this post was submitted on 20 Jun 2023
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OSR/NSR Tabletop Roleplaying Games

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Whither Reddit? In the meantime, here’s a place to chat up old school revival (OSR) and new school revolution (NSR) style TTRPGs.

My name is Todd aka Hexed Press and I am the current caretaker (have I always been the caretaker?). Here are some other places to find me, if you are so inclined:

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[–] [email protected] 1 points 1 year ago

Men & Equipment Mitigation SUNDRY refers to any item in the inventory. HERBS may be generically any of three: Wolvesbane, Belladona or Garlic. Best to have a variety of gear to exhaust.

Example Save vs Poision Trap Save vs Poison (D8) 1 Water Skin 2 Obstacles 3 Oil & reroll 4 Obstacles (x2) 5 Wine & reroll 6 Obstacles (x3) 7 HERB & reroll 8 Torch, Ration & reroll

Note: Gear expenditure could be individual or group, depending upon scope of toxin. Fail mitigate or save takes D6 dam per level dungeon depth. There is also Neutralize Poison for a cleric of high enough ability.

Note: Typically the gear loss is for the one potentially stricken. Fail mitigate or save will lose lowest level of party for rest of adventure. Do you leave him up top; he could be later lost like the Wagon. Carrying the body weight out or home is also a struggle. Take all his arms and gear; what about his loot? For a low level schlub, this could be mortal w/o friends. Henchmen perhaps? More on them later. There is also Remove Curse for a mages and clerics of high enough ability.

Mitigation for Breath Type Trap Save vs Breath (D8) 1 Any weapon or armor 2 Torch, Water, Rations & reroll 3 per Obstacles 4 per Obstacles (x2) 5 per Obstacles (x3) 6 per Obstacles (D8) 7 HERB & reroll 8 Mule, Cart ~25% surface loss & reroll

Note: Each member of the group will need to make a sacrifice; the loss may vary. Fail mitigate or save means everyone takes D6 dam per level dungeon depth; hirelings beware. There is also Wall spells for a mage of high enough ability.

Wholly Fugit Trap Save (Deep Levels ) Wholly Fug (D8) 1 Noxious Cloud, damage D6, no save 2 Fire Plume, damage D8, no save 3 Disintegration Globe, damage D20, no save; test that 5% for each ready arms and armor. 4 Water Deluge, damage D12 to armored, area impassable, no save 5 Giant Deadfall, halve remaining HPs, avoid D20 under DEX / 3 6 Dwarven Pitfall, halve remaining HPs, avoid D20 under CON / 3 7 Elven Spite, halve remaining HPs, avoid D20 under WIS / 3 8 Divine Retribution, kill someone at random, avoid D12 under level; if he's 100+ hps at demise, he turns to a puddle of treasure, yeah! (See note.)