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Dungeon Fatasy Roleplaying Game: Dungeon - I Smell a Rat PDF

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TM ®® DUNGEON I S R mEll a atTM TM ®® DUNGEON I S R mEll a atTM DUNGEON I S R mell a atTM Written by SEAN PUNCH • Cover Art by BRANDON MOORE • Cartography by BEN MUND Interior Illustrations by DENIS LOUBET and BRANDON MOORE Additional Illustrations by ALEX FERNANDEZ and DAN WILLEMS Reviewers: Miranda Horner and Jason “PK” Levine Dungeon Fantasy, I Smell a Rat, GURPS, Pyramid, Warehouse 23, the pyramid logo, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. Dungeon Fantasy: I Smell a Rat is copyright © 2017 by Steve Jackson Games Incorporated. All rights reserved. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. ® C ontents IntroductIon . . . . . . . . . . . . . . . . . . . . . . .3 11. Third Cell .................................. 13 What If the Delvers Say “No”? ...................... 3 12. Library .................................... 13 Advice: Scaling Encounters ........................ 3 Advice: Expecting the Unexpected .................. 14 13. Lab ....................................... 14 1 . SettIng the Scene . . . . . . . . . . . . . . . . .4 Scrounged Concoctions Table .................. 15 Tell Us More About This Town..................... 4 14. Testing Area ................................ 15 Will Work for Food .............................. 4 Hook: Adventures in Waste Management............. 15 Speaking from Experience ......................... 4 Hook: The Depths............................... 15 Uncle Merle’s Place .............................. 4 Hook: Through a Portal, Darkly.................... 15 Down There?.................................... 5 15. Blasted Passage ............................. 16 Whatever Happened to Uncle Merle? ................. 5 Deep Encounters Table ....................... 16 A Dark Truth ................................. 5 16. End of the Line.............................. 16 Keeping It in the Family ........................ 5 Husk of Merle ............................... 17 Desperately Seeking Merle ....................... 5 Random monsteRs . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Sewer Encounters .............................. 17 2 . the dungeon . . . . . . . . . . . . . . . . . . . . .6 2 – Jelly .................................... 17 More Than We Bargained For....................... 6 3-5 – Leaping Leech .......................... 18 1. Cellar........................................ 6 Speaking from Experience...................... 18 (a) Stairs .................................... 6 6-8 – Giant Rat .............................. 18 (b) Pillars.................................... 7 9-11 – Giant Spider........................... 18 (c) Junk Pile.................................. 7 12 – Smugglers .............................. 18 (d) Smugglers’ Door ........................... 7 Deep Encounters ............................... 19 2. Twisting Tunnel............................... 7 1-2 – Earth Elemental......................... 19 Advice: Running Combats ......................... 8 3-4 – Ooze .................................. 19 3. Sewers....................................... 8 5-6 – Rock Mite.............................. 19 Sewer Encounters Table......................... 9 Adventure MAp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 (a) Merle’s Concealed Door ..................... 9 (b) Smugglers’ Door ........................... 9 3 . rewArdS . . . . . . . . . . . . . . . . . . . . . . .21 4. Smugglers’ Den ............................... 9 Loot.......................................... 21 Smugglers!................................... 9 Scrap ...................................... 22 Hook: Dealing In the Devil ...................... 9 Setting Up Shop ................................ 22 (a) Blade Traps .............................. 10 Getting Paid ................................... 22 5. Rune-Limned Gallery ......................... 10 Rats ....................................... 22 6. Ritual Chamber .............................. 10 Room and Board............................. 22 (a) False Wall................................ 11 The Ring ................................... 22 (b) Curtain.................................. 11 Selling the Tale................................. 22 (c) Evil Altar ................................ 11 Bonus Character Points.......................... 22 7. Hidden Tomb................................ 12 Zombie Gang Member ........................ 12 4 . the Adventure contInueS . . . . . . . . . .24 8. Main Hallway................................ 12 Secrets Within Secrets........................... 24 9. First Cell.................................... 12 Adventures in Alchemy .......................... 24 10. Second Cell................................. 13 Alchemy is unbearably constrained by time and materials. Wizardry exchanges those limitations for annoyingly ambiguous magical laws. Some powerful forces in the universe can waive those laws, but only in return for harsh contracts. The obvious solution? Powerful forces outside the universe! – Merle, Respected Innkeeper (and Black Magician) 2 C ontents I ntroduCtIon A dungeon is any reasonably confined area containing on ramping up threats to better match the heroes’ capabilities. monsters to fight, hazards to avoid, and treasures to find, There are also “hooks” for using the dungeon as a springboard designed as an adventure for professional fortune-hunters. to grander quests. To new gamers, these resources offer replay But that’s a drily generic description, of little help to the GM value and inspiration for future adventures. who’s never dreamed up such a thing, and even less useful Finally, while it should be obvious, it never hurts to spell to the first-time gamer. A worked example would be bet- things out for munchkins: ter – and luckily, you’re reading one! This book is for the GM. Players are to keep their hands I Smell a Rat is a simple dungeon. It’s a single level made off until after their characters have explored the dungeon and up of a little over a dozen “interesting” areas. For new gamers moved on! playing delvers who are just starting out – and new GMs! – this simplicity makes it an ideal introduction to Dungeon Fantasy: If the GM sees obvious signs that somebody has read It illustrates all the key concepts on a manageable scale. ahead (anticipating every secret is a big clue) . . . well, this Experienced players might explore the whole thing in one is a game. The GM can play, too. Tougher monsters and skill game session, which may represent an easy afternoon’s work penalties – and swapping a few of the surprises – should keep for a party of seasoned adventurers. To spice things up for such things challenging! veterans, many situations in I Smell a Rat come with advice W I d s “n ”? hat f the elvers ay o For new delvers, the whole point is to accept a basic population. In all cases, it’s implied that refusal will bring quest to learn the ropes. If they reject it, starving at repercussions (and earn fewer character points!). $150/week apiece until they realize there’s no other work If this is just one possible adventure for seasoned vet- should change their minds. If it doesn’t, the temple may erans, they may decide that killing rats for $400-500 isn’t pressure the group’s cleric or holy warrior to step up as worth their time – fair enough. If the players are experi- a “good act,” the Thieves’ or Wizards’ Guild might notify enced enough to feel that way, the GM is hopefully skilled the party’s thief or wizard that there’s something fishy enough to cook up another adventure. Alternatively, the to investigate here, or elder druids could charge a PC GM can try the social pressure tactics suggested above – or druid with discovering what has stirred up the local rat have the heroes hear rumors of one or more of the hooks on pp. 9 or 15. a : s e dvICe CalIng nCounters This dungeon’s battles should be fun for a well-rounded Preparation. Being ready can outweigh raw numbers; party of six 250-point adventurers. Matching opponents e.g., the Demons from Between the Stars in area 14 (p. 15) is an art, however! Some combats may prove unbalanced are toast if even one delver has mastered light-bringing for large, small, capable, narrowly focused, or well-played spells, overpowering if nobody has light. Adjust monster groups. Each encounter offers solutions, but here’s some numbers by up to 50% either way in such situations. general advice: Reinforcements. Never increase monster numbers ahead of time if you’re unsure about the adventurers or Headcount. Most encounters base the number of situation. A fight that’s going too easily for the heroes monsters on party size; e.g., “one per two delvers” or “a can attract “off map” reinforcements, unless that’s totally number equal to group size.” Fixed numbers assume six implausible (e.g., in a closed room). Keep bringing in adventurers; scale these to group size and round up (min- backup until things get challenging! imum one monster). Capability. Above, count near-noncombatants (e.g., If the encounter cannot be scaled in number – e.g., the unarmored bards without combat spells) as half a delver. husk of Merle (p. 17) is unique – adjust monster abilities Count devastating fighters (with several of 3d+ damage, the same way. This normally means damage and DR, as multiple skill 12+ attacks, active defenses of 14+, and DR with the stone golem in area 11 (p. 13). Where skills or 6+) as 1.5. defenses are grossly mismatched, adjust them toward the delvers’ average level. I 3 ntroduCtIon C o haPter ne s s ettIng the Cene This adventure takes place in town. Thus, There and Back adventurers relying on defaults get unpenalized HT and IQ Again (Exploits, pp. 17-18) and fatigue due to Travel (Exploits, rolls, respectively. p. 64) won’t apply. The delvers won’t need camping gear and With everybody rolling, success is almost assured and rations, much less horses and carts. In a sense, they won’t even means the heroes receive the quest during the day, when have to leave the inn . . . they’re well-rested. Failure all around leads to looking for a place to spend the night, learning that the local inns are t u M a t t full thanks to a Clowns’ Guild convention, and being told ell s ore bout hIs oWn “. . . but try Merle’s.” When they get to Merle’s at day’s end, The town that’s the backdrop for this quest is left to the they find work waiting when they need rest: Dock everyone GM – the adventure isn’t tied to a specific, named location. 3 FP, which they can only recover after completing enough Here’s what does matter: of the adventure to earn a place to rest (see More Than We Bargained For, p. 6). • The town can’t be isolated. This adventure revolves around a roadhouse on a busy trade route, so it wouldn’t make sense to choose the Vanished Village on the edge of Lake Lost, where travelers never pass – or where the Speaking from Experience locals sacrifice visitors in a huge bonfire, or to bees. When I shared my unsettling dream of Uncle Merle, Mother • The town must enjoy the benefits of magical engi- was unsurprised: “Damned sorcery finally got the better of him. neering – that is, Earth spells. The dungeon assumes Go quickly! Barricade the cellar until you can hire mercenaries the existence of multi-story buildings with cellars, built to go down and kill anything that moves. Invent a pretext for next to roads with sewers underneath. The dungeon this – the family reputation is at stake.” would be difficult to explain in a settlement with no – Lee, Journeyman Merchant structures fancier than thatch-roofed cottages. • If the town is where the delvers are launching their careers (making this their first real adventure), it should be big enough to boast shops that could have sold them their starting gear. If they begin with swords, metal armor, unCle Merle’s PlaCe magic items, and specialized tools, it might be a genuine city. If the delvers succeed at the roll to find a quest, a woman Thus, this town can believably offer the full range of civi- who calls herself “Lee” approaches them during the day. lized amenities, including a tavern where rumors start, a few Lee is a no-nonsense individual in her mid-thirties, dressed shops run by the Merchants’ Guild, a temple that sells healing, in clean-but-practical clothing. Nothing about her suggests local chapters of the Wizards’ and Thieves’ Guilds, and a mod- money, exactly, but her manner hints at business. est Town Watch. The delvers can attempt all the usual pre- Lee quickly explains that her family runs several road- and post-adventuring tasks here. If they’re just starting out, houses in the region (a Current Affairs roll confirms she the GM might even game out shopping for gear in preparation belongs to a wealthy merchant clan), that her uncle, Merle, for the adventure. just passed away, and that she was sent to take over his busi- If the GM is stuck coming with up a good name, try ness. When she arrived, she found the inn closed. On opening “Aranea.” It has a cheesy fantasy sound to it and gives savvy the door, she realized why: Scratching noises in the cellar and players a minor clue to an early encounter without giving a foul smell pointed to an infestation of giant rats, known to be away the real surprises. a problem in the area due to poorly maintained sewer tunnels. Lee needs a well-armed group to kill the rats, and she’s will- W W f ing to pay eight copper ($8) per giant rat head, to a maximum Ill ork for ood of one gold piece ($400) if by some misfortune there are 50 or Once the delvers are equipped and ready to hack ‘n’ more rats. Winning a Quick Contest of Merchant skill vs. Lee’s slash, it’s time to find work. Use Finding a Quest (Exploits, 15 can talk her up to $10 per rat, maximum $500. Whatever p. 14) – but if this is the first adventure of fresh-faced heroes, the final price, she’s also willing to include one week’s room it’s traditional for a quest to find them. Make all Carous- and board at the inn (worth $150 per person) after the party ing and Current Affairs rolls at +4, meaning that even exterminates the rats. 4 s s ettIng the Cene If the delvers agree, Lee escorts them but she doesn’t know – and Detect Lies, a Truth- to Merle’s. From the outside, it looks to sayer spell, etc. can confirm this (Lee has IQ 12, be a large inn in excellent repair. But as Will 12). soon as they step inside, the odor and the Lee tells the delvers that if they want to lighten scratching become obvious . . . their load, they can leave anything they won’t need If the delvers fail to find a quest and for killing rats with her. She also warns that she meet Lee at night while seeking a place to plans to bar the door behind them, as she doesn’t rest, they realize the situation at Merle’s want giant rats coming up – everybody knows right away. Then Lee makes her pitch. they’re strong enough to push doors open. Anyone who wants out just has to knock. (Of course, if they d T ? want out in a hurry, it takes Lee 2d seconds to hear oWn here them, reach the door, and remove the heavy bar.) Once the brave rat-slayers reach an Paranoid delvers won’t trust Lee with their accord with Lee, she shows them to the gear – or to let them out! – but Empathy, the cellar door. Anybody with points in the Sense Emotion spell, or anything similar reveals Forced Entry skill finds it strange for a that she isn’t trying to pull a fast one. Lee needs basement door to be made of such thick help badly enough that she tolerates strangers wood (DR 3, HP 33) and to boast a bar casting noninvasive spells (like Sense Emotion), if (DR 4, HP 23). What was Uncle Merle they insist. keeping down there? They can ask Lee, W h u M ? hatever aPPened to nCle erle Canny delvers will realize that something seems nameless friends dug into darker secrets. They started off – and not just the smell. Why do the townsfolk with forbidden spells – rituals for creating undead and think Merle’s might have rooms available? That suggests constructs – and graduated to demonic pacts. When that Merle’s death and the inn’s closure are too recent to be didn’t scratch the itch, they bargained with Elder Things. common knowledge. As with all stories involving Elder Things, the next part If Merle’s demise was so sudden, what happened? And is “Everybody died. The end.” how did Lee find out and get here so quickly? Yet life is never that simple when black magic is Why is Lee in such a hurry to exterminate rats? In a involved. That’s why such arts are forbidden . . . world where casting Final Rest on the dead is traditional (to prevent unseemly undeath), wouldn’t Merle’s funeral Keeping It in the Family arrangements be her first priority? If the PCs visit the tem- What does Lee know? That Merle was a wizard – not ple, any cleric can learn that nobody has seen to that. an adventurer, but the stay-at-home type who normally If giant rats are a pressing problem, why is nobody else joins the Wizards’ Guild. That he wasn’t a Guild member hiring rat-catchers? Lee’s job is the only one in town. (something his wealthy merchant family would want to And why is the cellar door a huge slab, barred from conceal!). And that he apparently locked his secrets in upstairs? the basement. All this would be useful to know before venturing into A Dark Truth the cellar. Finding it out in polite conversation requires an The truth is that Uncle Merle was practicing black Influence roll using Diplomacy at -5. Magic (e.g., Mind- magic in the basement, and his roadhouse offered the per- Search) or Interrogation could extract the information fect cover. It placed him above suspicion as a pillar of the at no penalty, but such violence ensures that Lee won’t community. It gave traveling delvers a place to stay, and be interested in paying the “heroes” – she bars the door, Merle paid them handsomely for knowledge and artifacts abscond with anything they leave behind, and see to hiring the temple and Wizards’ Guild deemed forbidden. His assassins! However the delvers handle it, Lee has Will 12. far-flung fraternity of sorcerers could visit as anonymous travelers when they convened to perform their unspeak- Desperately Seeking Merle able rites. And the sprawling cellar – ostensibly for ware- Cunning delvers who suspect that Merle isn’t dead may housing his family’s shipments – concealed excavation of try a Seeker spell to find him. If Lee is still on good terms a subterranean ritual space. with them, she happily provides a tunic that belonged to But like countless other spellcasters unsatisfied with him. Unfortunately, the spell fails – see End of the Line ordinary wizardly and clerical magic, Merle and his (pp. 16-17) for why. sseettttIInngg tthhee ssCCeennee 55 C t haPter Wo t d he ungeon The sordid details of what lies beneath Merle’s place (and Vision roll, or Per-based Traps roll at +5), but means that no beyond) are keyed to the map on p. 20. Each area is num- DX roll is permitted to avoid them and that clearing each hex bered – read the description to learn what’s there. Some demands three points of fire damage (e.g., three seconds with areas have features labeled with letters, which are important a torch). Anybody walking in a web hex is grappled by webs enough to merit their own brief write-ups. with total ST 14; anybody falling down in two web hexes is grappled at ST 28. As soon as anybody touches or starts torch- ing the webs, the giant spiders that spun them M t W b f attack. One huge spider (p. 18) per party ore han e argaIned or member should do – but if the adventurers It soon becomes apparent that a rat-infested basement is only the are powerful, make that two or even three. tip of the iceberg. Cagey players will suspect this from the start! Upon In addition, anybody who gets webbed is discovering this, the adventurers may decide to backtrack, visit town set upon by a big spider. The spiders aren’t (to rest, heal, sell treasure, and buy supplies), and then resume the affected by their webs. quest. That’s more than fine – the distances are amenable to it. Delvers can clear floor hexes in order to The PCs can sell rat heads to Lee on any return trip, unless they’ve fight there, but the stairs are more defensible. offended her and driven her off (Keeping It in the Family, p. 5), but she Once the fight is over, efficient adventurers refuses to cut a new deal to clear the rest of the dungeon. She will let may burn off all the webs so they can search the delvers use the inn as their base of operations for the agreed-upon the place. This would take someone with a week, if they’ve cleared the cellar. torch, Flame Jet spell, etc. about 15 minutes; The GM should remember that on each trip through, the heroes divide time by the number of people involved. must face any traps or curses they haven’t neutralized. There are also Doing so uncovers the remains of 40 dead new checks for wandering monsters in areas that have them. If the giant rats, which can be decapitated for heads delvers leave for a day or more, the GM may have wandering monsters to sell to Lee. Partially clearing the area means stray into adjacent areas, too. proportionally fewer rats (e.g., 1/4 of the cellar Finally, if the adventurers are fleeing monsters on their way out, yields 10 rats). don’t forget that Lee needs 2d seconds to unbar the basement door. If the group managed to offend her, they have to bash that door instead. (a) Stairs Fortunately, the monsters prefer to avoid being seen above ground in town, but they wait in the cellar . . . and Lee won’t pay a cent or let the The stairs up to the main floor follow the PCs rest at the inn while there’s moaning and growling down there! walls in the northeast corner and are made of sturdy wood. They afford web-free footing for up to seven delvers to strike down over the rail- ings, plus one in the corner. The huge spiders 1. C start six yards from the stairway and scurry up the stairs and ellar supporting uprights, entering close combat on their second The basement has the same floor area as the inn (roughly turn. There’s room for seven to attack at once, from the partial 60’ ¥ 50’). It’s remarkably deep, the ceiling rising 12’ overhead. hexes adjacent to the stairs. Being windowless and unlit, it’s in total darkness until the The stairs rise six feet from the basement floor to a landing, delvers bring light. Per Light Sources (Exploits, p. 19), torches turn, and rise another six feet. They’re considered bad footing or lanterns allows some visibility out to six yards – but noth- (-2 to hit, -1 to defend, +1 movement point/hex) for delvers but ing behind the pillars (p. 7) can be seen at all. This means that not spiders – but heroes engaging climbing spiders get +2 to from the stairs, most of the room is in impenetrable shadow. defend for high ground (so a net +1), while the spiders defend There’s little down here, but the floor is matted with layers at -2 against melee attacks from above. Ranged attackers get of dense spider webs – only the stairs (below) are web-free! +2 to hit (canceling bad footing) when shooting downward. Webs are described under Giant Spider (Monsters, pp. 31-32). Once the spiders enter close combat, relative height is irrele- However, the density makes them easier to see (unmodified vant – as are weapons without reach C! 6 t d he ungeon Anybody who wants to destroy the stairs must hack winning too easily, the GM can have more humongous spiders through DR 2, HP 200, but this is ill-advised. First, it inflicts squeeze into the fight from the southwest exit. This should be falling damage (Exploits, pp. 67-68); the fall is four yards a straightforward fight if the adventurers have cleared webs (2d-1 crushing) from the very top, three yards (1d+2 cr) from the cellar. If not, note the sticky hexes on the battle map. from anywhere else above the landing, and two yards (1d+1 cr) from the landing. Second, it drops everybody into webs; (d) Smugglers’ Door roll vs. DX to avoid falling prone in two web hexes. Third, it In the south wall near the southeast corner is a well-made cuts off escape. secret door built into the masonry. This demands a Vision, Observation, or Per-based Traps roll at -5 to find – only (b) Pillars allowed if actively searching the cellar for hidden doors – and The six robust stone pillars that support the inn obstruct then an IQ-based Traps roll to deduce the location of the latch an entire hex apiece. Treat them as impassible and indestruc- that opens it. Treat the stone panel as a six-inch-thick wall if tible in combat. A spellcaster could remove them with Earth somebody wants to destroy it; see Walls (Exploits, p. 82). spells, collapsing the inn and killing spiders and delvers alike This exit offers a way around the junk pile (above). It was (well, unless they can survive about 20d crushing). This is not known to Merle – the people he bought the inn from used probably a bad idea. it to smuggle goods through the sewers. A History spell reveals Each pillar bears two torch brackets. If all 12 are occupied nothing useful, even if cast to look a year back, as the passage by lit torches, ignore all darkness penalties in the cellar. hasn’t been used in years. (c) Junk Pile 2. t t WIstIng unnel The southwest corner is filled with a pile of rubble: casks, The jagged opening in the cellar wall behind the junk pile planks, crates, and a huge mound of loose dirt. Lighting (above) leads to a rough 40’ passage about 3’ wide and 6’ tall, permitting, a successful Vision, Observation, or Per-based with an S-shaped curve in it. Obvious shovel marks suggest Traps roll spots the top of an opening peaking out over it was not dug with magic. Delvers must march in single file. this – a concealed doorway! A History spell cast to look one day back finds that spiders and rats use this passage; cast to look a week or more back, it also reveals that the barricade was created using some kind of unknown magic. Excavating the exit requires good old-fashioned elbow grease: 10 hours of digging and hauling, divided by the number of partici- pants. (Shape Earth or Earth to Air can remove the dirt, which makes up most of the pile, but have to cope with 15 cubic yards.) However, the heap is coated with sticky webs which are nearly invisible in the mess (Vision roll at -10 or Per-based Traps roll at -5). If undetected, touching the pile means being grappled by the hand(s) with ST 19. This nor- mally traps only the first person to touch it, unless the delvers unwisely dive in all at once. Once someone is grappled – or if the webs are detected and avoided, once the delvers are too busy clearing detritus to hold weapons – a humongous spider (p. 18) erupts from the debris and attack. If the delvers are t d 7 he ungeon A Per-based Prospecting roll (defaults to Perception at -5) as Large-Area Injury (Exploits, p. 53). The adventurer who warns that the tunnel is amateurish: height and width vary, critically failed and everyone in front can struggle on; those reinforcement is inadequate. It also meanders 40’ instead of behind are blocked. Digging through wastes two hours if following a straight line to an objective 20’ away – though working from one side, or an hour if working from both that’s obvious only after passing through. (magic must remove two cubic yards of dirt) – and those who There are no monsters or traps here, but the old planks made it through before the collapse face one check for wan- used to reinforce the ceiling and walls – and to bridge muddy dering monsters per hour of digging, just as if they were in holes in the floor – aren’t up to code. Anyone on foot must the sewers (below). make a DX roll. 3. s Modifiers: A basic +4; +2 if warned of the danger by some- eWers one who made the earlier Prospecting roll; +1 per level of The twisting tunnel (pp. 7-8) and smugglers’ den (p. 9) dwarven Pickaxe Penchant; -2 at Light, -4 at Medium, -6 at both lead to a branch of the town’s sewers. This 6’-wide by Heavy, or -8 at Extra-Heavy encumbrance. (This is an excel- 6’-tall, stone-lined conduit looks sturdy; success against Pros- lent example of where to steepen penalties if the adventure pecting or Thaumatology reveals it was engineered using seems too easy!) magic. It would take a major effort to cave in – say, a maxi- Failure means stumbling into a jutting beam or sharp rock, mum-power Earthquake spell (which the sewer would resist putting a foot through the floor, or something similar. Roll on with HT 14). the Hit Location Table (Exploits, pp. 99-100). That body part There are no walkways here and nowhere to anchor a takes 1d-3 crushing. bridge. Those without suitable magic (Levitation, Flight, Critical failure (any failure, with Total Klutz) caves in the Walk on Air, Walk on Water, etc.) or abilities (e.g., Spider tunnel around that person and those immediately behind Climb) have to wade through calf-deep sewage. Each wader or in front in the marching order. Each takes 2d crushing must roll against HT – modified as usual for Fit, Resistant to Disease, etc. – to avoid contracting sewer rot: -1 on all attribute and skill rolls until Cure Disease is received. The instant onset is odd; if anyone advICe: runnIng CoMbats succumbs, success at Esoteric Medicine impli- cates black magic . . . A smooth combat encounter starts before the session begins! Traveling west means heading into town, • Read the area description. Pay attention to lighting, footing, while going east means eventually coming out in and obstacles, noting associated penalties. a fetid bog – neither of which is very interesting • Examine the map. Decide which hexes each side starts the fight (though see Adventures in Waste Management, in. p. 15). However, searching for hidden doors is • Review the monsters. Descriptions discuss tactics and key abil- likely to prove fruitful, and an enterprising group ities. Diffuse, Extra Life, Homogeneous, Injury Reduction, Super- could hunt giant rats to sell to Lee. natural Durability, Unkillable, and Unliving magnify a creature’s While in the sewers, check for wandering resilience and danger level, while Unnatural diminishes them; see monsters: Chapter 2 of Monsters. • Once per hour spent waiting or wandering • Prepare the combat turn sequence (Exploits, p. 28). around. • Update your GM Control Sheet (Exploits, p. 110). • Once per attempt to search for hidden In action, play monsters appropriately. Mindless creatures doors, successful or not. charge, cunning ones fall back to lure out overconfident foes and • Once per attempt to bash or force a door, worsen enemy range penalties, and so forth; see Tactics (Monsters, or mine through sewer walls – or once per hour pp. 6-7). If you know Dungeon Fantasy better than the players do, spent digging, if the twisting tunnel collapses. be fair – don’t invoke little-used rules or bully weaker PCs. If a The roll is 9 or less on 3d – but if the party monster should do this, warn the players. deliberately tries to attract rats to hunt, it becomes Manage players swiftly. If somebody is dithering, suggest one or 12 or less. Success means a roll on the Sewer two options that exploit the PC’s strongest capabilities. If someone Encounters Table (p. 9). wants to do something there’s no rule for, chose a fitting skill, modify If combat occurs, people wading in sew- it for the deed’s audacity, and roll the dice! age are fighting on bad footing: -2 to hit, -1 to Finally, until everyone learns the rules, announce what’s being defend, +1 movement point/hex. Jellies, leeches, rolled, at what modifiers, and why. Be systematic. If something gets sewer rats, and spiders won’t suffer these overlooked – a modifier, a roll, a minor monster’s turn – game on. effects! Adventurers also need light to fight Chalk up aberrations to the fog of war. Don’t change the past! properly; the dim glow of sewer slime gives a severe ambient darkness penalty: -8. 8 t d he ungeon

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