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Showing posts with label encounter. Show all posts
Showing posts with label encounter. Show all posts

Tuesday, January 17, 2023

#dungeon23 Room Update - 16 Jan 2023

At January 13th, I posted this on my Twitter account.


Making 365 room of dungeon is easy. You can make it as simple as empty room, or you can put it all the way to the top with traps and monsters and details and such. But the thing is, the thing that makes it kinda hard, is consistency.

At 13th, I only get 9 room. I promised to myself in the first day of 2023, I'll sit down and create one single room and leave it when it's done. But no. I expecting much more than what I supposed to do: drawing the room, with details and crosshatching and shadows, writing some detailed d12 encounter possibilities, creating items that I won't remember soon it existence.

I wanted to make this post a grumbling and self-defence shit, but I think the reader deserve better. Down below, I'll rewrite all the details of the rooms that available on that image. Don't worry about the relevance or the sense of it - it doesn't.

001/365 - The Grand Lobby

A: Receptionist's Desk
B: Seats & Tables

Encounters:
Upon entering, roll d12 for following encounters:
  1. Nothing happens. The Grand Lobby is empty.
  2. The Lobby filled with papers all over the floor. An Insurer hiding under it near one of the pillars.
  3. 1d4 of Insurers are roaming around the lobby.
  4. An insurer jumped you (and team) as you step inside.
  5. Greeted by the Receptionist.
  6. Distinguishable aroma of dried blood all over the room.
  7. A person standing behind the Receptionist's Desk. Player need to greet them first. If not, the person will be revealed as an Insurer and strike the player.
  8. The lobby is dimly lit. A drop of light shine the receptionist's table. Phone rings three times in the distance.
  9. A janitor seen mopping the floor. If interacted, they won't responds.
  10. On every searts, there's skeletons wearing suits & briefcases.
  11. A black cat crossing the lobby casually & lost in the darkness at one corner of the room.
  12. Blood splats all over the pillars & scratch marks all over it too. Seats broken.
Progress:
In order to move to the next room, search KEY at RECEPTIONIST'S DESK or ONE of THE SEATS.

Creatures:
- Insurer(s)
- Receptionist
- Janitor

002/365 - Triangle Room

A: Table & Chairs, on table: 1 phone + 1 speaker
B: a moveable tray / dining cart. On it there's glasses & a jar of water
C: thermostat planted on the wall

Encounter:
When entering, roll 1d6:
1-3 : The room trigger the trap, locking the door, releasing poisonus gas. Player need to escape.
4-6 : The room is a plain room. Nothing happen here.

Details:
- Triangle Room is a room split into two. There's a mirror that seperate them.
- The airflow on each side of the room are different / non central.

003/365 - Lv. 1 Praying Room

A: Locker
*: Kame-Kami Statue

Encounter:
1st Entry : Player could smell a sweet fragrant that associated with sakura-esque flora.

Details:
- Praying room could be use as checkpoint / save game room / area.
- Praying to Kame-Kami will restore health, stamina & reduce insanty point by 1.
- Praying only able to do after player discover another 10 rooms.

Item:
- Kami-Kami Charm (Locker): Reduce the pain inflicted by enemy. "A turtle shell-like rock that sold at many place. A reminder for us of existence of Kame-Kami."

004/365 - Empty Room

A: Vending Machine
B: L-Table with Coffee Machine

Details:
- Vending machines can be interacted (1d6):
1 - 5 : vending machines broken
6 : one of them give COLA.
- Coffee machine is operational. But no coffee beans or grinded coffee on sight.

005/365 - Morelife's Lobby & Agents' Nest

A: Receptionist's Table
B: Waiting Chairs & sofas
C: Deal room with chairs, tables & documents
D: Archive room
E: Agents nest
F: Water Dispenser

Encounter:
- Player heard sound from deep inside the room. When exploring, the entire room was empty. All they could see was scattered papers, documents, maps and stationaries. Then as they closer to point C, roll 1d6:
  1. There's nothing happen
  2. A pen fall from one of the table. It has the Morelike Company logo on it
  3. A Receptionist walks in from the entry door
  4. Loud sound came from D, like a thick document falling to the floor (Insanity +1)
  5. They saw someone was sitting on one of the chair. It was an Insurer. INT Check (DC 4): it already dead
  6. Three living Insurers running from inside E

006/365 - The Hub

Details:
- The center Fountain will always sprinkle water that colored blue.
- All doors are unlocked.

007/365 - Cafetaria

A: Dining Area
B: Clean Kitchen / Meal Prep Area

Encounter:
1 - 2 : Upon entering & searching Point A & B, 1d4 Insurers came through one of possible entry points.
3 - 5 : At point B, there's a box of mineral water bottles. Each bottle can be consume to regain stamina. Roll 1d6 for amount of mineral water bottle.
6 : At point A, there are 1d6+2 mineral watter bottles, and at point B, can be found a 1d6 of Instant Noodle that could restore health when consumed.

008/365 - Deep Kitchen

A: Cold Storage / Freezer
B: Dry Storage & Herbs Rack
C: Plating Area
D: Preparation Area

Encounters:
1 - 5 : upon entering, Player will see The Chef at Point D. It won't move an inch from that area.
6 : The kitchen is empty.

Rumours:
  • Inside the Freezer (Point A), there's a KEY that could open an unopened door of traverse (true)
  • The Chef could be persuade by bring it a correct herb (False)
  • The Chef weakness is cold (true)
Creature : The Chef

010/365 - Foto-Copier Room

A: Paper Storage
B: Ultra-X3ROX (No Electricity)

Details:
  • Upon entering, Player could see the humongous Ultra-X3ROX at the back of the room, unoperational.
  • In front of the machine, a skinny table for preparing r collecting finished documents covered with dust.
    • PERCEPTION CHECK (DC 5) : There's a faint prints of hands, fresh ones.
  • Next of the table, two cabinets stands. One near the table, was filled with stationaires, but most of them already used up. The other one only have 1 item : Paper Cutter.
    • PERCEPTION CHECK (DC 2) : There is visible stains of dried blood on the blade of the cutter.
  • On the north wall, there are a lot of paper pasted on. A lot of it already unreadable; the inks fades or teared somehow.
    • INVESTIGATION CHECK (DC 6) : behind thick layer of paper, there's a readable one. It says "AN INTERVIEW OF THE CENTURY: Dr. MELLISA MENTARE". The rest of the paper was torn.
  • For Storage Room (A), player roll 1d6 for encounters.
Encounters:
  1. As the door to the storage open, piles of papers fall out from inside the room. Smells of old paper fill the air.
  2. The door to the storage is well shut. There's no way to open it somehow.
  3. Inside the room, player see a can of meat - empty but not dried. Also spots of dried blood and bloodied bandages can be located near it.
  4. Inside the storage, there's an Insurer (alive), kind of focusi to the south wall, standing. Close the door to left them alone (DC 5).
  5. As entering the foto-copier room, player could hear faint growls from the storage room. Then around 5 minutes later, a heavy pound slam on the door. When opened, it's empty (Insanity point +1)
  6. As the door open, 1d6 Insurers storms out the room.

Monday, January 16, 2023

The Receptionist

Art generated by Freeway ML


Background

The Receptionist is one of many creature that might be encountered by players while exploring the vast megastructure on Office23. They are quiet, slick and love the element of surprise when engaging their prey. While The Receptionist always can be seen standing behind their own dedicated desk or table, sometimes they also take a walk to other places. With their keen eyes, sensitive hearing, long nails and remarkable speed, The Receptionist might be considered as one of deadly creature inside the Office23.

Characteristic

Physical appearance: The majority of the Receptionists are having slim bodies, long legs, long hair, boney fingers, and of course not forget to mention a full length ear-to-ear smile, showing rows of their sharp teeths. They stood perfectly straight - no slouching, a perfect form of standing. When they sit down behind their own dedicated desk, they'll sit properly and as perfect as they could. Waiting for someone to come through the door and walks casualy to the their table. Even though the majority of Receptionist was taking a form of human with female features (long slender body, long legs, nails, long hairs, etc.), some other had a bulky body, muscular arms, short hairs, etc.

Movement: The Receptionist is a creature that adapting with where they situated. They could move as fast as they can, or even move slower than a MucusGastropod. They had powerful legs, that could help them jump as high as the ceiling, performing a perfect landing, and if needed pulling a dash and even a deadly kick. Thanks to slender features of their body, The Receptionist could performing a magnifique acrobatic actions such as triple frontflip to double cartwheels to tiger spring. Due to regulation of the Office23, all Receptionist need to wear company-issued shoes - comfortable to wear, but producing a loud sound when they walk.

Social: The Receptionist rarely seen in group. They are an individualist that love to walks to wherever they want, and return to their desk at particular set of time. The Insurer sometimes lingers near them, but they could shove them away with their long, sharp nails.

Habitat

Many Receptionist will linger around the place where they "belong" to work on. Either standing or roaming around the room or even a complex of area, they won't be roaming around to another company and staying on someone receptionist' desk. The easiest way to know if a place has a Receptionist or not, is by looking at the Receptionist desk. A Receptionist love to put their belonging on the desk, like marking a territory. A stick, a book, a doll, a pencil, what ever it is, if there is a thing on the desk of Receptionist, then the place have A Receptionist.

A Receptionist also a well ordered creature. So if someone took a thing from their desk, or something from the area that they guarded, they'll know and hunt them down.

Action

Action Type Desription
Claw Attack A Receptionist will swipes their long, sharp and pointy nails to you, wildly.
Bite Attack The Receptionist will bite if the distance between them and you are extremely close (less than 30cm).
Acrobatic Support The Receptionist could move and perform up to 1d4 strings of acrobatic movement (frontflip, backflip, handflip, cartwheels, etc) in one turn with incredible speed, to move them from one place to another.
Keen Passive The Receptionist will able to hear far better, see far better, smell far better and feel far better when they found out that that is something missing from their "working" space.

Thursday, December 22, 2022

The Insurer

Art generated by Freeway ML
 
The Insurer is a creature that PC can encounter when exploring the megaoffice at the early stages of the game. With the excel of speed and persuasion from their past, The Insurer could be a threat for PC when they alerted by them - they'll chase PCs, both individual or in a group, and try to make PC join their insurance company by giving them striking them with briefcase and papercut them with assesment forms.


Habitat

The Insurers lingers and wanders the Grand Lobby area, usually seen alone, maybe two or three of them lingers near seats. Some might also standing near the front door, waiting for someone entered the building as their prey. Some of other Insurer might lurks around the upper floors, trying to seek preys that might need some insurance at their unstable and hazardous workplace. Some were also stays at their own offices, waiting for command from the leader. Sometimes PC could also encounter one of them, strolling on a corridor, seems lost.


Actions

Action Type Description
Running Bash Attack an Insurer took a run and try to bash you with their boney, sharp shoulder.
Paper Cut Attack using their unlimited stack of insurance assessment form stored inside their briefcase, an Insurer could slice and damage PC using the thin side of a paper d6 times per turn.
Briefcase Block Defence by using a thick, office-issued briefcase, they repel and cover everything the world throw at them. P.S. It IS a sturdy briefcase.
Shout Support producing a loud, disturbing voice that could hurt you and also calls d4 nearby Insurers into current encounter


Characteristic

Physical appearance: many Insurer were a skinny, sick-pale-looking, zombie-ish humanoid creature wearing white shirts and tie and holding briefcase and papers. But some other also have different builds: muscular, fat, well-build. Detoriating by time, their hair was no longer as lush as they be, some of them already lose an eye (or maybe two), dislocated bones and joints on their body, and an absolute stench of a thick load of damp paper inside a damp storage.

Movement: The Insurer walks slow. But when they found their prey, they could move three times faster to approached them. Their advantage was located on their feet - years of waiting and running and chasing potential buyer could train their legs into somewhat magnificent level. Not forgot to mention, a lot of them are skinny. But for Insurer that already lost a leg or both, they can't do nothing except alerting nearby Insurer by shouting whenever they saw prey walking nearby or accidentally step on them.

Social: Insurers love to walks and roams alone. But sometimes you can meet them lurking alongside with fellow Insurer, maybe up to a group of 3 insurers. No longer be able to talk, they communicate to each other with groans and shouts.