Charlie

@zerobits.bsky.social

TTRPGs, Music, Game Dev, Movies. Art and cetera. I just like to enjoy the things that people make. He/Him. "Waiting for the rain to fall — across my head, it drips right into my mind"

"THE PLAGUE researcher at THE PLAGUE (and other infectious diseases) lab contracts mystery illness!" Most everything in "other infectious diseases" is more of a concern to the public than the long-solved problem that is the plague. We have not yet lost the recipes for moldy bread and wash ye hands.

This is a HUGE contribution to tooling for running games at the table. DirectSun is burying the lede a little. He has made a web template that lets you have clickable maps, preview hyperlinks, and have multiple views of an adventure open at once. This is an incredible resource for GMs!

directsun@directsun.bsky.social · 6d ago

I've been working on this for some time and with the release of the first three Cairn CAS adventures in Markdown, I thought this was as good a time as any to make a few announcements.

Aside from a small list of minor edits, I finished my horror novel today. Its later than I hoped and years after when I thought I would be done, but it seems like I'm at the very least going to be done with the ebook version in time for spooky season. I'll be sharing more as I get closer to release.

"Not dying at 0 hp" is probably the most common house rule used for people who otherwise are judicious adherents to B/X or OSE. What if every class had its own mini table of house rules of things that happened at 0 hp, though? What if you used MANY house rules for death?

Death
When you reach 0 hp, you may choose to die or roll on the following table.
Dismemberment. You take a grievous wound and fall unconscious. After a turn, you awake with 1 hp and learn that you've lost your 1. eye, 2. hand, 3. leg below the knee. You must retreat from the dungeon as soon as possible. You must rest for a week before adventuring again.
Taken. The monsters [take you prisoner/swallow you] and retreat. You may be [rescued/regurgitated] and restored to 1 hp.
Wounded. You take a wound and fall unconscious. After a turn, you awake with 1 hp. You must retreat from the dungeon as soon as possible. You must rest for a week  before adventuring again.
Sacrifice. Your squire/henchman steps in front of the last blow and falls to 0 hp instead of you. They are taken out of the fight, and must recover in a stronghold before adventuring again.
If no squire/henchman, you will die in 1 turn if you receive no healing.
Weak. You are conscious, but weak. You can crawl and whisper, but not perform any tasks that require a roll. At the end of the combat, you regain 1 hp.
Last chance. You are conscious, but weak. If you lay still, you regain 1 hp at the end of combat. If you take any actions, treat them as having rolled a natural 20, but you will die at the end of the round.