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iemcd/v0.1 Secret

Last active October 6, 2019 20:59
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PALACE RUN
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.
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.
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.
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.
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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