35
ANOTHER CHESS MATCH. The center of the room features a twenty foot
square carpet with a red and white checkerboard pattern and a square
low table at its center, which is bedecked with thirty two small (six
to eight inch tall) miniatures. The room is lit by four continual
light globes suspended from the ceiling. Dozens of
comfortable blue plush chairs are placed against the walls. The door
in the south wall is not real, it is only painted on.
Anyone
stepping onto (or even flying over) the checkerboard carpet will be
transported and miniaturized to the small table to carry out a chess
match as a white piece on the north side of the game board. Roll to
see what piece they become.
1d20
|
Piece
|
1-8
|
Pawn
|
9-10
|
Rook
|
11-12
|
Knight
|
13-14
|
Bishop
|
15
|
Queen
|
16
|
King
|
17-20
|
Player
choice
|
Affected
adventurers (and adversaries) must move as their game pieces would in
an actual game and fight their way to the opposite side of the board,
there to be released. They find themselves dressed as the game piece
(see below under descriptions of the adversaries). For purposes of
the game, they may use restricted armor and weapons (for example, a
magic-user cast as a rook may fire his or her heavy crossbow, and a
druid cast as a queen may fire a magic missile). White goes
first.
Should
one side win the game by defeating the opposing king (checkmate or
death/destruction), then the game will also release the remaining
combatants. Once released, survivors will get back all of their
missing equipment.
Opponents
may be attacked as per normal combat resolution, with the winner
claiming the loser's square, except in the case of rooks and queens,
who fire missiles at the opponent instead and can only be defeated if
they are attacked. Once the rook is out of bolts, it too must attack
hand-to-hand.
Note
that this method of combat resolution can actually move the
adventurer backwards in some cases. The other white pieces do not
move by themselves, unless it is impossible for a character game
piece to make a move. The enemy pieces (south) are deep red in
color.
Piece
|
Characteristics
|
Pawn
|
Skeleton
(AC 7; HD 1; hp 5 each; #AT 1; D Short sword; SD Sharp weapons
score half damage only, limited spell immunity; XP 19 each)
wearing rotting leather armor
|
Rook
|
Wax
Golem (AC 5; HD 4; hp 15; #AT 1; D Heavy crossbow or dagger; SD
Limited spell immunity; XP 145) in chain mail, each carries twelve
bolts at the start of the game
|
Knight
|
Wax
Golem (AC 3; HD 4; hp 15; #AT 1; D Long sword; SD Limited spell
immunity; XP 145)wearing banded mail with a horse shaped great
helm and normal sized shied
|
Bishop
|
Wax
Golem (AC 5; HD 4; hp 15; #AT 1; D Footman's mace; SD Limited
spell immunity; XP 145) in chain mail with a great helm resembling
a bishop's miter
|
Queen
|
Wax
Golem (AC 10; HD 6; hp 25; #AT 2; D Magic missile; SD
Limited spell immunity; XP 375) wearing a gown and tiara
|
King
|
Wax
Golem (AC 3; HD 7; hp 30; #AT 1; D Two handed sword; SD Limited
spell immunity; XP 590) in plate mail armor and wearing an iron
crown
|
Note
that these opponents only exist in the game, and it is not possible
for observers to interact with them. Attempts to attack the game
pieces using spells or missile weapons will land the adventurer
inside the game, to be placed at the Dungeon Master's discretion.
Experience
point awards for defeating enemies are possible and will be earned
entirely by the character in combat. Defeated foes, including
defeated adventurers, disappear until the game is over. Any
adventurers who are killed will reappear as mindless game pieces in
the place of the enemy who slew them.
If
the white side defeats the blue king, the door to the south will
transform into a real door, allowing entrance into Room 36.
quick question:
ReplyDeleteOnce the inner ward is statted out completely will you then describe the pleasure gardens or move on to the upper dungeons? If so, I'd prefer it if you finished all the above ground areas first just to keep it compact.
Cheers,
Groaning Spirit
Sorry to disappoint. My plan was to do the three levels of the upper dungeons next, with the idea that it is more likely for them to be explored before the Grounds. Also, only about 1/3 of the Grounds are keyed right now in my head.
ReplyDeletewell, you're the maker my man, you know better than I do what to do. Just thought it would be convenient as a full module like thing.
ReplyDeleteSo odds on that the gardens will be a higher level area to tackle in that case?
Cheers,
Groaning Spirit
Not necessarily. I'm trying to make the difficulty rise as one gets further from the main entrance. I'm not being scientific about it but if a floor or level is let's say 2 removed from the Outer Ward Ground Level, it will have a similar degree of difficulty. Thus the Ground Level of the Inner Ward should be just about as hard as the First Floor and Lower Level of the Outer Ward.
ReplyDeleteAs always, thanks for the comment. I love getting them.
cheers then, as always looking forward to more.
ReplyDeleteJust to confirm; can a spell-using character utilize their own memorized magic in this fight or are they stuck with the skills of the chess piece and their innate abilities and stats?
cheers,
Groaning Spirit
Good question. That could be DM fiat, but my initial thought would be no.
ReplyDelete