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Holy Lands RPG

Trinity

2014

Realms of the Underground


A Holy Lands RPG Supplement
Release 1

This document is compiled from the Faith Quest Games Realms of the Underground. A product from 2003 that could double as a Rac screen. It detailed all the information that a Rac would need to develop a dungeon from scratch to include encounters and treasure. It is reproduced here by permission of Faith Quest Games.

Random Dungeon Lead-Ins


Roll to determine the plot of the dungeon adventure. End adventure upon satisfactory completion (or limit lower level adventures to 1d6+6 rooms, mid-level adventures to 1d6+12 rooms, and higher-level adventures to 1d6+18 rooms). In addition, characters should gain 1 virtue for not killing any humans or animals during the adventure. 1-3 4-6 Characters witness Random Encounter drag a body into a distant cave (body is alive but incapacitated when found; characters must carry it out and return to home). Nearby monastery requests return of their 100-400g stolen by dungeon inhabitants (end dungeon when all gold is found; characters lose 1 virtue for keeping any of the monasterys gold). 3d8 local townspeople kidnapped as slaves and taken into mountainous dungeon Dungeon inhabitants dug an entrance up into a peaceful village; endangering frightened townspeople; 1d6 NPCs join. Dungeon inhabitants keep killing or stealing nearby village livestock for food and sacrifices; surviving animals need safe return. Evil sorcerer or rogue plans to stock underground sewer with dungeon inhabitants in an attempt to take over the city above. Characters accidentally stumble across dungeon entrance.

7-9 10-12 13-15 16-18 19-20

Random Common Rooms


Each of the following rooms may contain random Room Inhabitants if desired and uises a Random Room shape. No additional treasure is present unless specified or found on the inhabitants. All Random Common Rooms have the same chance of hiding a secret, all of which requires a successful Search Roll in a specified 10 x 10 area: 1-12 No secret. 13-16 Hidden switch opens false-wall passage to Random Treasure room. 17-20 Hidden switch opens false wall or flase flooring holding Random Treasure.

Holy Lands RPG Trinity Copyright 2013 Faith Quest Games, All Rights Reserved, Dist as Fan Support Document

Holy Lands RPG

Trinity

2014

1. Alchemy Chamber contains laboratory equipment for making various magic items, also contains all magic items on the Items and Vials list on the Treasure Table. 2. Arena seating all around staging area, inhabitants may be using for sparring when the characters arrive, also contains 2d6 additional weapons from the Treasure Table. 3. Armory contains all the necessary items for battle, including 2d6+5 various random Weapons, 2d6+5 various random Armors, and 2d6+5 various Equipment from the Treasure Table. 4. Aviary contains 2d6+2 bird cages and 1d4+2 caged birds of prey (falcons, owls, hawks, and eagles); inhabitants are tending to or guarding the birds. 5. Bathing chambers contains 1d4+2 baths, inhabitants are humanoid-type only and are bathing with weapons laid next to them. 6. Bestiary/kennel contains 2d6+2 cages holding 1d4 barking dogs and 1d4 random demonic creatures, all in separate cages. 7. Brewery contains 1d6 large vats for brewing and 2d4 barrels of brewed ale. 8. Crypt 1d6 covered tombs, each containing corpses and 1 Random Treasure from the Treasure Table. 9. Dining Room room contains 2 large tables and 3d6+3 chairs for the dungeon inhabitants to eat at. 10. Forging Room contains several metal items, such as horseshoes, 2d6 random weapons, 1d4 random armor and various tools, including 1d4 hammers and 1d4 anvils. 11. Gaming Room contains various games of strategy (chess, checkers, etc.) and dice tables, which the inhabitants are playing. 12. Kitchen contains a large cabinet of 3d6+3 preserved foods and a large cabinet of cold storage foods (ale, meats, etc.) 13. Library contains 1d4+1 bookcases and a total of 20-1eo20 books on various subjects. 14. Office contains a bookcase with 3d6 various books and journals, a desk with a Random Treasure, and various office items, such as ink, parchment, quills, etc. 15. Private Chambers contains all the necessary items for a person or humanoid to live, including 1d8 food rations, 1 Random Treasure chest, a desk with office items, and a bookcase with 2d6 various books. 16. Summoning Room contains 3d6 candles and bloodied altar for human sacrifices; inhabitants are summoning a demon or protecting altar. 17. Temple ornate with 2d4 cultic paintings depicting scenes of battles and other sacred events, contains a bloody sacrifice altar and kneeling pews. 18. Throne Room sacred and ornate chamber with 2 thrones and 2 Random Treasure rolls throughout. 19. Torture Chamber contains 1d6 various torture devices used to execute and torture victims, currently holds 1d4 incapacitated victims. 20. Training Room contains 1d8+6 random weapons and 1d8+4 random armor from the Treasure Table, and the inhabitants are training for battle.

Holy Lands RPG Trinity Copyright 2013 Faith Quest Games, All Rights Reserved, Dist as Fan Support Document

Holy Lands RPG

Trinity

2014

Random Dungeon Corridors


If you begin with a cave entrance, start with a 100-foot corridor straight into the mountain before rolling for the below corridors. This prevents any turn-backs that may come back out of the mountain. Be sure to adjust or improvise any part of the dungeon as you go if necessary.

Holy Lands RPG Trinity Copyright 2013 Faith Quest Games, All Rights Reserved, Dist as Fan Support Document

Holy Lands RPG

Trinity

2014

Passage Type
1 2 3 4 5-8 9 10 11 12 13 14 15-19 20 (A) (B) (C) (C) (D) (D) (E) (F) (F) (G) (G) (H) (H) Curtained passage (to room) Cell bars (to room) Iron cell door (to room) Iron cell door (to corridor) Iron door (to room) Iron door (to corridor Open archway (to room) Stairs leading up (to room) Stairs leading down (to room) Wooden cell door (to room) Wooden cell door (to corridor) Wooden door (to room Wooden door to corridor.

Door/Chest Condition
1 2 3-7 8-10 11-12 13-14 15-19 20 Locked (magically sealed*) Locked (magically trapped) Locked (not trapped) Locked w/poison-needle trap **(see poison table) Unlocked/stuck (requires Strength roll to open) Unlocked (non-working latch) Unlocked (working latch) Slightly ajar *Door cannot open and nothing can exit until Rune seal is disabled or broken by specific Miracle or Holy Item

Magical Trap Type


Roll First: (1-10: visible Runes; 11-20: hidden Runes) Note: character may Save vs Rune Traps to prevent activating all Rune traps. 1-8 9-15 16-20 Alarm summons Random Encounter within 1d4+1 Rounds if door/chest is touched. Shock causes 2d8+4 Damage to victim who touches the door/chest (successful Save vs Spells reduces Damage to half). Gas Trap releases sleeping gas to 10 feet (requires Save vs Magic Fume or else victim sleeps for 1d4 hours) if door/chest is touched.

Holy Lands RPG Trinity Copyright 2013 Faith Quest Games, All Rights Reserved, Dist as Fan Support Document

Holy Lands RPG

Trinity

2014

Poison Type
**Poison needle pricks character who fails a Pick Locks or Locate/Disarm Traps Roll on the door/chest. Revision Notes: A successful Save vs Poison causes half damage or effect instead of no Damage or effect. 1-3 4-7 8-12 13-16 17-20 Crowers Bane (GM pg 215) Fair Lady (GM pg 215) Mad Lemon (GM pg 215) Night Venom (GM pg 215) Snake Venom (GM pg 215)

GM = Holy Lands Game Manual

20 - (Make this a final destination room, such as an exit, make up your own Special Room, or login at www.holylands.net for precreated Special Rooms.

Holy Lands RPG Trinity Copyright 2013 Faith Quest Games, All Rights Reserved, Dist as Fan Support Document

Holy Lands RPG

Trinity

2014

Room Inhabitants/Encounters
1 1d4 manticores (GM 268) 2 1d4+1 ghouls (GM pg 264) 3 1d4+1 kinowyn warriors (GM pg 252) 4 1d4+1 minotaurs (GM pg 269) 5 1d4+1 wyverns (GM pg 276) 6 1d4+2 dragon walkers (GM pg 262) 7 1d4+2 shadow devils (GM pg 272) 8 1d4+3 skith warriors (GM pg 254) 9 1d6 human rogues (GM pg 244) 10 1d6+1 gargoyles (GM pg 263) 11 1d6+1 grimwolves (GM pg 266) 12 1d6+1 vampires (GM pg 274) 13 1d6+2 ogres (GM pg 270) 14 1d6+2 troll warriors (GM pg 256) 15 1d6+3 goblin warriors (GM pg 250) 16 2d4 wolfyn warriors (GM pg 258) 17 2d4+2 skeletons (GM pg 273) 18 2d4+6 imps (GM pg 267) 19 2d4+6 gremlins (GM pg 265) 20 No inhabitants GM = Holy Lands Game Manual

Individual Inhabitant Level


1-10 11-15 16-20 Lesser Greater Advanced

Room Fittings
Empty room 1d4 torches on wall (1-10 = lit; 11-20 = unlit) 1d6 stools (1-15 = usable; 16-20 = broken) Table and 1d6 chairs Desk (1d16 = no secret; 17-18* = hidden switch opens false-wall passage; 19-20* = hidden switch opens false-wall holding Random Treasure) with candle, chair, and 1d4 Miscellany. 17-18 Bed (1-15 = hides no secret, 16-18* = hides false-wall passage; 19-20 = hides Random Treasure. 19-20 Bookcase (1-16 = no secret; 17-18* = hidden switch opens false-wall passage; 19-20 = hidden switch opens false-wall holding Random Treasure); holding 2d6+5 various books. *requires a successful Search Roll within the 10 x 10 area of the object to identify the secret. 1-4 5-8 9-11 12-14 15-16

Holy Lands RPG Trinity Copyright 2013 Faith Quest Games, All Rights Reserved, Dist as Fan Support Document

Holy Lands RPG

Trinity

2014

Note : roll also for chest condition (locked, unlocked, trapped, etc) found on the Random Passages page

Random Treasure
d20 Chest size Gold Silver Misc Equip Weapons Armor Vials Items

1 No Treasure 2 A none 1d4 3 each none 3 A none 1d6 3 each none 4 A none 1d8 3 each none 5 A 1d4 2d4 2 each none 6 B 1d4+1 2d6 2 each none 7 B 1d4+2 2d8 2 each 1 each 8 B 1d6+1 3d6 1 each 1 each 9 B 1d6+2 2d12 1 each 1 each 10 B 1d6+3 2d12 1 each 1 each 11 C 1d8+2 2d12+1 none 1 each 12 C 1d8+3 2d12+2 none 1 each 13 C 1d8+4 2d12+4 none 1 each 14 C 2d6+1 2d12+5 none 2 each 15 C 2d6+2 2d12+10 none 2 each 16 D 2d6+4 01-100 none 2 each 17 D 2d8+1 01-100 none 2 each 18 D 2d8+2 01-100 none 3 each 19 D 2d8+5 01-100 none 3 each 20 D 2d8+10 01-100 none 3 each *indicates percent chance of having one item

none none none none none none none none none 1 each 1 each 1 each 1 each 1 each 2 each 2 each 2 each 3 each 3 each

none none none none none none none none none none none 1 each 1 each 1 each 1 each 2 each 2 each 2 each 3 each

none none none 9%* 18%* 27%* 36%* 45%* 54%* 63%* 72%* 81%* 90%* 1d4 1d4 1d4 1d4 1d4+1 1d4+1

none none none none none none none none none none none 11%* 21%* 32%* 45%* 66%* 85%* 1d4 1d4

Holy Lands RPG Trinity Copyright 2013 Faith Quest Games, All Rights Reserved, Dist as Fan Support Document

Holy Lands RPG

Trinity

2014

Miscellany List
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 1d4 human teeth Bone and string necklace Bowl and spoon Broken chain links Broken lock picks Broken mirror Candlestick Corset Doll Fork Key (to next locked door) Map (unknown location) Necklace (trinket) Pair of underwear Pouch of rocks Quill feather Ring (trinket) Spoiled food Wooden goblet Wooden spoon

Equipment
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Archers sword (2d10 Dam) Ball and Chain (2d8 Dam) Battle Axe (2d10 Dam) Boomerang (2d6 Dam) Broadsword (2d10 Dam) Dagger (2d6 Dam) Great Sword (2d12 Dam) Long Dagger (2d8 Dam) Long Whip (1d10 Dam) Longsword (2d12 Dam) Mace (2d10 Dam) Mace and chain (2d10 Dam) Morningstar (2d10 Dam) Scimitar (2d10 Dam) Short bow Short bow arrows (3d6 Dam) Spear (2d12 Dam) Throwing Axe (2d8 Dam) Throwing Dagger (2d6 Dam) War Hammer (2d10 Dam)

Weapon Bonuses
1-10 11-15 16-18 19-20 1-11 12-17 18-20 +0 +1 +2 +3 Damage Attack Damage and Attack

Holy Lands RPG Trinity Copyright 2013 Faith Quest Games, All Rights Reserved, Dist as Fan Support Document

Holy Lands RPG

Trinity

2014

Armors List
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Bear-hide jerkin (DEF: +3) Chain jerkin (DEF: +4) Cloth breeches (DEF: +1) Full Helm w/face (DEF: +3) Half Helm (DEF: +2) Hooded cloak Kilt (DEF: +1) Leather boots Leather breeches (DEF: +2) Leather gauntlets (DEF: +1) Leather jerkin (DEF: +2) Light robe (DEF: +2) Medium shield (+4 Defend) Metal bracers (DEF: +2) Metal gauntlets (DEF: +2) Metal leggings (DEF: +3) Plate breastplate (DEF: 6) Scale breastplate (DEF: +5) Small shield (+3 Defend) Tunic (DEF: +1)

Equipment List
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 10-40 feet of twine 10-60 feet of rope 1d4 colored chalk 1d6 torches 2d6 feet of chain Disguise make-up Flint and steel Flute Frying pan Grappling hook (1-10 = 3 prong; 11-20 = 4 prong) Hammer and 2d6 spikes Lantern Lock picks Mandolin Mirror Pouch for 2d6 marbles Unused journal Waterskin (1-7 = small; 8-14 = medium; 15-20 = large) Whistle Wig (1-5 = female. Blonde; 6-15 = female, brown; 16-20 = male, brown)

Holy Lands RPG Trinity Copyright 2013 Faith Quest Games, All Rights Reserved, Dist as Fan Support Document

Holy Lands RPG

Trinity

2014

Vials List
1 (MI) Potion of Absorb Miracle 2 (MI) Potion of Great Strength 3 (MI) Potion of Invisibility 4-5 Fair Lady poison 6-7 Snake venom poison 8-9 Night venom poison 10 Cure of Anti-Fume 11 Cure of Anti-poison 12-17 Draft of Healing 18-19 Cure of Healing 20 Cure of Life (resurrects dead if administered within 4 hours of death) (MI) = Magic Item

Items List
1 (MI) Voodoo doll 2 (MI) Ring of Teleportation 3 (MI) Ring of Invisibility 4 (MI) Pouch of Rune Stones 5 (MI) Crystal Ball 6 (HW) Sword of Power 7 (HW) Magic Shatter Axe 8 (HW) Everful Quiver 9 (HW) Bow of Holy Fire 10 (HI) Ring of Healing 11 (HI) Ring of Evils 12 (HI) Pouch of Keeping 13 (HI) Pendant of Passwall 14 (HI) Pendant of Levitation 15 (HI) Pendant of Escape 16 (HI) Cloak of Disquise 17 (HI) Boots of Jumping 18 (HI) boots of Creeping 19 (HA) Helm of Great Strength 20 (HA) Featherweight breastplate (DEF: +6) (HA) = Holy Armor; (HI) = Holy Item; (HW) = Holy Weapon; (MI) = Magic Item

Holy Lands RPG Trinity Copyright 2013 Faith Quest Games, All Rights Reserved, Dist as Fan Support Document

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