Pocket Dungeon: Technical Mechanics
The Pocket Dungeon upgrade for the Geodegazer Estate is a complex and conceptual upgrade that provides the city with a number of useful boons. Below is a mechanical breakdown of how it works and the features it offers.
When the dungeon is spawned by someone entering it, the entrant is given a unique dungeon design that spans multiple floors, biomes and bosses. The dungeon is considered 'complete' when the entrant is incapacitated to a point where they are no longer able to defend themselves, or until they verbally state that they quit.
Dangers within the dungeon are real and can affect real pain, damage, trauma and more, but never in death unless the "Realistic" difficulty upgrade has been applied. The dungeon, itself, is smart enough to realize the combat potential of its visitors and build the challenge accordingly.
Player Entrance
Anyone willing to enter the dungeon must meet certain criteria before its arcane gate will even open:
- Entrants can enter as a solo or join as a team.
- Team entries are limited to 5 per group.
- All entrants must be at full health at time of entry.
- Entrants are permitted to enter with any gear they see fit to bring.
- Entrants must sign their name on the visitors scroll mounted near the gates.
- Difficulty is chosen at this time, if the Difficulty Module has been purchased.
Player Rewards
During a normal player-fueled dungeon, there is no loot provided throughout the dungeon, nor do denizens within drop anything. Once the dungeon has been completed, the players are expelled from the pocket space and rewarded with a high-quality random item and a bag of 1d100 gold.
NPC Entrance
NPCs are allowed to enter as well, though their restrictions are a little more strict:
- Only one NPC can be in the dungeon at a time without a player escort.
- A single NPC can be sent into the dungeon during any live session/gameday. Assume they come out from their endeavor at the end of said session.
- A single NPC can be sent into the dungeon during the downtime between sessions. Assume they come out from their endeavor at the end of the day after the session.
NPC Rewards
Upon exiting the Pocket Dungeon, the GM will roll percentile. Consult the following chart to determine the result:
- 01 - 50: The NPC gains one character level in a class of "their" choice.
- 51 - 60: The NPC exits the dungeon with a 500g worth of loot.
- 61 - 70: The NPC exits with a grade-appropriate Enchanted Gem, Weapon, Armor or Accessory.
- 71 - 80: The NPC exits with a Bloodline improvement.
- 81 - 90: The NPC exits with a Mythic Level in a mythic class of "their" choice.
- 91 - 00: The NPC exits with a racial grade improvement.
NOTE: This chart does not apply to entrants below the age of 16. Those individuals are granted 1d6 gold per hour spent in the Pocket Dungeon. For every 3 hours spent inside, the entrant gains one random object as an additional reward.