This is my little dungeon for the contest:
http://data.hu/get/5042743/The_Chambers_of_Marceline_the_Vampire_Queen.pdf
You can test it. :)
A következő címkéjű bejegyzések mutatása: dnd. Összes bejegyzés megjelenítése
A következő címkéjű bejegyzések mutatása: dnd. Összes bejegyzés megjelenítése
2012. április 27., péntek
2012. április 1., vasárnap
One page dungeon contest
I will aply for the One Page Dungeon contest.
http://campaignwiki.org/wiki/DungeonMaps/One_Page_Dungeon_Contest_2012
I think I have not too much chance to win something, but I try it. Because it seems fun.
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.
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
Dwimmermount megadungeon in kickstarter
I have supported the project of Dwimmermount megadungeon. Please join us and support it too. You can find it in the following crowdfunding site:
http://www.kickstarter.com/projects/142014231/dwimmermount
http://www.kickstarter.com/projects/142014231/dwimmermount
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.
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. február 15., szerda
Some ideas about my development
I would like to introduce my brand new hombrew rpg development.
This system is based on D20 core, but it is inspired by old dnd systems and retroclones.
Main changes:
-average attribute values (with lowest reroll)
-lower attribute bonus allocation ( normal characters have only maximum +3 bonus)
-DC: 6-10-14-18-22
-No feats
-Skills: divided by 2 main category: scientific and common. First category hes int bonus, second has
dex bonus. Generally every character has D4+dex/int+classmodefier skills. The values of the skills are half of the character level.
-Classes: Fighter, Rouge, Cleric, Wizard plus: Knight, Assasin. (The latter two classes are because of the setting.) In world of Grenoria there aren't Paladins, Clerics haven't turn undead ability. (It will particular spell.) Assasins are common in this world, because the leaders use them in the political game. Knights are the leaders of the armies, or the noble elite. They haven't magical powers, just they are stronger in combat and wear heavy armor. They have leading ability and diplomatic sense. Other classes are similar than the basic d20 instances, but redesigned to the new rules.
-HP: little bit lower HD in 1st level and half of the maximum per level. (For example: Fighter: HD: d8+Const. Bonus +4HP/level+Const. Bonus)
-Base attack: (3 category: lvl*1, lvl/2, lvl/4 ), No multiple attack, I am thinking about it, how can I implement in my system.
-AC: As usual, but I would like to incrementing AC. (For example: Fighter: +1 AC/3lvls; 1-4-7-10-13-16)
-Magic: I would like to simplify it: Magic user classes has x slots/lvl, every spell costs as its lvl. X is equivalent to the amount of Spells per Day. It would be simple daily mana system.
-Saving System: As usual, but I created 3 categories: lvl*1,lvl/2,lvl/4.
These are my ideas first time. Nothing is set in stone. If anyone would like to comment it please do it. Any feedback is welcome.
G.
This system is based on D20 core, but it is inspired by old dnd systems and retroclones.
Main changes:
-average attribute values (with lowest reroll)
-lower attribute bonus allocation ( normal characters have only maximum +3 bonus)
-DC: 6-10-14-18-22
-No feats
-Skills: divided by 2 main category: scientific and common. First category hes int bonus, second has
dex bonus. Generally every character has D4+dex/int+classmodefier skills. The values of the skills are half of the character level.
-Classes: Fighter, Rouge, Cleric, Wizard plus: Knight, Assasin. (The latter two classes are because of the setting.) In world of Grenoria there aren't Paladins, Clerics haven't turn undead ability. (It will particular spell.) Assasins are common in this world, because the leaders use them in the political game. Knights are the leaders of the armies, or the noble elite. They haven't magical powers, just they are stronger in combat and wear heavy armor. They have leading ability and diplomatic sense. Other classes are similar than the basic d20 instances, but redesigned to the new rules.
-HP: little bit lower HD in 1st level and half of the maximum per level. (For example: Fighter: HD: d8+Const. Bonus +4HP/level+Const. Bonus)
-Base attack: (3 category: lvl*1, lvl/2, lvl/4 ), No multiple attack, I am thinking about it, how can I implement in my system.
-AC: As usual, but I would like to incrementing AC. (For example: Fighter: +1 AC/3lvls; 1-4-7-10-13-16)
-Magic: I would like to simplify it: Magic user classes has x slots/lvl, every spell costs as its lvl. X is equivalent to the amount of Spells per Day. It would be simple daily mana system.
-Saving System: As usual, but I created 3 categories: lvl*1,lvl/2,lvl/4.
These are my ideas first time. Nothing is set in stone. If anyone would like to comment it please do it. Any feedback is welcome.
G.
2011. október 19., szerda
The Sunless Citadel Part 1.- Campaign Journal
We started a campaign in DnD 3e System. The characters are the
following: Sir Alfons the Good Paladin (Human, lvl1), Groom the
mysterious Dwarf Warrior (lvl1) and the Kornelius master the faithful
Wizard (Human, lvl1, NPC, Order of the Red Dragon).
Two
old friends, the Paladin and the Dwarf were in a tavern of a world edge
village Oakhurst. They had been resting the difficulties of the last
journey for a while, when the Wizard entered. Kornelius offered a
mysterious job directly to the party. They discussed it and asked the
visitors and local citizens about it, but they had’t too much money. So
the weird proposal was accepted.
The
soldiers escorted the mage to the chasm, which hides the dark and
perilous Sunless Citadel. The chasm formed when an evil dragonmage made
dangerous experiments and he was failed. The generated chasm swallowed
the Citadel and hided some interesting secrets. Later goblins and
kobolds moved into this dark place and occupied half-half part of the
dungeon. They fought with each other for larger living space.
So
the party descended into the realm of fear and encountered dire rats,
pit traps and dead goblins. They tried to open a mystic dragon gate, but
it was to difficult for them. They went a different direction and met a
unlucky kobold Meego. This poor servant told them that he lost the
guard dragon. They promised him, that they help him recover it from the
evil goblins. Meego escorted them to the king of kobolds and introduced
the party her. The leader promised, that they will get the mystic key of
the dragongate, if they would recover the little flying lizard. Another
agreement was concluded.
Meego
shows them the short backdoor entrance to the goblins. They had to
fight with another group of goblins, but some of them retreated. When
the reinforcement arrived they attacked them with alchemist fire. Most
of them killed in the explosion. They eliminated the rest of the
attackers (goblins and hobgoblins) and entered the hearth of the goblin
realm.
They
didn’t want to harm the goblin citizens, so they continued the
exploration of the area. In one of the goblin rooms they found the
”dragon”.
The
session paused in the middle of action, because the players had to go.
Next time we will go on with the capturing the little lizard pet.
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