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PALACE RUN
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One player is REFEREE. All others, CHARACTERS. | |
"d6" means "six-sided die". "d20", 20-sided. | |
CHARACTERS | |
=== | |
Get name, POSSESSION, & STAT=19. | |
CHECK or SAVE: roll d20<=STAT. | |
Attacks auto-hit, d6 damage to STAT. | |
After 2+ damage, SAVE. Failure --> STAT=1. | |
STAT<=0 --> death. | |
REST --> STAT=19. | |
d6 POSSESSIONS | |
1. Sword (+1 damage) | |
2. Hand-mirror | |
3. Marbles (100) | |
4. Chalk | |
5. Glue | |
6. Flute | |
ROOMS | |
=== | |
First room: four exits. | |
d6 ROOM CONTENTS | |
1. Courtyard Plants | |
2. Gallery Sculptures | |
3. Ballroom Pillows | |
4. Bedroom Baskets | |
5. Kitchen Banquet | |
6. Library Fountain | |
d6 EXITS FEATURE | |
1. N-E ENCOUNTER | |
2. N-S GLINT | |
3. N-W TREASURE | |
4. S-E TWIST | |
5. S-W - | |
6. E-W - | |
ENCOUNTERS | |
=== | |
2-in-6 whenever CHARACTERS dawdle, REST, or clamor. | |
Flight auto-succeeds, CHECK or become lost. | |
d6 Mood Encounter | |
1. Sleepy Guards | |
2. Happy Nobles | |
3. Sad Animals | |
4. Afraid Servants | |
5. Hungry Intruders | |
6. Angry Supernatural | |
GLINTS | |
=== | |
Encounter clues. | |
TREASURE (d6) | |
=== | |
1. Jewels | |
2. Wine | |
3. Porcelain | |
4. Tapestry | |
5. Letters | |
6. Gold | |
TWIST (d6) | |
=== | |
1. Spike-grass: 1 damage crossing. | |
2. Sanctuary: ENCOUNTER-less. | |
3. Oubliette: SAVE or fall (d6 damage). | |
4. Non-Euclidean: exits to far rooms. | |
5. Dead-end | |
6. Secret Doors: CHECK locates. |
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One player is REFEREE. Others, CHARACTERS. | |
"d6" means "six-sided die". "d20", 20-sided. | |
CHARACTERS | |
=== | |
Choose name, POSSESSION, & STAT=18. | |
CHECK or SAVE: roll d20<=STAT. | |
(CHECKS do; SAVES avoid.) | |
Attacks auto-hit, d6 damage to STAT. | |
After 2+ damage, SAVE. Failure --> STAT=1. | |
STAT<=0 --> death. | |
REST --> STAT=18. | |
POSSESSIONS | |
- Sword (+1 damage) | |
- Hand-mirror | |
- Marbles (100) | |
- Chalk | |
- Glue | |
- Flute | |
- Rope | |
- Wine | |
- Bucket | |
- Hammer | |
ROOMS | |
=== | |
First room: four exits. | |
d6 ROOM CONTENTS | |
1. Courtyard Plants | |
2. Gallery Sculptures | |
3. Ballroom Pillows | |
4. Bedroom Baskets | |
5. Kitchen Banquet | |
6. Library Fountain | |
d6 EXITS FEATURE | |
1. N-E ENCOUNTER | |
2. N-S GLINT | |
3. N-W TREASURE | |
4. S-E TWIST | |
5. S-W Way UP | |
6. E-W Way DOWN | |
ENCOUNTERS | |
=== | |
2-in-6 whenever CHARACTERS dawdle, REST, or clamor. | |
Flight auto-succeeds, CHECK or become lost. | |
d6 Mood Encounter | |
1. Sleepy Guards | |
2. Happy Nobles | |
3. Sad Animals | |
4. Afraid Servants | |
5. Hungry Intruders | |
6. Angry Supernatural | |
GLINTS | |
=== | |
Encounter clues. | |
TREASURE (d6) | |
=== | |
1. Jewels | |
2. Wine | |
3. Porcelain | |
4. Tapestry | |
5. Letters | |
6. Gold | |
TWIST (d6) | |
=== | |
1. 1 damage crossing (example: thorns). | |
2. Secret Door: CHECK locates. | |
3. Oubliette: SAVE or fall (d6 damage). | |
4. Non-Euclidean: exits to far rooms. | |
5. New room-type (example: laboratory). | |
6. Palace exit. |
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One player is REFEREE. Others, CHARACTERS. | |
"d6" means "six-sided die". "d20", 20-sided. | |
CHARACTERS | |
=== | |
Choose name, POSSESSION. STAT=12. | |
CHECK or SAVE: roll d20<=STAT. | |
(CHECKS do; SAVES avoid.) | |
Attacks auto-hit, d6 damage to STAT. | |
After 2+ damage, SAVE. Failure --> STAT=1. | |
STAT<=0 --> death. | |
REST --> STAT=12. | |
POSSESSIONS | |
- Sword (+1 damage) | |
- Hand-mirror | |
- Marbles (100) | |
- Chalk | |
- Glue | |
- Flute | |
- Rope | |
- Wine | |
- Bucket | |
- Hammer | |
ROOMS | |
=== | |
d6 ROOM CONTENTS | |
1. Courtyard Plants | |
2. Gallery Art | |
3. Ballroom Fire | |
4. Bedroom Books | |
5. Kitchen Food | |
6. UNIQUE Fountain | |
d6 EXITS FEATURE | |
1. N-E ENCOUNTER | |
2. N-S GLINT | |
3. N-W TWIST | |
4. S-E Dead-end | |
5. S-W Way UP | |
6. E-W Way DOWN | |
UNIQUE | |
=== | |
Cross-out when used: | |
- library | |
- pantry | |
- throne-room | |
- jail | |
- mausoleum | |
- armory | |
- treasury | |
- theater | |
- ___ | |
- ___ | |
- ___ | |
- ... | |
ENCOUNTERS | |
=== | |
2-in-6 whenever CHARACTERS explore, dawdle, REST, or clamor. | |
Flight auto-succeeds. CHECK or become lost. | |
d6 Mood Encounter | |
1. Sleepy Guards | |
2. Happy Nobles | |
3. Sad Animals | |
4. Afraid Servants | |
5. Hungry Intruders | |
6. Angry Supernatural | |
GLINTS | |
=== | |
Encounter clues. | |
TREASURE | |
=== | |
Everything is valuable. Specific TREASURES d20 rooms away. | |
TWIST (d6) | |
=== | |
1. 1 damage crossing (example: thorns). | |
2. Secret Door: CHECK locates. | |
3. Oubliette: SAVE or fall (d6 damage). | |
4. Non-Euclidean: exits to far rooms. | |
5. Sanctuary: encounter-less. | |
6. Palace exit. |
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One player is REFEREE. Others, CHARACTERS. | |
"d6" means "six-sided die". "d20", 20-sided. | |
CHARACTERS | |
=== | |
Choose name, POSSESSION, GOAL. STAT=12. | |
CHECK or SAVE: roll d20<=STAT. | |
(CHECKS do; SAVES avoid.) | |
Attacks auto-hit, d6 damage to STAT. | |
After 2+ damage, SAVE. Failure --> STAT=1. | |
STAT=0 --> death. | |
REST --> STAT=12. | |
POSSESSIONS | |
- Sword (+1 damage) | |
- Marbles (100) | |
- Chalk | |
- Glue | |
- Flute | |
- Rope | |
- ___ | |
- ___ | |
- ___ | |
... | |
GOALS (optional) | |
- escape | |
- usurp | |
- loot | |
- assassinate | |
- investigate | |
- ingratiate | |
- ___ | |
- ___ | |
- ___ | |
... | |
ROOMS | |
=== | |
d6 ROOM CONTENTS | |
1. Courtyard Plants | |
2. Gallery Art | |
3. Ballroom Fire | |
4. Bedroom Books | |
5. Kitchen Food | |
6. UNIQUE Water | |
d6 EXITS FEATURE | |
1. N-E ENCOUNTER | |
2. N-S GLINT | |
3. N-W TWIST | |
4. S-E Obstruction | |
5. S-W Way UP | |
6. E-W Way DOWN | |
UNIQUE | |
=== | |
Strike when bored: | |
- throne-room | |
- jail | |
- mausoleum | |
- armory | |
- treasury | |
- theater | |
- ___ | |
- ___ | |
- ___ | |
... | |
ENCOUNTERS | |
=== | |
2-in-6 whenever CHARACTERS explore, dawdle, REST, or clamor. | |
Flight auto-succeeds. CHECK or become lost. | |
d6 Mood Encounter | |
1. Sleepy Guards | |
2. Happy Nobles | |
3. Sad Animals | |
4. Afraid Servants | |
5. Hungry Intruders | |
6. Angry Supernatural | |
GLINTS | |
=== | |
Follow to ENCOUNTER. | |
Example: orange fur --> tiger. | |
TWIST (d6) | |
=== | |
1. 1 damage crossing (example: thorns). | |
2. Secret Door: CHECK locates. | |
3. Oubliette: SAVE or fall (d6 damage). | |
4. Non-Euclidean: exits to far rooms. | |
5. Sanctuary: encounter-less. | |
6. Palace exit. |
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One player is REFEREE. Others, CHARACTERS. | |
"d6" means "six-sided die". "d20", 20-sided. | |
CHARACTERS | |
=== | |
Choose name, POSSESSION, MOTIVATION (examples: ENCOUNTERS). STAT=16. | |
CHECK or SAVE: roll d20<=STAT. | |
(CHECKS do; SAVES avoid.) | |
Attacks auto-hit, d6 damage to STAT. | |
After 2+ damage, SAVE. Failure --> STAT=1. | |
STAT=0 --> death. | |
REST --> STAT=16. | |
POSSESSIONS | |
- Chalk | |
- Flute | |
- Glue | |
- Marbles (x100) | |
- Rope | |
- Sword (+1 damage) | |
... | |
ROOMS | |
=== | |
d6 Room Contents | |
1. Ballroom Art | |
2. Bedroom Books | |
3. Courtyard Fire | |
4. Gallery Food | |
5. Kitchen Plants | |
6. UNIQUE Water | |
d6 Doors Feature | |
1. N-E ENCOUNTER | |
2. N-S GLINT | |
3. N-W Obstruction | |
4. S-E TWIST | |
5. S-W Way Down | |
6. E-W Way Up | |
UNIQUE | |
=== | |
Strike when bored: | |
- Armory | |
- Jail | |
- Mausoleum | |
- Theater | |
- Throne-room | |
- Treasury | |
... | |
ENCOUNTERS | |
=== | |
2-in-6 whenever CHARACTERS explore, dawdle, REST, or clamor. | |
Flight auto-succeeds. CHECK or become lost. | |
d6 Encounter MOTIVATION | |
1. Animals Enrich | |
2. Guards Entertain | |
3. Intruders Escape | |
4. Nobles Ingratiate | |
5. Servants Investigate | |
6. Supernatural Overthrow | |
GLINTS | |
=== | |
Follow to ENCOUNTER. | |
Example: orange fur --> tiger. | |
OBSTRUCTIONS | |
=== | |
Locks, barricades, sleeping ENCOUNTERS, etc. | |
TWIST (d6) | |
=== | |
1. 1 damage crossing (example: thorns). | |
2. Secret Door: CHECK locates. | |
3. Oubliette: SAVE or fall (d6 damage). | |
4. Non-Euclidean: exits to far rooms. | |
5. Sanctuary: encounter-less. | |
6. Exit! |
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