Friday, 29 December 2017

D&D house rules and random tables; ideas

HR random calendar

Fail by 1, gain success, except complication

Description advantage
Basic: add +1 to roll
Advanced: gain Advantage on current Roll, or protection like moving after combat and not provoking attack of opportunity, or flip a used inspiration spot.
Exceptional: gain Advantage on Roll and protection add inspiration spot, possibly gain a plot direction choice

Inspiration advantage
Number of characters /2 spots
Flipped over to gain advantage on a roll, may only be re-flipped by GM when villain gains advantage on a roll, or a player earns a re-flip.
Special rewards of a new permanent Inspiration spot, always useable by players.



Calendar nine days a week, four weeks a month, twelve months a year.

36 days a month, 432 days a year.

1 Brightday — Green sun dominant priests of Lawful deities +1 level
2 White moon god day. Hestiday
3 Blue sun goddess day. Noday
4 Green moon god day. Dragoday
5 Darkday — Red sun dominant priests of Chaotic Deities +1 level
6 Freeday — day of rest cities only, rural partial day. Kingsday
7 Green sun goddess day. Scoriday
8 Blue moon god day. Xeriday
9 Red sun goddess day. Stomiday


High Summer. Neutral deities priests -1 level, for a week
High Winter. Neutral deities priests +1 level, others -1
Green moon Full once every 14 days, Dark 7 days later, eclipse every 20 darks.  Evil priests +1, -1, +3 respectively, and eclipsed sun -1 level
Blue Moon full every 34 days, Dark 17 days later, eclipse every 11 darks.  Neutral priests same as above, but full and darks last 2 days
White Moon, Full every 108 days and dark every 54 days, eclipse evey five darks.  Good Priests same as above save full and darks last a week.  Darks always coinside with the festival weeks of the Blue Sun, meaning every five years there is a guaranteed total eclipse during the week of Chaos

Cool but too complicated, 

Simplify. No eclipses.  Total simplification no bonuses or penalties.


Months

Novamead   Spring 1.  February 
Dumead Spring 2.  March
Plantmead Spring 3.  April. Planting typically 
Quadromead Summer 1.  May
Quintomead Summer 2.  — first week High Summer June the low magic week
Hexomead Summer 3.  July
Heptomead Autumn 1.  August 
Reapmead    Autumn 2.  September. Harvest begins typically
Noctomead Autumn 3.  October 
Dektomead Winter 1.  November 
Kaomead Winter 2. — first week High Winter December the week of Chaos
Kryomead Winter 3.  January 


Random encounters.  Not random.  Characters traveling in different areas meet different things

On the road near civilization
1) A family moving from Orlane or Sunnydale because of the troubles, otherwise a merchant 
2) four goblins creeping in the shadows near a farm
3) a fox, a cat dragon or a wolf dragon scouting out a farm for food.
4) a earth dragon looking to kill for food
5) three Orcs in an abandoned (looted) farm house
6) a tavern in amongst a cluster of farms.

Town
1) soldiers of the Duke on patrol (10). 
2) soldiers brawling in a tavern (5)
3) town guards or Militia training (10)
4) a loud argument inside a house that can be heard over the din
5) a burglar exiting a second story window in an alley or facing away from the road. Followed by a cry for help
6) a mistaken identity  for some reason with a PC.

On the road away from civilization
1) deserters from the Duke's soldiers, ambushing travelers (5-10)
2) a tree that has fallen over the road, roll again
3) merchant traveling between settlements camped at night
4) family of refugees heading away from or heading to a new village with stories, night it is 4 orcs
5) patrol of soldiers (20) night it is eight goblins
6) orcs setting an ambush (6)
7) goblins setting an ambush (9)
8) earth dragon ambush 

In the forest
1) woodsmen (6) cutting timber
2) pack of six wolves
3) encampment with shelters, 1) woodsman (12), 2) deserters turned bandits (10), 3) orcs (6), 4)goblins (12)
4) dragon cat or dragon wolf or Earth Dragon
5) a swarm of Fire Flies and Dragon Flies in a feeding frenzy, may start a fire.
6) a carcus of a large Earth Dragon and a disturbance in the trees

near the river
1) giant otters
2) fisherman
3) merchant barge or humanoid ambush (6 orcs) or (9 goblins)
4) a kite diving on the water for fish
5) a large log floating in the middle (50% just a log, 30% a crocodile, 20% a log with a Earth dragon ambush
6) smugglers (6) or Pirates (10)

In the Mountains
1) a dozen kobolds
2) a camp of dwarves (8)
3) a earth dragon fighting a dragon cat, dragon wolf, or another earth dragon 60-30-10%
4) orcs (6)
5) goblins (9)
6) prospectors camp (12)

In the marshes
1) giant frogs
2) troglodytes (3)
3) goblins (4)
4) swarm of bugs with fire fly
5) dragon fly hunting frogs
6) firebird eating birds

Near the Temple
1) patrol of (10) bandits
2) a pair of Bugbears
3) wererats (3)
4) an ogre with 4 goblins
5) a troll stomping through the brush or a hill giant
6) spy heading through with (5) guards

Near the tower
1) a dead orc/troll/hill giant/ goblin reoccurring 
2) a tree bent like a pretzel
3) the tower silhouetted by the moon in the wrong direction
4) a large pile of entrails
5) a set of tracks that lead in a circle
6) the feeling at you are being watched, default after the above

Near the haunted house
1) goblins (4)
2) smugglers (5). Talk about the haunted house
3) a bolt of silk or brandy
4) a Wyvren dives the group



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