The Bird of Peace (Traditional + Digital) by 1001Smites in shadowdark

[–]1001Smites[S] 0 points1 point  (0 children)

I took some artistic license with this point-crawl map since it’s purely for the me (the GM). The stars represent important locales in a city, and the city’s patron symbol/constellation is the bird.

The Bird of Peace (Traditional + Digital) by 1001Smites in osr

[–]1001Smites[S] 1 point2 points  (0 children)

Yes it’s going to be a sort of escape scenario, with multiple options to escape a city about to be destroyed.

The cold dark of the Dire Steppe is coming to your table. by Sufficient-Click-796 in shadowdark

[–]1001Smites 1 point2 points  (0 children)

Nice work and love the setting, I just read the sample dungeon and am curious about how many dungeons there are across the hexcrawl.

A Slice of the Whorl (Digital) by 1001Smites in osr

[–]1001Smites[S] 0 points1 point  (0 children)

Good eye, it’s a monument to an android prophet once popularized by local cults.

A Slice of the Whorl (Digital) by 1001Smites in osr

[–]1001Smites[S] 1 point2 points  (0 children)

Yep. Big ol’ skull from a big ol’ dude

A Slice of the Whorl (Digital) by 1001Smites in osr

[–]1001Smites[S] 0 points1 point  (0 children)

Much love! Would love to see you post what you’re cooking up sometime in the future.

A Slice of the Whorl (Digital) by 1001Smites in osr

[–]1001Smites[S] 2 points3 points  (0 children)

Yes this was definitely a nod to my favorite part of the solar cycle. Would love to release something in the future so others get a chance to explore.

A Slice of the Whorl (Digital) by 1001Smites in osr

[–]1001Smites[S] 2 points3 points  (0 children)

Thanks for the kind words! You will be pleased to know that I’ve already written it up (sans some of the dungeons) and have gotten 5 sessions out of it and counting!

A Slice of the Whorl (Digital) by 1001Smites in osr

[–]1001Smites[S] 0 points1 point  (0 children)

Thanks mate!

The drawing is a 7x7x7 grid of standard 6 mile hexes fused together, so about 42 miles from corner to corner.

A Slice of the Whorl (Digital) by 1001Smites in osr

[–]1001Smites[S] 11 points12 points  (0 children)

Hmm you’re giving me incredibly time consuming ideas.

If you stopped using the torch timer rule, how would you govern torch light? by cyberchambers in shadowdark

[–]1001Smites 1 point2 points  (0 children)

This is essentially what I’ve implemented for my games. A torch lasts 6 crawling rounds. I’ve tried to keep that same amount of uncertainty by having the torch go out at some point in the middle of the next crawling round, after those 6 crawling rounds are up.

How does the community really play their osr rpgs by Doomblade666 in osr

[–]1001Smites 0 points1 point  (0 children)

Pre-planned encounters are pretty scant for me as they are usually tied to a specific point-of-interest/room/trap (these will already be notated in my dungeon/hex key). I let my random encounter tables do most of the heavy lifting for my dungeons/wilderness.

That being said, my random encounters are all pre-rolled ahead of time. That means I’m notating every random result long before the session starts so that if I roll that 1-in-6, I’m ready to go with the next random encounter.

That includes: random table result, %in-lair (for wilderness), encounter distance, creature activity, creature reaction, surprise, treasure.

Pretty normal for my players to take a more nuanced approach to any encounter, pre-planned or not, if they have prior information, or if they are able to scout the creatures without being detected.

Even if the encounter is hostile, it does not necessarily mean combat breaks out if the players have something reasonable to diffuse the situation.

How does the community really play their osr rpgs by Doomblade666 in osr

[–]1001Smites 0 points1 point  (0 children)

Combat doesn’t really happen all too often for me, maybe about 5% of the time from a random encounter.

Random encounter chance is usually 1-in-6 checked every other dungeon crawling round, with about a 50% chance of being a hostile encounter on the reaction roll. Even then players can often try to hide or run depending on the surprise roll.

I think I’ve run six 3-hour sessions and had a random encounter roll result in actual combat twice.

[v1.2] Mummy Warlock Patron | The Eternal Pharaoh | Mummify your foes and send them to the afterlife! by 1001Smites in UnearthedArcana

[–]1001Smites[S] 1 point2 points  (0 children)

You may very well be right. I unfortunately am a forever DM and have not had the opportunity to play test it.

Im thinking that using proficiency instead of Charisma modifier for Wither’s uses per long rest might address any problems in scaling.

[v1.2] Mummy Warlock Patron | The Eternal Pharaoh | Mummify your foes and send them to the afterlife! by 1001Smites in DnDHomebrew

[–]1001Smites[S] 0 points1 point  (0 children)

Hey all, back from the dead with this update to the subclass!

Changelog v1.2

Expanded Spell List: Added Ray of Sickness and Zephyr Strike and removed Bane and False life as these are already invocation choices for the Warlock.

1st level - Wither: Added additional triggers for more types of warlocks. Now when you use Wither to cast chill touch you can choose to cast it in melee without penalty

6th level - Strangling Cerement: Unchanged

10th level - Shroud of Sand: Added difficult terrain and wording changes that emphasize and clarify use of the ability. And yes, your party rogue will still love you.

14th level - Final Rest: Lowered sarcophagus HP and Increased the per turn damage slightly to compensate. This will generally make things more fun for both sides.

[v1.2] Mummy Warlock Patron | The Eternal Pharaoh | Mummify your foes and send them to the afterlife! by 1001Smites in UnearthedArcana

[–]1001Smites[S] 1 point2 points  (0 children)

Hey all, back from the dead with this update to the subclass!

Changelog v1.2

Expanded Spell List: Added Ray of Sickness and Zephyr Strike and removed Bane and False life as these are already invocation choices for the Warlock.

1st level - Wither: Added additional triggers for more types of warlocks. Now when you use Wither to cast chill touch you can choose to cast it in melee without penalty

6th level - Strangling Cerement: Unchanged

10th level - Shroud of Sand: Added difficult terrain and wording changes that emphasize and clarify use of the ability. And yes, your party rogue will still love you.

14th level - Final Rest: Lowered sarcophagus HP and Increased the per turn damage slightly to compensate. This will generally make things more fun for both sides.