Blog Archive

Thursday, 22 January 2015

Really Simple D20 Rules for young kids

For the last few months my little girl has been playing with my figures and dice. We have a PA day coming up and I want to play some story games with her. Here is a simple version I came up with for us to use, to get her involved in the game, and have her roll some dice.

Things you need: 3 sets of dice, minis and mapping tools.

Rules:
Have all players get two minis and characters.  They come into the area and look for things and avoid monsters.

Have a separate dice for every mini to keep track of health. When hit, change the number showing. When they are reduced to zero, the character runs away.

Character Types:
Strong Girl - 2 Good skills, Use a 10 for health
Fast Girl - 4 Good skills, Use an 8 for health
Smart Girl- 2 Good skills, Use an 8 for health

Move
Roll d6, move that many spaces.
Roll 4 or higher, move and attack at same time

Attack: Must be next to a BG
d20 - 1-5 miss
d20-  6-12 hits, roll avoid
d13- Cannot avoid
If the attacker rolls 13 or higher, they hit doing 1 pip
If the attacker rolls 16 or higher, they hit doing 2 pips
If the attacker rolls 20, they hit doing 3 pips (strong guy only)

Avoid
Roll 6+d6 - if you roll higher than attack, you avoid
(Use 12 +d6 in later games, but otherwise the same)

Skills : Use D8 for good skills, D6 for everything else
Hide=Monsters can`t find you
Find=You can find things
Run = Run away or double Move
Jump = Half the number is how high you jump
Swim = Swim or stay in same spot
Climb= beat target and you climb to where you need
Grunt=any kind of lifting or moving things

Target to beat: easy (3), rough (5) or hard (8)
(We only use Hard level target for later games)

Spells (have 3 at a time, cast any number of times) - Smart Girl only
Bubble: Surrounds someone, they don`t take damage, and can fall or swim safely
Boom-Loud Noise, scare BG for d6 rounds
Back-Push= BG gets pushed back d6
Bop - hit someone for 1 pip from 3 spaces or less away
Beg - you've asked a favor, to avoid, defender must roll 11 or 12 on 6+d6
Help - friend gains back 2 pips

Loot: Set the target at a ertain amount of loot to find. Every time they are at a chest, door, table, etc the character can try a find check, if they beat the target they receive 1d4 bags of loot. The game ends when the good team or the bad team finds the required amount of loot, usually a loot target of 10.

Bad Guys (BG) are Monsters always have D6. They always do one pip of damage. Have no skills or spells. They are looking for the same stuff you are. They scream and cry a lot.

Thursday, 8 January 2015

Favoured of Keran

These suave, human-looking aristocrats are found throughout cities on Nyssa dedicated to serving the evil deity's purposes. They are a corrupting force, dedicated to sowing mistrust on other groups and forces in urban areas. While many people know the danger they represent, the foolish often fail to see the little gifts they offer come with a price that many can't afford.


Favoured of Keran

CR 6
LE Outsider
Init +5; Perception + 8

DEFENSE
AC 19, touch 18, flat-footed 12 (+4 natural, +1 dexterity, +4 Scale Mail)
hp 50 (8d8+16)
Fort +7, Ref +3, Will +6
Morale 15

OFFENSE
Speed 30 ft.
Great Sword +9 (2d6+4)

Spell-Like Abilities (CL 8th)
At Will- Detect Good, Detect Magic, Detect Poison, Fear, 
2/Day- Invisibility (Self Only), Suggestion, Unholy Blight

STATISTICS
Str 17 Dex 13 Con 15 Int 14 Wis 12 Cha 14
Base Atk +6; CMB 12 CMD 16
Feats: Alertness, Blind Fight, Improved Initiative, Power Attack, Cleave, Weapon Focus
Skills Bluff +14, Climb +8, Diplomacy + 8, Gather Info +6, Hide +6, Knowledge (Religion or Planes) +8, Perception +8, Swim +10, Survival +5
Languages: Common, Draconic, Infernal, Telepathy 100 ft

ECOLOGY
Environment: Urban areas or Obelisk of Keran
Organization: Solitary, pair or Platoon (3-6)
Treasure: Standard

SPECIAL ABILITY

Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Change Shape (Su) They can assume the form of a dire snake, raven or crocodile twice a day. They do this to go unnoticed and try to avoid transforming if anyone can see them.


These creatures are Keran's steadfast minions and often act as ambassadors and assistants to his clerics on mortal planes. They originate from petitioners, faithful members who have died and reborn on the outer planes. Stripped of their memories, they are transformed to do the will of the dark lord.

Keran is a powerful evil deity that is ever present on Nyssa, found in cities acting as agents of absolute law, manipulative to get their dark order at the center of all important activities in an area. 

Most of the Favoured are usually assigned to an obelisk or church and keep a hand in activities in any way they can, Often supporting evil groups, hiring adventurers or sowing mistrust in good aligned groups and faiths. Many end up leading local churches but can be called back to Keran's domain in Hell's Fifth Circle at almost any time.

The Favoured are usually adorned with symbols of high status, showing their "personal success" and the value of following the dark lord. They are often seen as a part of high society, invited to parties as they are quick to sponsor aristocrats & artists. They are always ready to act as patrons to adventurers and the desperate on wild escapades for the chance of wealth. While not open to admit it, there are often hushed tales told of when promises are stretched too far and they finally ask for payment of the debt – the end result is the damnation of anyone not ready to pay their debt in full.