Saturday, July 13, 2019

HYPERLITE D&D // TALES FROM MORDHEARSE

Roll d6, that's your HP.

1-2 Wizard
3 spell slots. Roll on this table x3. You can re-roll any spell each morning. <dice> is the amount of HP spent on the spell. <sum> is rolling that many dice and adding.
Wizards can Sense Magic on 3in6, getting a feel for the nature & source of magical energies.

Roll Twice for Starting Freakishness:
2. Extra spell
3. Stretchy limbs
4. Blood corrodes metal
5. Limited Read Thoughts on 2in6
6. Knows the general vicinity of lost things
7. Cat like you a lot, Bat nest in your hair, your fingernails grow really fast
8. You can transfer your HP to others
9. When you die your companions can pull an embryo out of your stomach and raise the child in 2d6 months into a clone of you
10. Pet snake lives in your throat. Has poison bite (one per session, victim rolls under HP or die), speaks in lies.
11.  Freakish crab claw/dragon head/tiger fangs/eye stalks/bat wings/octopus tentacles
12. Faerie companion. She can talk and fly. Sucking out her internal ichor saves the dying

3-4 Burglar
You can Hide in Shadows as long as you stay quiet. Enemies are surprised by you unless you roll a 1in6. Add current HP to surprise attacks.
You can Sense Danger on 3in6. DM tells you the feeling you get.
If a trap goes off on you Jam it Shut by rolling under your Current HP. You have that many turns before it goes off. If the success number is 6 trap is reset instead.

Roll 3 times for Starting Toolkit:
2. Grappling Hook/50' rope
3. 10' pole
4. Everglowing buglight
5. Bag of Caltrops
6. d6 sleeping gas bombs
7. Bag of Holding (extra 5 item slots)
8. Boomerang
9. Bow & 20 arrows, d6 are magic.
10. Glue/Grease/Acid
11. Survive Poison death, you're now immune to that poison
12. Talking Rat familiar

5-6 Warrior
Add your current HP to your damage roll. You start with a Shield (+1 armor, sunder to avoid attack) and Spear.

Your Warrior Code allows you to (roll once)
2.  Speak with the dead
3. Immunize fear
4. Command minor humanoids
5. Befriend gnomes
6. Ride wolves
7. Shrug off one death
8. Hurl knives with unerring accuracy
9. Fight two enemies at once
10. Restore d6 HP to anybody once per session
11. Hold Undead at bay
12. Bless a friend once a day (+1 rolls one hour)

Level Up every 100xLevel XP you collect.
Gain 1 max HP.
Monsters are worth HPx5 xp
Treasure is worth GP value (common: 10, uncommon: 50, rare: 100) 


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Every character starts with a bundle of 3 torches OR 3 days worth of food.

 If you carry more items than your max HP you're Exhausted. All saves rolled are at half current HP rounded up.

Restore 1HP per 10 minutes rested. Roll encounter checks every 20 minutes of dungeon time. Attacks do d6 damage, minus Armor.

Monsters have 2d6 HP and some kind of special ability. Lesser monsters have 3HP but attack in hordes. Big ass monsters have 3d6 HP and +1 Armor.

Traps are puzzles. Roll under current HP to Save from Dire Effects.




YOUR QUEST: humanity is dying. You have been sent by your village to clear the Ancient Temple of Evil  and make a safe fortress to rebuild society. Things aren't what they seem.

Monsters only immediately attack on a 2in6, but they mistrust you and know about your quest.

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