Category Archives: RPG Stuff

RPG related stuff

Campaign Worksheet

This is a bit of an interesting find for me.  I was looking for campaign worksheets that would give me an outline or some such to jot down notes and paths and just get things on paper.  I found this thing at a business campaign site and it just so happens to really work for an RPG campaign worksheet.  I thought that was so ironic and weird.  Take a look an use it if you can.  =)

1 2 3 4Campaign Worksheet Download

Downtime Phases

The GM tells you when you have downtime available and how many days you can use for downtime. For example, after returning to town after a long adventure, if the GM says you have 10 days before you need to travel to the capital for the princess’s coronation ceremony, you may use those 10 days for downtime activities.

You typically have a fair amount of control when it comes to starting and ending a downtime session. With the GM’s approval, you may start a downtime session whenever you enter a settlement and end it whenever you leave that settlement. You or your GM might devise downtime activities you can perform only once per downtime session, so the GM may decide that you can’t start and end multiple downtime sessions in a row just to allow yourself to perform those activities more than once. Continue reading Downtime Phases

Downtime and Kingdom building

The downtime system is a middle ground between personal projects (like crafting a new set of armor) and large-scale tasks (like ruling a kingdom). These rules interface with both ends of that scale, and aren’t intended to completely replace them. In many cases, they might slightly contradict what is presented in the kingdom-building rules in Chapter 4. For example, the kingdom-building rules allow you to construct any type of building in 1 month, even a grand palace, which would take much longer using the downtime system. That is because the leader of a kingdom can spend build points to muster incredible amounts of resources and make things happen, far beyond what even a popular hero can do by spending gold and calling in favors. If your GM is using both the downtime system and the kingdom-building rules and there are conflicts over how to handle a situation, the GM decides which method is used, but should lean toward whichever rules seem most appropriate and efficient for the taskIf you aren’t using the downtime system to earn capital (and are instead awarded capital as a treasure reward, for example), or you want to purchase something quickly by spending gold pieces, remember to double the listed gp value to find the Purchased Cost of the item or service. Continue reading Downtime and Kingdom building

One Page Dungeons

This are some of the entries(or winners, I forget) over at One Page Dungeon.  Theres a lot of these over there and some are very well done.8719368849_d3ced478c6_o 8719369373_8e2939d667_o 8719371247_00861086da_o Continue reading One Page Dungeons

Mass Combat pt.3

ARMY TACTICS

Tactics are options an army can use to inf luence aspects of a battle. A newly recruited army doesn’t know any of these tactics unless specif ied by the GM. An army learns new tactics by being victorious in battle (see Victory, Rout, or Defeat on page 239). An army can know a number of tactics equal to half its ACR, minimum 0.

When a battle begins, the commander selects one tactic to use for that battle (if the army doesn’t know any tactics, the army uses the standard tactic). At the start of each Ranged or Melee phase, the commander may try to change tactics by attempting a DC 15 Morale check. Success means the army uses the new tactic for that phase (and the modifiers from the old tactic cease); failure means the army continues to use its current tactic. The effects of tactics end when the battle does. Continue reading Mass Combat pt.3

Encounters in Different Terrains

A specific, planned encounter for a hex does not have to be especially complicated. It can be as simple as a quick meeting with an explorer who can sell the PCs some necessary supplies or the discovery of a monster lair that hints at a greater threat. A good rule when determining the number of planned encounters to prepare is to have at least one for each character in the party. That way, you can tailor encounters to allow each character to take the spotlight without having to populate every single hex on the map one by one.

After creating these encounters, choose a hex on the map and note that an encounter occurs there. When the party draws closer to a hex with a planned encounter, foreshadow it with appropriate details. For example, if you plan to have the party discover a battle between two armies, the nearby hexes should contain signs of an army’s passage—old cooking fires, piles of refuse, and even the graves of soldiers who fell to illness along the way give your players clues about the impending encounter.

A few encounter sites are landmarks immediately obvious or visible with just a little bit of looking or scouting. A PC who enters the hex automatically discovers the landmark. If a PC in an adjacent hex spends an hour studying the landmark’s hex and succeeds at a DC 10 Survival check, he discovers the landmark. When the PCs discover a landmark, note it on the landmark’s hex.

Many encounter sites remain undiscovered unless the PCs decide to explore a hex rather than just travel through it. By exploring the hex, the PCs discover the site automatically. Some sites are hidden, requiring the PCs to make an appropriate skill check as they explore. The skill and its DC depend on the nature of the site.

Continue reading Encounters in Different Terrains

Mass Combat pt.2

BATTLE PHASES

Mass combat takes place over the course of three battle phases: the Tactics Phase, the Ranged Phase, and the Melee Phase. A phase doesn’t denote a specific passage of time, leaving the GM latitude to determine how long a mass combat takes to resolve. For example, a battle in a muddy field after a rain could take place over hours and involve several short breaks to remove the dead from the battlefield, but still counts as one battle for the purposes of these rules. If there is an extended break (such as stopping at nightfall to resume combat in the morning) or the battle conditions change significantly (such as the assassination of a commander, the arrival of another army, and so on), the GM should treat each period of combat between armies as one battle. The battle phases are as follows.

  1. Tactics Phase: The GM decides what battlefield modifiers apply to the battle. The commanders each select a tactic their respective armies will use during the battle (see page 237).
  2. Ranged Phase: Any army with the ability to make ranged attacks may make one attack against an enemy army. This phase typically lasts for 1 round (one attack) as the two armies use ranged attacks while they advance to melee range, and then use melee attacks thereafter. The battlefield’s shape and other conditions can extend this duration. If both armies have ranged attacks, they may choose to stay at range and never approach each other for melee (at least until they run out of ammunition, though the Consumption cost of maintaining an army generally means the army is capable of many shots before this happens). Armies without ranged capability can’t attack during this phase, but may still rush forward.
  3. Melee Phase: The armies finally clash with melee attacks. Each commander selects a strategy using the Strategy Track (see page 239), then each army makes an attack against another army. Repeat the Melee phase until one army is defeated or routs, or some other event ends the battle.

ATTACKING AND TAKING DAMAGE

In mass combat, the hundreds of individual attacks that take place in one battle phase overlap each other enough that who actually attacks first is irrelevant.

When armies attack, each army attempts an Offense check (1d20 + the attacking army’s OM) and compares the result to the target army’s DV.

If the Offense check is equal to or less than the target army’s DV, the army deals no damage that phase.

 

If the Offense check is greater than defender’s DV, the defending army takes damage equal to the result of the attacker’s Offense check minus the defender’s DV. For example, if the attacker’s Offense check is 11 and the defender’s DV is 7, the defending army takes 4 points of damage. Because these attacks are resolved simultaneously, it is possible that both armies may damage or even destroy each other in the same phase.

If the Offense check is a natural 20, but that check is lower than the enemy army’s DV, the attacking army still deals 1 point of damage. If the Offense check is a natural 1, that army can’t attempt an Offense Check in the next phase, due to some setback: a misheard order, getting stuck in mud, and so on.

Beyond the Kingdom

The mass combat rules often refer to aspects of the kingdom building rules, such as Loyalty checks and a kingdom’s Control DC. If you aren’t running a kingdom, substitute a Will save for a Loyalty check. Instead of a kingdom’s Control DC, use the primary ability DC of a monster with a CR equal to the party’s APL (see Monster Statistics By CR, Bestiary 291). For example, if the party’s APL is 12, the Will save DC is 21. Instead of a kingdom turn or kingdom phase, use 1 month. Instead of BP, multiply the BP cost by 500 gp.

More Than Two Armies

These rules can also serve in battles where more than two armies clash. In such battles, when your army attempts an Offense check, you choose which enemy army (or armies, if you have multiple armies in the field) it is attacking and apply damage appropriately. On each phase, you may change which army you are targeting. If your kingdom fields multiple armies in a battle, you may want to divide responsibility for these armies among the other players to speed up play.

BATTLEFIELD CONDITIONS

In some mass combats, the specifics of a battlefield won’t impact either army, but sometimes the battlefield will itself decide the outcome. The modifiers listed below apply only for the duration of the battle. Naturally, the GM should exercise judgment regarding any conditions that don’t seem to apply to one of the armies (such as darkness and an army with darkvision, or fog and an army with scent).

At the GM’s discretion, large-area spells such as move earth might allow armies or commanders to manipulate the battlefield conditions before a conf lict. For these spells to have any effect, they must last at least 1 hour and affect at least a 500-foot square. Likewise, magic items such as an instant fortress (+2 Defense) and spells such as wall of stone (+1 Defense) can create simple fortifications for an army to use in a battle.

Advantageous Terrain: Generally, if one army occupies a position of superiority (such as being atop a hill, wedged in a narrow canyon, or protected by a deep river along one f lank), the defending army increases its DV by 2.

Ambush: In order to attempt to ambush an army, the entire ambushing army must have concealment. The ambusher attempts an Offense check against the target army’s DV. If successful, the battle begins but the target army doesn’t get to act during the Tactics phase. Otherwise, the battle proceeds normally.

Battlefield Advantage: If an army is particularly familiar with a battlefield, it’s OM and DV increase by 2.

Darkness: Darkness reduces all armies’ OM by 2 and DV by 3.

Dim Light: Dim light reduces all armies’ OM by 1.

Fog: Fog reduces damage by half and gives the armies a +2 bonus on Morale checks to use the withdraw tactic.

Fortifications: An army located in a fortification adds the fortification’s Defense to its DV. A settlement’s Defense is determined by the types of buildings it contains, as detailed in the kingdom-building rules on page 212. If the game isn’t using the kingdom-building rules, a typical fortification increases DV by 8.

Rain: Rain affects modifiers to OM in the Ranged phase as if it were severe wind; see Table 13–10: Wind Effects on page 439 of the Core Rulebook.

Sandstorm: A sandstorm counts as fog and deals 1 hp of damage to all armies during each Ranged and Melee phase.

Snow: Snow affects ranged attacks like rain, and affects damage like fog.

Wind: The wind modifiers to ranged attacks apply to OM in the Ranged phase; see Table 13–10: Wind Effects on page 439 of the Core Rulebook.

Joes Scratch Notes on Homemade Rules

These are just some ideas and scratchings of notes and things I’ve put together of the system I think I’d want to either run or play in.  Super easy, lots of wriggle room for the room, rules light, etc etc.  Its way way alpha but like I said, these notes are just the base of what would go into my system.  And yes I did get some of these from places around.  Just thought I’d share.

IDEAS:

Players don’t die and can’t be ressed during combat, only after combat.  They don’t die but they are ressed with a crippling affect like dismemberment or disfigurement, etc. – KO, disfigure, broken bones(stats take negatives), etc

Usage Die – Any consumable has a usage die associated.  When the item is used the die is rolled, if a 1-2 is rolled, the die is reduced in this chain: d20>d12>d10>d8>d6>d4 – when 1-2 is rolled on d4 the item is expended.

If warrior is holding a sheild they can use shield shovey splintered to shatter the shield negating all damage.

If the PC takes actions favored by that alignment the Allegiance score of appropriate alignment(s) goes up by a few percentage points. E.g. Saving a village and meting out justice would increase Law, murder and mayhem would increase Chaos, and preserving the natural world would increase Balance. Actions could also decrease Allegiance, especially if favored by an opposing power. When one Allegiance score outpaces all others and reaches 100%, the Power(s) behind that Alignment may give the character special abilities … and missions to fulfill.

 

Initiative Sequence:

Describe the setup and the scene.

Describe your actions and what you want to do.

For all actions roll 1d10 (2d6?) + bonus for (1) feat – http://rumkin.com/reference/dnd/diestats.php

  •        1 = Fail miserably
  •        2-5 or 2-7? = Pass with consequence
  •        6-9 or 8-9? = Pass
  •        10 = Overwhelming success
  •        Difficulty Rating: GM can call for a difficulty rating based on how hard the action would be. IE; you wouldn’t be able to actually attack and hit a god.

(((DUNGEON WORLD – 10+, the player gets a full success and it’s all good. On a 7-9, it’s a partial success; they don’t get everything they wanted or they’ll get what they want, but have to sacrifice something else. On a 6 or lower, they’ve failed.))) Continue reading Joes Scratch Notes on Homemade Rules

Mass Combat pt.1

Mass Combat

Sooner or later, even the most peaceable kingdom will f ind itself faced with the prospect of war. While some kingdoms at odds with your own might be willing to compromise, others are not amenable to negotiation, or respond to overtures of appeasement with ever-increasing aggression. When diplomacy fails, the clash of steel is close behind.

This section contains rules for you as a kingdom leader to create armies, assign their commanders, and prepare them for battle on land, at sea, or in the skies. This includes rules for equipping and maintaining conventional armies, utilizing PCs as part of mass combat, converting groups of monsters into military forces, and going beyond the battlefield to deal with the aftermath of combat.

These rules provide an abstract, narrative mass combat system that will let you rapidly play out a complex battle scenario without getting bogged down in excessive detail, while still retaining fidelity to strategy, tactics, and the realities of the battlef ield. These rules are not intended to accurately represent complex wars, provide a highly tactical simulation, or accurately model a tactical warfare miniatures game. Instead, they are intended to incorporate warfare into a campaign while still staying primarily focused on traditional, small-scale adventuring and roleplaying.

Overview

The key parts of the mass combat rules that you’ll reference often are:

  • Explanations of the army stat block and terminology used throughout this chapter (see below).
  • Step-by-step instructions on how to run the battle phases of a combat between armies (page 236).
  • Battlefield modifiers for terrain and similar factors (page 237).
  • Different tactics that armies can learn (page 237).
  • What happens at the end of a battle, once an army wins, loses, or f lees (page 239).
  • How to use special commanders or kingdom leaders to modify army statistics (page 239).
  • Resources to upgrade and improve armies (page 241).
  • Special abilities for unusual armies, such as spellcasting or poison (page 242).
  • A list of sample armies (starting on page 247).

ARMY STATISTICS

The description of each army is presented in a standard format. Each category of information is explained and defined on the following pages.

Name: This is the name of the army. This could be a mercenary company’s name, such as “Thokk’s Bloodragers,” a formal regiment number such as “7th Royal Cavalry,” or an informal name such as “militia from Redstone.”

XP: This is the XP awarded to the PCs if their army defeats this army, and is the same as an XP award for an encounter with a CR equal to the army’s ACR (see below).

Alignment: An army’s alignment has no effect on its statistics, and is just a convenient way to summarize its attitude with two letters. It is usually the same alignment as a typical unit in that army.

Size: The army’s size determines not only how many individual units exist in the army, but also the army’s ACR.

Table 4–15: Army Sizes

ARMY SIZE NUMBER OF UNITS ACR

Fine 1 CR of individual creature –8

Diminutive 10 CR of individual creature –6

Tiny 25 CR of individual creature –4

Small 50 CR of individual creature –2

Medium 100 CR of individual creature

Large 200 CR of individual creature +2

Huge 500 CR of individual creature +4

Gargantuan 1,000 CR of individual creature +6

Colossal 2,000 CR of individual creature +8

Type: This lists the nature of the army’s individual units, such as “orcs (warrior 1)” or “trolls.” These rules assume all units in an army are essentially the same; if an army of 100 orc warriors 1 (meaning 1st-level warriors) actually has a few half-orc warriors or some orc barbarians, their presence has no effect on the army’s statistics. If an army has a large number of units that are different than the typical unit in that army, and these differences are enough to change the army’s stat block, it is generally best to treat the group as two separate armies with different stat blocks.

hp: An army’s hit points equal its ACR × the average hp value of 1 HD of the army’s units (3.5 for d6 HD, 4.5 for d8 HD, 5.5 for d10 HD, and 6.5 for d12 HD). For example, warriors have d10 HD, so an ACR 1 army of warriors has 5.5 × 1 = 5.5 hp, rounded down to 5 hp. Note that only damage from other armies can reduce an army’s hp; a non-army attacking an army is mostly ineffective, though you can treat the attacker as a Fine army if you want to determine the outcome of the attack. As with standard game effects that affect hit points, abilities that reduce hp damage or healing by half (or any other fraction) have a minimum of 1 rather than 0.

Army Challenge Rating (ACR): This is based on the CR of an individual unit from the army and the army’s size, and scales like CRs for monsters. To determine ACR, see Table 4–15: Army Sizes and apply the modifier for the army’s size to the CR of an individual unit in the army. If an army is cavalry, use the mount’s CR or the rider’s CR, whichever is higher. For example, an individual orc warrior 1 is CR 1/3, so an army of 100 orc warriors 1 is ACR 1/3; an army of 500 orc warriors 1 is ACR 3 (4 steps greater than the standard 100-unit army). If a group’s ACR would be lower than 1/8, it doesn’t count as an army— add more troops until you reach an ACR of 1/8 or higher.

Defense Value (DV): This is a static number the army uses to resist attacks, much like an individual creature’s AC. The army’s DV is equal to ACR + 10 + any bonuses from fortifications or a settlement’s Defense score (see page 212).

Offense Modifier (OM): This is a modif ier added to a d20 roll to determine the army’s chance of success, much like an individual creature’s attack bonus. The army’s OM is equal to its ACR. If the army has the ability to make ranged attacks, that’s mentioned here. Melee attacks and ranged attacks use the same OM unless an ability says otherwise.

Tactics: These are any army tactics (page 237) the army has at its disposal.

Mass Combat Quick Reference

These mass combat rules treat armies as if they were individual creatures. Instead of making 100 attack rolls for each side of a battle between elves and orcs, you treat the elf army as one unit and the orc army as another unit, and they battle each other with just one roll each. Instead of the armies taking turns attacking each other, they roll simultaneously. Smaller armies have fewer individual creatures (units), larger armies have more units, and the number of units directly relates to how dangerous an army is.

Use the Mass Combat Army Sheet on page 251 to track the stats of your armies, just as you use a character sheet to track the stats of your character.

Every army has a commander, typically a seasoned veteran, who directs the army’s actions. You can lead an army yourself, making you its commander and providing bonuses depending on your kingdom leadership role (see page 240).

Armies can learn different tactics, such as using reserve archers, forming a defensive wall, or using dirty tricks. An army can use strategies like attacking recklessly and aggressively (much like a creature using the Power Attack feat) or being cautious and defensive (like using Combat Expertise). The army’s commander decides the tactics and strategy used in battle.

Conditions on the battlefield affect the process and outcome of the battle. For example, muddy terrain slows walking armies but has no effect on flying armies; night combat hinders human armies but not orc armies.

Resolving the battle consists of three phases in which the commanders decide on tactics, the armies make ranged attacks (if any), and the armies then close to melee range. They then remain in melee until one side flees or is destroyed.

The following summarizes the key rolls you’ll make when using mass combat:

Offense Check: d20 + Offense Modifier (OM)

Damage Dealt: Offense check result – the defending army’s Defense Value (DV)

Morale Check: d20 + the commander’s modifiers + the army’s Morale score

Resources: These are any army resources (page 241) the army has at its disposal.

Special: This section lists any special abilities (page 242) the army has.

Speed: This number indicates how many 12-mile hexes the army traverses in a day’s march. Marching through difficult terrain halves the army’s speed. Use Table 7–6: Movement and Distance on page 172 of the Core Rulebook to determine the army’s speed based on the speed of its individual units.

Morale: This number represents how confident the army is. Morale is used to determine changing battle tactics, whether or not an army routs as a result of a devastating attack, and similar effects. Morale is a modifier from –4 (worst) to +4 (best). A new army’s starting morale is +0. Morale can be further modified by the army’s commander and other factors. If an army’s Morale is ever reduced to –5 or lower, the army disbands or deserts and you no longer control it.

Consumption: This is how many Build Points (BP) an army consumes each week (unlike most kingdom expenses, this cost is per week, not per month), representing the cost to feed, hydrate, arm, train, care for, and pay the units. An army’s base Consumption is equal to its ACR divided by 2 (minimum 1). If you fall behind on paying the army’s Consumption, reduce its Morale by 2; this penalty ends when you catch up on the army’s pay.

Commander: This entry lists the army’s commander and the commander’s Charisma modifier, ranks in Profession (soldier), and Leadership score. The commander must be able to communicate with the army (possibly using message spells and similar magical forms of communication) in order to give orders or provide a bonus on the army’s rolls.

Portents and Omens

Few things are as difficult as predicting the campaign’s future. How can you tell a player her future when the campaign’s conclusion might make her a demigod—or a string of bad rolls might make her a half ling-kebab on an ogre’s spear?

First, do what real-life oracles and fortune-tellers do all the time: couch your predictions in symbolism and metaphor. Don’t say “Your father won’t give up the throne for you.” Say “Winter refuses to acknowledge spring.” It sounds more ominous—in the literal sense of the word—and gives the campaign’s plot some much-needed elbow room.  Continue reading Portents and Omens

Well shit, a TPK…

Sometimes….

 

It’s a constant threat, but every so often it happens for real: every single PC is dead, petrified, or  possessed by demon lords.

That’s a TPK— a total party kill.

The good news is that, as a Game Master, you’ll  robably see the TPK coming before the players will, simply because you’ve got more information. You’re seeing all the dice and stat blocks. But the bad news is that the players will be demoralized, and possibly angry with you or each other— and they’ll be looking to you, the guy at the head of the table, for guidance. You have the power to “fix” the broken table while making sure that the TPK stings a little so that the PCs might be more cautious next time.

For starters, give everyone a break once the last PC  balls. Either end the session or at least send everyone to the kitchen for snacks. Some “Monday morning quarterback” analysis is inevitable and probably cathartic, but the players don’t need to do that in front of you. Besides, you’ve got work to do. You want consequences to matter at your table—that’s one of the great things about RPGs. But you also want your friends to have fun, and you don’t want them to stop playing. So you’re looking for a way forward that makes the TPK matter, but keeps the momentum and desire to keep playing alive.

Send in the Next Party: The stereotypical solution to a TPK is to have everyone make up new characters on a mission to find out what happened to the original group.

That gives the new group direction and a basic reason for cohesion. The players might be eager for a rematch—and it’s probably a good idea to soften the table’s stance on player knowledge/character knowledge in this instance so they don’t just repeat the fate of the first group.

When the second group succeeds and finds out what happened to the first group, the players can pick up the ongoing narrative where they left off. If resurrection is possible in your world, you can have the second group bring the first group back to life. It’s possible that some players at the table will like their new characters better than the old. Mix it up—let a composite group tackle the challenges of your campaign together.

Meet Your New Boss: If new characters don’t work with your story (or players balk at creating new PCs), it’s time to call in the cavalry. Have a powerful patron or mysterious presence somehow resurrect the PCs (or restore them from petrification, etc.) for some greater purpose. The resurrecting agent might be on the up and up, wanting the PCs to continue their campaign efforts (though you should make sure the players know they won’t always be bailed out). But the mysterious power might also have a divergent or sinister agenda, or demand tremendous  compensation.

I Want Them Alive: Perhaps your villains were actually swinging for non-lethal damage on their last rolls, and instead of being dead the players wake up hours later in cells, stripped of their gear and forced to engineer a daring escape.

Let Failure Be Failure: If the PCs failed at a climactic moment, consider letting evil seize the day—let the players see the consequences of failure when they make up their 50 new characters. If mid-level characters suffer a TPK when investigating the actions of a demon cult, tell the players to show up at the next session with high-level characters.

Then reveal that those characters have recently been taken out of suspended animation by a ragtag band of humans— scattered remnants in a world utterly ruled by demons and their army of tortured slaves. The demons conquered and enslaved the world due to the actions of the cult the PCs couldn’t stop. Now your players get to see the consequences of their previous failure, and the new PCs have their work cut out for them.

Rewind: Sometimes accidents happen. Someone reads a rule wrong, you design an encounter that’s unfairly lethal, or the game otherwise goes off the rails. If a fundamental misunderstanding or error led to the TPK, don’t feel like you have to let it stand. Just hit the rewind button and play the encounter over again. You want decisions at your table to have consequences, but simple errors shouldn’t steal everyone’s fun.

d100 Macguffins / Quest Items

In fiction, a MacGuffin (sometimes McGuffin or maguffin is a plot device in the form of some goal, desired object, or other motivator that the protagonist pursues, often with little or no narrative explanation. The specific nature of a MacGuffin is typically unimportant to the overall plot.

d% Macguffin or Quest Item

1–2 Kidnapped royalty

3–4 Religious idol

5–6 Lost spellbook

7–8 Fountain of youth

9–10 City of gold

11–12 Pirate treasure

13–14 Lost culture

15–16 Weapon of the gods

17–18 Dangerous technology

19–20 Claimant to the throne

21–22 Ancient tomb

23–24 Dragon hoard

So true… Why should he if she won’t?

25–26 Imprisoned loved one

27–28 Legendary warrior (possibly deceased)

29–30 Placation for angry spirits

31–32 Signet proving noble birth

33–34 Rare spell component

35–36 Forbidden magic

37–38 Ressurection for a slain innocent

39–40 Godhood

41–42 Cure for a plague or curse

43–44 Land grab

45–46 Enlightenment

47–48 Stolen property

49–50 State secrets

51–52 Mythical beast

53–54 Unlimited power source

55–56 Embezzled funds

57–58 Designs for a new weapon

59–60 Ghost ship

61–62 Lich’s phylactery

63–64 Jade statue of a bird

65–66 Long-lost twin

67–68 Lost soul

69–70 Flying machine

71–72 Treasure map

73–74 Sunken island

75–76 Shipwreck

77–78 Lost culture

79–80 Relic from religious figure

81–82 Death (for self or others)

83–84 Hidden master

85–86 New home for displaced people

87–88 Sleeping prince or princess

89–90 Unexplored territory

91–92 Destruction of evil item

93–94 Prophecy and revelation

Oh MacGuffin, you silly silly man.

95–96 Dangerous fugitive

97–98 Portal to another world

99 True love

100 Answers

Talismans and Components

Fantasy and myth are rife with exotic materials used to create magic items—meteoric iron, unicorn horn, dragon blood, vampire ichor, and so on. The item creation system in the Core Rulebook is very abstract, however, and most item creation is just a matter of spending gold in town for the necessary supplies that are never quantified or described. This section provides details on incorporating talismanic components into a campaign, the effect they have on treasure hoards, examples of many talismanic components, and the sorts of items they are used for. Continue reading Talismans and Components

d20 Plot Twists

d20 Plot Twists

1 Altered: PCs undergo some sort of magical transformation during the course of the adventure, and must seek to return to normal (or defend themselves from newly jealous rivals).

2 Burden: Something fragile (whether an NPC or object) is vital to the completion of the adventure, such as a delicate crystal or a prophesied child.

3 Controlled: Someone is secretly under the influence of another, either as an agent of the enemy or keeping an eye on the group for their patron.

4 Deception: A critical piece of information about the adventure is deliberately false. Old friends become enemies, and enemies become friends. Or is it all just an elaborate act?

Continue reading d20 Plot Twists

Random d100 Plot Generator

d% Plot

Yup. About sums it up.

1–2 Greed or Glory: PCs hear about a dungeon nearby and how no one dares enter it.

3–4 Raiding Monsters: Monsters or evil humanoids attack farmsteads and must be stopped.

5–6 Treasure Hunt: An NPC has a treasure map.

7–8 Guards: PCs hired to protect merchant caravan through dangerous terrain.

9–10 Seek: Locate missing important NPC.

11–12 Destroy: Purge a dungeon of monsters.

13–14 Underwater Exploration: Map area of sea and explore inland for suitable settling areas.

15–16 Mine: Search underground for rich vein of ore or a legendary cache of gems.

17–18 Protect: Enhance village defenses and train locals to defend themselves from an impending threat.

Continue reading Random d100 Plot Generator