I'm clearing out some of my RPG stuff. Take a look.
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
Monday, February 16, 2015
Friday, February 13, 2015
Wyrdwood Tokens
Level 3 Magic Items
At the center of the Hall of Masters, there is a large, ornately carved stone table. The table is an ancient map of Fyndel Forest. Several carved wooden tokens have been placed on it. Upon further inspection, these tokens seem to be living, autonomous creatures. They are actually tied to the various creatures living in Fyndel Forest. The table is dotted with several piles of ash, as if some tokens have been burned.
Carved by the Druids of Fyndel, the Wyrdwood tokens have the likeness of a Spider, a Giant, a Giant Wasp, a Dragon, and a Goblin. All of the tokens share the following common abilities:
At the center of the Hall of Masters, there is a large, ornately carved stone table. The table is an ancient map of Fyndel Forest. Several carved wooden tokens have been placed on it. Upon further inspection, these tokens seem to be living, autonomous creatures. They are actually tied to the various creatures living in Fyndel Forest. The table is dotted with several piles of ash, as if some tokens have been burned.
Carved by the Druids of Fyndel, the Wyrdwood tokens have the likeness of a Spider, a Giant, a Giant Wasp, a Dragon, and a Goblin. All of the tokens share the following common abilities:
- Their eyes glow when a creature of the token's type is near
- While holding the token, characters may communicate with those creature as if they were fluent in its native language
Additionally, each token has a unique ability. After using it, the token turns to ash.
- Spider: Create 100' of silken rope.
- Giant: For a single turn, the bearer has giant's strength. Double the rating of Health or a Health-based skill for a single roll.
- Wasp: During a single round of combat, an arrow or bolt fired from a crossbow splits into many and swarms the enemy. The character who uses this decides how to reduce the enemies disposition in the turn it was used.
- Dragon: Engage in any type of conflict, regardless of Order of Might, counting the party as equal.
- Goblin: The token transforms into a key capable of opening a single lock.
Wednesday, February 11, 2015
Starved for Cash
Two sessions ago my players found some strange wooden tokens on a 3D diorama of the forest they have been exploring. These tokens were moving independently of any force they could discern. The players threw them in their packs and hoofed it back to town to pawn their loot. It took every ounce of restraint to stop myself from shaking one of them and screaming, "FOR THE LOVE OF GOD DO NOT SELL THESE."
But I didn't. I just quietly smirked as they they traded a set of magic tokens to the vendor for a stack of gold without even bothering to identify them. To be fair, my players were in rough shape. They had recently lost a fight to some bats (food, as one of my players called them) and had very little in the way of cash. Even if they knew what these things could do, they likely still would have sold them to fund their next trek to the caves below Fyndel Forest.
But I didn't. I just quietly smirked as they they traded a set of magic tokens to the vendor for a stack of gold without even bothering to identify them. To be fair, my players were in rough shape. They had recently lost a fight to some bats (food, as one of my players called them) and had very little in the way of cash. Even if they knew what these things could do, they likely still would have sold them to fund their next trek to the caves below Fyndel Forest.
Monday, February 9, 2015
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