To Dos
- Core Oracle / GM Emulator
- Region Frame monthly
- Calendar & Events System
- Haven Threats and Faction Events
- Expanded Quests and Ventures system https://metamageia.github.io/overlord/
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
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.
- Give each dungeon a die size: d2, d4, d6, d8, d10, d12, d20
- 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.
- When rolling doubles on hex generation, assign a Trait to that hex.
Oracles
Overlord and Faction Generators?
Trait
Done: Haunted WIP: Astral Next: Fungal, Demonic
Trait (d4, d6) | 1 | 2 | 3 | 4 |
---|---|---|---|---|
1 | Fungal | Astral | Haunted | Demonic |
2 | Verdant | Decaying | Arcane | Frigid |
3 | Eldritch | Subterranean | Mechanical | Ancient |
4 | Alien | Primal | Infested | Oozing |
5 | Ossified | Liminal | Gargantuan | Bloody |
6 | Pyric | Opulent | Corrupted | Enigmatic |
Form
Done: Castle WIP: Vault Next: Cave, Hideout
Form (d4, d6) | 1 | 2 | 3 | 4 |
---|---|---|---|---|
1 | Pit: 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. |
2 | Graveyard: 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 metals | Tomb: This dungeon serves as the resting place for an ancient figure of great power |
3 | Wreck: This dungeon is the wreck of an enormous ship or other vessel | Hideout: 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 city | Menagerie: Numerous exotic creatures were brought to this dungeon, and now they have the run of the place |
4 | Settlement: This dungeon is a ruined town or city, consisting of rubble-strewn streets and collapsed buildings | Establishment: This dungeon was a large inn, tavern, theater, or other building meant to house and entertain many folks | Prison: 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. |
5 | Castle: 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 spellcaster | Tower: This dungeon is a ruined tower that conceals a great number of magical secrets |
6 | Archive: This dungeon was built to house knowledge from an ancient time | School: This dungeon was once a place of learning and research for academics | Manufactory: This dungeon was built to facilitate smithing or some other specific type of complex work | Vault: This dungeon is a manufactured vault designed to seal in something very valuable or very dangerous |