Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Let's Write a Bad Module
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nomad4life" data-source="post: 2580032" data-attributes="member: 28645"><p>Encounter 9: The six sided die</p><p></p><p>As the party escapes from the toothless hag, they enter this frigid area. Read the following text:</p><p></p><p> </p><p></p><p></p><p>The doorknob is in the secret compartment beneath the stack of Sears catalogs, and would not think of stealing from or cheating a character. </p><p></p><p>If the players examine the six-sided-die, they notice that is contains exactly six sides. The die is unarmed, and thus it is impossible to determine if it is a pilgrim or wayfarer. Encourage the players to roll the die to see what it does. One good way to do this is to tell them that they cannot leave the room until they all roll the die (this is not true.) Another method is to threaten the players with castration unless they roll the die (this is true.)</p><p></p><p>When the players roll the die, the characters are affected in specific ways;</p><p></p><p>-On a 1 or 5, the character’s maximum carrying capacity is reduced by half.</p><p>-On a 2 or 6, the character’s charisma is doubled while his intelligence is reduced to 3.</p><p>-On a 3 or 4, the character may never again joke or sing loudly, and a random character somewhere in the world loses his favorite pet.</p><p>-On a 5 or 2, the character falls asleep, but his gold is not stolen.</p><p>-On a 7, this entire module is destroyed.</p><p></p><p>Regardless of whether the players decide to roll or become castrated, the six-sided-die attacks them after the last character has rolled. </p><p></p><p>Dice (AC 1-6 [random]; MV 1-6; HD 1-6; hp 1-6; #AT 1-6; Dmg 1-6 [randomness]; % Lair 1-6%) The die will attack until slain, but will NOT stop attacking if the party is slain. It will find the next party the players roll up and immediately attack them as well.</p><p></p><p>After the battle, the party may leave, not leave, or take the doorknob which deals 4d10 damage against anything that escapes into secret passages.</p><p></p><p>A gnome who has watched this encounter from the shadows reveals himself as the party leaves. He warns them about the existence of weredice, then dramatically gives himself a mortal paper cut with a Sears catalog.</p></blockquote><p></p>
[QUOTE="Nomad4life, post: 2580032, member: 28645"] Encounter 9: The six sided die As the party escapes from the toothless hag, they enter this frigid area. Read the following text: The doorknob is in the secret compartment beneath the stack of Sears catalogs, and would not think of stealing from or cheating a character. If the players examine the six-sided-die, they notice that is contains exactly six sides. The die is unarmed, and thus it is impossible to determine if it is a pilgrim or wayfarer. Encourage the players to roll the die to see what it does. One good way to do this is to tell them that they cannot leave the room until they all roll the die (this is not true.) Another method is to threaten the players with castration unless they roll the die (this is true.) When the players roll the die, the characters are affected in specific ways; -On a 1 or 5, the character’s maximum carrying capacity is reduced by half. -On a 2 or 6, the character’s charisma is doubled while his intelligence is reduced to 3. -On a 3 or 4, the character may never again joke or sing loudly, and a random character somewhere in the world loses his favorite pet. -On a 5 or 2, the character falls asleep, but his gold is not stolen. -On a 7, this entire module is destroyed. Regardless of whether the players decide to roll or become castrated, the six-sided-die attacks them after the last character has rolled. Dice (AC 1-6 [random]; MV 1-6; HD 1-6; hp 1-6; #AT 1-6; Dmg 1-6 [randomness]; % Lair 1-6%) The die will attack until slain, but will NOT stop attacking if the party is slain. It will find the next party the players roll up and immediately attack them as well. After the battle, the party may leave, not leave, or take the doorknob which deals 4d10 damage against anything that escapes into secret passages. A gnome who has watched this encounter from the shadows reveals himself as the party leaves. He warns them about the existence of weredice, then dramatically gives himself a mortal paper cut with a Sears catalog. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Let's Write a Bad Module
Top