Dyson s Delve Reskin for Crumbling Epoch By Andrew Shields. Draft, 8.25.13 first 4 levels Based on the incredibly awesome Dyson s Delve by Dyson Logos, here: http://rpgcharacters.wordpress.com/maps/dysons-delve/ Background The humans in this area had contact with the thriving reptilian nations under the earth two millennia ago. Towards the end of the Varsolis rule, one of the minor kings built a massive column tomb/treasurehouse/embassy in a promontory of stone. Over a couple centuries its emphasis shifted, and eventually it was sealed. The caretaker was a wizard, and the wizard s tower maintained the dimensional lock that sealed the delve away from prying eyes and thieves. About 600 years ago, the tower was obliterated by an army of rock elementals, unwittingly shattering the seal. Over time, other groups have discovered and filtered in to the delve, most recently a cult worshiping a night demon. Involving the Characters The local baron is looking for tough adventurers to grant fiefs on the borders, to increase his territory s security and stability (therefore earning potential). He found out about the delve, and commissioned a group of adventurers to quietly clear it, loot it, shut it remove the threat it poses. Successful adventurers will be given dangerous fiefs to clear and settle. Reskinned Monsters These monsters are statistically identical to what is in Dyson s Delve, reskinned for freshness. Just a draft. Land Moray. (Giant Ferret) They look like 6 or so long moray eels with tough leather skin and 6 legs and 4 eyes, with a nasty bite and a bad temper. Quipper. (Giant Rat) They look like stocky hairless rats with osquip heads (massive skulls, shovel-like lower jaw, yellow skin) and only 4 legs. No tail. Cowardly. Sticker. (Goblin) Their body is like a 4 legged walking stick, they stand upright. Their head is like a broom handle, with an eye stalk and coin-like glowing eye on each side. They wear frayed brown robes so they look more humanoid. Speech sounds like clicking squeaking binary or modem dial-up. (Or jawas.) Big Stick. (Hobgoblin) They look like stickers, but twice as tall and thick. Burning Bush. (Fire Beetle) Like ironwood tumbleweed with beetle legs, phosphorescent inside, nasty cutting mandibles and spikes on sides. Their chemical light flickers and sends particles up like sparks. When their carapaces are broken, they spray out orange fluid that tastes like bacon grease. Dragon Flies. (Robber Flies) About 5 long and wide, iridescent, tough, with brutal stingers. Beetle Men. (Lizard Men) Beetle heads, chitinous covering, 6 tall, razor greaves and little side arms that can attack. Shiny green, yellow eyes.
Wandering Monsters: 1. 2d6 quippers. 2. 2d4 stickers. 3. 1d3 big sticks 4. 1d8 burning bushes Level 1 Wandering Monsters in 8-11: 1d6 skeletons Land HP: 6, 2, 7, 4, 3, 8, 2, 5, 9, 4 Morays 2 1+1 1d8 150 (50 ) 8 Look like 6 or so long moray eels with tough leather skin and 6 legs, nasty bite, vicious fighters. Quippers Disease save d12. Onset 1d6 hours, -5 rolls, 1d4 days. Stickers HP: 2, 2, 7, 1, 2, 5, 1, 5 Big Sticks HP: 6 1 1+1 1d8 90 (30 ) 8 Look like thick tough walking sticks with eyestalks out to the sides that glow. About 5 tall. Burning HP: 8, 4, 3, 9, 9, 10 Skeletons HP: 3, 7, 5, 3, 4, 8, 8, 2, 1 1 1 1d6 60 (20 ) X Cutting weapons do ½ damage. Zombies HP: 14 2 2 1d8 120 (40 ) X
Wandering Monsters: 1-3. 2d4 stickers. 4-5. 1d3 big sticks. 6. 1d4 burning bushes. Level 2 Wandering Monsters in 9-12: 1. 1 ghoul. 2. 2d6 quippers. Land HP: 6, 2, 7, 4, 3, 8, 2, 5, 9, 4 Morays 2 1+1 1d8 150 (50 ) 8 Look like 6 or so long moray eels with tough leather skin and 6 legs, nasty bite, vicious fighters. Quippers Disease save d12. Onset 1d6 hours, -5 rolls, 1d4 days. Stickers HP: 2, 2, 7, 1, 2, 5, 1, 5 Big Sticks HP: 5, 8 1 1+1 1d8 90 (30 ) 8 Look like thick tough walking sticks with eyestalks out to the sides that glow. About 5 tall. Burning HP: 8, 4, 3, 9, 9, 10 Ghoul HP: 6 1 2 1d3+2 90 (30 ) 9 If touched, save d12 or paralyzed d6 minutes.
Level 3 Wandering Monsters: 1. 2d6 quippers 2. 1d8 burning bushes 3. 1d6 ghouls 4. 2d4 zombies 5. 2d4 zombies 6. 1d6 dragonflies Ghoul HP: 6 1 2 1d3+2 90 (30 ) 9 If touched, save d12 or paralyzed d6 minutes. Dragon Flies HP: 7, 13, 12, 9 1 2 1d8 180 (60 ) 8 Surprise on 3 in 6 Big dragonflies 5 long, hover and sting. Iridescent. Zombies HP: 14 2 2 1d8 120 (40 ) X Quippers Disease save d12. Onset 1d6 hours, -5 rolls, 1d4 days. Burning HP: 8, 4, 3, 9, 9, 10 Level 4 Wandering Monsters: 1: Manticore 2-4: 2d4 stickers Manticore HP: 38, 40 2 6+1 1d4+3 120 (40 ) 180 (60 ) 9 Tail spikes, range, 1d6, +1 per spike (up to +5) 24 spikes. Humanoid head, lion body, bat wings, spikes on tail, 10 long +8 tail, 25 wingspan. Stickers HP: 2, 2, 7, 1, 2, 5, 1, 5 Beetle Men HP: 11, 13, 6 2 2+1 1d6+1 60 (20 ) 12 Beetle heads, chitinous covering, 6 tall, razor greaves and little side arms that can attack. Shiny green, yellow eyes.