2012. március 23., péntek

Adventure hooks [Rolecraft]

I wrote some adventure hooks in order to show how I imagine a story in world of Grenoria:

A faction delegated the party to get an important relic. The party get it from the dangeorus dungeon, but when they come back with the relic and they are weak, some assasins attack them, but they don't kill the party, just steal the relic.

In cellar of the headquarters of the Knight order there is dark secret. Only one old knight knows it, but nobody want to solve it. They hire the party to discover the cellar, but int the dark appears strange and evil creatures.  

The church hires the party to defend the funeral procession a high priest, what is goes to the woods, to the ancient tomb. When they arrives, they expirience, that a heretic sect occupied the crypt. The priests ask the party for purge the building. during the purging they find some evidance that the opposit fraction holds the threads of this case. 

A merchant lost his brother in a brawl and he hires the party to investigate it. During the investigation they finds some clue, what leads to the rival powerful merchant. The rival intimidates the party, if they inform the client, they will be murdered too. The investigation reveals a lot of information about the dark business of the rival merchant. They have to run away, or stand for the truth.

In the abandoned castle in the borderlands orcs occupy the lower levels, they discover hidden parts of the dungeon. In these section something evil rules. The orcs capture the party and they have to obay to the orcs command to discover the evil enemy and destroy it. The party have to fight against a rival band who want capture the enemy too. 

The party travels in rural country and stay at an inn, in a little village. The leader of the town would like to hire them to investigate the misterious murders what happen in the surroundings of the village. A savage barbarian tribe murders the people to intimidate and chase away them. Because the area is valuable for them. 


From the ancient tomb of the great leader of the town undeads attack the peaceful citizens. The current mayor offers high reward for stop the ravage of undead. During the investigation the party encounters rival parties and the representatives of the political opponents of the mayor. Some people want to overthrow him. They occur chaos and blame the mayor, that he can not defend the town.

2012. március 18., vasárnap

2012. március 12., hétfő

About Grenoria


The world is a semi mediaeval setting, but with lot of barbaric and chaotic area in the borderlands. In Grenoria Knights and Clerics control the society, but in the background they do their fight against each other. In this shadow war the hidden clans of assasins are important players.
In the forest rangers defend the unprotected living. But from the shadows more and more creatures comes to corrupt the natural realm. And in the forgotten catacombs powerful monsters and dangeorus traps are waiting for adventures to discover them.
Knights are organized in orders and the only and exclusive religion is organized too in church. The church maintains temples, monasteries, hospitals. A significant part of the leaders are corrupted, there are honest rulers, but rare. Ancient dark fractions are fragmented and isolated, but very dangerous, because they are still powerful. There are a lot of forgotten tomb, abandoned castle in the wilds.
In the desert live many little nomad tribes, they often attacks the civilization, but the tribs haven't enough power to occupy the civilized kingdoms.
In the realm of see pirates patrols the unpredictable territories to looking for treasure, glory and triumph. The kingdoms are not able to eliminate them, because their ships are swift and they know better the ways of shipping.
The most dangerous enemy of the chaos forces, currently the chaos isn't enough to demolish the city of order, but it will stronger and stronger, year-by-year. The order destroys itself because of corrupted and selfish leaders. Hidden civil wars and political game weakens the strength of the forces.
As I mentioned there are only one religion in Grenoria, but it is fragmented to fraction. God has seven manifestations: Creater, Destroyer, Maintainer, Keeper, Comforter, Feeder, Saviour. Each manifestation has worshipper fractions and each fractions has organized denominations. The fractions are fighting for the ruler position, currently the Keeper fraction is the most influential. This is eternal struggle, which will ends when the chaos forces attacks the civilization, but maybe it will too late.

2012. március 11., vasárnap

Orc Tribe Lair in Grenoria

There was a description in the fighting fantasy game book: Titan about an orc tribe lair. It was very intresting for me in my early life. And last week I saw a sideview description of the Wretched Catacombs in the blog A Character for Every Game. It was very similar, but a little bit smaller dungeon, but inspirational. So I made a Orc lair with this map for begginers.



 
                       
Orc lair                           
1. Goblin Watchtower: d4+2 Goblin merceneries watch the surroundings of the lair.
2. Goblin room: Here live the hired goblins d10+4 Goblins stays here. (Treasure: d4 Silver/goblin)
3. Orc post: 2 Orc Warrior guards here with short bow (d6), they can attack the surroundings of the entrance.
4. Entrance: 4 Orc Warrior deffens this gate. (Treasure: d3 gold/orc )
5. The room of the Beggars: Here live the most common mebers of the tribe. (old beggars, handicapped or wounded poor orcs) d10+5 0. lvl orcs stays here. The room is very stinky, because of the sick monsters.
6. Living hall: All common member live here (3D10+10 0. lvl orcs) Dark, stinky and crowded.
7. Secret door to the Warriors room. Diff to find: 10.
8. Warriors room:  It is the living place of the warriors and hunters. Here lives the leader of the clan (As Orc Warrior just +2 for all).
9. Guard Post: 2 Orc warrior deffends this place all time.
10. Lake of the Water-Ogre: This monster is the shaman's favourite pet. It can attack the intruders with water split. (Average Ref check for stay on the stair.) If the shaman wants to use its pet he charm it and the warriors pulls it from the lake with rope.
11. 15' wide pool with full of water. The hole is 20' deep.
12. Shaman's living place: The spiritual leader lives here. It can reach this place with levitate. (At the pool too) So common orcs can't disturb the shaman.
13.Inner Sanctuary: Shaman works here (20% chance to stay here.)

Monster Manual (Rolecraft RPG):


Goblin Mercenery:

Hd: d8-1 (3)
Defense: 13 (studded leather armor +3)
Move:20
Attack: +1 short sword(d6-1) or short bow (d6-1)
Save: 1/0/0
xp lvl: 1/2


Orc Warrior:

Hd: d8 (4)
Defense: 14 (studded leather armor +3, shield +1)
Move:30
Attack: +1 Long sword(d8)
Save: 1/0/0
xp: 1

Orc Shaman

Hd:2d8+2 (10)
Defense: 13 (Leather Armor +2, Dex +1)
Move: 30
Attack:+1 Qarter Staff (d6+1)
Save: 1/1/0
xp:2

Spec: Magic: as lvl2 priest
Spell levels: 3+1; 0.:4;

0. lvl orcs (children, female, old)


Hd: d8-1 (3)
Defense: 11 (Cloth +1)
Move:30
Attack: +0 (d4) (stone, club, tools, etc.)
Save: 0/0/0
xp: 1/3

Water-Ogre

Hd:4d8+8 (24)
Defense: 16
Move: 30
Attack:+6 Great Club (d12+2)
Save: 4/4/3
xp:4

Spec:

Spit:
If Water Ogre fighting in water (see, lake,stream,etc.) It can swallow water and attack its enemies with a split instead melee attack once a turn.
Range Attack: +4 (d8+2) If the attacked character has unsuccesful Average Ref. Save he will falls to the ground.

2012. március 6., kedd

My special Ranger

In my world Rangers are hunters and trackers. They lives in the woods and defends it with his weapons and in fellowship with the inhabitants of the forest.

Here is the Ranger class as I modified:

Ranger:

HD:  1st lvl: D8+Const bonus. further lvls: +4+Const. bonus.

Attack: lvl*1.

Skills: Scientific: +2 Non Scientific: +1

Weapons and Armor: Simple weapons, and with light armor and shields (except tower shields).

 Save: Fort: lvl/2 Ref: lvl*1 Will:lvl/4

Abilities:

Wild Empathy: As D20 SRD Check: d20+lvl+Wis bonus

 
Tracking: +1 in every 2 lvls for trackings in woods.
 

Hunter weapon specialization: +1 damage and attack for bow and jevelin.
 

Hide: +2 to hide in woods.
 

Endurance: +4 for endurance based checks in lvl 3. (Eg.: swimming, running, climbing)
 

Animal Companion: In lvl 6  a speciel animal joins to the ranger and helps him in his work. Choose from the following: Mouse, Cat, Dog, Wolf, Eagle, Falcon, Pony, Owl, Badger, Dire Rat.
 

Improved Companion: As the Animal Companion, just in lvl 12 and the following races allowed: Unicorn, Giant Bat, Giant Eagle, Brown Bear, Shaman Horse, Tiger, Lion, Griffon.