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New Game to Playtest: DUNGEON RAID

27 Oct
dwarven-forge

I WISH we could have this in the Guild…

Alright, we were a little short on GMs on Wednesday. So what if we made up a way to play Pathfinder/D&D without needing a GM?

My Dear Guildlings,

I introduce to you a new brainchild of mine: DUNGEON RAID!

Email me if you want to playtest this! (On Monday, I think we’ll have a Level 11 dungeon for Hunter, Tyler, and a group of mid-level people who want to play)

Here are the rules for a Pathfinder game:

The object of the game is to take the Treasure Hoard and leave the dungeon with it!

  1. Everyone forms teams in the beginning. A team can have one or more players. Each team must be approximately the same Level (see #2). Note that there can’t be Hunger Game-like alliances, and any actions simply to help another team are forbidden. There is a definite 1st, 2nd, 3rd place, and so on.
  2. The Level (LVL) of the dungeon is determined by the strength of each team.
    A one-player team of Level X –> dungeon of Level X – 4.
    A two-player team with an average party level of X –> a dungeon of Level X – 2.
    A three-player team –> dungeon of Level X – 1.
    A four-player team –> dungeon of Level X.
    A six-player team –> dungeon of Level X + 1.
    For example, a team with one 11th level player and another team of four 7th-level players can be in the same Level 7 dungeon.
  3. All teams agree on how to select monsters for this dungeon.If you are using random encounter tables, agree on which table(s).
  4. Start timing the game (this is important for determining “The Spoils” below).
  5. Every team starts on a corner of the map in a square-shaped room. The room is 1d4+2 squares wide. One door leads off the map (this is an exit). There are 1d2 doors leading out of it — each door out of the same room is in a different wall.
  6. Ceilings in this dungeon are 5 + 5(1d4) feet high. (Every time you roll a 4, roll d4 again and add it to the total.) Dungeons that are Level 7+ are 10 + 5(1d4) feet high.
  7. Everyone rolls initiative and acts in initiative order.
  8. If a door is opened, roll a die. Low = Hallway (see Hallway table). High = Room (see Room table).
  9. If something else is on the other side that is not in combat yet, see the “Running a Combat” section below.
  10. One of the rooms is the Lair. This has the toughest fight in the dungeon. The creature(s) there also guard the Treasure Hoard.
  11. To win the game, you must take the Treasure Hoard and leave the dungeon with it!

WARNING: YOUR CHARACTER CAN DIE. Characters cannot die from other player characters (they just fall unconscious and stabilize), but they CAN die from monsters and traps in the dungeon! Players who fall unconscious must be carried out of the dungeon by their comrades or they DIE.

More rules after the jump.

Hallway Table

Width:
Roll a 1d6:
1: 1 square wide
2-5: 2 squares wide
6: 3 squares wide

Length:
The hallway’s longest path is 1d8+1 squares long.

Roll a d100:
01-50: straight hallway
51-70: L shaped hallway (Low: turns left, High: turns right)
71-90: T shaped hallway (roll a 1d6: 1-2 has branch leading left, 3-4 ends in a T intersection, 5-6 has branch leading right)
91-100: cross

If a hallway leads off the map, it is a dead end.

If the player traverses the hallway, there is a 10% chance of a Trap. See the “Running a Trap” section.

Room Table

#1. Special?

10% chance there is a Special:
01-33: magical darkness
26-50: fog (like fog cloud spell)
51-75: stone walk over chasm that requires DC 10+LVL Acrobatics check, with a pit that is 10*LVL feet deep, DC 15 Climb to climb wall
76-100: chasm that has no walkway, it is 2*LVL feet across).

If character can’t see the room, opposing players secretly roll and draw dimensions on a piece of paper. The active player must discover room through their actions.

#2. Dimensions:

2d4 squares wide, 2d4 squares long.

#3. Doors?

Roll a d100:

0-20: no other doors lead out of it
21-60: 1 other door leads out of it (opponent places it)
61-90: 2 other doors lead out of it (player and opponent each place 1)
91-100: 3 other doors lead out if it (player places 1, opponent places the others)

#4. Encounter?

Roll a d100:

01-30: Monster(s)! See the Monsters table
31-40: Trap!
41-100: Empty

Running a Combat

The person whose turn it is (who opened a door usually) is the Player. The other players/monsters are the “Creatures.”

  1. The Creature(s) roll Perception vs. the new Player(s)’ Stealth DC(s). Only one Creature needs to beat the lowest Stealth roll of Players.
  2. Roll initiative! The Player(s) and the Creature(s) jump ahead of everyone else in the overall game’s initiative order.
  3. If one side is surprised, run a surprise round.
  4. Run the combat. The opposing players run the monsters. (Opposing teams MUST fight!) Other players not in the fight can still act while the fight continues.
  5. If the monsters survive the fight, then logic and dice rolls determine what they do next. If they attack a player character, then opposing players control the monster(s).

Selecting monsters (2 methods)

First, determine the difficulty on the Difficulty table.

Method 1: Go to a Bestiary’s Appendix that organizes the “Monsters by CR”

Roll d100:

1-10: 8 creatures of a CR equal to Goal CR – 6 (Reroll if Medium or Hard Encounter.)
11-20: 6 creatures of a CR equal to the Goal CR – 5 (Reroll if Hard Encounter.)
21-30: 4 creatures of a CR equal to the Goal CR – 4
31-50: 3 creatures of a CR equal to the Goal CR – 3
51-75: 2 creatures of a CR equal to the Goal CR – 2
76-100: 1 creature of a CR equal to the Goal CR

From the appropriate CR, randomly roll a creature. (If the creature is too large to fit in the room, reroll.)

Method 2: Go to an appropriate random encounter chart:
(This link has many random encounter tables)

Roll a result on the table. If the base creature is higher than the goal CR, then reroll.

Choose a # of creatures within the given range to match the CR. If this isn’t possible, then (1) roll a random # of creatures and (2) roll a a 2nd group of creature(s). For the 2nd group, use the # of creatures needed to hit the goal CR. If raising both groups of creatures to max # is still weaker than the CR, then reroll the 2nd group. If two groups of creatures are at odds (i.e., a monster has an effect that paralyzes everything in the room including the other monster), then discard that monster and roll again. Remember that every +1 in CR is about a 50% increase in strength. Every +2 in CR is about a 100% increase in strength.

Running a Trap

Determine the difficulty on the Difficulty table. Randomly roll a trap in the Core Rulebook p. 420 or from the traps on this page (at the bottom, under “Sorted by CR”). If the lead character(s) notices the trap, then the party can do something about it before triggering it. If the trap triggers, remember that a character is flat-footed if it hasn’t noticed the trap.

Difficulty table

Roll a d100:

01-40: Easy Encounter. CR equals Dungeon Level. If monsters, then 0% chance they have Loot
41-70: Medium Encounter. CR equals Dungeon Level + 1. If monsters, then 25% chance they have Loot.
71-90: Hard Encounter. CR equals Dungeon Level + 2. If monsters, then 50% chance they have Loot.
91-100: Lair Encounter! (Reroll if this is a trap.) CR equals Dungeon Level + 3. 100% chance there is Loot AND the Treasure Hoard

Loot

Characters can find Loot: magic items that help you in this dungeon only — your characters can NOT take it with them to other adventures! However, any Loot found does go in the Guild Market and can be purchased with gold.

If a character finds loot, roll a 1d8. If a Loot type has already been rolled, then it cannot be rolled again.

1: armor, Ultimate Equipment, p. 117 (if you must determine type go to p. 370 or scroll down on this page)
2: potion, Ultimate Equipment p. 370
3: ring, Ultimate Equipment p. 117
4-5: scroll, Ultimate Equipment p. 117
NOTE: if 1 scroll in the dungeon is arcane or divine, then the other is of the other type)
6-7: weapon (5% chance it’s one of the following: cold iron, silver, or adamantine, IF the Level allows it), Ultimate Equipment p. 117 (if you must determine type go to p. 370 or scroll down on this page),
NOTE: if 1 weapon in the dungeon is melee or ranged, then the other is of the other type
8: wondrous item, Ultimate Equipment p. 206

5% chance something is a cursed item.

You must still identify the items properties (and ascertain its command word if it has one) to actually use it.

The Level of the dungeon determines the Loot’s rarity and value in Ultimate Equipment:

Dungeon Level 1-6: lesser minor
Dungeon Level 7-8: greater minor
LVL 9-11: lesser medium
LVL 12-13: greater medium
LVL 14-15: lesser major
LVL 16+: greater major

Special Action: Search the Room

If one character walks on every square in a room, roll a Perception check. If the result is 20 + LVL or higher, then there is a (# of squares)% chance of discovering Loot protected by a Trap. You cannot Take 20 on your Perception roll.

How to Win

When a team makes it out of the dungeon with the Treasure Hoard and everyone leaves the dungeon, the game ends.

If no one gets the Treasure Hoard, use the tiebreaking system below.

Tiebreakers are determined by, in order:

  1. Team with the most Loot items in its possession.
  2. First team to leave the dungeon.

The Spoils!

(If no one got the Treasure Hoard, then still follow the rules below and just skip the Treasure Hoard section.)

Determine the size of a Share.

First, refer to the table below:

Dungeon Level 1: 213gp
Dungeon Level 2: 427gp
Dungeon Level 3: 640gp
Dungeon Level 4:960gp
Dungeon Level 5: 1,173gp
Dungeon Level 6: 1,600gp
Dungeon Level 7: 2,027gp
Dungeon Level 8: 2,773gp
Dungeon Level 9: 3,413gp
Dungeon Level 10: 4,267gp
Dungeon Level 11: 5,547gp
Dungeon Level 12: 6,827gp
Dungeon Level 13: 9,600gp
Dungeon Level 14: 11,733gp
Dungeon Level 15: 16,000gp

Second, multiply this by the number of hours played. This tells you the size of a Share!

2 team game: each team gets 1 Share.

3 team game: the Winning Team gets 1 Share. The remaining teams get 130% and 70% of a Share.

4 team game: the Winning Team gets a Share. The remaining teams get 150%, 100%, and 50% of a Share.

5 team game: the Winning Team gets a Share. The remaining teams get 160%, 120%, 80%, and 40% of a Share.

6 team game: the Winning Team gets a Share. The remaining teams get 170%, 135%, 100%, 65%, and 30% of a Share.

The Winning Team ALSO gets the Treasure Hoard!!

(This is not determined until after the game ends.)

The Treasure Hoard’s value equals the Share times 2. Refer to Ultimate Equipment p. 367 for “Type H Treasure, Lair Treasure,” or scroll down on this page.

If the value of your hoard lies between two Values on the table, roll randomly to determine which Value you’ll use.

That’s it!

-Your Ever Inventive Grandmaster

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5 Comments

Posted by on October 27, 2016 in Announcements

 

5 responses to “New Game to Playtest: DUNGEON RAID

  1. mmccoo171

    October 28, 2016 at 7:59 am

    Ayy can I gm a level 6-8 version got this on Wednesday

     
    • ronaldsf

      October 28, 2016 at 8:58 am

      This doesn’t need a GM but you can teach this to folks. On Monday I want to try it out with Hunter/Tyler etc. When we get closer I’ll know better if we need help with this or with a Lvl 1 Pathfinder game

       
  2. ronaldsf

    October 28, 2016 at 7:41 pm

    Alright so we put this through the rigors of a first play test in the high school club, and here are some thoughts:
    – more interesting stuff. No more hallways because there’s no reward. Every room should have something interesting.
    – Too confusing to have battles take place while everyone else acts. Resolve the battle before returning to regular turns.
    – Still not sure how to draw the map. I’m leaning toward a random table so you only roll one die and you get a set shape that you connect to a door. You can rotate it however you like. This keeps the randomness but also gives you an interesting choice: explore more or race toward another player? Or race toward the center where the lair is? Can also spawn strategies that deal with placing rooms and features in the dungeon. Torin s idea is to predraw the map. Which I’m open to also.
    – every challenge must give Loot. And the Loot should be attractive enough that it helps you in the dungeon and is worth losing turns to get it.
    -searching rooms is a boring mechanic. Gone
    – the lair is in center. There will be a special “star” square. If someone places a room over it then that is the lair.

    Another idea: when the Treasure Hoard is grabbed, one exit (and only one) is the player that team must escape to.
    I’m open to people being able to affect the dungeon layout, like creating doors where there aren’t any or spawning monsters and obstacles. It’s a bit gamey tho. One idea is to place beacons that you can teleport to when you want to. A good way to cut off an escape route.

    People should say more ideas that they have!!

     
  3. mmccoo171

    October 31, 2016 at 1:34 pm

    I still think there should be a overall theme to each, like undead, or have some structure for the loot, related to the enemies and hazards.

     
    • ronaldsf

      November 1, 2016 at 9:04 am

      Good ideas. I think that once we have a good base to work with we can expand on it.
      Btw lurkers these rules have already been SIGNIFICANTLY revised and are now in beta v0.2.

       

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