Wicked Ones - War for the Overworld - Dungeon Sheet.pdf

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War for the Overworld
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tier 1 rooms & structures
creatures can move through fairly quickly,
but is too tight for day to day laboring
within the dungeon.
to connect areas of the dungeon.
crawlway
: A tiny passage that smaller
Dungeon Rooms
Alchemy Lab
: Your dungeon’s denizens are always hard at work mixing
reagents. You have a steady supply of all tier 1 concoctions.
An alchemy lab might need alchemy equipment, chests full of reagents, or recipes.
tier
underlord name & monicker
when you gain a tier, add
a creature lair and the
gm rolls a discovery.
long tunnel
: A simple, long passage used
minor
A simple room built
to please your minions and give your
dungeon atmosphere. When you build
one, all minions gain morale and you take
+1d on your next calamity roll. Give it two
atmospheric traits (choose two):
bright -
cold - cluttered - crumbling - dim - echoing
- hot - noisy - silent - smelly - spooky.
Archive
: This room houses and amplifies the magic of three artifacts you
room
:
underlord’s dark impulse
underlord’s magic path
acquire and place within it. When an item is placed, it immediately incants
a tier 2 ritual causing a persistent effect within your dungeon related to
the specific item.
An archive does not require special materials beyond the artifacts placed within it.
dungeon core:
what does your underlord’s dungeon core look like?
Arena
: Place any two combatants within, then each PC chooses which they
think will win. Make fortune rolls for each fighter, with the loser dying and
both living on a tie. If your chosen fighter wins, you gain a dark heart.
An arena might need exotic weapons, dangerous animals, or a pitmaster.
workers:
clever - cowardly - cruel - manic - noisy - stupid - surly - troublesome
secret tunnel
: A hidden passage that will
likely go unnoticed unless recently used.
traverse
: A bridge, ladder, rope, swing,
pulley lift, or other similar structure that
allows safe passage over tough terrain.
window
: A hole in a wall between rooms.
Crypt
: This houses the souls of your departed underlings to be reused
structure:
what are the floors and walls made of?
later. When minions die in combat, any minions that witness it gain
morale and will perform a downtime action during the next downtime
without asking for gold.
A crypt might need incense, special wood, or the tabards of conquered enemies.
lighting:
what lights the dungeon and how dark is it?
Foundry
: You have a steady supply of mundane weapons such as axes
and bows. Your minions take +1d when crafting items or adding edges.
A foundry might need an anvil, metalworking tools, or a large pile of charcoal.
atmospherics:
what sounds and smells greet those who enter?
tier 2 rooms & structures
minions to this room. They can always start
dungeon defense here regardless of their
starting position roll.
guard post
: Assign a single pack of
hoard:
what makes up the piles of treasure in your hoard?
Mineshaft
: You dig out a mine, gaining a steady supply of a single
non-precious material and make an immediate discovery leading away
from the mine. You take +1d on this and all future discovery rolls.
A mineshaft might need mining gear, lots of railway, or several minecarts.
Sanctuary
: You can make a sacrifice at the altar, paying cost to gain a
master plan
step 1
step 4
minions to this room. These minions get
morale each recovery and take +1d when
defending the room against invaders. Give
it two atmospheric traits.
minion lair
: Assign a single pack of
dark blessing (choose one):
take +1d on a single roll with an item this cycle
- take +1d on your next resistance roll - your next failure instead becomes a
mixed.
The sacrifice must be unique each time you ask for a blessing.
A sanctuary might need incense, statues, or icons specific to your Underlord’s magic path.
step 2
step 5
prison
: A room with 4 cells that can
step 3
final goal
contain prisoners, who can’t escape
without
opportunity.
If invaders enter,
make a fortune roll equal to the dungeon
tier to determine whether prisoners can be
freed and if they join the invaders.
Slaughterpen
: You keep a good amount of micropiglets on hand at all
times, vastly reducing the grumbling coming from your minions. The
dungeon takes +1d on calamity rolls.
A slaughterpen might need cages, butchering tools, or a stock of micropiglets.
notes
stairway
: Add another level to your
dungeon, with the sanctum remaining at
the bottom. This stairway connects them.
+effect (your choice) when torturing.
Spirit Chamber
: The souls of the fallen are channeled into the other
denizens of the dungeon, immediately giving you wicked xp equal to
your dungeon tier. You also gain a new wicked xp trigger:
Did a dungeon
denizen die?
A spirit chamber might need runestones, effigies, or soul crystals.
torture chamber
: You gain +position or
Tavern
: You have a raucous tavern complete with a bar, shelves of alcohol,
a roaring fire, and usually a scuffle. Your minions gain morale during
recovery and take +1d when fighting invaders here. Wandering monsters
also show up from time to time.
A tavern might need a bartender, lots of alcohol, or a bard.
calamity questions
atmosphere:
does the layout feel like a dungeon and
do the minions enjoy living there?
growth:
has the dungeon been steadily growing,
increasing in tier and adding rooms and discoveries?
hierarchy:
are weaker creatures likely to face
adventurers before stronger ones?
loot & revelry:
has there been a steady flow of loot
into the dungeon and has the dungeon survived
your revelry intact?
worthy masters:
have you formulated a solid
master plan and garnered a reputation of evil?
Training Barracks
: You can permanently fill in one reckless xp box,
A training barracks might need a cache of weapons, armor, or a large amount of rations.
meaning you only need two to gain a new action dot. Also, your minions
always start with an upgrade (choose one):
equipped - versatile.
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