Draconic Negotiation: A short side-quest with a twist
This short side quest takes a common trope and throws it on its head. The method of resolution is up to the players and offers some unique opportunities.
This short side quest takes a common trope and throws it on its head. The method of resolution is up to the players and offers some unique opportunities.
0. General Effects that last “1 round” now last “1 turn.” This means an effect that would last “until...
Most storylines in roleplaying games are very, very straightforward. The noble, righteous good guys are under attack by the malicious, evil bad guys and we must stop them. Because the bad guys are so bad, it is okay to do so with gratuitous force. Reality rarely works this way. Everyone has motivation for their actions and no one considers themselves "evil". Just talk to your social media about politics and I'm sure you'll find some opinions you find reprehensible or people that find your opinions appalling. In our own mind, we are right.
The clattering of dried bones. The soft moan of anguish and the dragging of wet feet. The wail of a forlorn spirit. It is quite unfortunate that so many of us are familiar with some of the identifiable characteristics of the living dead. Despite laws restricting necromancy, adventurers may find themselves facing a horde of these monsters and if they are unprepared, they just might join their ranks.
There are a lot of situations where a task is performed over a period of time rather than doing it and being done. While making a sandwich might only require one check, preparing a 5 course meal will take multiple. For the fact of it, even preparing a soup or stew might be enough to justify multiple checks. Librium has special rules for these situations.
I'm posting this in response to the enormous amounts of times I see GMs and players treating critical successes and failures incorrectly. Now granted you can play your game in your own way, but that does not mean you aren't doing it incorrectly.
No one is completely certain where the Vespa originated. Some scholars hypothesize that they are the result of an arcane experiment gone wrong and they were released or escaped into the wild. Others believe that they may have evolved on their own, perhaps through the influence of magical meddling. Some believe they are natures response to the growing number of kobolds. The only thing known for sure is that a Vespa hive is a potential threat to all who venture near.
Everyone is familiar with the lackeys or henchmen that infest all different forms of media. From the nameless guards to faceless lackeys, they serve both the side of good and evil. And for what purpose? They are almost always loyal to a fault, incapable of doing anything more than menial tasks, and abused by their employ and their enemies.
Kobolds are malicious, cruel, xenophobic, reptilian humanoids. They hate almost every other intelligent creature, especially earthen such as dwarves, gnomes...
Last week we focused on basic attacking and defending. This week we will look at a breakdown of actions...
Thromgarde — In a landmark decree yesterday morning, Queen Regent Arandell of Thromgarde ruled that kobolds living inside and outside...
So things are not going as well as you planned. It was suppose to be just a delivery run to another slum in Thromgarde, but you stumbled into gang territory and they don't like Lagamo. They'll let you go, but they want whatever it is you're carrying. Medicine and supplies for a clinic that needs them. Your auralei accomplice tried talking your group out of the trouble, but her words go over there heads. Hell, you're willing to give up the supplies to save your own neck, but your volkmyr friend refuses. The krothgar in charge of the small gang of brigands is getting angry and still wants blood. They draw their weapons and your group quickly takes cover.
A "brief" overview of the basic rules for Librium
This is the current list of skills in in Librium.
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