To Dos

Solo Playtest


Core Books

Trespasser Rulebook v2.0.3.pdf The Laughing Hound v2.0.3.pdf

Extracted References

Actions List Trespasser Dungeon Generator

Current Systems

Usurper Dungeon System


Notes

Playtest Notes

  • Room Sparks and Shadows should apply to feature roles, make rooms/traits high on room tables favorable in flavor and lower ones less favorable in flavor to account for this. Same for features
    • Find a way to resolve which table to roll room sparks on when spending on feature tables? Or maybe just use Feature Sparks

Session 4 Notes

  • Find a way to incorporate dungeon size rolls into determining exteriors
    • Give each dungeon a die size: d2, d4, d6, d8, d10, d12, d20
      • Switch to d6 pool
    • Roll four of the dungeon dice when moving through an unexplored door. If the total of the 4dX is less than the total number of generated rooms, it is an exit. If not, proceed to room generation.
  • Find a way to determine locked doors before generation

Session 5 Notes

  • On advance action, roll for encounter at the end of the advance? Also POI
    • Roll Encounter and Feature check simultaneously at the end of an Advance. Normal thresholds apply, except on a double you always find both.
  • -2 haven adjacency

Usurper Campaign Notes

Session 1

  • 2d8 Door Check = Small Dungeon
    • Consider a d10 system, or increasing die sizes
  • Proper Trap Generation Procedure needed
  • Need a reminder to check for locked doors - integrate exterior check into it

Companion Notes

  • Skills, Endurance, and Recovery Dice?
    • Companions Endurance and Recovery Dice = 10+Resist
    • Skill Die = Template DMG Die
    • Find a way to add skills to companions
  • Spend Population to generate companions
    • Recruit Companion: SPIRIT | SPEECH
    • From list of arrivals
  • Companions Level = Haven Level

Ideas

  • Make Overlord Pack for Enemies
    • Look into Monster Themes from 4e
    • Create More Robust Generation Tools / Tables
  • Expanded venture list / generator for campaign generation (like vows)
  • Use Progress Clocks with Ventures for creating quests / “Vows”
    • Create a Commoner death clock for adjusting loot/encounter dice rolls?

Travel

  • Traits
    • When rolling doubles on hex generation, assign a Trait to that hex.
      • Newly generated tiles of the same terrain type adjacent to the hex inherit its Trait.
      • Dungeons and Settlements generated in that hex inherit that Trait instead of rolling a random Trait.

Oracles

Overlord and Faction Generators?

Trait

Done: Haunted WIP: Astral Next: Fungal, Demonic

Trait (d4, d6)1234
1FungalAstralHauntedDemonic
2VerdantDecayingArcaneFrigid
3EldritchSubterraneanMechanicalAncient
4AlienPrimalInfestedOozing
5OssifiedLiminalGargantuanBloody
6PyricOpulentCorruptedEnigmatic

Form

Done: Castle WIP: Vault Next: Cave, Hideout

Form (d4, d6)1234
1Pit: This dungeon is a pit that descends deep into the ground, but there are various ledges where creatures have nested.Cliff Dwelling: This dungeon is a series of caves and chambers built into a cliffside.Cave: This dungeon is a sprawling network of natural caverns filled with wild creatures.Warrens: This dungeon is a network of snaking burrows dug by large beasts who likely still call it home.
2Graveyard: This dungeon is a sprawling cemetery consisting of courtyards, winding arcs, and separate mausoleums.Temple: This dungeon was cathedral or other grand and sacred place of worship.Mine: This dungeon is a long- abandoned mine, once full of precious metalsTomb: This dungeon serves as the resting place for an ancient figure of great power
3Wreck: This dungeon is the wreck of an enormous ship or other vesselHideout: This dungeon is the headquarters of a criminal group, secret society, cult, or other organization.Infrastructure: This dungeon was an ancient aqueduct, tunnel, or sewer meant to facilitate the needs of a long-gone cityMenagerie: Numerous exotic creatures were brought to this dungeon, and now they have the run of the place
4Settlement: This dungeon is a ruined town or city, consisting of rubble-strewn streets and collapsed buildingsEstablishment: This dungeon was a large inn, tavern, theater, or other building meant to house and entertain many folksPrison: This dungeon was used to house criminals, demons, or other beings of disrepute.Mansion: This dungeon is an overgrown manse where an eccentric noble family once made their home.
5Castle: This dungeon is an abandoned haven that was once the seat of power in this region.Gallery: This dungeon was once a museum filled with impressive art or other great treasures.Laboratory: This dungeon was the workshop of an ambitious and possibly deranged spellcasterTower: This dungeon is a ruined tower that conceals a great number of magical secrets
6Archive: This dungeon was built to house knowledge from an ancient timeSchool: This dungeon was once a place of learning and research for academicsManufactory: This dungeon was built to facilitate smithing or some other specific type of complex workVault: This dungeon is a manufactured vault designed to seal in something very valuable or very dangerous