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.
Tonight's game was with a smaller crew than we're used to, yet it was quite eventful! It turned out to be a super long play report, so maybe grab a cup of tea before you dive in. :) Characters: Belina the (mutant) printer [Jackson] Barbarus the aspiring chicken farmer [Also Jackson] Roxanne the wrecker [JT] Cecilly the acrobat [Alex] The session started with some upkeep / long-term plans. Cecilly is rounding up acrobats, jugglers, and other performers in a scheme to establish a sort of street performers' union backed by the protection of the Stone Cats. She found a few acquaintances willing to join if the Stone Cats established their reputation a little more solidly (Roxanne: "So we're a clown gang now?"). Work was also done to take control of the Belltower, former hangout of the Blind Vipers and crossroads of two inter-building bridges, where Cecilly hopes to establish a sort of soft toll checkpoint. The resident old bell-keeper resignedly sighed and ...
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. :)
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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