I'm clearing out some of my RPG stuff. Take a look.
The Earthlight Academy
Monday, March 30, 2015
Monday, March 9, 2015
The Visual Inspiration Series
One thing I struggle with as a GM is "purposeless" dungeons. By that I mean deserts, forests, mountains, natural cave systems and so on. Basically, any wide open space that is more of a geographical feature. To brush up on those skills I put together a series of slideshows meant to inspire challenges and help shape those spaces in my games. Hopefully, they are similarly useful for you.
Friday, March 6, 2015
Wednesday, March 4, 2015
Monday, March 2, 2015
Friday, February 27, 2015
Wednesday, February 25, 2015
Monday, February 23, 2015
Friday, February 20, 2015
Torchbearer: Navigate Maze Conflict
Should your party stumble into a maze, treat it as a trap. They can successfully navigate it with a Dungeoneer test using the factors below:
Suggested Help: Cartographer, Scout
Maze Factors
Size: small, medium, labyrinthine
Hazards (choose all that apply): monsters, traps, temperature
Construction: man-made, natural, magical
Twist: Go to Navigate Maze Conflict.
Navigate Maze Conflict
Skills and Abilities for Disposition
Skill: Dungeoneer
Add to Rank: Will
Conflict Ability and Skills Used by Action
Attack: Dungeoneer
Defend: Scout or Cartographer
Feint: Dungeoneer
Maneuver: Scout or Cartographer
Maneuver: Characters who succeed on a Maneuver with a margin of 3 successes may perform a special action: Loot. Roll 1d6 on the table below, and then roll on the appropriate subtable:
Loot
1-2: Stuff
3-5: Gear
6: Valuables
Suggested Compromises:
Minor: Exhausted or Angry
Solid: The characters lose a piece of gear in the maze
Major: Any map they make of the maze is inaccurate. Should they pass back through it, they will need to test again.
Labyrinth of Trials
Might: 4
Nature: 4
Descriptors: Misdirecting, Enclosing, Sprawling
Conflict Disposition
Navigate Maze: 9
Conflict Weapons
Attack: +1D Winding Caverns
Defend: +1D You've Been Here Before, Haven't You?
Feint: +1D Dead End
Special: The turn clock advances at the top of each round of this conflict. During this phase, players may light new torches and eat food. If the Hungry and Thirsty Condition is earned, the Conflict Captain chooses which member of the team suffers a loss to their disposition. Reduce maximum disposition for the duration of the conflict.
Wednesday, February 18, 2015
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