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Author | SHA1 | Date |
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Brian S. Stephan | 395b9fc1c4 | |
Brian S. Stephan | 42c3f90e33 | |
Brian S. Stephan | f27ff21184 | |
Brian S. Stephan | d6bf967195 | |
Brian S. Stephan | 6d236004b6 |
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@ -4,6 +4,8 @@ MARKDOWN_EXTENSIONS = ['extra', 'incorporealcms.mdx.figures', 'sane_lists', 'sma
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DEFAULT_PAGE_STYLE = 'dungeon'
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DEFAULT_PAGE_STYLE = 'dungeon'
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PAGE_STYLES = {
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PAGE_STYLES = {
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'dungeon': '/custom-static/css/dungeon.css',
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'dungeon': '/custom-static/css/dungeon.css',
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'dark': '/static/css/dark.css',
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'light': '/static/css/light.css',
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'plain': '/static/css/plain.css',
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'plain': '/static/css/plain.css',
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}
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}
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MARKDOWN_EXTENSIONS = ['extra', 'sane_lists', 'smarty', 'toc', 'tables']
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MARKDOWN_EXTENSIONS = ['extra', 'sane_lists', 'smarty', 'toc', 'tables']
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@ -7,7 +7,7 @@ html {
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div.content {
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div.content {
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font-size: 12pt;
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font-size: 12pt;
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line-height: 1.2em;
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line-height: 1.3em;
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}
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}
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h1, h2, h3, h4, h5, h6 {
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h1, h2, h3, h4, h5, h6 {
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@ -3,9 +3,9 @@ Title: 13th Age Content Legal Notice
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# 13th Age Content Legal Notice
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# 13th Age Content Legal Notice
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All pages under the <code>/13th-age/</code> directory of this website utilize the *13th Age* Archmage Engine to
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All pages under the <code>/13th-age/</code> directory of this website utilize the *13th Age* Archmage Engine to
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chronicle various campaigns run by Brian S. Stephan and his gaming groups. The [*13th Age* Archmage
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chronicle various campaigns run by Brian S. Stephan and his gaming groups. The *13th Age* Archmage Engine, and all stat
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Engine](13thAgeArchmageEngineSRD.pdf), and all stat blocks, rules, and mechanics provided under this directory, are
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blocks, rules, and mechanics provided under this directory, are licensed under the Open Game License version 1.0a, fully
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licensed under the Open Game License version 1.0a, fully described below.
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described below.
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These pages may also utilize the 13th Age Community Use Policy, as follows:
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These pages may also utilize the 13th Age Community Use Policy, as follows:
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@ -164,3 +164,8 @@ Game Content may be reproduced in any form without written permission.
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> Wieland.
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> Wieland.
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>
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>
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> orb.moe. Copyright 2022, Brian S. Stephan. Author: Brian S. Stephan and friends.
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> orb.moe. Copyright 2022, Brian S. Stephan. Author: Brian S. Stephan and friends.
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# Archmage Engine
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The [Archmage Engine](13thAgeArchmageEngineSRD.pdf) was last downloaded from
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<http://site.pelgranepress.com/media/SRD/13thAgeArchmageEngineSRD.pdf> on 2023-01-06.
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Binary file not shown.
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@ -0,0 +1,92 @@
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Title: Adventuring!
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Description: Now in the Cypher System!
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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
|
||||||
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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
|
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Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
||||||
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# Adventuring!
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Adventuring! is a fantasy campaign run in Yacsra (yet another campaign setting roughly assembled). Previously [a 13th
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Age game](/13th-age/adventuring/), this is a currently speculative-only attempt at creating the vibe in the Cypher
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System.
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## Campaign Synopsis
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* The universe is a wide assortment of planes, including law/chaos, good/evil, and light/dark forces, connected via an
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astral plane.
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* Magic is common but not commonly-practiced, and is nearly limitless in potential (e.g. *wish*, *true resurrection*,
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etc.).
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* Casting magic can be learned, divinely bestowed, or inherent.
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* Civilization ranges from hunter tribes to grand metropolises, points of light with much uncharted territory in
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between.
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* The world is old, many civilizations have risen and fallen.
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* The world itself is magical, and not strictly bound by natural law.
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* Humans, elves, and dwarves are most common among civilized lands, but plenty of other intelligent humanoids show up.
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## Characters
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* [Ramaria](ramaria) is an inquisitive fungoid cleric [speaker] who channels divine blessings.
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## Character Creation
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At their basic level, characters are defined as *NAME is a [adjective] [adjective] [noun] who [verbs]*. Adjectives are
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**descriptors**, and PCs get two; one general descriptor and one racial descriptor (or two general descriptors for
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humans). Nouns are **types**, similar to character classes, and verbs are **foci**.
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Chapter 4 of the *Cypher System Rulebook* details character creation, with description of the mechanical elements, and a
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small sidebar summarizing the steps to take to create a character.
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### Sources
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The majority of the options below are found, and best described, in the *Cypher System Rulebook*, with an open gaming
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version available via the [Cypher SRD](http://www.cyphersrd.com/). Most others come from *Godforsaken*, which will
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eventually be added to the Cypher SRD. Anything homebrew we'll write up and link to here.
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I skipped listing a lot of the core content, because there's no point in repeating that everything in the core book/SRD
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are fair game --- the exception to this are the foci, which are tailored below.
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### Types, or ideas therein
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The four [types (SRD)](http://www.cyphersrd.com/type.php) are all relevant to the game (note: the SRD is currently
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missing some Warrior tables). That resource, and additional information in *Godforsaken*, have suggestions on how to
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build all of the classic classes via the type system. For example, a barbarian would likely be a Warrior that takes the
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Rages ability, but a bard might easily be an Explorer or a Speaker, depending on the concept and desired abilities.
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[Customization (SRD)](http://www.cyphersrd.com/type_customization.php) continues additional ideas, especially Flavors,
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which are not dissimilar to the idea of subclassing. A spellblade may be a Warrior with the Magic flavor, for example.
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*Godforsaken* has the best guidance here, though plenty of ideas are presented in the core book/SRD.
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### Descriptors
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Descriptors are the adjectives for the character, describing how the character goes about their business. All of the
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[Descriptors (SRD)](http://www.cyphersrd.com/descriptor.php) in the core book are fair game, generally speaking, as are
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the [Fantasy Species Descriptors (SRD)](http://www.cyphersrd.com/genres.php). *Godforsaken* also has a couple more, plus
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whatever we might homebrew:
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* *Godforsaken:* Catfolk; Dragonfolk; Gnome; Halfling; Lizardfolk
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### Foci
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Foci are the possible verb-phrases that describe what the character does and is good at, beyond the basics from their
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type. Most but not all foci in the core book are suitable for the campaign. The following is a mostly-vetted list of
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core and *Godforsaken* foci (others are negotiable):
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* *Core:* Abides in Stone; Bears A Halo of Fire; Blazes With Radiance; Builds Robots; Channels Divine Blessings;
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Commands Mental Powers; Consorts With the Dead; Controls Beasts; Crafts Illusions; Crafts Unique Objects; Defends the
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Gate; Defends the Weak; Descends From Nobility; Entertains; Exists In Two Places At Once; Exists Partially Out Of
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Phase; Explores Dark Places; Fights Dirty; Fights With Panache; Focuses Mind Over Matter; Howls At The Moon; Hunts;
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Infiltrates; Keeps A Magic Ally; Leads; Lives in the Wilderness; Looks For Trouble; Masters Defense; Masters Spells;
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Masters the Swarm; Masters Weaponry; Moves Like a Cat; Murders; Needs No Weapon; Never Says Die; Performs Feats of
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Strength; Rages; Rides the Lightning; Sees Beyond; Sailed Beneath the Jolly Roger; Scavenges; Sees Beyond; Separates
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Mind From Body; Shepherds the Community; Shepherds Spirits; Slays Monsters; Speaks For the Land; Stands Like a
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Bastion; Throws With Deadly Accuracy; Thunders; Travels Through Time; Was Foretold; Wears A Sheen of Ice; Wields Two
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Weapons At Once; Works Miracles; Works the Back Alleys
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* *Godforsaken:* Takes Animal Shape; Uses Wild Magic; Walks the Wild Woods; Wields an Enchanted Weapon
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### Abilities
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Types and foci give access to abilities, depending on the character's tier (level, basically). There's no point in
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listing them all, if your choices grant access to the ability, it's in.
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@ -0,0 +1,33 @@
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Title: Ramaria
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Description: Ramaria is an inquisitive fungoid cleric [speaker] who channels divine blessings.
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||||||
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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
|
||||||
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Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
||||||
|
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# Ramaria
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Work in progress.
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*Ramaria is an inquisitive fungoid cleric [speaker] who channels divine blessings.*
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* **Might 12, Speed 10, Intellect 18**
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* Effort: 1
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* Intellect Edge: 1
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* Cyphers: 2
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* Skills: trained in learning something new, trained in geography and history, trained in dungeon and cavern ecology,
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trained in Intellect defense; inability to hear or notice dangers, inability to Initiative actions.
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* Equipment: ...
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* Weapons: can use light and medium weapons without penalty, inability with heavy weapons
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* Abilities: Blessing of the Gods (health, protection), Practiced With Medium Weapons, Terrifying Presence,
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Encouragement, Enthrall
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* Fungal Companion: You sprout a tiny fungal familiar which can aid you. It is intelligent, and you share a mental
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connection with the fungal companion, but it cannot itself speak. It can act as a scout and inform you of an area it
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is running reconnaissance on.
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* Arc: ...
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[I went with a traditional cleric, support (especially healing) with some combat ability and commanding abilities. This
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lead me more towards Speaker than Adept, which you could probably go either way on with a different vision than mine. I
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didn't really know what to do with your non-racial descriptor. Also note that I came up with
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[fungoid](../homebrew#fungoid) on my own, so it may need tweaking.]
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@ -0,0 +1,15 @@
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Title: Monte Cook Games Fan Use Policy
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||||||
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||||||
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# Fan Use Policy
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||||||
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||||||
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> The Monte Cook Games logo, Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos
|
||||||
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> are are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and
|
||||||
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> character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. Content on this site
|
||||||
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> or associated files derived from Monte Cook Games publications is © 2013-2022 Monte Cook Games, LLC. Monte Cook Games
|
||||||
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> permits web sites and similar fan-created publications for their games, subject to the policy given at
|
||||||
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> <https://www.montecookgames.com/fan-use-policy/>. The contents of this site are for personal, non-commercial use only.
|
||||||
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> Monte Cook Games is not responsible for this site or any of the content, that did not originate directly from Monte
|
||||||
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> Cook Games, on or in it. Use of Monte Cook Games’s trademarks and copyrighted materials anywhere on this site and its
|
||||||
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> associated files should not be construed as a challenge to those trademarks or copyrights. Materials on this site may
|
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> not be reproduced or distributed except with the permission of the site owner and in compliance with Monte Cook Games
|
||||||
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> policy given at <https://www.montecookgames.com/fan-use-policy/>.
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@ -0,0 +1,14 @@
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Title: Cypher System Homebrew
|
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# Cypher System Homebrew
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## Descriptions
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### Fungoid
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* **Hardy:** +2 to your Might Pool.
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* **Skill:** You are trained in dungeon and cavern ecology.
|
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* **Skill:** Your mind is unlike most other living creatures'; you are trained in Intellect defense.
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* **Fungal Companion:** You sprout a tiny fungal familiar which can aid you. It is intelligent, and you share a mental
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connection with the fungal companion, but it cannot itself speak. It can act as a scout and inform you of an area it
|
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is running reconnaissance on.
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@ -0,0 +1,18 @@
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Title: Cypher System
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||||||
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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
|
||||||
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## Campaigns
|
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* [Adventuring!](adventuring/)
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## Resources
|
||||||
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|
||||||
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* [Online Cypher System SRD](http://www.cyphersrd.com/) --- freely available rules text for the Cypher System
|
||||||
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* [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
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size and terrain, few creatures ever come to the entrance this way, and the kobolds similarly ignore it, nor use it as a
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size and terrain, few creatures ever come to the entrance this way, and the kobolds similarly ignore it, nor use it as a
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way deeper into the dungeon. They may, however, entice the PCs to go this way in search of treasure.
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way deeper into the dungeon. They may, however, entice the PCs to go this way in search of treasure.
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Traversing the islands brings the PCs [Beyond the Lake](#05-beyond-the-lake).
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**GHOULS:** Ghouls lurk in the lake, seeking prey. They rush PCs jumping across the islands (DC 10 skill check, only
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**GHOULS:** Ghouls lurk in the lake, seeking prey. They rush PCs jumping across the islands (DC 10 skill check, only
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necessary in combat), seeking to pull them into the lake, risking drowning, where they are more easily dined upon. Two
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necessary in combat), seeking to pull them into the lake, risking drowning, where they are more easily dined upon. Two
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[lake ghouls](#lake-ghoul) and eight [ghoulranhas](#ghoulranha) attack the party once the *second* PC reaches the middle
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[lake ghouls](#lake-ghoul) and eight [ghoulranhas](#ghoulranha) attack the party once the *second* PC reaches the middle
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@ -100,6 +102,51 @@ or to hold their breath and stay submerged.
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**LAKE TREASURE:** At the bottom of the lake rests the remnants of devoured adventurers. Among the bones is 120 gp, two
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**LAKE TREASURE:** At the bottom of the lake rests the remnants of devoured adventurers. Among the bones is 120 gp, two
|
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*potions of healing*, some ruined tomes of unknown importance, and a ruby that is always warm to the touch.
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*potions of healing*, some ruined tomes of unknown importance, and a ruby that is always warm to the touch.
|
||||||
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## 05. Beyond the Lake:
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||||||
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||||||
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> This small natural chamber has all the makings of a good place to make camp, should the party wish to, and is easily
|
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> defendable.
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|
||||||
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The natural passage between the [Lake](#04-lake-in-the-cave) and the [Lynx Room](#06-lynx-room) branches off to the side
|
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in the middle, leading to this small chamber.
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|
||||||
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**WAILING:** If the PCs rest here for an extended period of time, they are disturbed by occasional wailing, as if the
|
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cave walls themselves were lamenting something lost. The cause is unknown.
|
||||||
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|
||||||
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## 06. Lynx Room
|
||||||
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|
||||||
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> A large stone statue of a lynx dominates this cave chamber. It appears to be too heavy to have been simply dragged
|
||||||
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> into the chamber, but there are no signs of how it was placed here. A detectable magical aura eminates from the
|
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> statue.
|
||||||
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|
||||||
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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.]
|
||||||
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|
||||||
|
**GREAT GOLD WYRM, DIABOLIST:** The lynx may represent Marrowmaw, the fabled companion of a great ranger demon hunter.
|
||||||
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(*Effect:* +1 inspiration bonus to attack and damage against demons if the PC makes a small appeal to Marrowmaw after a
|
||||||
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full heal-up.)
|
||||||
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|
||||||
|
**BEYOND:** The cave passage continues through this room to the various chambers that make up the [Hell-touched
|
||||||
|
Colony](#07-hell-touched-colony).
|
||||||
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|
||||||
|
## 07. Hell-touched Colony
|
||||||
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|
||||||
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> The winding passage leads to a larger cavern broken up by natural rock wall, creating smaller interconnected chambers.
|
||||||
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> 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.
|
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|
||||||
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Portions of this section of the dungeon have been touched by the Diabolist's influence. Also by the hellbugs. The
|
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|
corruption tears through floors of the dungeon, though the depths are not reachable from this area of the first floor.
|
||||||
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|
||||||
|
**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
|
||||||
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leave. [Give the giant scorpions a hellish ability, or maybe just fire damage?]
|
||||||
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|
||||||
|
**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
|
# Stat Blocks
|
||||||
|
|
||||||
## Ghoulranha
|
## Ghoulranha
|
||||||
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|
@ -3,9 +3,8 @@ Title: Dungeon23 Content Legal Notice
|
||||||
# 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
|
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),
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a megadungeon for use in tabletop RPG play. The *13th Age* Archmage Engine, and all stat blocks, rules, and mechanics
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and all stat blocks, rules, and mechanics provided under this directory, are licensed under the Open Game License
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provided under this directory, are licensed under the Open Game License version 1.0a, fully described below.
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version 1.0a, fully described below.
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These pages may also utilize the 13th Age Community Use Policy, as follows:
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These pages may also utilize the 13th Age Community Use Policy, as follows:
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@ -169,3 +168,8 @@ license; pulling the two apart is non-trivial, however. Contact me.
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> Wieland.
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> Wieland.
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>
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>
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> orb.moe. Copyright 2022, Brian S. Stephan. Author: Brian S. Stephan and friends.
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> orb.moe. Copyright 2022, Brian S. Stephan. Author: Brian S. Stephan and friends.
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# Archmage Engine
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The [Archmage Engine](/13th-age/13thAgeArchmageEngineSRD.pdf) was last downloaded from
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<http://site.pelgranepress.com/media/SRD/13thAgeArchmageEngineSRD.pdf> on 2023-01-06.
|
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Reference in New Issue