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You begin with 100,000 Wealth. DUNGEON REAL ESTATE A 5x5x10 ft.

(1x1x2 squares) unit of dungeon real estate costs 1,000 Wealth. Dungeon real estate at the base level, between 0 ft. and 10 ft. (Z-level 0), has no modifier to its cost, but dungeon real estate every 10 ft. (2 square) above or below Z-level 0 costs 250 more Wealth per two squares above or below, according to the following table. Z-Level 0 1, -1 2, -2 3, -3 4, -4 Etc. Wealth Cost 1,000 1,250 1,500 1,750 2,000 +250 per additional Z-level above/below

The individual real estate units of your dungeon must all be in contact vertically or horizontally, for the Indentured Minion Labor Union does not have the time or money to waste on recruiting teleporting laborers. Purchased dungeon real estate can be filled in with rock again for no cost, but you receive no additional Wealth for doing so. Special types of dungeon real estate are grouped into the following rooms. Different special rooms cannot open up onto one another; they must be separated by corridors or regular, non-special rooms. Special room dungeon real estate costs are the same as regular dungeon real estate costs. Inner Sanctum: The heart of your dungeon, and where you command your monsters, plot evil schemes, and gloat menacingly. If and when an adventuring party makes it to your Inner Sanctum, you must immediately go there to confront them. A Boss Battle against you will then occur here. Inner Sanctums must contain at least 36 units of real estate. These 36 units are provided to you for free when you begin your dungeon, but they can only be used to construct the Inner Sanctum. Monsters cannot be stationed in your Inner Sanctum according to delegation rules set by the Indentured Minion Labor Union. You can place whatever traps and constructions you wish in your Inner Sanctum (unless otherwise specified). If you are Large size or above, there must be a path leading from your dungeon entrance to your Inner Sanctum large enough to accommodate you (2x2x2 units for Large size villains, 3x3x4 for Huge size villains, 4x4x4 for Gargantuan size villains).

Vault: Mountains of gold and jewels will decorate your Vault when you accumulate enough Wealth. Wealth is physically stored here. Each 1x1x1 cube of dungeon real estate (not 1x1x2 unit) can contain 5,000 wealth. You cannot accumulate wealth beyond what your Vault can hold. Your Vault must contain at least 10 units of real estate. These 10 units are provided to you for free when you begin your dungeon, but they can only be used to construct the Vault. Monsters cannot be stationed in your Vault as a last-ditch measure to prevent on-the-job thefts. Constructions (except for Vault-specific constructions) cannot be placed in your Vault. Traps can be placed in your Vault (unless otherwise specified). If adventurers stumble across your Vault, they may steal Wealth from it if left unmolested. Make sure it is guarded carefully. Barracks: Even the most loyal and mindless monsters need a place to rest at night, and the Barracks is it. Each 1x1x2 unit of Barracks dungeon real estate can support two monsters or eight minions, thanks to the miracle of Indentured Minion Labor Union-endorsed quadruple bunk beds. You cannot recruit monsters beyond what your Barracks can support. Your Barracks must contain at least 6 units of real estate. These 6 units are provided to you for free when you begin your dungeon, but they can only be used to construct the Barracks. Monsters can be stationed in your Barracks. Traps cannot be placed in your Barracks. Constructions can be placed in your Barracks (unless otherwise specified). MONSTERS Monsters are the backbone of your villainous operation. Unless you have a long, sprawling dungeon filled to the brim with constructions and traps, adventurers will be able to march to your Inner Sanctum unopposed without monsters to stop them. Monsters can have three behaviors: stationed, patrolling, or wandering. Stationed monsters stay put within an area you specify and ensure that adventurers do not pass by any means. Patrolling monsters move back and forth between two areas you specify and alert the nearest fellow monsters they find when they see adventurers. Wandering monsters move about however they choose, but also alert the nearest fellow monsters they find when they notice adventurers. Monsters can be fired from your dungeon at any time, but you receive no additional Wealth for doing so. You cannot station more than 6 monsters in any one 8x8 unit area, due to strict personal space requirements set by the Indentured Minion Labor Union. Elite monsters count as 2 monsters and 4 minions count as 1 monster. There is no limit on how many patrol points you can set monsters on by area like there is

for stationed monsters, but a patrol route for a monster must span at least three rooms/corridors or 18 units in a direct path, whichever is larger. Note that, if additional monsters are brought to or stationed near an 8x8 area where there are already 6 monsters, they will wait patiently for a monster involved in combat to die so they can enter the battle if there is an encounter in progress. Monsters vary in type, and the type of monster determines their combat abilities, their behavior when patrolling or wandering, and their intelligence in and out of combat. More intelligent monsters are more likely to lure enemies into your traps, take advantage of the terrain, or attack the most dangerous enemy instead of the closest, among other things. Nameless, generic monsters are loyal to you and will not betray you (attack you, let adventurers pass unharmed, steal from you, etc.) without outside influence. You cannot participate in encounters alongside your monsters due to strict delegation rules set by the Indentured Minion Labor Union. When defeated in battle, each monster rolls a d20. If the result is 10 or above, the monster survives by hiding, playing dead, or convincing its killer to spare its life. If the result is 10 or below, the monster dies and is removed from your stock of monsters. Second-in-Commands can only be killed by a Hero. Generic Monsters Brute (Peon): The Peon-level Brute is an excitable new recruit with as much lust for combat as his brain is small. These living definitions of meatshield have high hit points compared to other monster types, but lower AC, as they are reckless in battle. They hit hard, and Peon-level Brute strategy consists of the tried-and-true tactic hit it until it stops moving. Combat Abilities: High hit points. High damage. Low AC. Somewhat low accuracy. Behavior: Average perception. Prone to laziness. May attempt to engage injured or weak-looking adventurers without calling for backup. Intelligence: Very Low Cost: 1,500 Wealth Artillery (Peon): The Brutes opposite in combat, the Peon-level Artillery is a newly-trained archer or apprentice mage who slings arrows or spells from behind the front lines, with devastating effects. Their profession demands that they wear little armor for the purposes of manual or magical dexterity, and

they are frail to boot. Peon-level Artillery monsters are best used in combination with other monster types to protect them. Combat Abilities: Low hit points. High damage. Low AC. Long-range attacks. Behavior: Average perception. Prone to laziness. May ostracize self from fellow monsters due to egomania. Intelligence: Low Cost: 1,500 Wealth Soldier (Peon): The Soldier is similar to yet different from the Brute. The Peon-level Soldier is a young tough who has just picked up his first sword and board in order to protect his comrades in villainy. He is (relatively) heavilyarmored and more accurate with his weapon of choice than his fellows, and knows the first of a long school of insults and taunts to keep enemies focused on him rather than less-durable allies. Combat Abilities: High AC. Medium hit points. Low damage. High accuracy. Can mark enemies. Behavior: High perception. Prone to laziness. Easily distracted. Intelligence: Low Cost: 1,750 Wealth Character-Specific Monsters Elite Brute [Peon]: Every aspect of the run-of-the-mill peon brute, multiplied by two: doubly stupid, doubly tough, doubly brutal. Combat Abilities: Twice the hit points of a standard monster. High damage. Low AC. Somewhat low accuracy. Behavior: Average perception. Prone to laziness. May attempt to engage injured or weak-looking adventurers without calling for backup. Intelligence: Low Cost: 2,400 Wealth Specific To: Granstorm (Temporarily)

Elite Skirmisher [Peon]: Mobile and hard-hitting, the skirmisher delights in hit-and-run tactics. Although theyve got good eyes and quick feet, the nature of their job leaves them twitchy and eager to notice enemies where there are none. Combat Abilities: Twice the hit points of a standard monster. High damage. Highly mobile; gains damage bonuses from movement. Low defenses. Behavior: High perception. Twitchy and paranoid; easily distracted. Intelligence: Medium Cost: 3,200 Wealth Specific To: Granstorm (Temporarily) Elite Soldier [Peon]: Soldier that have somehow lived long enough to learn how not to get killed by obvious flanking tactics and who arent obese enough to fail to protect their allies get promoted to Elite status and become at least moderately tough. His wit has been sharpened to a tee as well, the better to keep foes focused on him. Combat Abilities: High AC. Medium hit points. Low damage. High accuracy. Can mark enemies. Behavior: High perception. Prone to laziness. Easily distracted. Intelligence: Low Cost: 2800 Wealth Specific To: Granstorm (Temporarily) Elite Artillery [Peon]: Elite artillery have polished their spell or bow arm enough to cause serious damage to the enemy, although they are no less frail than before and their egomania has only increased along with their powers. Combat Abilities: Low hit points. High damage. Low AC. Long-range attacks. Behavior: Average perception. Prone to laziness. May ostracize self from fellow monsters due to egomania. Intelligence: Low Cost: 2,400 Wealth

Specific To: Granstorm (Temporarily) Skeletal Minion [Minion Brute] (Peon): The basic, Peon-level skeletal minion is quick, fragile, and mindless, a living wall of bone separating adventurers and more important parts of the dungeon. They wield little but a simple blade and shatter into their composite bones at the slightest impact. Being mindless undead, they are exceedingly stupid. Combat Abilities: Fixed, relatively high damage. One hit point. Takes no damage from missed attacks. Cheap. Behavior: Average perception. Timid. Intelligence: Very Low Cost: 375 Wealth Specific To: Sandro Vampire [Lurker] (Peon): Grotesque, legendary masters of the night, vampires are the centerpieces of tales across the world and a key figure in many a childs nightmares. The Peon-level Vampire stalks and kills its prey with great efficiency, although it is frail in direct combat. Vampires believe themselves above other types of monsters, particularly other types of undead, and are loathe to be forced to work with them. Combat Abilities: High damage. Low hit points. Can become invisible during combat. Extra damage when attacking from invisibility or stealth. Behavior: Average perception. May ostracize self from fellow monsters due to egomania. Intelligence: Medium Cost: N/A. Until Sandro and Thant regain contact with Thants vampire clan, vampire monsters can only be created by having Thant deal the killing blow to living creatures. Specific To: Sandro Thant, Second-in-Command [Elite Lurker]: The enigmatic, charismatic vampire lord Thant is a predator by nature, using the darkness as both a shield and a weapon. When not feeding off the blood and fear of lesser creatures, Thant enjoys Sudoku, fine liquor, and tennis. Although his access to his clan was cut off some time ago, Thant is willing and able to support lesser undead in

combat under the command of his master Sandro, despite how contact with such rabble pains his dignity. Combat Abilities: Twice the hit points of a standard monster. High damage. Can become invisible during combat. Extra damage when attacking from invisibility or stealth. Living creatures slain by Thant become vampire monsters. Behavior: High perception. Cautious (sometimes overly so) and observant. Intelligence: High Specific To: Sandro Mirva, Second-in-Command [Elite Controller]: Serinars out-of-shape and out-of-age succubus wife is long in tongue excessively so, Serinar would surely argue. When not nagging her husband about pointless, petty pleasures, she is nagging her enemies to death on the battlefield: Hold that sword straight, young man! You pronounced the fifty-third syllable wrong, wizard! I can hear your breathing from across the room, rogue! Get a real job! Combat Abilities: Twice the hit points of a standard monster. Medium damage. Capable of inflicting crippling status effects on enemies. Can fly (cannot hover). Behavior: High perception. Easily angered. Intelligence: High Specific To: Serinar Doneketh the Kong, Second-in-Command [Elite Brute]: Doneketh the Kong, the skeletal jungle ape, is a berserker in combat, knowing neither mercy nor pain. Years of enduring the many installments of Mario Party as an AI character have left his senses dulled, although he is a genius when it comes to manipulating sentient characters to their dooms. He follows his master AIDACH around wordlessly, primate grunts and hoots being the only things to come out of his mouth. He looks down upon sentient characters as unwanted and unloved by his master as he is, and his pride is great. Combat Abilities: Twice the hit points of a standard monster. Very high damage. Very durable. Expert at manipulating enemies into traps. Behavior: Very low perception. Reckless. Does not fight well with other monsters.

Intelligence: High Specific To: AIDACH Felsper, Seneschal of the Swarm, Second-in-Command [Elite Controller]: As the Swarms caretaker and steward, it is Felspers job to keep control over its daily affairs and make sure it runs smoothly a job that became significantly easier once his master Vespers control over the greater Beescape was broken. Felsper now struggles daily to justify his worth and his existence to his master, knowing that he could be dispersed into his component bees should Vesper grow displeased with him. A hopeless sycophant, he takes it upon himself to keep count of the countless residents of the Hive, a herculean task. Combat Abilities: Twice the hit points of a standard monster. Low damage. Takes half damage from melee and ranged attacks, but extra from area and close attacks. Can fly (hover). Capable of inflicting crippling status effects on enemies. Behavior: Low perception. Twitchy and paranoid. Intelligence: Medium Specific To: Vesper Ivan the Beholder [Elite Artillery]: Beauty is not in this beholders eyeor any other part of him, really. Ivan is lazy, sarcastic and paranoid of anyone not including his master Granstorm, because he knows that you should keep your friends close and your enemies closer. Their relationship is strained and one of fear rather than friendship, but so long as Granstorm provides things for him to kill, he should stick aroundprobably. Combat Abilities: Twice the hit points of a standard monster. High damage. Can attack multiple creatures with eye beams. Can fly (hover). Behavior: High perception. Lazy. Intelligence: Medium Specific To: Granstorm SERVANTS Servants are monsters that do not participate in combat. They have varying costs and functions, as described below. Stationed servants do not count

against your limit for monsters in an 8x8 area, nor do they take up space in your Barracks in any way. Spy: Dont you know who I am? Are you retarded? Im the Goddamned Beeman. Cost: 2,000 Wealth Effect: Spies can be sent into the dungeons of your fellow supervillains on reconnaissance missions. While you are in your Inner Sanctum, you can deploy a Spy to infiltrate a rivals dungeon for one week. Depending on what monsters are stationed in the dungeon, the Spy has a varying chance of being captured (monsters with higher Perception have a higher Spy-detecting ability than monsters with lower Perception). You can station a Spy (maximum of 1 stationed in your entire dungeon) in your dungeon as a counterspy, which has a 50% chance of repelling enemy Spies (missions involving entering that dungeon fail if the Spy is repelled, but the Spy is not captured and lost). Captured Spies are killed and lost to you. If he survives, he will return to you in one week with a current map of the rivals dungeon. Traps are noted, but not stationed monster locations. Once you have a current map of a rivals dungeon, you can bribe an adventuring party at the beginning of a dungeon raid, before adventurers enter the dungeons, to enter that dungeon if you think the party composition can exploit weaknesses in the dungeon. Bribery costs vary depending on the relative power of the adventuring party and cannot be determined ahead of time. If a bribed adventuring party manages to clear the dungeon (be unopposed in the Inner Sanctum and/or defeat the rival supervillain), you receive 50% of the Wealth they loot from the rivals Vault. Spies will gain more functions as you gain Favor. Spies do not engage in combat if at all possible. Mechanically, Spies are equal to Minions and are defeated if they take any damage. Interpreter: Buenos das, seor! Donde ests mis submarinos? Cost: 0 Wealth Effect: You have one interpreter servant for every language you know, and cannot gain them in any other way than by earning new languages. Interpreters can speak, read and write their respective language fluently for the purposes of translation between people or documents. Interpreters do not engage in combat. Mechanically, Interpreters are equal to Minions and are defeated if they take any damage.

TRAPS No villainous masterminds repertoire is complete without a dizzying array of deadly traps. Traps can be placed in a room (unless otherwise specified by the trap or special room description) and will activate according to a trigger determined by the trap type, whereupon it will hurt or deter adventurers in some way. Monsters know how and where your traps are triggered and will not trigger them, but traps themselves usually do not discriminate between friend and foe and may hit your monsters depending on when they are triggered. Traps can be dismantled and sold for half their Wealth cost. Traps that are destroyed can be replaced for half their Wealth cost. Generic Traps Crash Test Automaton: A miniature forge dispenses automatons to test your traps. Cost: 0 Wealth Size: 1x1x2 squares (1 real estate unit) Trigger: A button on the back of the forge is pushed Effect: The miniature forge dispenses a cheap automaton, which begins to move forward in a straight line from the forges front. They accept simple commands from the character who ordered them for the purpose of testing your other traps. They can take an effectively infinite amount of damage from traps, but instantly fall apart when attacked by creatures thanks to corners cut during design by the Indentured Minion Labor Union. Automatons fall apart on their own after 5 minutes. Countermeasures: N/A (For this trap, contact me between games with a copy of your dungeon map at the ready and I will run you through testing.) Arrow Trap: Arrows or similar projectiles burst forth from holes in the nearby wall. Cost: 1,500 Wealth Size: One wall adjacent to 1 real estate unit Trigger: A tile perpendicular to the trap that you specify is entered (additional trigger tiles linked to the same trap can be purchased for 500 Wealth each)

Effect: Arrows shoot out of the wall each time the trap is triggered. Creatures in the path of the arrows take low damage and low ongoing damage (if they are hit; low attack vs. Reflex). Countermeasures: A high enough Perception check by an adventurer will reveal the triggering tile and/or the holes in the wall. A high enough Athletics check can allow an adventurer to jump over the triggering tile. A high enough Thievery check can disable the triggering tile or block the holes in the wall. Explosive Trap: Stepping on that tile will be the last mistake she ever makes. Cost: 1,000 Wealth Size: The floor of 1 real estate unit Trigger: A creature steps on the tile (additional trigger tiles linked to the same trap can be purchased for 500 Wealth each) Effect: The trap explodes, dealing high fire damage to the triggering creature and medium fire damage to creatures in a close burst 1 surrounding the tile (if it hits; medium attack vs. Reflex). The trap is destroyed. Countermeasures: A high enough Perception check by an adventurer will reveal the trapped tile. A high enough Athletics check can allow an adventurer to jump over the trapped tile. A high enough Thievery check can disable the trapped tile. Pop-Up Monster: An umber hulk! Get back! Wait a minute Cost: 500 Wealth Size: 1 real estate unit Trigger: A creature moves adjacent to the trap or enters its square Effect: A cardboard cut-out of a terrifying monster springs up from the ground, pushing creatures in a close burst 1 surrounding the trap 2 squares (on a hit; medium attack vs. Will). Countermeasures: A high enough Perception check by an adventurer will reveal the slit in the ground through which the cut-out springs. A high enough Thievery check can delay or prevent the trap from activating. Pit Trap: A pit trap can be created by purchasing real estate tiles below the current Z-level. For every Z-level a creature falls, it takes an automatic 1d6

damage and must climb out with a successful Athletics check (or find some other way out). Pit trap camouflage can be purchased for 500 Wealth per floor tile covered, which can be noticed by a high enough Perception check. Character-Specific Traps Slot Machine Trap: Triple 7s, Mac! Triple seveoh youve gotta be fuckin kidding me! Cost: 10,000 Wealth Size: 1 real estate unit Trigger: An enemy comes within or starts its turn within 3 squares of the slot machine Effect: The slot machine makes an attack against the triggering enemy: High vs. Will. On a hit, the target is pulled adjacent to the slot machine and immobilized until the end of its next turn. When this effect ends, the target makes a saving throw; on a success, it can shift 4 squares away and out of the slot machines attack range as a free action. Special: If the slot machine trap is unavoidably in between adventurers and your Vault, if you are defeated, the slot machines range extends to the entire room it occupies. It makes its attack against the successful adventurers leaving with your Wealth, using the median Will of the party, and on a success they are enticed to gamble with your money. You roll a saving throw; on a success, you receive 25% of your stolen Wealth back. This process repeats until the slot machine misses its attack, after which the adventurers leave as normal. Countermeasure: A high enough Thievery check can briefly or permanently disable the slot machine. A high enough Insight check will reveal its heavily rigged nature and make the roller of such a check immune to the machines attacks. Specific To: Granstorm Poison Gas Grate: An inconspicious sewer grate suddenly belches forth a plume of toxic gas. Cost: 2,000 Wealth Size: The floor of 1 real estate unit Trigger: A creature steps on the grate or a tile adjacent to the grate

Effect: The grate opens and lets loose a pent-up cloud of poisonous gas in a close burst 2 surrounding it. The cloud remains for 5 minutes or until the end of any current encounter. Creatures that enter the cloud or start their turns in it take low poison damage. Countermeasures: A high enough Perception check by an adventurer will reveal the grate. A high enough Thievery check can prevent it from opening. Specific To: Sandro Minor Obelisk: An obelisk of stone marked with arcane runes begins shooting necrotic bolts. Cost: 3,000 Wealth Size: 1 real estate unit Trigger: A creature presses a triggering rune on a wall at least 5 squares away from the obelisk as a minor action. Effect: The obelisk rolls initiative and attacks on its turns (ranged 10, target: the closest living creature in range) for medium necrotic damage on a hit (medium attack vs. Fortitude). Countermeasures: A high enough Perception check by an adventurer will reveal the triggering rune (the obelisk is in plain sight). A high enough Arcana check will reveal the obelisks purpose and the purpose of the triggering rune. A high enough Arcana or Thievery check can disable the obelisk for one turn or deactivate it entirely via the triggering rune. The obelisk can be attacked and destroyed (medium HP, medium defenses) Specific To: Sandro Sticky Spores: An innocent-looking dotted-yellow mushroom quivers and bursts, releasing slowing spores in response to nearby movements. Cost: 2,000 Wealth Size: 1x1x1 Trigger: A creature enters the mushrooms square, makes an attack while adjacent to the mushroom, or takes damage while adjacent to the mushroom

Effect: The mushroom bursts, releasing sticky yellow spores in a close burst 1. All creatures in the burst take low ongoing poison damage and are slowed (save ends). Countermeasures: A high enough Nature check by an adventurer will reveal the mushrooms properties. It cannot be disabled. It can be burst early with an attack (1 HP, low defenses). Specific To: Serinar Hungry Pitcher Plant: Nobody notices the long, tubelike plant amidst the foliage as it snakes closer to him, eager to feed. Cost: 3,000 Wealth Size: 1 real estate unit Trigger: A creature comes within 5 squares of the hungry pitcher plant Effect: The hungry pitcher plant makes a Stealth check (high modifier) and approaches the triggering creature. If the triggering creature notices the hungry pitcher plant with a high enough Perception check, it retreats to its original position (it cannot move beyond 5 squares from its original point). If the hungry pitcher plant goes unnoticed, it attacks and grabs the triggering creature on a hit. At the start of every turn in which the triggering creature remains grabbed, it takes high acid damage. Countermeasures: A high enough Perception check by an adventurer will reveal the hungry pitcher plant. A high enough Nature check will reveal its carnivorous nature. The plant can be attacked and killed (low HP, medium defenses). Specific To: Serinar Vermin Cage: Hey, whats in here? OH GOD! Cost: 1,500 Wealth Size: 1x1x1 Trigger: A creature pulls a drawstring situated at least 3 squares away from the camouflaged cage

Effect: The cage opens, unleashing a swarm of vermin on the nearest creature within 3 squares. The creature takes low poison damage and is dazed until the end of its next turn. Countermeasures: A high enough Perception check by an adventurer will reveal the cage and/or the drawstring. A high enough Thievery check can disable the trap. The cage can be attacked and destroyed, disabling the trap (low HP, high defenses). Specific To: Serinar Red Space: Even the most minor nuisance adds up after a while. The numbers do not lie. Cost: 1,500 Wealth Size: The floor of 1 real estate unit Trigger: A creature lands on the space Effect: The creature loses 3 Currency and one healing surge. Countermeasures: N/A Specific To: AIDACH Duel Space: The #1 cause of homicide among family members since 2141. Cost: 3,000 Wealth Size: The floor of 1 real estate unit Trigger: A creature lands on the space Effect: The creature must select another creature in the dungeon to duel. Currency or Pulsars no more than the maximum one of the involved creatures have are wagered, and the two are teleported to a Virtual Reality Room. The two creatures then engage in a duel minigame of AIDACHs design and choosing. The winner receives the losers wagered Currency or Pulsars. If the result is a draw, no Currency or Pulsars are exchanged. Specific To: AIDACH Honey Spill: One of the Hives many honeycombs suddenly bursts open, spilling sticky honey on anyone unlucky enough to be below it.

Cost: 2,000 Wealth Size: The ceiling of 1 real estate unit Trigger: A creature enters the traps space Effect: The trap oozes honey on the triggering creature, who is immobilized until the end of his next turn and then slowed until the end of his next turn. A close burst 2 surrounding the triggering creature becomes difficult terrain for 5 minutes or until the end of the encounter. Countermeasures: A high enough Perception check by an adventurer reveals the trapped honeycomb. A high enough Nature check reveals its purpose. An attack can cause the honeycomb to trigger prematurely (1 HP, low defenses). Specific To: Vesper Pollen Cloud: Tripping a delicate wire opens a passage from which hundreds of pollen-carrying bees fly, spreading their pollen throughout the room. Cost: 2,500 Wealth Size: The wall of 1 real estate unit Trigger: A creature enters a space perpendicular to the trap Effect: The trap opens, and a cloud of pollen spreads throughout the room in a close blast 5 from the trap. Spaces within the cloud are lightly obscured for creatures that are not Vesper and his monsters, and Vesper and his monsters gain a +2 bonus to attack rolls against creatures in the cloud. The cloud lasts for 5 minutes or until the end of the encounter. Vesper and his monsters cannot trigger the trap. Countermeasures: A high enough Perception check by an adventurer reveals the trap and/or the tripwire. A high enough Athletics check can allow an adventurer to leap over the tripwire. A high enough Thievery check can prevent the trap from opening. Specific To: Vesper Swarm Strike: A tiny fraction of the Swarms might bursts forth from a miniature hive upon the intruders. Cost: 3,000 Wealth Size: 1 real estate unit

Trigger: A creature moves adjacent to or attacks the trap Effect: A swarm of bees spill forth from the trap, attacking creatures (not including Vesper or his monsters) in an area burst 1 surrounding the triggering creature. On a hit (medium attack vs. Fortitude; half damage on miss), the creatures take low damage and medium ongoing poison damage (save ends). Countermeasures: A high enough Nature check by an adventurer reveals the traps nature as a beehive. The trap can be attacked and destroyed (medium HP, low defenses). Specific To: Vesper CONSTRUCTIONS Constructions are miscellaneous structures and features that benefit you, your monsters, and your traps. They can be purchased and placed in the same manner that traps are, and can be replaced if destroyed in the same manner. Generic Constructions Sentry Post: Ey. Wut? Whos dat over dere? I dont member seein him in mess hall Cost: 2,000 Wealth Size: 1 real estate unit Effect: A monster stationed in a sentry post gains a +3 bonus to Perception, and creatures in the same space as a sentry post gain a +2 bonus to all defenses against ranged and area attacks. Water Source: Water, the element of contradictions. As with all elements, it both kills and grants life. Cost: 5,000 Wealth Size: The wall of 1 real estate unit Effect: Water flows endlessly from the water source, flowing with gravity and filling any crevices it encounters. You can create a channel of water by clearing out dungeon real estate one Z-level below the water source. If not used to create a channel, water flowing out onto the ground fills a close blast 5 surrounding the water source. Terrain in the blast is difficult terrain. Character-Specific Constructions

Smoke Machine: Theatric smoke flows out from this machine in the floor once activated. Cost: 3,500 Wealth Size: The floor of 1 real estate unit Effect: The machines square is difficult terrain. Once triggered by an adjacent creature as a minor action, the machine spouts smoke in a close burst 3 surrounding it. Creatures in the smoke have concealment. Creatures in a close burst 1 surrounding the machine have total concealment. The smoke lasts until the end of the encounter or until disabled with a high enough Thievery check. Power Pylon: Electricity jets out from this tall pylon, empowering creatures nearby. Cost: 5,000 Wealth Size: 1 real estate unit Effect: Once activated by an adjacent creature as a minor action, the pylon rolls initiative with a bonus equal to your level. At the start of each of its turns, all creatures in a close burst 2 surrounding it take 10 lightning damage, and it divides a +10 bonus to attack rolls and damage rolls equally to all creatures within a close burst 2 surrounding it. This bonus lasts until the end of the appropriate creatures next turn. The pylon can be shut down with a high enough Thievery check or attacked and destroyed (high defenses, low HP). Conveyer Belt: If you move just the right way on it, the conveyer belt helps you along. Cost: 1,000 Wealth per segment Size: The floor of 1 real estate unit Effect: Each segment of conveyer belt must be connected (no diagonals), and you determine the direction it flows in when constructing it. Entering the conveyer belt against its flow or being on the belt and moving against its flow costs 3 extra squares of movement. Moving with the conveyer belts flow costs 1/2 of a square of movement per segment moved onto, and shifting on a conveyer belt takes 1/4th of a square of movement per belt segment a creature shifts onto. The conveyer belt can be of any width or length so long as it is the same width throughout. The belt starts each encounter activated, but can be

deactivated or modified with a high enough Thievery check to the belts origin square(s). Necrotic Rune: Dark energy flows from the rune to the undead that touches it. Cost: 2,000 Wealth Size: The wall or floor of 1 real estate unit Effect: One of Sandros monsters (or Sandro himself) that spends a minor action to touch the rune gains a +2 bonus to attack rolls until the end of its next turn. The rune can then not be used until the next dungeon raid. Specific To: Sandro Minor Necrotic Spire: A beacon of command inspires all undead within the spires reach. Cost: 5,000 Wealth Size: 2x2 real estate units Effect: All of Sandros monsters (and Sandro himself) within 5 squares of the spire gain a +1 bonus to all defenses and a +1 bonus to saving throws. The spire can be attacked and destroyed (medium HP, high defenses). Specific To: Sandro Minor Skeletal Altar: Skeletons continually assemble themselves from the bones on this dark altar. Cost: 3,000 Wealth Size: 2x2 real estate units Trigger: A living creature comes within 10 squares of the altar, or one of Sandros monsters (or Sandro himself) activates the altar with a minor action Effect: The skeletal altar creates a skeletal minion in one square adjacent to it. It then rolls initiative (medium modifier) and creates a new skeletal minion on its turns. The altar can be destroyed (medium HP, medium defenses). Summoned skeletal minions do not count against monster limits in an 8x8 area and crumble after 5 minutes or at the end of a current encounter. Specific To: Sandro

Vile Vine: This filth-encrusted plant dips its vines into the water to drink, spreading its disease. Cost: 3,000 Wealth Size: 1 real estate unit Effect: The vile vine infects water within one square of it. Water downstream from the vile vine is infected with swamp fever. Creatures that become at least partially submerged in or drink from the water receive an attack from the disease (medium attack vs. Fortitude) and contract it if they are hit. The disease, in its initial stage, causes the loss of one healing surge, and the target takes low ongoing poison damage (save ends) the first time they are bloodied in an encounter. The advanced stage causes the loss of another healing surge and medium ongoing poison damage (save ends) the first time they are bloodied in an encounter. The final stage causes medium ongoing poison damage (save ends) the first time they are damaged in an encounter and the first time they are bloodied in an encounter. Specific To: Serinar Boom Pod Plant: This stuff looks pretty tastywonder how it Cost: 2,000 Wealth Size: 1 real estate unit Effect: The boom pod plant grows boom pods. Boom pods can be picked from the plant and thrown by a creature adjacent to the plant as a minor action, as an area burst 1 attack targeting all creatures in the burst (medium attack roll vs. Reflex). On a hit, the creature takes low acid damage and is knocked prone. Each boom pod plant grows 3 boom pods per dungeon raid. The plant can be attacked and killed (low HP, low defenses), but each time it is damaged, a boom pod detonates in a close burst 1 surrounding the plant (with the same attack and consequences as above). Specific To: Serinar Start Space: Welcome to hell. Cost: 0 Wealth Size: The floor of one 2x2 real estate unit area

Effect: AIDACHs Mario Party game begins here. This construction must be placed just inside of his dungeon entrance. Adventurers roll d10 to determine their turn order and travel across the map (they can only move on other spaces, in straight lines, unless theyre at a junction) by rolling d10 to determine the number of spaces they move. At the end of every round, a minigame occurs. The adventurers are teleported to a Virtual Reality Room and must engage in a minigame of AIDACHs design and choosing. These minigames can involve monsters or traps if AIDACH stations monsters or places traps in the Virtual Reality Room, and damage taken or healing surges lost from combat or traps in a Virtual Reality Room remains when the minigame is over. The winner(s) receive 10 Currency. At the start of the game, and every time a Pulsar is collected by a character, a Pulsar appears at one of (total number of spaces / 5) spaces on the board that AIDACH selects when creating his board. Only Red and Blue spaces can be possible Pulsar locations. Pulsars cost 10 Currency to purchase when a character passes the Pulsars space. The game lasts five rounds. The character with the most Pulsars at the end of the game loses 2 healing surges. The character with the second-most Pulsars loses 5 healing surges. The character with the third-most Pulsars loses 8 healing surges. The character with the fewest Pulsars loses 12 healing surges. If healing surges lost are enough to kill a character, any leftover lost healing surges are transferred to the character next in place (i.e. if 10 lost healing surges are enough to kill the last-place character, the remaining 2 are added to the third-place characters lost healing surges). If there are not 4 adventurers in a party, AI characters controlled by AIDACH are added to the game to make up the difference. Once the game is over, AI characters disappear and sentient characters can leave the dungeon or proceed to the now-unlocked Inner Sanctum without being forced into another game. The Vault and Barracks cannot be accessed by characters outside of game board spaces that allow them to do so. Specific To: AIDACH Blue Space: Ohh, too bad! You dont have enough Currency to buy a Pulsar! Cost: 0 Wealth Size: The floor of 1 real estate unit Trigger: A character lands on this space Effect: The character gains 3 Currency. Specific To: AIDACH

? Space: Voted Space Second-Most Feared 2141 Cost: 2,000 Wealth Size: The floor of 1 real estate unit Effect: Landing on a ? Space can be substituted as a trigger for any other trap or construction that AIDACH has access to. Specific To: AIDACH Hidden Blocks: Bullshit! Cost: 3,000 Wealth Size: 1 real estate unit per block Effect: When you purchase one Hidden Blocks construction, select 3 Red or Blue spaces on the game board. These spaces contain an AI Character Hidden Block. If an AI character lands on one of these spaces, they open the block and roll a d20. On a 10 or above, they receive a Pulsar. On a 9 or below, they receive 20 Currency. Sentient characters cannot access Hidden Blocks. For every 3 AI character Hidden Blocks you place on the board, place 1 Sentient Character Hidden Block on a Red or Blue space. These blocks can be accessed by sentient characters, but not by AI characters, with the same possible results as AI Character Hidden Blocks. Specific To: AIDACH Virtual Reality Room: START! Cost: 2,000 Wealth Size: N/A Effect: When a minigame begins, the characters on a game board involved are teleported to one of these rooms. They exist in virtual reality and take up no space. AIDACH designs and chooses the minigames as he pleases, but the minigames cannot cause damage, healing surge loss, status effects, etc. to characters unless he stations monsters or places traps in the Virtual Reality Room characters are teleported to (if AIDACH has more than 1 Virtual Reality Room, he chooses which room they go to) and involves the monsters/traps in his minigames. AIDACH does not have to use stationed monsters or placed traps in a Virtual Reality Room if he does not want to, and can make

minigames without them if he pleases (this does not harm or erase the monsters/traps). Specific To: AIDACH Rooms: The mathematical genius of bees and their physics-defying nature have been studied for generations. Cost: Small 17,250 Wealth, medium 29,250 Wealth, large 39,750 Wealth Size: N/A Effect: Vesper cannot purchase and construct dungeon real estate as normal (except for his special rooms). His regular rooms must be honeycomb-shaped, and come in specific shapes and sizes, as shown below. Otherwise, his rooms function as normal.

Specific To: Vesper DDR Machine: And the lord of the dance isOoh! I love this one! Cost: 3,000 Wealth Size: 1 real estate unit

Effect: Vespers monsters (and Vesper himself) within 5 squares of a DDR Machine receive a +2 bonus to speed and a +2 bonus to all defenses against opportunity attacks. The machine can be attacked and destroyed (low HP, high defenses) or disabled with a high enough Thievery check. Specific To: Vesper Pollen-Filled Honeycomb: Never have I known an aroma so divine, a sight sooh Gods, get away from me! Cost: 2,000 Wealth Size: The wall adjacent to 1 real estate unit Effect: A pollen-filled honeycomb can be accessed by one of Vespers monsters (or Vesper himself) as a minor action. Monsters with pollen gain a +2 bonus to attack rolls and a +2 bonus to all defenses when adjacent to another monster with pollen. A pollen-filled honeycomb can be accessed 3 times per dungeon raid. A pollen-filled honeycomb can be attacked and destroyed (low HP, low defenses) or disabled with a high enough Thievery check. Specific To: Vesper

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