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    Green Devil Face #3
    James Edward Raggi IV, Editor
    Green Devil Face logo by Jeff Rients
    Maria Kyytinen, Proofreader
    Front Cover: Osculum Infame from Compendium maleficarum by Francesco Maria Guazzo (1608)
    Back Cover: illustration detail from De corporis humani fabrica libri septem, by Andreas Vesalius (1543)
    The copyright to all text belongs to the attributed authors.
    Another Green Devil Face!
    It’s been an interesting few months here at LotFP headquarters, but I’m happy that I can present another
    issue for you.
    It does seem that GDF gets shorter each issue, but I believe in the concept. For all the publishing going on
    right now in traditional RPG land, there isn’t a whole hell of a lot designed to just be dropped in the middle
    of an individual referee’s own creations. How well Green Devil Face accomplishes that is up to the reader to
    decide – but without feedback, and without your submissions to show us how it’s really done, Green Devil
    Face will choo-choo along looking something like this.
    Until next time, have fun mining this issue for ideas that your players will hate.
    If you have a particularly original or clever trap, room, item, or tricky situation that you’ve used in one of
    your games and that you would like to share, submit it for publication in a future issue of Green Devil Face.
    We can’t pay anything, but you keep the rights to your work, and you get to see your name in print. All
    contributors get a copy of the final finished product.
    James Edward Raggi IV
    Helsinki, Finland
    August 9, 2009
    The Fine Print: Labyrinth LordTM is copyright 2007, Daniel Proctor. Labyrinth LordTM and Advanced Labyrinth LordTM are trademarks of Daniel Proctor. These
    trademarks are used under the Labyrinth LordTM Trademark License 1.0 available at www.goblinoidgames.com… This product uses the OSRIC™ System (Old
    School System Reference and Index Compilation™). The OSRIC system text may be found at http://www.knights-n-knaves.com/osric. The OSRIC text is
    copyright of Stuart Marshall. “OSRIC” and “Old School Reference and Index Compilation,” are trademarks of Matthew Finch and Stuart Marshall and may be
    used only in accordance with the OSRIC license. This product is not affiliated with Wizards of the Coast… Swords & Wizardry, S&W, and Mythmere Games are
    the trademarks of Matthew J. Finch. This product is not affiliated with Matthew J. Finch or Mythmere Games™…


    Pool of Fideceal
    A Vexing Dungeon Furnishing
    by Alfred John Dalziel
    The water of this magic pool shines with a faint red-bronze radiance. Upon entering this pool maimed
    extremities (including limbs and digits) are regrown in the span of 1d4 rounds. The character’s height also
    increases by 1d6 inches during this time, and the process is mildly painful. Only growth and regeneration
    happen for Neutral characters that enter this pool. However, if the victim entering this pool is of a nonNeutral alignment any regenerated parts are self-willed and of opposing alignment.
    While using the new limb any action attempted by the character that violates the alignment of the limb
    requires the character save or be Confused for one round. This condition is negated if the character changes
    alignment to match that of the regenerated part, or by means of a Remove Curse spell. At the referee’s
    option this pool may also affect the organs of the senses which have been destroyed. For those referees who
    are particularly fiendish, a penalty to the saving throw may be applied according to the magnitude of
    regeneration (nil for cosmetic or sense organ regeneration, -1 for a digit, -2 for an extremity such as a hand
    or foot, -4 for an entire limb).
    If the headless body of a character is bathed in one of these pools, a new head is grown and the body lives –
    level and skills remain but all memories are gone and the character’s alignment is reversed if not Neutral.
    This feature works well with pendulum blade traps, and it would be lovely fun to throw a Lawful eunuch
    into one. The Imperial Court in Sansul uses one such pool for castrated criminals.


    The Heat of Greed
    by Andreas Davour

    For those moments when you feel your characters should be reminded that everything has a price. This is a
    plain 30 by 30 feet room, with two doors. It’s lit by mystical means, or by torches. Deep in my T&T
    dungeon, the Dungeon of Voorand, this chest of gold can be found.
    The Hook:
    This trapped room is a plain 30 by 30 area, devoid of any ornamentation or obvious valuables. The only
    thing in the room is a chest. The chest is of stout build and it is bolted to the floor.
    The Line:
    The chest can be opened without any major troubles (maybe it’s stuck, so not to make it too obvious for
    your players). In it are piles and piles of coins! It’s filled to the brim with glittering coins of all
    denominations and from all realms to the world.
    The Sinker:
    The bottom of the chest is a grill, a mesh of metal, and so the bottom of the chest is exposed to the heat of
    the lava beneath. Opening the lid will slide a false bottom in and cover the furnace beneath. If your players
    start to scope up the gold they’ll find that the valuables are searingly hot and will burn as hot as their greed.
    If you want this to be a bit less likely to cause inflation in your game world, say that the coins are all of lead,
    painted gold and silver.
    If you want you players to get less of a warning, make sure this room is in a hot part of the dungeon, so they
    won’t be ticked of by the fact that hot air meets them when they open the chest.
    Feel free to mention to anyone who examines the chest that there seems to be a false bottom which slides
    aside when the lid is closed. Would any player be brave enough to step into the chest and let the other party
    members close the lid?


    The Hypercube of Doom
    by Andreas Davour
    This is a regular corridor, except there is a small alcove with an altar. The altar is fairly big, 2m by 1.3m by
    0.75m. The most curious thing about it, though, is that it looks like it’s made up of smaller cubes. The cubes,
    and the altar, are made of black stone and they feel solid enough.
    If someone decides to put some weight on top of the altar, say 50 pounds or so, something happens. It
    becomes obvious that all the cubes are weighted against each other, like a stone archway. The cube in the
    middle of the top surface of the altar is the keystone.
    Now, this altar will not only fall apart, it actually folds into itself! This is an unstable hypercube, and as the
    corners of the altar and the front and the back fold into the hold on top, the cubes beneath “roll forward” and
    even though the cubes that make up the altar disappear, new ones appear, so it looks like the altar is standing
    still all the time, but what was the inside is now the outside.
    When this happens, anything on top of the altar gets sucked in, and what was on the inside gets spit out.
    Make something up! I had a heavy amulet show up, a bag of gold, a golden chalice, and such items. In my
    dungeon two different adventurers decided to use themselves as weight, so those parts might come out as
    well. One leprechaun stepped on the altar, and a dwarf *sat* on it. Start to imagine what the altar might spit


    Sparkling in the Night
    by Andreas Davour

    This is a fairly big dungeon room. The exact size is not as important as the proportions. The characters will
    enter through one of the opposing doors, and they will see stairs leading down into salty water. The entire
    floor is covered in water. Feel free to make the water murky and mysterious. The room is pitch black, except
    for a sparkling display in the middle of the room. The sparkling is a big (make it big enough that it will
    cover most of the width of the room) glass tank filled with electric eels. The eels swim around and electric
    lightning light up the room with sharp flashes. The tank is precariously balanced on a bunch of weak poles.
    The poles are far enough between that it will be hard not to hit one as you try to squeeze between them. So
    far nobody has found this room in my campaign.
    The trick here is to keep this room dark and the water mysterious enough that your players will use their
    natural clumsiness.
    The Danger:
    When a character manages to bump into one of the poles, the whole tank comes crashing down, releasing
    electric eels, to give the poor clumsy fellow a shock. Since the water is saltwater it leads electricity, and if
    you want to get out of it in a hurry you have to handle the fact that the water is now filled with sharp shards
    of glass. Congratulations.
    To make your players more likely to tamper with the tank, put something valuable in it.
    Another option is to have the room being magically darkened, so stumbling into the poles will be even more
    If you want to be really devious, tie a slim cord to some of the poles, and tie the other end to a ring in the
    wall on each side of the tank. Preferably at chest height, since most players should be occupied enough with
    the water not to look after a tripwire at that height.
    Good luck shocking your players with this one!

    The Great Golden Ball
    by James Edward Raggi IV
    Somewhere in the dungeon is a great pit, maybe one hundred feet in diameter. The important thing is that if
    four people were standing equidistant around the thing, a single light source would not be sufficient to see
    the next person.
    At the twelve, three, six, and nine o’clock positions are great chains bolted into the floor. The chains lead up
    over the center of the pit. They too are beyond the reach of a standard light source held by someone standing
    at the pit’s edge.
    Above the pit is a golden ball about the size of a basketball. It is smooth with no markings or features
    besides the metal clamp fastened around it which the chains are attached to. As long as three or four chains
    are connected, all is well. If only two chains are connected, every turn there is a 1 in 6 chance the ball will
    free itself, ripping the chains from their moorings. If one chain is connected, there is a 1 in 6 chance every
    round the ball will free itself.
    The ball will always fly straight up if it is not firmly attached to the ground. If not attached to the ground by
    chains, it takes at least five hundred pounds of weight to hold it down. Otherwise, anyone or anything
    hanging onto it (or sitting on it!) will fly straight up into the air… forever.
    The ball is worth 2000 gold, if a buyer can be found. These things are usually valued based on weight, so
    what value does a weightless object have (to a stupid merchant, anyway)?
    Remember to roll those wandering monster checks if everyone is scattered around the pit, and certainly if
    three or four PCs have their hands full transporting the ball.


    The Zigzag Path of Doom
    by Akseli Envall

    This one consists of several rooms and a total of 8 traps, but it’s really a thematic entity, and makes much
    more sense if presented as a whole. It was a part of the 2nd level (upper floor) of a castle. It is a path of
    rooms, leading to a place where the PCs want to go (the bedchamber of the main bad guy of the adventure,
    the lord of the castle).
    The trick is, if the PCs don’t want to get mauled by traps, they should realize the pattern that these trap
    rooms have. If they realize that (as my players did, to my surprise!), they can solve the Zigzag Path of Doom
    quite easily! The theme of the path is, “pick your poison.” The PCs are given two choices time and time
    again, one of which is always safe, the other always harmful. With luck and wits, they will survive; with bad
    luck and bad judgements, they might die.
    The Intermediate Rooms

    The “intermediate rooms” have no content related to the puzzle. They were just various utility rooms in the
    castle (dining room, library, physical training room, wardrobe, painting room, meditation room etc). Perhaps
    they could be changed to just small, empty rooms with four doors (two coming from the previous trap
    rooms, two leading to the next trap rooms). They might even be replaced by other trap rooms, submitted by
    other GDF contributors, as long as they have 4 and only 4 doors!
    The Shape Of The Path
    In the original adventure, the shape of the path was a circle, or actually a square. However, I feel that the
    exact shape of the path is not important here. What is important here is what you can access and from where.
    The square doesn’t need to be a square, really, as long as it behaves the same way. For example: the twin
    paths might be straight lines, adjacent to each other. Then, the starting room might have all four doors on the
    same wall; however, they should be in sets of two, so that the PC’s will realize that this pair of doors has
    something in common, and that pair of doors has something in common. Anyway, if they open the doors,
    they will see that one pair leads to completely identical rooms, as well as the other. The main thing is that
    they should realize that they can proceed by two paths (and each of them splits into two paths as well,
    although those two paths will rejoin at the next intermediate room).
    I’ll say it one more time: do what thou wilt with the intermediate rooms. Just don’t erase them completely:
    they have to be there, so that after each pair of trap rooms, the party has again the choice of two new rooms.
    Room Keys
    1. Entrance Room
    This is where characters enter the Zigzag Path of Doom. The starting room has to have 5 doors, one of
    which is the entrance to the whole shebang, which is not shown on the map. It doesn’t matter if the entrance
    is from the inside of the circle (like it was in the original adventure) or from the outside of the circle (you
    might prefer that way if your GDF dungeon has only 1 floor), or a trapdoor in the ceiling or floor.
    2. Yellow Mold Trap
    The first trap rooms in the clockwise path have a mixed assortment of furnishings: there’s an old cupboard
    (empty), a set of dining utensils on the wall, a moose’s head trophy on the wall, and a motley rag rug
    (nailed) on the floor. In the trapped room, if you traverse the room but do not step on the rug, the moose’s
    head will blow a cloud of yellow mold spores to the room. If each person steps on the rug, the trap does not
    go off. The non-trapped room is of course completely safe.
    3. Acid Pool Trap
    The second trap rooms in the clockwise path have a narrow path going across two narrow but long pits. The
    pits are 10’ deep, and the bottom 3’ is filled with acid. The path’s width is one third of the room, and it goes
    in the middle, so both pits have a width of 1/3rd of the room, with the length of the whole room. One set of
    stone steps leads to each pit from each door. (So there are four sets of steps in each room.) Thus, it is
    relatively easy to get out of the acid, should one fall there.
    The acid inflicts 1d8 damage to a creature fallen in there each round, as well as taking away 1d3 points of
    strength and dexterity each (roll separately). This attribute damage comes also each round. The points come
    back when the damage that suffered from the acid is healed. If a creature falls in the acid, it must make a
    dexterity check for getting out. On a successful check, it gets to the stairs in one round and thus suffers the
    damage and attribute losses only once. On a failed check, it takes two rounds, and thus the damage and
    attribute losses come twice.
    In the safe room, the PCs can cross the bridge in peace (unless they start fooling around) and have no chance
    of falling. In the trapped room, the bridge itself is trapped, and will flip a traversing PC into the acid pit.
    They should make a dexterity check, a save vs. wands or the like, to see if they indeed fall, or if they can

    avoid the flip and jump to safety. This save or check should be at –3. Also remember that the pit is 10’ deep,
    so there should be falling damage as well, should someone fall to the acid (1d6).
    4. Trap Door in Darkness
    These rooms have a Continual Darkness spell cast in them. The rooms are completely empty; the only
    feature is a trap door in the middle. The trap door covers the whole width of the corridor, so it cannot be
    averted by going around. It can be jumped over, however, as it is only 5’ long.
    If the Continual Darkness is dismissed by Continual Light, Dispel Magic or the like (it is cast by a 9th level
    cleric), the outlines of the trap door can be clearly seen. However, even the safe room has similar outlines in
    the floor (remember that the rooms look completely identical!), although it has no trap. The real trap door
    leads to a 30’-deep pit, the fall doing 3d6 damage. It used to lead to the 1st floor of the castle, in the middle
    of a corridor. If your dungeon does not have a structure like this, then it just might teleport the victim to the
    starting room of the dungeon, 1 round after the fall.
    5. Iron Statue Trap
    These rooms are empty with the exception of three statues made of iron lining the walls. In the trapped
    room, these are indeed animated iron statues and will attack anyone stepping in front of them. In the safe
    room, the statues are made of iron, but otherwise normal.
    6. The Green Dragon’s Painful Trap Room of Madness
    These rooms look outright nasty. The rooms are full of large metal balls with long spikes attached in them,
    small caltrops on the floor, and barbed wire all around. A narrow but clear safe path zigzags through the
    rooms, leading to the opposite door. From the ceiling in the middle of the room, a thick green metal tube
    descends downwards, carved in the likeness of a green dragon’s neck and head. The dragon’s mouth is open.
    In the trapped room, when anyone is under the dragon tube, it breathes out a white but transparent mist that
    fills the whole room. Anyone in the mist must make a saving throw vs. spells (only once) or go berserk for
    1d4 rounds. A berserk character will physically attack anyone near him or her, with his or her most effective
    weapon. That’s bad in itself, but here’s the catch: anyone who takes physical