d20 Greywood Publishing Deathtrap Dungeon.pdf
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Deathtrap Dungeon
Based on the Fighting Fantasy™ book by
Ian Livingstone
Credits
Author: Jamie Wallis
Editor: Sean Borthwick
Producer: Mike Dymond
Art Director: Martin McKenna
Cover Illustration: Mel Grant
(represented by Artist Partners)
Internal Illustrations: Iain McCaig and Tony Hough
Additional Illustrations: Martin McKenna and Janine Johnston
Graphic Design: Martin McKenna
Cartography: Martin McKenna and Jamie Wallis
Typography: Jamie Wallis
Project Manager: Geoff Oades
Finance Planning: Nigel Dixon
Lead Playtester: Tim Birkbeck
Playtesters: Kirk Rockely, Chris Gooch, Karen McDonald, Mike Wilson, Conrad Blake,
Martin Bradley
FF Consultant: David Holt
TABLE OF CONTENTS
Introduction
2
Luck and Magic
4
Luck and Turn / Rebuke Undead
4
Adventure Summary
2
Stand alone Luck Checks
4
Preparation
2
Opposed Luck Checks
4
Quick Play
2
Optional Luck rule
4
Campaign Integration
2
Restoring Luck
4
How to use this Book
2
Normal regeneration of ability points
4
Using Maps & Miniatures
2
Magical means - spells and potions
5
Discretionary Awards by the DM.
5
Luck
3
Scenario Awards
5
New Ability Score
3
Monsters and Luck
5
Standard Point Buy Method
3
Using Luck
3
Deathtrap Dungeon
5
Luck Difficulty Class
3
For the DM
5
Minimum Luck Score
3
For the Characters
6
Saving Throws & Luck
3
The Dungeon
8
Skills & Luck
3
Opposed Skill Checks & Luck
4
Checks Without Rolls & Luck
4
Appendix 1 - New Monsters
23
Combat & Luck
4
Appendix 2 - New Magic
30
Using Luck to hit an opponent
4
Appendix 3 - Campaign Play
31
Using Luck to increase the damage dealt
4
Appendix 4 - Characters
37
Using Luck to reduce the damage taken
4
legal notice
The d20 conversion of Deathtrap Dungeon is © 2003 Myriador Ltd, all rights reserved. 'Myriador' and the Myriador logo are trademarks of
Myriador Ltd. 'Fighting Fantasy' and the Fighting Fantasy logo are trademarks of Steve Jackson and Ian Livingstone and are used with permis-
sion. Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and
are used with permission. 'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and
are used according to the terms of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20. The d20 con-
version of Deathtrap Dungeon is presented under v1.0a of the Open Game License (OGL) and as required a copy of the OGL can be found at the
rear of this publication. All game mechanics and statistics derived from Open Game Content (OGC, as defined by the OGL) and the System
Reference Documents are to be considered OGC. Everything in the following sections, apart from Product Identity listed below (as defined by the
OGL) is also to be considered OGC: Luck, Appendix 1 New Monsters and Appendix 2 New Magic. All place names, character names, monster
names, art work, cartography, trade marks, trade dress and other elements as defined in section 1(e) of the OGL are to be considered Product
Identity, this includes but is not limited to: Fighting Fantasy, Myriador, Deathtrap Dungeon, Trial of Champions, Titan, Allansia, Chiang Mai,
Fang, River Kok, Anvil, Gilford, Dekion Strom, Ellion G'aarak, Rhana Quinn, Sarian Jax, Trialmaster, Baron Sukumvit, Horath, Lian, Throm,
Torgrim, Igbut, Chien-tai, Blood Beast, Mirror demon, Pit Fiend, Rock Grub, Syranix Fungus, Titan Cavetroll, Titan Hilltroll, Titan Troglodytes,
Winged Guardians
Printed in Canada
Introduction
Deathtrap Dungeon was the sixth book of the Fighting
Fantasy™ series and was originally released in 1984.
This revolutionary new idea, part book part game,
gave the reader a unique experience - a fantasy adven-
ture where you are the hero.
The Fighting Fantasy™ series has 59 titles to date
and has sold over 15 million copies worldwide and
has been translated into over 20 languages. The
Warlock of Firetop Mountain alone sold over 2 million
copies. Now the Fighting Fantasy™ books are being
re-released allowing a new generation of players to
explore the Citadel of Chaos, confront the Warlock of
Firetop Mountain or get lost in the Forest of Doom.
This book is a conversion of Deathtrap Dungeon into
a d20 role-playing game scenario. The original book
was a solo experience; this scenario has been written
to allow players to challenge the Dungeon on their
own or as part of a group of adventurers. The inclu-
sion of the new Luck rules give the single player a
good chance of success without making groups of
players too powerful.
The Fighting Fantasy™ books could be picked up
and played with a minimum of preparation, this sce-
nario has been written to reflect this including pre-
generated characters, full colour maps and other play
aids to get you started quickly. For more information
about Roleplay games, Fighting Fantasy™ and
Deathtrap Dungeon visit the Myriador website:
www.myriador.com
Adventure Summary
Every year, on the first day of May, Baron Sukumvit
orders the doors of his Deathtrap Dungeon to be
opened. Over the years hundreds of intrepid adven-
turers have entered the dungeon pitting their skill and
wits against the fearsome monsters and deadly traps
within, none have ever been seen again. This year
another group of brave heroes are again vying to be
the first to succeed and claim the 25,000gp prize - will
you be the one who triumphs where so many others
have failed? Will you emerge to be hailed as the victor
in the Trial of Champions?
Preparation
In addition to the books required (as stated on the
cover of this product), which are referred to as the
DMG, PHB and MM, a set of polyhedral dice (D4, D6,
D8, D10, D12 and D20) is also needed to play. Pull out
Character sheets of the four pre-generated characters
can be found in
Appendix 4 - Characters
Full colour maps and pre-generated character sheets
can be downloaded free from www.myriador.com
Quick Play
One of the great attractions of the Fighting Fantasy™
series of books is that it is very easy to pick up a book
and start playing, everything you need is provided in
the books, you just need to grab a pencil to get straight
into the action. We have tried to write this scenario in
the same way, providing you with everything we can
so that you can get on and play the game without hav-
ing to spend ages preparing. Simply hand out the pre-
generated characters, get your dice ready and start
playing.
Detailed dungeon floor plan maps, pre-generated
character sheets with rules summaries and character
and monster tokens are available free to owners of this
book
and
can
be
downloaded
from
www.myriador.com
Notes are included in the back of this book to help
you integrate this scenario into an ongoing campaign,
or visit our website: www.myriador.com where more
information can be found about Titan, the Fighting
Fantasy™ world.
Campaign Integration
This scenario is designed to be played as a stand-alone
adventure using one of the pre-generated 8th level
characters provided or a mini-party of newly created
6th level characters. However, guidelines and advice
are included in the appendices to help you integrate
this scenario into an on-going campaign and sugges-
tions are included about adjusting difficulty levels
(see
Appendix 3 - Campaign Play
).
How to use this Book
The first pages of this scenario contain background
information for the DM. Later pages contain the rules
for the new (optional) Luck ability, these rules should
be studied by the DM and the players. Towards the
rear of the book you will find summaries of new mon-
sters, spells and magic items as well as advice about
integrating this adventure into your campaigns.
The bulk of the book contains the scenario informa-
tion divided by location. Each location entry in the
scenario is shown on the main map provided, a full
colour 1" = 5 feet map of each location can be obtained
free from: www.myriador.com. A description of each
location is provided for the DM detailing its contents
and any monsters present. The shaded text boxes con-
tain information that the DM can either read out or
paraphrase to the players. Other information should
be kept secret from the players until they discover it.
Descriptions of how each monster is likely to react are
included in the room descriptions. The DM controls
all the creatures within Firetop Mountain except the
player characters and is free to change their behaviour
as he / she sees fit.
The DM is advised to read through the scenario at
least once before you play.
Using Maps & Miniatures
Using maps and miniature figures adds a whole new
dimension to playing this game, they help the DM to
'set the scene' and players to see where characters are
monsters, what the dungeon looks like and make
combat more exciting and realistic.
Full colour maps, pre-generated character sheets and
character and monster tokens are all available free to
owners of this book from: www.myriador.com (make
sure you have your copy of this book available when
downloading these free extras).
2
Luck
Luck was a major factor in the Fighting Fantasy™
series of books. The d20 system includes a range of
skills that are used where Luck was in the original
books. However, we wanted to keep the overall tone &
feel of the Fighting Fantasy™ books so we have
included Luck as a new Ability score.
This scenario is aimed at small parties of players
(mini-groups). The inclusion of Luck gives them an
edge that makes up for their lack of numbers. Players
should be encouraged to use Luck as often as possible
. it may make the difference between success and fail-
ure!
To reflect this, it is easier for characters to recover
Luck than it is for other Ability scores, methods of
restoring Luck are given under the heading: Restoring
Luck.
New Ability Score
Luck is determined in the same way as other Ability
scores. There are several options available (see DMG
Chapter 2, Ability Scores Generation). The maximum
possible starting Luck score is 18 regardless of race.
A character's starting Luck score can only be
increased by magical means or by spending attribute
points gained as the character becomes more experi-
enced.
Luck will be treated as an Ability score in every
respect i.e. lost Ability scores are regained at the rate
of one per day (see DMG Chapter 3, Running the
Game, Ability Score Loss).
Standard Point Buy Method
Because there are now 7 Ability scores instead of the
normal 6, the amount of starting points is increased to
30 rather than 25 (See DMG Chapter 2, Ability Scores
Generation, Standard Point Buy)
Using Luck
A character may use Luck to change or influence
events, reducing the damage taken from an enemies
attack for instance, or increasing their chance of pick-
ing a lock. Luck can be used to modify a characters
skill checks, saving throws, attack rolls, and melee /
ranged damage dealt. You can also use your Luck to
reduce the damage you take from an enemies attack.
Luck checks must be resolved BEFORE the action
that they are affecting is undertaken (exception:
reducing damage taken in melee / ranged). The result
of the Luck check is applied as a modifier to the
action. You may only check Luck once per action
undertaken and the result only affects that action.
A characters Luck score is temporarily reduced by 1
every time Luck is checked.
Luck cannot be used to give a character feats or spe-
cial abilities that she would not normally have. i.e. a
fighter cannot use Luck to allow her to turn / rebuke
undead.
Luck Difficulty Class
Luck is checked against a Difficulty Class (DC). (See
PHB Chapter 4, Skills, Using Skills, Difficulty Class)
The base DC for Luck is 10.
Ability Luck check = D20 + Ability Modifier (Luck)
against DC10
A total roll of 10 will give you a +1 bonus. For every
2 points over 10 that you roll you gain +1 to the out-
come that Luck was used to affect (i.e. 10 = +1; 12 = +2;
18 = +5 etc…).
If the Character fails her Luck check by up to 5, there
is no penalty. However, if the character fails by 6 or
more, she will suffer a -2 penalty to the outcome that
Luck was used to affect.
Example: Ellion G'aarak decides to test her Luck to
help her fight 2 Orcs by giving a modifier to hit them.
She rolls a D20 and adds her Luck ability modifier get-
ting a total of 13, success! Ellion now adds +2 to her
next attack roll against the Orcs and her Luck is tem-
porarily reduced by 1.
Later in the same fight Ellion decides to test her Luck
to add to her attack roll again, this time she rolls a total
of 4. Ellion has failed to make the required DC10 by 6.
Ellion now suffers a -2 penalty to her attack roll and
her Luck is temporarily reduced by 1. If she had rolled
a total of 7, she would still have failed in her Luck
check but not suffered a penalty. However, her Luck
would still have been temporarily reduced by 1.
Minimum Luck Score
When a character's Luck score reaches 0 they can no
longer choose to test their Luck. Luck cannot be low-
ered further than 0, and cannot be used again until it
is raised to at least 1.
Saving Throws & Luck
Luck can be used to modify the result of saving throw
using the same method as described above (under the
heading: Luck Difficulty Class). The character makes a
Luck check and than applies the result as a modifier to
their saving throw.
Skills & Luck
Luck can be used to modify the result of skill checks
using the same method as described above (under the
heading: Luck Difficulty Class). The character makes a
Luck check and then applies the result as a modifier to
their skill check.
e.g. Rhana Quinn has fallen off a rickety bridge into
a fast flowing river. The DM determines that a skill
(Swim) check (DC15) is required for Rhana to safely
swim to the nearby riverbank. Rhana is not a good
swimmer having only a skill of 1, which is reduced by
-7 because of her equipment (-1 per 5lbs carried). This
means that the best she can hope to do is 20 + 1 - 7 = 14
meaning she can't succeed! She decides to use her
Luck to help her reach the riverbank safely. Rhana
rolls a D20 getting 15 and adds her Luck ability mod-
ifier (+2 from an Ability score of 14) for a total of 17.
She has succeeded by 7 so she may add +4 to her Swim
check. She now makes her Swim skill check D20 + 1
(Swim skill) -7 (equipment carried) +4 (Luck). She rolls
3
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