The dungeons of Nightwick Abbey are made up of 12 modular tile-like areas called geomorphs. The geomorphs can rearrange when certain actions upset the Abbey. There is a chance that 1-2 geomorphs will switch places, 1 geomorph will push other geomorphs over, or 1 geomorph will rotate. These rearrangements are determined by rolling dice. Certain monsters can treat their home geomorph as bordering the current one to sneak attack or escape the party.
The dungeons of Nightwick Abbey are made up of 12 modular tile-like areas called geomorphs. The geomorphs can rearrange when certain actions upset the Abbey. There is a chance that 1-2 geomorphs will switch places, 1 geomorph will push other geomorphs over, or 1 geomorph will rotate. These rearrangements are determined by rolling dice. Certain monsters can treat their home geomorph as bordering the current one to sneak attack or escape the party.
The dungeons of Nightwick Abbey are made up of 12 modular tile-like areas called geomorphs. The geomorphs can rearrange when certain actions upset the Abbey. There is a chance that 1-2 geomorphs will switch places, 1 geomorph will push other geomorphs over, or 1 geomorph will rotate. These rearrangements are determined by rolling dice. Certain monsters can treat their home geomorph as bordering the current one to sneak attack or escape the party.
The dungeons of Nightwick Abbey are made up of 12 modular tile-like areas called geomorphs. The geomorphs can rearrange when certain actions upset the Abbey. There is a chance that 1-2 geomorphs will switch places, 1 geomorph will push other geomorphs over, or 1 geomorph will rotate. These rearrangements are determined by rolling dice. Certain monsters can treat their home geomorph as bordering the current one to sneak attack or escape the party.
The dungeons of Nightwick Abbey are comprised of multiple 100 ft by 100 ft
squares, called geomorphs. Typically, there are 12 geomorphs in a level, but Level 2 is an exception, with two separate levels (2a and 2b) of 6 geomorphs each. The geomorphs represent the living nature fig 1. — switching of Nightwick Abbey. Whenever the party takes an action that would displease the Abbey — turning undead, casting a clerical spell, spilling holy water on it — roll a d6. The chance of 1 2 3 4 a shift occurring is equal to the level of the 5 12 7 8 dungeon on that d6. For example, if the party 9 11 stabs a silver cross into the wall on level 2a, there is a 2 in 6 chance the abbey will move. 6 The geomorphs can move in one of three ways. To determine which way it moves, roll a d6. 1 4 yyOn a 1-2, two geomorphs on the level 5 12 7 8 are switched. Roll a d12 for levels 1 and 3 and a d6 for levels 2a and 2b twice to 9 10 11 6 determine which geomorphs are affected. yyOn a 3-4, a geomorph is pushed, meaning fig 2. — pushing every geomorph in line with it moves over one space. Roll a d12 (or a d6 on Level 2) to determine the affected geomorph 1 3 4 and then a d4 to determine from which 5 2 7 8 direction it is pushed. Geomorphs which are pushed “outside” the level are re- 9 6 11 12 inserted at the other end of the row or column they were pushed out of. 10 yyOn a 5-6 a geomorph rotates. Roll a d12 or a d6 to determine the affected geomorph and then a d3 to determine how many times it rotates. Rotation is always counterclockwise. 1 10 3 4 Certain monsters within the abbey have a “home” 5 2 7 8 geomorph. When moving between geomorph 9 6 11 12 boundaries, they may always treat their home geomorph as though it borders the one they are currently in. This can cause monsters to suddenly fig 3. — rotating disappear if the party is in pursuit, or allow for unexpected flanking maneuvers. 1 2 3 4 5 8 6 9 10 11 12