And I think I tend to move and write in circles where this tends not to get much thought or attention even though I write for a game which makes accuracy a priority, so while none of this is new to people who grapple with these issues regularly, I'm thinking maybe I should say something about it to get it into spaces where I work.

So, how do I approach the demands of both accuracy and diversity in the stuff …