Post by Head Moderator on Oct 12, 2015 16:01:02 GMT -5
Araggaxian Tower
An embodiment of chaos, the inside is in permanent flux, shifting and frothing so that it's never the same twice. One hundred floors reaching into the sky, able to be seen for miles around. The large double doors waiting to greet those who would enter and brave its depths. The path has been opened, and untold dangers and treasures wait inside.
--------------The Anyone can DM Dungeon!-----------------
The floors in the tower are randomized, meaning the monsters, objectives, and possible treasure are all randomized, (or custom) so literally anyone can run a half run (Mission) or a registered DM can authorize a complete run (Quest, up to a limit depending on their DM rank).
Pre-Stuff:
The recommended levels (minimum, maximum is up to the DM)
1-20 Floor: Topaz
21-40 Floor: Amber
41-60 Floor: Sapphire
61-80 Floor: Emerald
81-100 Floor: Ruby
Every person who attempts to climb the tower is given a Runic Key, as a free item. It cannot be stolen or lost, as it is bound to the person who owns it.
'Runic Key' A seafoam blue crystal, radiating a faint light. It allows access to the Araggaxio tower and records the person's progress. (Current: Unattuned)
*the Current changes to whatever is the highest floor you've completed on an official OH Mission/Quest
When a group converges to attempt the tower, they automatically appear at the lowest attuned floor. If Person A is on floor 17, B is on Floor 12, and C is on Floor 6, the group starts on floor 6. This is done so new characters on low floors can't jump into a high floor (with a high chance of loot) and get things they normally wouldn't.
----DM Stuff---
Each floor will have a random objective from the list. (Roll 1d4)
1: Kill all enemies. (1-2 enemies per person, depending on their strength)
2: Kill a specific enemy or enemy type. (Determine a certain enemy or enemy type out of a group as the target, with some ways to tell. Suggestions below)
3: Puzzle Floor. (DM's choice what kind of puzzle from a brain teaser to gauntlet style test room).
4: Light all lanterns on the floor. (Many ways you can do this, suggestions below)
5: DMs choice of 1-4
6: Free floor! (roll for treasure, then move on. Once per run, if a six is rolled again, treat it as a five.)
-------Special Rules------
Suggestions: (For Kill Specific)
1: An Insight check. DC equal to 10 + the floor number / 5 (Max DC 30, round up) 'Something doesn't feel right about this monster.'
2: Knowledge check. (Monster Lore) - DC equal to 10 + the floor number / 5 (Max DC 30, round up) 'This monster seems unusually tough/mean/more aggressive than others of it's kind.' Useful for a standard monster.
3: Knowledge check. (Planes/Botany/etc relevant to the type, family) - DC equal to 10 + the floor number / 10 (Max DC 20, round up)
4: Item/Skill/Spell/Combat Maneuver that would logically identify a monster as different from the rest. DM's choice. Examples;
Skill: Deduction - A study of a monster will tell you if it's stronger than it should be. Blanket skill.
Skill: Appraise - For things like constructs, golems.
Skill: Favored Terrain - Useful for enemy types that would be in the favored terrain
Or items, Spells or CMs that duplicate those skill effects. If the skill has a check it is made normally, and the DC is 10 + floor number / 10 (Max DC 20, round up)
Suggestions: (For Lamps)
There are three types of floors with lamps.
1: Single Lamp - One lamp, everyone has to touch it to activate the next floor. A stealth check to sneak up to it, a simple qck check to try and run past the enemies, or some type of distraction would work well. (DMs choice)
2: Multiple Lamps - Several lamps that need to be lit at the same time. Same checks and skills as before, only with a few targets. Lamps only need to be activated by a single person. Check to see if the lamps are guarded choose a number range you have to roll. Example: For Floors 1-19, you have to roll below a 5 for the lamp to be guarded. Then go up to below 10 for 21-39.
3: Lamp order - a few lamps (not more than 1 per person) that need to be lit in a specific order. Each player could activate a lamp, and once all were lit, they would light up. If the order was completely correct, the next floor activates. If not, after a few seconds the incorrect placed lamps would darken, but the correct ones would stay lighted for a while more.
Example - 4 lamps, labeled 1,2,3,4
Order is (determined by DM) 4, 1, 3, 2
Party tries 3, 1, 2, 4
Lamps 2, 3, and 4 would darken for being incorrect, 1 is in the correct spot (2nd) and would stay lit to indicate it was correct.
*All combat inside the tower is considered to be the same combat*
------Loot rules----
Gold is pretty scarce, since this is an ancient tower from an era where gold wasn't a thing. However, loot is easily obtainable.
Regular loot rolls.
1-19 - Minor List
21-39 - Magical list 1
41-59 - Magical list 2
61-79 - High level list 1
81-90 - High level list 2
91-99 Rare list
Loot roll is determined by the highest completed floor during the run. (Provided at least 1 floor is completed)
Special Loot:
Every run has a chance of dropping a rare piece of equipment. These pieces are rare, priceless, and cannot be sold or traded.
Each floor has a chance of dropping a special piece of loot. (Roll a 1d100 per floor, if the result is less than or equal to the number of the floor, a piece of loot is dropped.) Once it's determined that a special loot piece will be found, roll 1dX (X is the number of people in the run, SB order) to determine which list to roll on, based on the primary profession of the character rolled. Then roll for the item. Once it is determined, the player has the option to accept the item, or put it into a loot pool. (Each other player may roll 1d100, highest wins the item).