Prototype rules for the Dungeon Game of Death

clockworkjoe

First Post
I've had so much fun playing the GoD that I've decided to run one! But rather than a simple little arena based one, I want to run a bigger team based one!

I've written up some prototype rules for it, can anyone here look at them and see If I'm leaving anything out? Also, does anyone want to join?


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ENWorld Game of Death Dungeon Edition Rules

Scenario: The End Times

Back story: A powerful necromancer lich by the name of Asinius is about to ressurect a dead elder god, an apocalyptic thing to say the least. A group of heroic adventurers has tracked him down to an abanonded underground gnomish villa. The adventurers can foil the lich's plan if they can get to his inner sanctum before he completes his ritual. To help them, a hero of a nearby city, Gunter's Prize, has pledged himself and his loyal followers to defeating the lich. Opposing them are the necromancer's minions and the numerous traps of the complex. Bold mercenaries have pledged themselves to both sides for the promise of loot and glory.

Only 6 hours remain before the lich completes his ritual. The heroes stand before the entrance of the dungeon. Who knows what evil lurks within the dungeon?

VICTORY CONDITIONS AND POINTS:

This scenario can only have 1 side winning or the other. However, victory points show by how far each side will win, and gives individual players something to brag about :)

GOOD:
To win: An adventurer must get into the Lich's sanctum on the third level of the dungeon and then spend an entire round alive in the sanctum or kill the lich. Note that the ONLY way to get into the third level of the dungeon is to use the entrance on the second floor. For unknown reasons, it is impossible to teleport or dig into the third level. Also, any adventurer who comes into the game as a result of reinforcement can be used to achieve victory. Individual good players only gain points when they land the killing blow on an enemy.

Points:
-50 points per NPC warrior reinforced
-1,000 points per good team member player slain and reinforced
+1 point per gold piece worth of treasure looted from dungeon
+50 points per NPC level/HD slain by a member of the good team (mercs fighting for good don't count)
+5,000 points per level cleared (all opposition destroyed)
+1,000 points per enemy player slain by a member of the good team

NEUTRAL
To win: All neutral team members are really on their own. They don't care who they fight for, only for how much money they get. As a result, all neutral players only really care about victory points. When the game ends, the neutral player with the highest points is the individual winner of the game.

Points:
+1 point per gold piece paid (all good mercs start with 5,000 gold and all evil players start with 10,000 gold)
+2 points per gold piece of treasure looted from opposing team
+2,000 points per player slain
+100 points per level/HD of enemy NPC slain
+10,000 points for being on the winning side at the end of the game

EVIL:
To win: Allow the Lich to complete the ritual. The ritual will end in EXACTLY 6 hours from the start of the game. If the lich is slain or stopped, the evil team loses immediately and the game ends.

Points:
+1 point per gold piece of treasure looted from opposing team
+1 point per gold piece of dungeon treasure reamining
+50 points per level/HD of enemy slain
+1,000 points per slain enemy player
+5,000 points per level of dungeon held


INDIVIDUAL PLAYER REWARDS:
To be awarded at the end of the game by the GM at his discretion.

*Best roleplayer
*MVP for good and evil team
*Best team player
*Most destructive
*Most creative
*Best tactician
*Most humorous
*Best Luck
*Worst Luck


TEAMS: 5 members per team. All MM races chosen must be intelligent.

Team Advantages:

Good: Reinforcements from town - At any time the good team suffers a loss, they may send someone back to Gunter's Prize for reinforcements. This costs the good team victory points. In order to get reinforcements, a player of the good team simply has to send a message to the city mayor. The mayor will automatically send reinforcements appropriate to the loss. The mayor will replace any slain NPCs. PCs will be replaced with a character 1 level lower and with 1/3 less gold of an average adventurer of that level worth of equipment than the character slain. Traveling from the dungeon by horseback to Gunter's Prize takes 1 hour and vice versa.

Neutral: Any mercenary may switch sides whenever he or she wishes. The merc simply has to make an offer to the other side and have the offer accepted by ANY player on the opposite side. Note that the evil side can NOT offer any of the dungeon's gold for any dealings.

Evil: Traps and secret construction: The enforcer can set a number of traps and secret rooms and doors in the dungeon. The enforcer begins with 10 construction points. Note that any evil team member may make additional mechanical and magic traps as per page 114-115 of the DMG.

In addition, the enforcer may gain additional points if he has the following attributes:
+5 points: the enforcer's race has inherent mining skills (orcs, goblins etc.)
+10 points: the enforcer's race is known for making traps (as described in the MM)
+5 points: Other other attributes, as this must be done on a case by case basis

Construction points are spent as followed.
1 point per 5 foot square trapped beyond the first 5 foot square
1 point per CR of the trap (max 10 CR per trap)
1 point per door placed (variable points to make a stronger door)
1 point per lock (20 DC to break or unlock +1 point per +2 DC on both)
1 point per +1 DC to find the trap per 5 foot square (20 DC base to find all traps)
1 point per murder hole
2 points per secret door (20 DC to find, +1 DC per each additional point spent max DC 25)
5 points per 5 foot square cleared or filled from basic map

Additional requests can filled with construction points, but the GM must make a ruling on a case by case basis.

Undead recruits: The evil team may also request that the Lich 'recruits' any corpses brought to it. If any evil team members bring any NPC corpses to the entrance of the third level, the lich will animate them as per the animate dead spell. If an evil player's corpse is brought to the entrance, the lich will raise it as an intelligent undead. Good player corpses will simply be animated and will NOT be raised as any greater undead. Lesser undead can be commanded by any evil player, but not by mercs working for the evil team.


TEAM ROOSTERS

GOOD
All members of the good team must be good or LN in alignment. Each member must be a PHB race.

Adventurers(4): Experience: 39,000. Gold: 36,000.

City hero: Experience: 39,000. Gold: 36,000. MUST take the leadership feat, but has a leadership score of 15, that can be modified by attribute modifers.


NEUTRAL
All members are hired mercenaries by one side or the other. Any alignment allowed and can be any race from the PHB or MM. Mercenaries working on the good side can not be inherently evil, be undead, or demonic.

Good mercenary (1 min): 6th level. Gold: 13,000. Hired for 5,000 gold.

Evil mercenary (1 min): 6th level. Gold: 13,000. Hired for 10,000 gold.

Free agents (3): 6th level. Gold: 13,000. Hired as per good or evil merc.


EVIL
All members must be evil or neutral alignment. Can be a PHB race or MM race. The enforcer is the ONLY evil team member allowed to take the leadership feat.

Enforcer (1): 9th level. Must be an evil humanoid. Must take the leadership feat but automatically has a leadership score of 15, which can be modified by attribute bonuses. Gold: 36,000.

The lich's lieutenants (4): 9th level. May be any race from the PHB or MM. Gold: 36,000.


DUNGEON SETUP:

The dungeon consists of three levels. The GM will only create the third level. All levels will be mapped out in a similar method to Macbrea's current GoD. All rooms have their contents randomly generated by the GM except for traps and so forth. The entire dungeon is carved out of a mountain, thus all the walls, floors, ceilings etc are hewn stone. All rooms on the first floor are assumed to have closed and unlocked wooden doors. All rooms on the second floor are assumed to not have ANY doors. The second leve lies 50 feet below the first level.

DUNGEON TREASURE: The evil team has acquired a great deal of treasure over the years, 100,000 gold pieces worth in fact. Each evil team member MUST place 20,000 gp worth of non magical treasure somewhere on the first or second level of the dungeon. This treasure may NOT be spent before the game in ANY way nor can it be used to entice mercs to work for them. Should a mercenary working for evil take the money, the merc is automatically placed on the good team.

The treasure can take any form, from simple coinage to art objects. No single item may be worth more than 10,000 gold pieces. If a team member fails to place the loot, the GM may place it anywhere in the dungeon he wishes.

LEVEL 1: This is a long abandoned gnome underground villa. Any member of the good team can create this level, providing it follows these guidelines. The first good team member that turns in a level for the villa that meets these guidelines will be accepted.

1. Entrances: The villa must have exactly 3 entrances built into it. The first is a 10 foot wide entrance that leads into the main hall. This is the entrance the heroes are currently standing in front. The other two can lead to any room but are not known by the heroes and require a search roll to find.

2. Main Hall: There must be a single main hall that is 150 feet long and 60 feet wide.

3. Bedrooms: There must be at least 6 bedrooms of appropriate size for gnomes.

4. Store room: There must be at least at least 1 store room at least 20 x 20 in size.

5. Empty/generic rooms: The villa must have at least 500 square feet (100 5 foot boxes) worth of rooms, each at least 10 by 10 in size.

6. Entrance to second level: This is the only feature placed by the evil team. The enforcer chooses a single 5 foot section in any room or corridor to represent a way down to the second floor.

7. All rooms must be connected to at least one other room. The main hall must be connected to at least 4 other rooms.

LEVEL 2: This level was carved out, either physically or magically by the necromancer's forces. This is where the evil team lives for the most part. Any evil team member may design this level, providing it meet certain guidelines. The first map submitted that meets these guidelines will be the one used.

1. Entrance: There is only 1 entrance to the second level, which must be placed as a single 5 foot section in a corridor or room.

2. Main barracks: A 150 foot by 100 foot area must placed in the second level. This area serves as the main sleeping area for the NPC warriors.

3. 5 private rooms: 1 room for each lieutenant. These rooms must be at least 30 by 30 feet in size and no more than 50 by 50 feet in size.

4. Other rooms: This level must have between 600 and 650 square feet (120 5 foot boxes) worth of rooms, each at least 10 by 10 size.

5. There must be an entrance to the third level somewhere on the level. The enforcer chooses this as well.

6. All rooms must be connected to at least one other room. The barracks must connect to at least 4 other rooms.


LEVEL 3: The details of this level will be kept by the GM until the good team reaches it. No teleportation spells are able to reach it. No scrying into the room is possible.



Current game rules:

Character Creation

Battle Location: Ye Olde Evil Dungeon

Point Buy:: 28

Experience: 39,000

Races: Core Books ONLY

Prestige Classes: Any prestige class from Core books ONLY

Feats: Core books ONLY

Hit Point: Max for Players: NPCs use LGG

Alignment Restriction: All allowed, some teams only allow certain alignments

Spells : No player can cast any spell higher than level 6 in any way whatsoever.

Suggested Spell Modifications

Harm has a fort save for 6d6 +1 per caster level damage.
Summon Spells summon only those creatures listed in the PHB. Player’s choice of creature within 1 alignment shift of player’s alignment.
All polymorph spells: Require: 2 preselected selection choices. These must be available options based on the level of the spell level the caster can use. These will be the only allowed shapes the caster is allowed.

With the exception of wild shaping. Wild shaping druids must send in 4 preselected animals following the polymorph self rules with size dependant on wild shape sizes. These will be the only allowed shapes for the druid during these combats.

Magic Items

Starting Wealth: As per character

Item Creation: Standard experience and gold cost.
Purchasing Items: No item may be of a value greater then 18,500 gp, 36,000 gps if created by the caster.

Wands and other charged items: no partially charged items. No character can purchase an item that allows him to cast a spell higher than level 6.

Potions: Potions and scrolls available are only those described in sourcebooks available. Any others must be made with item creation feats. No spell level higher than 6.

Other: All players are freely allowed to communicate with one another in private via email or whatever. Unfortunately, I can't think of a way to hide the map that won't make running the game a huge pain in the butt so all players will be visible on the both levels on the map, except for hidden/invisible characters as usual.

edit

current roster and emails

Roster

Number 47 - city hero <dragonwhitetile@yahoo.com>
victim - adventurer
nitessine - adventurer <jukka.sarkijarvi@kolumbus.fi>
horacio - adventurer
Pielorinho - adventurer

Troll - good merc
schmoe - evil merc <noahdowd@yahoo.com>
furious puffin - good merc i <bsadler@alphalink.com.au>
Dalamar - evil merc
Sollir furryfoot - ? merc
Dwight Frye - evil merc <spg415s@smsu.edu>


ryan koppenhaver - enforcer <rlkoppenhaver@yahoo.com>
kamard - lieutenant <rdunham@exploremaine.com>
fsck - lieutenant <fsck@doriarpg.org>
Castor Troy - lieutenant <caz.troy@worldnet.att.net>
Green Slime - lieutenant < johno@manchester.net>
 
Last edited:

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Schmoe said:
So, how do I sign up?

just post here for whatever team you want to sign up for. If you don't have a preference, I'll sign you up under the good team until it's full, then the evil team, then the neutral team.

If you join a team, please specify what position you want. First come first serve. Then start generating your character. If you have pcgen, I would prefer a character submitted in that format, but whatever.

PLEASE NOTE: Players get to design the dungeon. I couldn't think of any way to balance architecture without being symmterical and boring other than this.
 




Give me an E!
Give me a V!
gimme an I, gimme an L!

WHAT DOES IT SPELL? EVIL!!

(working on a character now, ooh I'm so excited)
 

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