asfenlost.blogg.se

Hidden hoard bastion
Hidden hoard bastion





hidden hoard bastion

  • Wants to hoard precious things and avenge thieves.
  • Huge and Scaly (3), Jaws (d12) or Tail (d10 Sweep).
  • The Beholder's central eye renders any technology, Oddities, or Implants useless as long as the gaze remains.
  • On a fail, the Beholder executes the character, on a Success it Implants them with a Merged Eye capable of rudimentary telekinesis.
  • Swearing servitude to the Beholder requires a CHA Save.
  • Hates everything that is different to itself.
  • Death-Ray (d10, Permanently Petrified on Critical), Telekenesis Ray (STR Save to avoid being thrown). They can command any Skeleton Guards bearing this symbol.
  • Breaking the Shield of a Skeleton Guard Imprints the breaker's forehead with the shield's symbol.
  • Intrigued and Confused by modern technology.
  • Ancient Sword (d6) and Shield Armour (1). Remember that not every Imprint is going to happen to every group that encounter that monster, but there's at least the possibility there.

    hidden hoard bastion

    HIDDEN HOARD BASTION MANUAL

    It's nothing new really, just a new take on Oddities, but it won't make much sense without examples, so let's hit up the classic D&D Monster Manual and see how I'd implement Implants there.

  • Imprints generally affect a single character, and always manifest physically, overriding previous Imprints to that body part.
  • When creating an Odd Being, ensure it has at least one way of leaving an Imprint on a character through the being's action or players' exploitation.
  • hidden hoard bastion

    Imprints function in the same way as Oddities, but are part of a character’s physical being.Think of them as a simplified take on the Odd Marks that I experimented with in the past. I've explained it in the context of the original Into the Odd samples monsters.įor my own game prep, I'm referring to these character-altering abilities as Imprints. Scars and Oddities are easy to throw in there, but having a characters' adventures directly affect their growth is more tricky. There are growth opportunities everywhere.Every piece of growth is tied to a specific experience.Your character grows more interesting, not necessarily more powerful.Left in plain sight by somebody unaware of what they possess.įoreground Growth is a simple concept It can be broken down into three principles.Owned by somebody powerful, and held securely.Lost in an abandoned or dangerous Borough.As such, you can show players the map you have prepared, but only reveal the details through their own investigation. Nobody has a city map of Bastion, but smaller sections of the city often have maps or signs to help citizens get their bearings.

    hidden hoard bastion

    The same applies for attempts to explore further than your map currently extends. If the group want to get between two nodes by a different route, there is always a dark alleyway or inconvenient short-cut. More facilities can be added as you or the players need them, so flavour is more important here. List a couple of additional locations found around each Feature. Name each node after a Feature such as a significant building, park, or monument. Plan a Complication that comes with using each Route.ĭot a node at each point where routes cross, each corner, and each dead-end. Give each circuit at least one branch that leads to a dead-end. These can be walkways, tramways, canals, boulevards, or others. As such, Bastion is best mapped like a Rail Network.ĭraw two or more circuits or lines denoting different Transport Routes, ensuring they cross over. The exact geography of Bastion’s streets is less important than the route between key points.







    Hidden hoard bastion