Introductory post about the city of the dead
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{name = "twitter", url = "https://twitter.com/GreenFoxLight"},
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{name = "linkedin", url = "https://www.linkedin.com/in/kevin-trogant-232124224/"}
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]
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description = "Game Development | 3D Graphics"
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description = "Game Development | 3D Graphics | TTRPGs"
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# | Sailing | Tabletop RPGs"
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[menu]
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content/posts/the_city_of_the_dead_1.md
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content/posts/the_city_of_the_dead_1.md
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---
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title: "The City Of The Dead Part 1: Introduction"
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date: 2023-04-16T12:59:36+02:00
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draft: false
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---
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Recently i have been working on a megadungeon: *The City Of The Dead*, as part of the Dungeon 23 challenge (to which i'm a very late arrival).
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If you don't know what that is, Ben Milton of Questing Beast did a [video](https://www.youtube.com/watch?v=5OR37nOMv1g) about it.
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The basic idea is: You create one dungeon room per day, for the entire year.
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Each month is a new level.
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So 356 rooms in 12 levels.
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My B/X system of choice is [Old School Essentials](https://necroticgnome.com), but apart from referencing pages for monster descriptions, this should be compatible with any B/X-adjacent system.
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This post contains the introduction and a few notes, later posts will contain the actual dungeon levels.
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-----
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## Introduction
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During the days of the first emperor *Aulus Octavius*, a large battle was fought near the Qurinial Hills.
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Countless Soldiers on both sides were slain, but after days of bloody struggle, which only ended after *Archmage Arnouphis of Achea* unleashed powerful and forbidden magic, the empire emerged victorious.
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Afterwards, the emperor commanded the construction of a vast underground burial site.
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Thousands of fallen soldiers were buried in it.
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Over the years, the construction was expanded, as nearby towns and villages began using the site for their own dead.
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Rumor has it, that even the emperors used the labyrinthian passages of the civitas mortuorum to hide some of their most powerful artifacts.
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After the fall of the empire, some seven hundred years ago, the structure was gradually forgotten by the human inhabitants of the area, as no one maintained it anymore.
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So, it gradually fell to disrepair.
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However, it was not completely abandoned.
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A cult of the goddess of undeath, led by the charismatic necromancer *Sharkina*, made the complex their home.
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There they hoped to raise a powerful knight, entombed after that first battle.
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They were successful. The death knight *Lord Callias* rose from his tomb and with him many of his former comrades.
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Many lives were lost, before a group of heroes managed to lure Callias into an ambush and slay him once more.
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They brought him back to his tomb and used powerful magic to seal him away.
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The locals avoid the tomb for fear of the undead that haunt it, but other creatures – such as orcs and goblins – have fewer reservations about making it their home.
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And it is said that Sharkina still dwells deep within the tomb, looking for a way to resurrect Lord Calias once more.
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## Formatting
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The rooms are described with bullet points.
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Things that are obvious to anyone entering the room are in the first intendation level.
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Anything that can only be noticed after more thorough investigation is included in the second indentation level.
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## Rules For Doors
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Unless otherwise stated in their descriptions, the following rules apply to all doors:
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* Doors have a 2-in-6 chance of being stuck.
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* All doors are wooden with metal hinges, unless explicitly stated otherwise.
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* Forcing open a stone door is done with a penalty of -1 to the roll unless proper tools are used.
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* Lifting a portcullis requies a combined strength modifier of +3 (or a value of 18).
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## Treasure Values
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I assume a silver standard for this dungeon, where 1gp equals 10sp and 1sp equals 5cp.
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Instead of the standard 1xp for 1gp, i use 1xp for 1sp.
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Electrum pieces are used as halved gold pices worth 5sp.
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If you want to use the standard treasure values, multiply all treasure by 10 (copper pieces by 5).
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