Lost control during a risky seance? Found a room of Strigastadt not as empty as it appeared? Here is a generator for the spirits so encountered.
of rank (up to 4) and in number.
Note: determining what will appease a spirit is a task most easily accomplished by mediums or those otherwise connected to the realm of the dead. Even then it is a taxing and risky business.
I return! Here's my ruleset for Index Card D&D - a collaborative GM-less super simplified dungeon crawl game. Basically, everyone spends like 15 minutes creating a class, monster, treasure, room, and trap, and then we play a simplified D&D with the results. It's silly fun and always unbalanced, and you accumulate more cards the more you play. We've super been enjoying it, so I figured I'd share the current iteration of the rules. It's especially fun with a beer in hand! [ link to pdf ] If you play this, I'd love to hear about it! Feedback welcome, especially if the directions are unclear. I'm thiiiinking of running this Friday or Saturday night at North Texas RPG Con, since there's a dearth of games in those slots (and it was fun trying it last year), so hit me up if that's something you'd be interested in. :)
My players requested an animal trainer profession. One thing led to another, and I wound up making a table for dog breeds available in the marketplace. I'm planning on using James Young's mechanics for animal training ( link ) with a couple tweaks, since they seem super cool and please my programmer heart. Fair warning, I haven't playtested this yet so my approach could be way off base, but I wanted to post before I wandered off and forgot. Also, I am no expert on dogs, so my apologies if any of the below info is off. Dog base instincts: Obey 1 Chase 2 Protect/bark 2 Survive 3 Play 2 Personality : +1 random instinct Dog breed : roll 3d6 for more typical adventurer pups, or d20 for any. Whatever entry you roll, the adjacent two are also available for purchase here. x is the quality rating. Gets +x to the instinct listed for that breed (including non-standard instincts). For reference, in my system 5-6 is the starting grit and move for humans. Max trained move is 9...
While playtesting the ruleset I'm working on I ran into some hiccups with overland movement rates. Frequent changes between terrain types caused my simplistic "3 hexes for plains, 2 for forests, etc" rules to not flow as nicely as I'd wish. The multipliers I was using could also combine a bit too extremely, and flat bonuses felt wrong at lower rates where mountains would proportionally benefit far more than plains, for example. Here's the system I came up with as a result - it has worked nicely in my tests thus far. It requires a bit of math though. Nothing hard, but fair warning in case math is especially difficult for you. This is for 3-mile hexes. Cost is how much it costs to enter the hex, from a per-watch budget of 60. Hexes per watch given for ease of reference. A watch is four hours, and they can travel without penalty for two watches a day. 3 watches = Tired, 4 = Exhausted, 5+ = make Grit/Con checks at increasing penalty. For each degree of ease, move one ...
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