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RPG Laboratory

more info I forgot to mention

A couple things that I failed to explain earlier in the post are that once you have an encounter in a room, other than finding an item, the encounter remains in that room. For example, if you meet a monster and decide to run away from it instead of fighting, the monster will stay in that room until you defeat it. Any traps that are found in a room will always be there and be active. Special rooms like the storage room or the armory will always be in the room they were originally found. If the player doesn't have the right item to get inside, then they may find it later and return.

The dice tables use a "key" mechanic. In the first level, the player must find 3 keys to enter the slipgate portal at the end of the level. Each time the player finds a key, +1 is added to the die roll for events. The second level, the player adds +1 for each rune that is found up to 3. In the third level, The player adds +1 for the key and +1 for each tower that has previously been visited. This along with special items, makes the player explore more of the map. The player will want to try to find the best items possible for the end of the game where they face the last encounter.

At the end of each game level, the player is given the opportunity to gain another special skill or another skill die to add to their total.

Level two is played on an 11x11 hex grid. There is no mapping involved. The player moves freely around the map. Starting in the bottom left and trying to make their way to the upper right hex where the entrance to the fortress level is.

The events for Level 3. It is played on 3 6x10 grids representing towers of the fortress. The player must choose a tower to enter a tower. Once the player reaches the top of the tower, they must roll 1d6 to determine if it was the correct tower. First tower, 1-2 = correct tower, 3-6 = wrong tower. The second tower, 1-3 = correct tower, 3-6 = wrong tower. The third tower is automatically the correct tower if the player chose the wrong tower the first two time. If the player chooses the wrong tower, they must lose time and try the next tower.

Set up: roll 1d6 for each level of the tower. The result is which room the stairs to the next tower is located in. The tower wraps around, meaning if the player is at the leftmost room and moves to the left, then they end up on the room all the way on the right side of that level. The player starts in the bottom left room and the end of the tower is at the top right room.

The player rolls 2d6 to determine what event occurs. The first die determines which table to consult, and the second die determines which event occurs on that table.

The traps that say test for Agility would have a Threat score like monsters that the player has to beat. I will add them later.

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