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@ -4,6 +4,8 @@ MARKDOWN_EXTENSIONS = ['extra', 'incorporealcms.mdx.figures', 'sane_lists', 'sma
DEFAULT_PAGE_STYLE = 'dungeon'
PAGE_STYLES = {
'dungeon': '/custom-static/css/dungeon.css',
'dark': '/static/css/dark.css',
'light': '/static/css/light.css',
'plain': '/static/css/plain.css',
}
MARKDOWN_EXTENSIONS = ['extra', 'sane_lists', 'smarty', 'toc', 'tables']

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@ -7,7 +7,7 @@ html {
div.content {
font-size: 12pt;
line-height: 1.2em;
line-height: 1.3em;
}
h1, h2, h3, h4, h5, h6 {

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@ -3,9 +3,9 @@ Title: 13th Age Content Legal Notice
# 13th Age Content Legal Notice
All pages under the <code>/13th-age/</code> directory of this website utilize the *13th Age* Archmage Engine to
chronicle various campaigns run by Brian S. Stephan and his gaming groups. The [*13th Age* Archmage
Engine](13thAgeArchmageEngineSRD.pdf), and all stat blocks, rules, and mechanics provided under this directory, are
licensed under the Open Game License version 1.0a, fully described below.
chronicle various campaigns run by Brian S. Stephan and his gaming groups. The *13th Age* Archmage Engine, and all stat
blocks, rules, and mechanics provided under this directory, are licensed under the Open Game License version 1.0a, fully
described below.
These pages may also utilize the 13th Age Community Use Policy, as follows:
@ -164,3 +164,8 @@ Game Content may be reproduced in any form without written permission.
> Wieland.
>
> orb.moe. Copyright 2022, Brian S. Stephan. Author: Brian S. Stephan and friends.
# Archmage Engine
The [Archmage Engine](13thAgeArchmageEngineSRD.pdf) was last downloaded from
<http://site.pelgranepress.com/media/SRD/13thAgeArchmageEngineSRD.pdf> on 2023-01-06.

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Title: Adventuring!
Description: Now in the Cypher System!
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
# Adventuring!
Adventuring! is a fantasy campaign run in Yacsra (yet another campaign setting roughly assembled). Previously [a 13th
Age game](/13th-age/adventuring/), this is a currently speculative-only attempt at creating the vibe in the Cypher
System.
## Campaign Synopsis
* The universe is a wide assortment of planes, including law/chaos, good/evil, and light/dark forces, connected via an
astral plane.
* Magic is common but not commonly-practiced, and is nearly limitless in potential (e.g. *wish*, *true resurrection*,
etc.).
* Casting magic can be learned, divinely bestowed, or inherent.
* Civilization ranges from hunter tribes to grand metropolises, points of light with much uncharted territory in
between.
* The world is old, many civilizations have risen and fallen.
* The world itself is magical, and not strictly bound by natural law.
* Humans, elves, and dwarves are most common among civilized lands, but plenty of other intelligent humanoids show up.
## Characters
* [Ramaria](ramaria) is an inquisitive fungoid cleric [speaker] who channels divine blessings.
## Character Creation
At their basic level, characters are defined as *NAME is a [adjective] [adjective] [noun] who [verbs]*. Adjectives are
**descriptors**, and PCs get two; one general descriptor and one racial descriptor (or two general descriptors for
humans). Nouns are **types**, similar to character classes, and verbs are **foci**.
Chapter 4 of the *Cypher System Rulebook* details character creation, with description of the mechanical elements, and a
small sidebar summarizing the steps to take to create a character.
### Sources
The majority of the options below are found, and best described, in the *Cypher System Rulebook*, with an open gaming
version available via the [Cypher SRD](http://www.cyphersrd.com/). Most others come from *Godforsaken*, which will
eventually be added to the Cypher SRD. Anything homebrew we'll write up and link to here.
I skipped listing a lot of the core content, because there's no point in repeating that everything in the core book/SRD
are fair game --- the exception to this are the foci, which are tailored below.
### Types, or ideas therein
The four [types (SRD)](http://www.cyphersrd.com/type.php) are all relevant to the game (note: the SRD is currently
missing some Warrior tables). That resource, and additional information in *Godforsaken*, have suggestions on how to
build all of the classic classes via the type system. For example, a barbarian would likely be a Warrior that takes the
Rages ability, but a bard might easily be an Explorer or a Speaker, depending on the concept and desired abilities.
[Customization (SRD)](http://www.cyphersrd.com/type_customization.php) continues additional ideas, especially Flavors,
which are not dissimilar to the idea of subclassing. A spellblade may be a Warrior with the Magic flavor, for example.
*Godforsaken* has the best guidance here, though plenty of ideas are presented in the core book/SRD.
### Descriptors
Descriptors are the adjectives for the character, describing how the character goes about their business. All of the
[Descriptors (SRD)](http://www.cyphersrd.com/descriptor.php) in the core book are fair game, generally speaking, as are
the [Fantasy Species Descriptors (SRD)](http://www.cyphersrd.com/genres.php). *Godforsaken* also has a couple more, plus
whatever we might homebrew:
* *Godforsaken:* Catfolk; Dragonfolk; Gnome; Halfling; Lizardfolk
### Foci
Foci are the possible verb-phrases that describe what the character does and is good at, beyond the basics from their
type. Most but not all foci in the core book are suitable for the campaign. The following is a mostly-vetted list of
core and *Godforsaken* foci (others are negotiable):
* *Core:* Abides in Stone; Bears A Halo of Fire; Blazes With Radiance; Builds Robots; Channels Divine Blessings;
Commands Mental Powers; Consorts With the Dead; Controls Beasts; Crafts Illusions; Crafts Unique Objects; Defends the
Gate; Defends the Weak; Descends From Nobility; Entertains; Exists In Two Places At Once; Exists Partially Out Of
Phase; Explores Dark Places; Fights Dirty; Fights With Panache; Focuses Mind Over Matter; Howls At The Moon; Hunts;
Infiltrates; Keeps A Magic Ally; Leads; Lives in the Wilderness; Looks For Trouble; Masters Defense; Masters Spells;
Masters the Swarm; Masters Weaponry; Moves Like a Cat; Murders; Needs No Weapon; Never Says Die; Performs Feats of
Strength; Rages; Rides the Lightning; Sees Beyond; Sailed Beneath the Jolly Roger; Scavenges; Sees Beyond; Separates
Mind From Body; Shepherds the Community; Shepherds Spirits; Slays Monsters; Speaks For the Land; Stands Like a
Bastion; Throws With Deadly Accuracy; Thunders; Travels Through Time; Was Foretold; Wears A Sheen of Ice; Wields Two
Weapons At Once; Works Miracles; Works the Back Alleys
* *Godforsaken:* Takes Animal Shape; Uses Wild Magic; Walks the Wild Woods; Wields an Enchanted Weapon
### Abilities
Types and foci give access to abilities, depending on the character's tier (level, basically). There's no point in
listing them all, if your choices grant access to the ability, it's in.

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Title: Ramaria
Description: Ramaria is an inquisitive fungoid cleric [speaker] who channels divine blessings.
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
# Ramaria
Work in progress.
*Ramaria is an inquisitive fungoid cleric [speaker] who channels divine blessings.*
* **Might 12, Speed 10, Intellect 18**
* Effort: 1
* Intellect Edge: 1
* Cyphers: 2
* Skills: trained in learning something new, trained in geography and history, trained in dungeon and cavern ecology,
trained in Intellect defense; inability to hear or notice dangers, inability to Initiative actions.
* Equipment: ...
* Weapons: can use light and medium weapons without penalty, inability with heavy weapons
* Abilities: Blessing of the Gods (health, protection), Practiced With Medium Weapons, Terrifying Presence,
Encouragement, Enthrall
* Fungal Companion: You sprout a tiny fungal familiar which can aid you. It is intelligent, and you share a mental
connection with the fungal companion, but it cannot itself speak. It can act as a scout and inform you of an area it
is running reconnaissance on.
* Arc: ...
[I went with a traditional cleric, support (especially healing) with some combat ability and commanding abilities. This
lead me more towards Speaker than Adept, which you could probably go either way on with a different vision than mine. I
didn't really know what to do with your non-racial descriptor. Also note that I came up with
[fungoid](../homebrew#fungoid) on my own, so it may need tweaking.]

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Title: Monte Cook Games Fan Use Policy
# Fan Use Policy
> The Monte Cook Games logo, Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos
> are are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and
> character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. Content on this site
> or associated files derived from Monte Cook Games publications is © 2013-2022 Monte Cook Games, LLC. Monte Cook Games
> permits web sites and similar fan-created publications for their games, subject to the policy given at
> <https://www.montecookgames.com/fan-use-policy/>. The contents of this site are for personal, non-commercial use only.
> Monte Cook Games is not responsible for this site or any of the content, that did not originate directly from Monte
> Cook Games, on or in it. Use of Monte Cook Gamess trademarks and copyrighted materials anywhere on this site and its
> associated files should not be construed as a challenge to those trademarks or copyrights. Materials on this site may
> not be reproduced or distributed except with the permission of the site owner and in compliance with Monte Cook Games
> policy given at <https://www.montecookgames.com/fan-use-policy/>.

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Title: Cypher System Homebrew
# Cypher System Homebrew
## Descriptions
### Fungoid
* **Hardy:** +2 to your Might Pool.
* **Skill:** You are trained in dungeon and cavern ecology.
* **Skill:** Your mind is unlike most other living creatures'; you are trained in Intellect defense.
* **Fungal Companion:** You sprout a tiny fungal familiar which can aid you. It is intelligent, and you share a mental
connection with the fungal companion, but it cannot itself speak. It can act as a scout and inform you of an area it
is running reconnaissance on.

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Title: Cypher System
Description: Campaigns, characters, house rules, and etc. compatible with the Cypher System.
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
# Cypher System
## Campaigns
* [Adventuring!](adventuring/)
## Resources
* [Online Cypher System SRD](http://www.cyphersrd.com/) --- freely available rules text for the Cypher System
* [Form-fillable character sheet](Cypher System Character Sheets-Revised-FormFillable-2019-09-10.pdf)

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@ -88,6 +88,8 @@ leading deeper within but usually not a return route for the monsters, and the b
size and terrain, few creatures ever come to the entrance this way, and the kobolds similarly ignore it, nor use it as a
way deeper into the dungeon. They may, however, entice the PCs to go this way in search of treasure.
Traversing the islands brings the PCs [Beyond the Lake](#05-beyond-the-lake).
**GHOULS:** Ghouls lurk in the lake, seeking prey. They rush PCs jumping across the islands (DC 10 skill check, only
necessary in combat), seeking to pull them into the lake, risking drowning, where they are more easily dined upon. Two
[lake ghouls](#lake-ghoul) and eight [ghoulranhas](#ghoulranha) attack the party once the *second* PC reaches the middle
@ -100,6 +102,51 @@ or to hold their breath and stay submerged.
**LAKE TREASURE:** At the bottom of the lake rests the remnants of devoured adventurers. Among the bones is 120 gp, two
*potions of healing*, some ruined tomes of unknown importance, and a ruby that is always warm to the touch.
## 05. Beyond the Lake:
> This small natural chamber has all the makings of a good place to make camp, should the party wish to, and is easily
> defendable.
The natural passage between the [Lake](#04-lake-in-the-cave) and the [Lynx Room](#06-lynx-room) branches off to the side
in the middle, leading to this small chamber.
**WAILING:** If the PCs rest here for an extended period of time, they are disturbed by occasional wailing, as if the
cave walls themselves were lamenting something lost. The cause is unknown.
## 06. Lynx Room
> A large stone statue of a lynx dominates this cave chamber. It appears to be too heavy to have been simply dragged
> into the chamber, but there are no signs of how it was placed here. A detectable magical aura eminates from the
> statue.
It seems as if the pedestal at one point had an inscription, but it has been lost to time. [I haven't decided why this
is here yet.]
**GREAT GOLD WYRM, DIABOLIST:** The lynx may represent Marrowmaw, the fabled companion of a great ranger demon hunter.
(*Effect:* +1 inspiration bonus to attack and damage against demons if the PC makes a small appeal to Marrowmaw after a
full heal-up.)
**BEYOND:** The cave passage continues through this room to the various chambers that make up the [Hell-touched
Colony](#07-hell-touched-colony).
## 07. Hell-touched Colony
> The winding passage leads to a larger cavern broken up by natural rock wall, creating smaller interconnected chambers.
> Light casts odd shadows from the varying stalagmites and short walls, making it difficult to immediately discern the
> size and depth of the chamber. The rock gives off a slight warmth.
Portions of this section of the dungeon have been touched by the Diabolist's influence. Also by the hellbugs. The
corruption tears through floors of the dungeon, though the depths are not reachable from this area of the first floor.
**HELLBUGS:** Two hook scuttlers and three giant scorpions prawl the cavern walls and ceilings. They can be spotted with
a DC 20 skill check, or a DC 15 skill check with ample lighting or dungeonsense or similar extraordinary ability. Adept
hunters, they will strike if the party splits itself up investigating the cavern, or if it seems their prey is about to
leave. [Give the giant scorpions a hellish ability, or maybe just fire damage?]
**TREASURE:** The PCs need to take some time before or after the battle to find it, but one of the chambers contains the
skeletal remains of a long-since passed adventurer. Resting on the bones is a *+1 cloak of adroit avoidance* and a
nonmagical ring bearing a family crest. [This should be some kind of nod or hook for something later in the dungeon.]
# Stat Blocks
## Ghoulranha

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@ -3,9 +3,8 @@ Title: Dungeon23 Content Legal Notice
# Dungeon23 Content Legal Notice
All pages under the <code>/dungeon23/</code> directory of this website utilize the *13th Age* Archmage Engine to create
a megadungeon for use in tabletop RPG play. The [*13th Age* Archmage Engine](/13th-age/13thAgeArchmageEngineSRD.pdf),
and all stat blocks, rules, and mechanics provided under this directory, are licensed under the Open Game License
version 1.0a, fully described below.
a megadungeon for use in tabletop RPG play. The *13th Age* Archmage Engine, and all stat blocks, rules, and mechanics
provided under this directory, are licensed under the Open Game License version 1.0a, fully described below.
These pages may also utilize the 13th Age Community Use Policy, as follows:
@ -169,3 +168,8 @@ license; pulling the two apart is non-trivial, however. Contact me.
> Wieland.
>
> orb.moe. Copyright 2022, Brian S. Stephan. Author: Brian S. Stephan and friends.
# Archmage Engine
The [Archmage Engine](/13th-age/13thAgeArchmageEngineSRD.pdf) was last downloaded from
<http://site.pelgranepress.com/media/SRD/13thAgeArchmageEngineSRD.pdf> on 2023-01-06.