Category Archives: D&D

D&D Playtest, we give up

Each new update makes it worse. We will not play that thing.  After a promising beginning … it’s really a shame.

I save the awesome “magic items creation”. I suggest you all to cannabalize it and use it in your house rules.


Map for our D&D beta

Easy sandbox map for the D&D beta we started last week. Big towns have a short description, all other stuff is decided by Dm on the fly or with few simple random tables. Here is one.

Random Settlement
Roads 1-3 on D6, Wilderness 1 on D6
2D6
2-4 Small Keep
5-7 Tradepost
8-10 Village
11-12 Ruin

Tradepost
Usually human (10% dwarven)
Leader: D6 1-2 Fighter, 3-5 Thief, 6 Wizard; level 1D6+1
Facilities: Inn, Stable, Small Market (common goods)
Population: 2D10+5 (50% can fight as fighters)
Special: 30% Villain is here, 30% Hero is here, 10% under attack by bandits or similiar threat)

Village
Usually human (10% dwarven, 5% elven)
Leader: D6 1 Fighter, 2 Thief, 3 Wizard, 4-6 commoner; class level 1D6+1
Facilities: 30% Palisade, 60% Inn, 60% Stable, 50% Small Market (common goods), 30% Tower with minor lord (F 1D6+1) and 10 man at arms, 30% small chapel with cleric (1D6 levels).
Population: 2D10 x 10
Special: 30% Villain lives here, 30% Hero lives here, 10% under attack by bandits or similiar threat). Villains and Heroes can be the rulers of the village (50%).
Base Economy: D6 1-2 herders, 3-4 farmers, 5 hunters (furs), 6 special (brewers, stonecutters, woodworking, armorers, … )

Small Keep
Usually human (10% dwarven, 5% elven)
Leader: D6 1-3 Lord, 4-5 Knight, 6 higher nobility (baron or even count) Fighter (level 1D6+1)
Facilities: 10% Inn, Stable, 10% Small Market (common goods), Blacksmith
Population: 1D10x10 civilians, 3D10+10 infantry/archers, 1D10+4 cavalry, 1D4 Knights (Fighter, level 1D6)
Special: 20% monastery (infantry and cavalry are 1st level clerics, Knights are 1D6 level clerics and the lord is a 1D6+4 levels cleric), 5% Villain lives here, 5% Hero lives here, 10% under attack by bandits or similiar threat).

Ruin
D6
1 empty, 2 bandits den, 3 adventurers camp site, 4 monsters, 5 undead, 6 overwhelming monster’s den

d&d map x Beta - Bunker Sandbox SL ex


A Regional Map

We call this land Maglach, from our LL campaign. I made a new map of it becouse I would like to write down the campaign we played.

Here is the GIMP map without names if you want to use in your campaign.Maglach Sandbox Map ST


The Dawn of a New Suloise Era

SUEL JUGGERNAUT OF REBIRTH (N)

HD 20 + 60(160 hp), AC24 10/any, By weapon +20 (4D6 bolt)(up to 20 different targets)

Several of those artifact were scattered by the Suel Sages to preserve the race, after the Rain Of Colorless Fire. A Juggernaut of Rebirth is a perfect stone cube floating 5 feet over the ground, 50 feet side, covered with suloise magic runes. When activated by some event (usually a set date) it generates a magic force that brings to life 21 Suel Chosen ones (sex and aligment are random). It can be summoned once to fight for the leader of the chosen, its power when summoned lasts for 1 day, then it simply falls into ashes. Distance is not important, it’s teleported at the presence of the Leader. In combat it’s devasting, it attacks with energy bolts (up to 20 different targets) and emanates a deadly aura 150 feet radius causing every creature, construct and undead (exept of suel origin) to loose 1D6 HP every round. This is the very last resource of every Chosen one Leader, many decided to die and let to the successors to use the artifact, before wasting its power.

SUEL CHOSEN ONE (Varies)
HD3 +10 (19 hp), AC 18 (chainmail +2 and shield), By weapon +6 (1d8+4 longsword +2)

Ancient Suloise Mages saved all the knowledge and powers of their race in these men. they are magically generated when the Juggernaut is activated, a perfect descendant of the Suel Empire with a complete knowledge about his past and focused on his mission, give a new birth to the Empire. Despite of their aligment or sex, everyone is willing to cooperate for the common mission, wich is to find the Suel Juggernaut, finding alliance with new kingdoms, chose a place where to build the new empire. They are all basic equipped with a chainmail and a long sword. Chosen Ones can advance in level as Magi, Fighter and Cleric, they can wear chainmail and use longsword even if they are Magi (but no shield). All the chosen ones can cast 0 level spells from arcane list. Remember that These Suel are not the offsprings of the ones migrated to the Flanaess, they consider themselves a superior and ancient race. They have advanced knowledges and outstanding magic powers.

JUGGERNAUT OF THE SUEL EMPIRE (N)
This legendary and unique artifact of the suel people is almost forgotten by the sages nowadays. Its impressive power comes from the great skills of the ancient Suel Mages. It’s said that it will help the suel people to conquer a new empire. It lies somewhere, hidden by the centuries, the Chosen Ones will find it a day.


The Dungeon – map

The builders were not aware that under the complex there was an underground river, over the years has eroded the floor of the section with the cells, condemning prisoners to death. Years later someone might come back to visit this forgotten prison.


Artefacts, basic powers and ego

Basic Powers of the Artefact
Control: An artefact can attempt to control any intelligent humanoid creature
Communications: an Artefact can communicate with any other artefact within 1 mile, and with its Vessel if the Ego Control Check is not Failure.
Stealing Lives: After they have Total Control over a vessel they learn everything about his culture, language and private life (havinga complete knowledge takes time, it could be a DM tool for role playing or adventure hooks)

Ego : +1/lvl
Ego checks: 1D20+ Ego VS 10+ HD + Mods

Modifiers
Earthling Creature with magic powers: +1
Magic Creature: +5
Extra Planar Creature: + ½ total HDs rounded up

Ego Control Checks
Degree of success:

-5 Failure
The Vessel has control over the Artefact, he is free to use its powers and ignore its will. All new Ego checks are made with a malus of -3

-4/-1 Mental Fight
Every action of the Artefact needs an ego check,

+0/+4 Symbiosis
The Vessel and the Artefact two wills coexist in the same body, whenever the artefact wants to impose his will in a potentially dangerous situation (both physical and social) it must succeed in an ego check. The behavior and knoledge are deeply influenced by the vessel, the artefact’s knoledges and personality can emerge when its purpose is active or after an ego check.

+5 Total Control
The Vessel is totally controlled by the Artefact, in 1D6 days the artefact will learn everything about the vessel’s life, the Artefact can uses at will any of the Vessel’s skills and special abilities, can speak with his mouth and in few words it substitutes the Vessels personality.

After a given time the Artefact can attempt to increase its control over the Vessel rolling a new Control Check. The time needed for this action is 1D6+ HDs of the vessel + ego checks Modifiers in days. If the actual Control Check is a Failure the Artefact has to wait this amount of days and roll to leave the Vessel. Leaving a Controlled Vessel also needs a check.

EXPERIENCE
Artefacts gain experience when they Control a new Vessel and from Story Awards related to their Purpose. Defeated opponents grants only the 50% of normal XP.
Vessels gain full XP of defeated monsters if the Control Check is Failure or Mental Fight, 50% if in Symbiosis and no experience if in Total Control.

Powers and special abilities of the artefacts will follow …


Dwarven Stronghold – All Maps

A: Entrance Level.

B: Living Quarters (common). Caves are Dwarven Gardens, with statues, rare stones and undergound flora.

C: Living Quarters (merchants, officers, nobles). The level has a balcony with pillars that watches the vale, if the dungeon is in ruins it could host a grifons’ nest.

D: King’s Quarters.

E: Stockhouse level, connected by lifts to level A and level G, stairs connect to level G to both side of the pit, a tunnel leads to the crypts (F).

F: Crypts.

G: Mine, lifts and stairs connect to level E, ladders let the dwarves go to the bottom of the pit, about 30′ under the G level.

H: Underground Lake, part of the level has buildings, and guard gates. The lake is connected to the underdark.

I: Common Forge.

L: Master Forge.