Thursday, March 5, 2020

lore

okay so like the world’s just this one big ass dungeon
no surface or overworld
just dungeon and caves and infinite writhing corridors dug through the weeping earth
everyone who lives there hasn’t got a fucking clue how deep it goes or if it ends or even where the hell they came from
there’s always been people in DUNGEONVERSE SKELGAMOG, and they’re all these weird grubby freaks (the default races aren’t the only ones, there’s other folks too)
some of em make settlements where they can, some go out in the dark tunnels and kill shit and take their stuff
dungeon diving is a good way to make $, but it’s real fucking dangerous too
monsters are gonna eat your face off i tell you what
every dungeon area’s weird as shit too
like there’s acid swamps next to forgotten alien cities next to clone labs next to freezing ice caves
its wild

the dungeon’s probably alive or some dumb crap

monster rules

monsters just have a threat number (T#)and a description
they’ve got hit dice (d6s), attack bonus, and bonus to rolls = T#
everything else listed in monster descriptions

like special attacks and how fast it is and shit

Tuesday, March 3, 2020

misc rules

characters get 1 xp per $ they find and bring back
level 1 = 0xp
level 2 = 2,000xp
level 3 = 4,000xp
level 4 = 8,000xp
level 5 = 16,000xp
level 6 = 32,000xp
level 7 = 64,000xp
level 8 = 128,000xp
level 9 = 256,000xp
level 10 = 512,000xp
they retire after level 10
1 turn is 10 minutes, 1 round is 6 seconds
turns are for exploration, rounds are for combat
to do risky shit, roll d20+mods vs difficulty
difficulty usually determined by dungeon area
traps are big and obvious, no need to search every bit of dungeon, do weapon damage

use common sense and good judgement for most things
fuck it

Thursday, February 27, 2020

patrons/magic

all magic comes from patrons, powerful otherworldly extradimensional beings that lend spells to mystics in exchange for service
mystics can cast any spell they know/are provided by their patron without prep
mystics gotta follow their patron’s tenets to cast their spells
other spells not provided by patron can be found on scrolls/spellbooks/scrawled on walls/whatever, must be copied and researched, takes 1 day and 100$ per point of spell’s difficulty
unless otherwise stated, ongoing effects last for a turn
difficulty for rolls is 10+caster’s level


patrons
ghoulking megadose
hates undead cuz the fuckers are trying to escape his eternal banquet/blood-orgy
ghouls are cool though
followers gotta kill all undead they see and eat a part of their corpse
spells
turn undead: difficulty 13, make undead flee in terror from caster, affects 1d6+level worth of hd of undead monsters
devour: difficulty 18, unhinge jaw and eat anything smaller than an elephant in a turn, it’s gone forever
enfeebling ray: difficulty 15 shoot a bright green lazer, target's gotta make str rolls to do anything


koharog god of sun and fire
wants to burn it all down
followers can't put fires out and have to start a fire daily
spells
conjure flame: difficulty 12, summon blazing fire in your hand, does 1d6 damage per level if thrown at someone
daylight: difficulty 17, miniature sun at tip of finger blinds/burns everyone (1d6+level damage to everyone in area), dispels magic darkness
burning weapon: difficulty 14, light someone’s weapon on fire, it does extra d6 damage until end of combat


otel
big fuckoff owl demon, wants to know everything
followers can't destroy books/scrolls/writing, can't keep secrets
spells
magic eyes: difficulty 14, read all writing/symbols, get the basic meaning/intent even if it's gibberish
tongues: difficulty 16, speak all languages at once, everyone/everything understands you
x-ray: difficulty 18, see through solid stuff and illusions


mhorth
horrible hermaphroditic flesh-thing
life is cyclical, loops and circles popular iconography
followers have to have living thing on person at all times
spells
knit wounds: difficulty 12, target recovers hp = casters level
clone: difficulty 18, split in two via messy gooey separation, other you lasts 1d6 turns before dying horribly
malignant growth: difficulty 18, target warps and swells in size, sprouts horrible tumors filled with gross little creatures, can do nothing but writhe in agony, must make con roll at end of turn or explode in swarm of vile tumor-spawn


zog the implacable
massive invincible golem made of starsteel, motives unknown
followers need to have at least one open wound (1 damage) at all times
spells
deaden nerves: difficulty 13, target feels no pain, takes 1 less damage from everything
arcane armor: difficulty 15, summon suit of shimmering magical armor, counts as weightless heavy armor, lasts until end of combat
invincible: difficulty 20, skin becomes starsteel, only take 1 damage from everything, fists ignore armor (hit ac 10)


teth’margrium the thousand faces
god of illusion and misdirection
world is a theater, life a play, everyone’s playing a part
followers must wear masks and never reveal their birth name
spells
illusion: difficulty 14, conjure image, make fake noises, and conceal objects, anyone interacting gets an int roll to disbelieve
phantasmal murderer: difficulty 20, read target’s mind for their worst fear, summon half-real abomination in that shape(hd=1d6+caster level), it tries to kill target/everybody else
invisibility: difficulty 16, turn anyone/anything invisible, wears off if they attack someone

Saturday, February 22, 2020

gear list

weapon: 5-30$, 2-10 lbs
light armor: 20$, 15 lbs
heavy armor: 50$, 50+ lbs
shield: 10$ 3-5 lbs

backpack: 5$, 0 lbs
pouch: 1$, 0lbs
candle: 1$, 0lbs
chalk: 2$, 0lbs
clothes: 4$, 1 lbs.
bottle: 1$, 1 lbs
grapplin hook: 5$, 4 lbs
anti-zombie water: 10$ for a bottle, 1 lbs
spike: 1$, 1 lbs
10 foot ladder: 10$, 20 lbs.
lantern: 5$, 2 lbs.
handcuffs: 6$, 4 lbs.
scroll case: 1$, 0 lbs
little metal mirror: 10$, 0 lbs 
lantern juice. 1$ for a bottle, 1 lbs
lock (comes with 2 keys): 15$, 1 lbs
paper: 1$ for a sheet, 0 lbs
10 foot pole: 5$, 10 lbs.
pen and ink: 2$, 0 lbs
arrow pack: 1$, 1 lbs.
food for 1 week: 10$, 15 lbs.
50 feet of rope: 1$, 5 lbs.
sack: 1$, 0 lbs
big blank book: 25$, 5 lbs.
tent: 20$, 20 lbs.
lockpickers: 25$, 1 lbs.
firebox: 3$, 1 lbs.
torch: 1$, 1 lbs.
whistle: 1$, 0 lbs
waterskin: 1$, 2 lbs.
blanket: 1$, 3 lbs.

Thursday, February 20, 2020

characters

okay first you gotta roll ability scores like usual
3d6 in order
strength (str)
dexterity (dex)
constitution (con)
intelligence (int)
wisdom (wis)
charisma (cha) 


then you gotta get your bonus
3 = -3
4-5 = -2
6-8 = -1
9-12 = 0
13-15 = +1
16-17 = +2
18 = +3


whenever you're trying to do a thing roll a d20 and add the appropriate ability mod


next you choose a race to be
depending on race you reroll one of your ability scores, keep the higher roll


humans: you know what these are, reroll 1 ability score
hunched: short stumpy hunchbacks with lumpy faces speckled with beady black eyes
reroll con, can carry double normal weight
spindlies: stupidly tall/thin with too many joints
reroll dex, can squeeze through any gap at least 3 inches wide
girths: short fat guys, no heads, faces grow on flabby torso
reroll str, always wearing light armor


choose a class and roll hd to determine hp
hd gets rolled and hp total increases every level up to 3rd
hp goes down when you take damage
if it hits 0 you die


fighters: hd d8+con, add level to attack/damage rolls
mystics: hd d4+con, get spells from a patron, can safely/auto cast spells number of times a day = level
after that magic is fucking dangerous, roll int vs spell difficulty
failure means mutation/bad shit happens
specialists: hd d6+con, choose ability score and add level as bonus when rolling that ability, choose another ability at level 5 and level 10


gear
you start with 100$ to spend on shit
you can carry str score x 10 lbs of stuff
all weapons do 1d6 damage
light armor = 12+dex ac
heavy armor = 16 ac
shields add 1 ac and can be sacrificed to stop all damage from 1 attack/effect
ac is the difficulty to hit in combat

unarmored is 10 ac