Shade Stone Forest An adventure location for Dungeon Scum.pdf

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SHADE STONE FOREST
INTRODUCTION
Welcome to the first “Delve” supplement for Dungeon Scum.
The core rules offer a generic dungeon-delve system for exploring decrepit pits in the ground.
This expansion pack offers new tables to use in place of the ones in the core rules.
With these tables, you’ll be able to adventure in a new location with unique risks, threats and
rewards.
HOW TO USE
It is up to you (or the Game Master in any event) how to integrade Shade Stone Forest in your
campaign.
At its simplest, you may simply place it on your world map and travel there.
You could tweak the region to fit into your overall game world and story, even tying its origins
to existing elements in your campaign game.
Shade Stone is intended to some extent as an “introductory” delve, offering a more modest
challenge, suited to smaller parties or a less tactically intense audience.
THE SETTING
Before there were people in these lands, there was Shade Stone.
The oldest elves willing to talk about such things tell of a magical rock in the heart of what is
now the forest.
Depending on the stories, it was either blessed by the gods, cursed by evil spirits or fell from
the stars.
As time passed, a dense forest grew up around the stone, impenetrable and resilient to any
attempt to thin it.
The villagers living near Shade Stone place markers each spring at the edge of the forest.
By winter, there will be new trees beyond the markers, trees that would take decades to reach
their size.
Locals leave the forest alone, speaking of spirits guarding it but it has become a frequent
questing ground for adventurers, seeking fame, fortune or the rumours of ancient weapons
lost in the forest by hapless adventurers.
DON’T GO ALONE
If you have feedback, questions or suggestions, please reach out to me at
runequester@gmail.com
Please give a day or two for a reply. If you don’t hear from me in that time, email again as I may
have lost your message.
Love and peace
Ivan Sorensen
THE DELVE SEQUENCE
When adventuring in Shade Stone, we assume our characters are following trails and
pathways through the woods.
Mapping becomes meaningless as the wood seems to distort and betray, paths closing up as
you look away and the ever-present fog obscuring sight beyond a few feet.
Strangely, once a traveller opts to leave the woods, they will seem to find the passages open up
for them, a natural inclination pushing them on.
Whether the forest itself is alive and urging the wanderer to leave or a force in the woods
watches over those who stray is unknown.
TRAIT REQUIREMENTS
Many incidents in the delve will ask for relevant Traits.
As player characters can have almost any Trait you can think of, some interpretation is needed
here and players must determine how strict or open-ended they wish to be.
For example, “Woodsman” is probably a good alternative for a challenge asking for a “Ranger”
trait but “Traveller” likely is not.
KEY MOMENTS
Before beginning the delve, select a number from 3-6.
This is the number of Key Moments you will have in your travels.
Note that some events can cause additional Key Moments to take place.
Players pressed for time may opt to do only 2 Key Moments but will not face a final encounter
then.
This represents simply a quick foray into the outskirts.
Alternate between Encounters and Intermissions, beginning with an Intermission and
continuing until you have had one Encounter per Key Moment you selected.
Then roll one additional intermission
CIRCUMSTANCES
Due to the ever present fog, missile fire is not possible beyond ranges of 8 inches.
When casting spells, all spell ranges can be increased by 2 inches, as the forest is permeated
with mystical energies.
A character beginning their action within 2” of the edge of the battle area can slip away in the
fog.
Such a character may not return to the battle but can rejoin the survivors safely afterwards.
The forest air is saturated with magic.
If a character is slain, their equipment is only disenchanted on a D6 roll of a 6.
SIDE OBJECTIVES
Before venturing into the forest, roll a D6.
On a 5-6, you have been given a side objective to achieve in the forest.
Roll below to find what it is.
Note that side objectives are largely random in nature and can fail.
If the conditions for the objective never materialize, you may hold on to the objective for a
second delve or discard it.
ROLL
1
OBJECTIVE
Find a particular herb.
During each Intermission scene,
roll a 6 on a D6 to find the herbs.
Slay 10 Minions.
Fight and defeat 2 Monsters.
ROLL
4
OBJECTIVE
Find mushrooms
2
3
5
6
Endure 4 encounters without fleeing
Find a statue.
Completing a side objective is rewarded with a Sack of Gold and a Loot roll.
ENCOUNTERS
For each Key Moment, roll for the encounter type.
If you play in Shade Stone a lot, you may wish to replace frequent encounters with some of
your own devising to shake things up.
ROLL ENCOUNTER ROLL ENCOUNTER
1
2
3
4
5
6
7
8
9
10
Mystery
Monster
Help
Short cut
Hazard
Obstacle
Monster
Obstacle
Monster
Hazard
11
12
13
14
15
16
17
18
19
20
Forage
Lost!
Monster
Obstacle
Minions
Most unusual
Monster
Lost!
Minions
Minions
Mystery:
While exploring the forest paths, you find a mysterious riddle, tree branches arranged to
signify a message and peculiar glowing light that seem to beckon you on.
Roll 3D6 and hide them with a cup or similar, so you cannot see the results.
Proceed to make a guess at what the numbers rolled on the dice were.
If you match a single number, you are rewarded with a Sack of Gold.
If you match two numbers, you are rewarded with a roll on the Loot table.
If you match all three, you are rewarded with a magical item.
You don’t have to match the numbers to specific dice.
For example guessing “2 3 5” and the dice show a pair of 2’s and a 3 will give you two matches
regardless of which exact die had which number.
For each hero with a trait related to riddles, puzzle solving or research you may attempt the
riddle one additional time and take the best final outcome.
Monster:
Roll on the monster table to see what you have encountered.
Defeating a monster always awards a Sack of Gold (either as monster loot or as a reward from
the villagers when you return to town) and you may roll 2D6 with each 5-6 providing a Loot
roll as well.
If two monsters were encountered, one bonus Loot roll is provided automatically and you may
roll for additional as explained above.
Help:
As you wander, you meet a traveller willing to assist your quest should you so desire.
They are a generic Minion and will aid you for the remainder of the Delve.
If you abandon the Delve before finishing the final encounter, they will leave you to continue
their own travels.
If you finish the Delve and lost any characters, they will offer to stay.
Should you accept the offer, upgrade them to a Retainer but you may not do any other
recruiting this campaign turn.
Short cut:
You’ve found a path through the forest that seems to lead to where you wish.
Roll a D6.
On a 5-6, you may reduce the number of Encounters remaining by 1 or, if you have already
finished the number of required encounters, reduce the Final Encounter minions by 2
On a 1, the short cut leads you into trouble: Fight a Minion encounter immediately.
If a hero has a Trait related to woodland survival, ranger skills, pathfinding or tracking, you
may roll the die again once but must accept the new roll.
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