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kadance wrote:

I think you've got a good idea with the point of no return with the cult. You can also hit them with nightmares if they get knocked unconscious (either through HP or a sleep effect like approaching to close to an oneirogen).

Some standard sanity checks (from the sanity system):
1) First time a character encounters a dead body:
probably already happened
2) First time a character encounters a gruesome scene of death:
like a crucified corpse in the cult area, maybe the strangler's victims if you haven't hit them yet, or the crushed bodies in the western hallway
3) First time a character encounters a horrifying creature:
The tatterman can count, as can any number of things coming from the fog outside (like the nightgaunt or voonith)

You do have to make them up as you go along. If a scene is supposed to be extra creepy, or a monster is supposed to be disgusting, call for a sanity check.

Hey! Thanks so much for the reply. I actually just finished running the session where they went into the Northern Halls, and I've laid it on pretty thick that they're stuck there, so I'm gonna get at least ONE dream for each of them there.

Yeah, they've seen PLENTY of bodies, they just saw the bodies in the Large Hall, and saw the Nightgaunt. The Voonith is a possibility, so's maybe the Esipil. I gotta get that figured out. But the latest for their first Sanity check will be Tatterman in the physical world.

Oh! Gotta say, I'm absolutely going to be using your Expanded Madness system. I'll try and import them to Roll 20, but if you remember how you got those sick printed cards, I'd love to know so I'll be ready for when my group meets in person again. Also gonna take a look at your Dark Weave system. You got some good thoughts and ideas there! And I fully plan on stealing the lot of them.


I'm currently running SA through Roll20 and I'm having a GREAT time with it. I'm doing more creative things and personalizing this thing than I've ever done before, but there is something I foresee as being a possible issue. My PCs are very cautious when it comes to resting. No matter where they are in the complex, they'll turn themselves around and head to the chapel to sleep because they were told the nightmares don't reach there.

My problem/disappointment is, I fully see them, if they have their way, never sleeping outside that chapel for the entire book. And as such, no dreams. I was wondering if people have dealt with that? I'm currently thinking of just saying that once they get into the Northern Halls, there's no going out. The cult thinks they're part of them, and if they leave, there'll be trouble when they return or something along those lines.

I've also only recently come to the conclusion that if I want to use Sanity/Madness, I have to come up with the checks myself. I think a good first test will be the appearance of the Tatterman in the physical world. Thanks for any insight/advice ya'll give me!


Darkstand wrote:

So, I'm currently using these madnesses and a (slightly kinder) version of the insanity rules here. I've only given the players the minor version of the madnessess they manifest until such time as the greater version kicks into play, but told them that it exists. Time will tell how it plays out, but it seems to work for now.

I created a text-only numbered table of the Madnesses, including the name, flavor text of the madness, and effects of the lesser and greater versions. While the art is great, this version is easier to reference.
I did not include the Base DC since I was not using that portion of your changes to the rules, but could be added back in with a little copy-pasta magic.

(Actually, I created two, one that preserved the duplication of certain cards and one that did not.)

Thought it might be useful to some. Works well to roll d100 (reroll if you get too high). I had them roll twice and took the more amusing result :-P.

https://pastebin.com/7XqWNgLN : Madness cards - table
https://pastebin.com/FvzGjEv1 : Madness Cards - table (no duplicates)

If I've overstepped I'll take these down.
I did notice the link went dead.

Hey, I know it's been a while, but I'll be starting this up later in the year, and while I LOVE these insanity rules, I was wondering how your kinder rules worked/are working? I can see my regular group resisting the slow healing of the sanity score, so I was wondering, if you didn't mind, what kind of changes did you make? I'd really appreciate any help! Thanks.

Full Name

Tenpenny

Race

Gear-man Kogata

Classes/Levels

Ninja 4 / Mysterious stranger 1

Gender

Male

Size

Small

Age

7

About Tenpenny

Tenpenny was happy and content early in his existence. As the treasured plaything of a young lord's daughter, Tenpenny was well loved and cared for. He grew to love the little girl, even at times wishing he could be a human and wed the lord's daughter when she came of age. All changed for the toy, though, when vile mercenaries broke into the lord's tower to kidnap the young girl for ransom. They hadn't expexted the lord to be home; a fight ensued and the lord's daughter, Eyrine, perished in the crossfire.

Darkness was the toy's only companion for the years following the death of his owner. He was discarded by the Lord, who couldn't bear to be reminded of the innocent joy that had been in his daughter's heart. Tenpenny called the streets his home, and took to using his natural abilitites to protect those denizens of his new home who were in distress. The toy even went out of his way to find those weaker than him whom he could champion, in order to fill the hole in his heart. It was in these streets that he first tasted revenge, when he happened upon a man he recognized as one of those who broke into the lord's tower that ill-fated night. Tenpenny used his newfound skills to kill the man, and his heart soared with the thought that Eyrine had seen what he'd done and beamed with pride. Though Tenpenny was created to be of a pleasant nature, his desire for vengeance tempered his goodness with a darker side.

The lost toy learned a great many things from his time on the streets, among them dark arts of poison and stealth. He grew an indomitable will in his pursuits, which brought him to the attention of the great leaders of Tong Shi. His will and his purpose now work for fhe elite guards of the great kingdom, and he constantly evolves in his new role. Vengeance, though, is never far from clockwork mind.

Tenpenny was named by Eyrine ahen she had heard her father's bankers in discussion. She had thought the term so silly that she had fits of giggling for hours, and decided to name her favorite toy the same, so that she'd never forget the funny word. The toy was created to appear as a cheerful satyr, roughly the size of a large adolescent. His appearance was meant to instill dreams of fey fancies and myth, but it now more often than not is grave and severe.