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Dungeon Train

Inspired by the season 5x36 Adventure Time episode, “Dungeon Train”. For use with the ICRPG game.

A dungeon made up of 21 green, scaly train cars all Using the Dungeon Train in a Game
linked together going around a track in an endless
loop with no locomotive to pull them. The Dungeon Train can be used as a simple, no-
brains-needed adventure locale, where the
The cars have infinity symbols on their doors
players can go to collect coin and loot and
made up of a single ouroboros and another
prepare for harder adventures.
infinity symbol on top of the cars themselves. The
inside of the train appears to be made up of An adventure set in the Dungeon Train can also
different colored paneled rooms. It also might be become serious as the heroes become trapped by
somewhat magical as it can make many magical the subtle curse of the Dungeon Train and refuse
items and monsters appear as one enters a room to leave the place. In extreme situations,
where there was nothing before. explorers may even turn against each other.
The dungeon is easy to leave as each car has a Reaching the Dungeon Train
door on the side they can exit through. However,
those who board the train can become engrossed Finding the dungeon can be as easy or hard as
in the endless fighting and collection of loot, and needed for the campaign. Originally placed in the
with some of the loot being sustenance, they middle of a dense forest, the Dungeon Train
could spend their entire life on it – which some might turn up in a city, underground (“dungeon
dungeoneers do. subway”?), or even up in the clouds. It can be
unknown, a well-guarded secret, or a famous
Some go through the train and become obsessed,
training ground for novice adventurers.
refusing to leave and attacking other
dungeoneers for their gear. These souls become
Dungeon Train Bosses. They remain so until they
are defeated and explode into light, leaving
behind any loot they had collected thus far.
Dungeon Features and Layout The Curse
Each car is around 15 feet by 25 feet in size, with Although it’s a subtle feature, the Dungeon Train
15 feet in height and set into a random theme or is cursed. Adventurers who decide to take on its
color, and contains different monsters and other challenges can quickly evolve and become more
dungeon features (such as traps, puzzles, etc.). powerful in a relatively safe dungeon (since you
The cars are not always “clean” – they might can leave at any time) but they are subjected to
contain obstacles and terrain designed to the effects of the curse and slowly become
improve the adventuring experience. addicted and obsessed with the fighting and
Adventurers can move from one car to another collection of loot.
through a sliding door at the end of the car once Playing Out the Curse. Once inside the
all the monsters are defeated. Each car also is Dungeon Train each character is subjected to the
fitted with a side door that serves as an exit, but Curse, albeit it doesn’t really affect them until
the explorers may refuse to use it due to the after they’ve defeated their first car and collected
Curse. some loot. On that moment, each character puts a
single CURSE DIE (a D10) on their sheet with “1”
up. This represents how much they’re consumed
by the Dungeon Train’s Curse. After each car
finished, increase the die by one number, or by
two numbers if they defeat a Boss. Once this
number is equal or higher than the character’s
Wisdom modifier, they will refuse to leave and
will try to keep going on and on until dead or
defeated. At that point, if a character wishes to
leave, they must make a check (Intelligence,
Wisdom, or Charisma – whichever is higher)
against the current TARGET with a penalty equal
Suggested Targets and Evolution to the number on the CURSE DIE.
The magically-sentient Dungeon Train will A character might lift the curse through their
challenge the adventurers with harder rooms the own will or with the help of an outside force, such
longer they explore. The table below provides as a friend or another loved one providing
some ideas on how to escalate Dungeon Train support. A HERO COIN can also be spent to
encounters based on how many cars the heroes ignore the CURSE DIE penalty on checks to leave
explore. Also, notice that “car” refers to the count the Dungeon Train.
from the moment the explorers board the
Dungeon Train. After the third boss battle, the
characters come back to the “beginning” of the
train, with the TARGET resetting.

CAR SUGGESTED TARGET NOTES


1-2 9
3-4 10
5-6 11
7 13 First Boss Battle
8-9 12
10-11 13
12-13 14
14 16 Second Boss Battle
15-16 15
17-18 16
19-20 17
21 19 Third Boss Battle
DUNGEON TRAIN GEAR LOOT
Dungeon Train Tables 1: Coin: Find a pouch, satchel, box, or chest with 1D6x10 coin.
2: Ring of Spell Storing: Item, 3 count, user can fire a missile
DUNGEON TRAIN LOCATION of energy at a target within FAR range you can see dealing
Magic Effort damage. Once all spells are used, ring is
1 Underground destroyed.
2 Circling a city or village 3: Shield: Armor +2, can be sacrificed to absorb HALF of an
3 In the middle of a forest attack against you.
4 On a mountaintop 4: Secondary Weapon: Item, a handy secondary weapon – a
dagger to your sword, an axe to your mace, or whatever.
5 On the clouds When equipped you deal +1D4 damage with a weapon attack.
6 Space, among the stars The secondary weapon is lost if you take any damage.
5: Weapon: A simple weapon, any one weapon similar to one
already in use by one of the heroes. Not fancy, but will get the
DUNGEON TRAIN FAME job done. Also roll 1D10; on a 10 it’s a magical version of the
1 Unknown – find it randomly! weapon (Magical Effort damage).

2 Secret kept by a cult 6: Armor: Helm, Armor +1

3 Known to adventurers 7: Weapon Gem: Item, equip on a weapon to gain +1D4


elemental damage (roll D4: 1 – fire; 2 – acid; 3 – cold; 4 –
4 Known to everyone lightning).
5 Secret kept by the population 8: Crystal Ball: Item, single use, roll 1D10 to reveal a hidden
Famous worldwide – cities have whole SHABBY (1), ANCIENT (2-8) or EPIC (9-10) chest.
6
economies based on its exploration 9: Armor: Arms protection, Armor +2
10: Easter Bunny’s Foot: You treat any natural roll of 7 as a
20. Sometimes appears as a teddy bear.
Dungeon Train Loot 11: Reading Glasses: Item, read anything, no matter the
language it is written. Be careful – it can read written spells
One of the most important aspects of the and activate them with disastrous consequences.
Dungeon Train (and key component to its Curse) 12: Armor: Legs protection, Armor +2
is the ungodly amount of loot it showers on 13: Ring of Energy: Item, equip it to gain Armor +2 and +5 hit
explorers. points that are always lost first and recovered last.
For each room, always roll one random loot from 14: Power Gauntlet: Item, add your Strength to Basic or
Weapon Effort with melee weapons, unarmed attacks, or
ICRPG (p. 198-209) for every three HEARTS of attempts of feats of power.
defeated creatures. 15: Armor: Chest Protection, Armor +3
Additionally, always roll one COIN LOOT (75% 16: King’s Crown: Armor +1, command respect with +3 on all
chance) or one FOOD LOOT (25% chance), plus Charisma/leadership or intimidation Checks and Attempts,
gains the “Long Live the King” quality, roll 1D8 rather than
one GEAR LOOT (from the tables below) for each 1D6 when dying. If already possesses similar benefit, roll
car cleared. twice and choose best result
17: Girdle of Giant Strength: Item, Strength +2 and add your
now-enhanced Strength to Basic Effort when performing
DUNGEON TRAIN COIN LOOT feats of physical power.
1: Coin Pouch: 1D10 Coin 18: Magic Weapon: Any one weapon similar to one already in
2: Coin Satchel: 2D10 Coin use by one of the heroes. Magical Effort damage, plus +3 on
Checks and Attempts and +2 on Effort (as Weapon Kit, ICRPG,
3: Coin Box: 3D12 Coin p. 25).
4: Dusty Gem: Worth 1D100 Coin 19: Battle Moon: Item, hovers around you (doesn’t occupy
5: Coin Stash: 2D100 Coin loot slot). Protects against one ranged attack made against
you “it” can see per round, or automatically zaps one enemy
6: Luminous Gem: Worth 3D100 Coin
for 1D6 energy damage per turn.
20: Heart Container: Item, add 1 Heart to your maximum.
DUNGEON TRAIN FOOD LOOT
1: Chips and other snacks: Food, heal 1D4 HP
2: General Supplies: Food and drink for day (7 cars)
3: Burger and fries: Food, heal 1D6 HP
4: General Supplies: Food and drink for day (7 cars)
5: Turkey Leg: Food, Heal 1D10 HP
6: Mom’s Spaghetti: Food, heal to full HP

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