Skip to content

Commit

Permalink
WIP: Obsidian format almost done
Browse files Browse the repository at this point in the history
  • Loading branch information
dprothero committed Mar 11, 2024
1 parent 4533858 commit 31d9438
Show file tree
Hide file tree
Showing 51 changed files with 468 additions and 97 deletions.
2 changes: 2 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -133,3 +133,5 @@ dist

LGMRD_new.pdf
pandoc*

.obsidian
2 changes: 1 addition & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@ LGMRD is officially pronounced "Lymm Grid" and LGMMBRD "Lymm Bard".
- [HTML](https://github.com/crit-tech/LGMRD/blob/main/LGMRD.html) **Updated: <span id="html-last-updated">Thu, 08 Feb 2024 02:14:22 GMT</span>**
- [All-in-one Markdown](https://github.com/crit-tech/LGMRD/blob/main/LGMRD.md) **Updated: <span id="markdown-last-updated">Sun, 10 Mar 2024 23:21:26 GMT</span>**
- [Separate Markdown](https://github.com/crit-tech/LGMRD/tree/main/markdown_separate) files **Updated: <span id="markdown_separate-last-updated">Sun, 10 Mar 2024 23:21:26 GMT</span>**
- [Markdown for Obsidian](https://github.com/crit-tech/LGMRD/tree/main/markdown_obsidian) **Updated: <span id="markdown_obsidian-last-updated">Sun, 10 Mar 2024 23:31:19 GMT</span>**
- [Markdown for Obsidian](https://github.com/crit-tech/LGMRD/tree/main/markdown_obsidian) **Updated: <span id="markdown_obsidian-last-updated">Mon, 11 Mar 2024 03:36:54 GMT</span>**
- [JSON](https://github.com/crit-tech/LGMRD/blob/main/LGMRD.json) **Updated: <span id="json-last-updated">Thu, 08 Feb 2024 02:14:27 GMT</span>**
- [NPM](https://www.npmjs.com/package/@crit-tech/lgmrd) **Updated: <span id="json-last-updated">Thu, 08 Feb 2024 02:14:27 GMT</span>**
- [PDF](https://github.com/crit-tech/LGMRD/blob/main/LGMRD.pdf) **Updated: <span id="pdf-last-updated">Thu, 08 Feb 2024 02:14:24 GMT</span>**
Expand Down
2 changes: 0 additions & 2 deletions markdown_obsidian/5e Quick Encounter Building.md
Original file line number Diff line number Diff line change
@@ -1,5 +1,3 @@
# 5e Quick Encounter Building

When building encounters, start by choosing the type and number of monsters that make sense for the situation. Then use the following guidelines to compare the challenge rating of the monsters, the level of the characters, and the ratio of monsters to characters. If the quantity of monsters or their challenge rating is beyond the indicated guidelines, the encounter might be deadly. Be especially careful with potentially deadly encounters when the characters are 1st level.

## For Characters of 1st Level
Expand Down
2 changes: 0 additions & 2 deletions markdown_obsidian/Building an RPG Group.md
Original file line number Diff line number Diff line change
@@ -1,5 +1,3 @@
# Building an RPG Group

## Finding and Maintaining a Solid Group

Finding and maintaining a solid group for roleplaying gaming remains the most difficult task for many GMs. This section offers suggestions for finding players that fit well with your group, and for keeping that group going for years to come.
Expand Down
10 changes: 8 additions & 2 deletions markdown_obsidian/Connecting Characters.md
Original file line number Diff line number Diff line change
@@ -1,5 +1,3 @@
# Connecting Characters

During your session zero of a new campaign, or if you're running a single-session one-shot game, consider establishing connections between the characters to help build a cohesive bond between them before the game begins. This can help prevent ham-fisted and convoluted attempts to build a story that connects the characters, when all the players already know perfectly well that they're coming together simply for the adventure.

This section presents two potential approaches to connecting characters. First, all the characters can be previously connected through a single organization, faction, or patron, using ideas from the Group Connections table. Alternatively, each character can establish a connection to one or more other characters through a personal relationship and history, using ideas from the Character Connections table. Players can work together to come up with these shared histories based on the overall themes of the campaign, or the group can randomly select potential relationships and tweak the results as desired.
Expand All @@ -10,6 +8,8 @@ For single-session games, consider establishing a single group relationship for

## Group Connections

`dice: [[Connecting Characters#^group-connections]]`

1. Mercenary company
2. Self-employed investigators
3. Official investigators
Expand All @@ -31,8 +31,12 @@ For single-session games, consider establishing a single group relationship for
19. Protectors of the common folk
20. Seekers of vengeance

^group-connections

## Character Connections

`dice: [[Connecting Characters#^character-connections]]`

1. Sibling of
2. Saved by
3. Served with
Expand All @@ -53,3 +57,5 @@ For single-session games, consider establishing a single group relationship for
18. Trained by
19. Dueling partner of
20. On the run with

^character-connections
47 changes: 45 additions & 2 deletions markdown_obsidian/Core Adventure Generators.md
Original file line number Diff line number Diff line change
@@ -1,5 +1,3 @@
# Core Adventure Generators

The tables in this section can help you generate a core fantasy adventure based on the traditional concept of getting hired by a patron or other NPC to take on a quest in a specific location. Often these adventures take place in small settlements surrounded by ancient ruins and monstrous lairs on the edge of civilization.

Use these tables together to generate and inspire full adventures, or use individual tables to fill in the details of other adventures you create or play. This generator (and specifically, the Dungeon Monsters table and the Treasure table) is set up for characters of 1st to 4th level, but can be easily modified for higher-level adventures.
Expand All @@ -8,6 +6,9 @@ Use these tables together to generate and inspire full adventures, or use indivi

Use these tables to generate a patron or NPC for your adventure, applying an NPC stat block to create villains, hirelings, rivals, or heralds.

**Behavior: **`dice: [[Core Adventure Generators#^patrons-and-npcs]]|Behavior`
**Ancestry: **`dice: [[Core Adventure Generators#^patrons-and-npcs]]|Ancestry`

| d20 | Behavior | Ancestry |
| --- | ------------- | ----------------- |
| 1 | Enthusiastic | Human |
Expand All @@ -31,12 +32,16 @@ Use these tables to generate a patron or NPC for your adventure, applying an NPC
| 19 | Opportunistic | Lycanthrope |
| 20 | Soft spoken | Artifact |

^patrons-and-npcs

## Quests

Any quests the characters are asked to fulfill might be distilled down to one of the following starting points.

## 1d20 Quests

`dice: [[Core Adventure Generators#^1d20-quests]]`

1. Find an item
2. Kill a villain
3. Rescue an NPC
Expand All @@ -58,10 +63,16 @@ Any quests the characters are asked to fulfill might be distilled down to one of
19. Discover a monument
20. Dig up an artifact

^1d20-quests

## Locations, Monuments, and Items

The location of the quest might also contain specific monuments or items tied to the adventure's goals.

**Location: **`dice: [[Core Adventure Generators#^locations-monuments-and-items]]|Location`
**Monument: **`dice: [[Core Adventure Generators#^locations-monuments-and-items]]|Monument`
**Item: **`dice: [[Core Adventure Generators#^locations-monuments-and-items]]|Item`

| d20 | Location | Monument | Item |
| --- | ------------ | ------------- | -------- |
| 1 | Tower | Sarcophagus | Coin |
Expand All @@ -85,10 +96,16 @@ The location of the quest might also contain specific monuments or items tied to
| 19 | Cove | Cage | Mask |
| 20 | Castle | Brazier | Necklace |

^locations-monuments-and-items

## Condition, Description, and Origin

Locations, monuments, or items can be flavored by determining their condition, description, and origin.

**Condition: **`dice: [[Core Adventure Generators#^condition-description-and-origin]]|Condition`
**Description: **`dice: [[Core Adventure Generators#^condition-description-and-origin]]|Description`
**Origin: **`dice: [[Core Adventure Generators#^condition-description-and-origin]]|Origin`

| d20 | Condition | Description | Origin |
| --- | ----------- | ----------- | ---------- |
| 1 | Smoky | Ruined | Human |
Expand All @@ -112,12 +129,16 @@ Locations, monuments, or items can be flavored by determining their condition, d
| 19 | Crystalline | Overgrown | Ethereal |
| 20 | Silvered | Shattered | Abyssal |

^condition-description-and-origin

## Chambers

Use this list when you need to define the purpose of a chamber in a dungeon, keep, or similar site. Reflavor any chamber to suit the theme of the adventure.

## 1d20 Chambers

`dice: [[Core Adventure Generators#^1d20-chambers]]`

1. Armory
2. Prison
3. Throne room
Expand All @@ -139,12 +160,16 @@ Use this list when you need to define the purpose of a chamber in a dungeon, kee
19. Bone yard
20. Scrying chamber

^1d20-chambers

## Dungeon Discoveries

Add useful discoveries such as the following to your adventure, to create upward beats in the characters' story.

## 1d20 Discoveries

`dice: [[Core Adventure Generators#^1d20-discoveries]]`

1. Helpful NPC
2. Holy fountain
3. Inspiring statue
Expand All @@ -166,6 +191,8 @@ Add useful discoveries such as the following to your adventure, to create upward
19. Useful machinery
20. Historical library

^1d20-discoveries

## Dungeon Monsters

You can add monsters and other foes to your adventure by consulting the following list. Roll a d8 for easy monsters, roll a d12 to expand the range into hard monsters, or roll a d20 to also include dangerous monsters. If you decide to use a monster as a boss monster, give it double hit points and let it take an extra action each turn.
Expand All @@ -174,6 +201,8 @@ For foes such as bandits and cultists, you can also roll for ancestry on the NPC

## 1d20 Monsters

`dice: [[Core Adventure Generators#^1d20-monsters]]`

1. Giant rats
2. Bandits
3. Cultists
Expand All @@ -195,12 +224,16 @@ For foes such as bandits and cultists, you can also roll for ancestry on the NPC
19. Hell hounds
20. Mummies

^1d20-monsters

## Traps and Hazards

Add traps as they make sense for the adventure. At 1st through 4th level, traps often have a DC of 13, and deal 7 (2d6) damage for easy traps or 11 (2d10) damage for hard traps.

## 1d20 Traps and Hazards

`dice: [[Core Adventure Generators#^1d20-traps-and-hazards]]`

1. Spiked pit
2. Lightning blasts
3. Poisoned darts
Expand All @@ -222,12 +255,16 @@ Add traps as they make sense for the adventure. At 1st through 4th level, traps
19. Thick webs
20. Freezing jets

^1d20-traps-and-hazards

## Treasure

This list lets you add treasure to the adventure as appropriate. Roll a d10 to determine monetary treasure, or a d20 for monetary and magical treasure.

## 1d20 Treasures

`dice: [[Core Adventure Generators#^1d20-treasures]]`

1. Coins
2. Bag of gemstones
3. Platinum jewelry
Expand All @@ -249,12 +286,16 @@ This list lets you add treasure to the adventure as appropriate. Roll a d10 to d
19. Magic ranged weapon
20. Magic armor

^1d20-treasures

## Spells

Some commonly discovered relics might grant a single- use spell, while less common magic items might allow their wielder to cast a spell daily. Use the list of common spells below or choose specialized spells to create unique magic item rewards.

## 1d20 Spells

`dice: [[Core Adventure Generators#^1d20-spells]]`

1. *Magic missile*
2. *Burning hands*
3. *Shield*
Expand All @@ -275,3 +316,5 @@ Some commonly discovered relics might grant a single- use spell, while less comm
18. *Dispel magic*
19. *Haste*
20. *Fly*

^1d20-spells
18 changes: 16 additions & 2 deletions markdown_obsidian/Creating Secrets and Clues.md
Original file line number Diff line number Diff line change
@@ -1,5 +1,3 @@
# Creating Secrets and Clues

Secrets and clues are short pieces of information the characters might discover during an adventure. Secrets and clues are initially written without regard to the method by which they might be discovered. Instead, we improvise their discovery as the characters engage with the adventure's locations and NPCs.

The following prompts don't create specific secrets and clues. Rather, the questions they ask are meant to inspire the creation of your own secrets for your campaign. Keep in mind that secrets are meant to serve you. Don't overthink them or worry about making them perfect. There's no wrong way to use secrets and clues as long as they help you run your game.
Expand All @@ -8,6 +6,8 @@ The following prompts don't create specific secrets and clues. Rather, the quest

Use character secrets to tie the characters to the world around them. These sorts of secrets might be revealed by NPCs, old journals or letters, suddenly recalled memories, or prophetic dreams.

`dice: [[Creating Secrets and Clues#^character-secrets]]`

1. What family history might be revealed?
2. What ties the character to this location?
3. What ghost or spirit haunts the character?
Expand All @@ -19,12 +19,16 @@ Use character secrets to tie the characters to the world around them. These sort
9. What ritual was the character blessed with as a child?
10. What previous event ties the character to the story?

^character-secrets

## Historical Secrets

Use historical secrets to give the characters meaningful and useful information as they explore the setting of the campaign. Secrets of this kind should provide characters and players alike with bite-sized pieces of local or world history.

Historical secrets might be found as mosaics in ancient tombs, statues in old ruins, dusty tomes in ancient libraries, markings on strange weapons, or tales shared among elderly villagers.

`dice: [[Creating Secrets and Clues#^historical-secrets]]`

1. What dead god has a connection to the area?
2. What armies once battled here?
3. What cruel lord was slain in this place?
Expand All @@ -36,12 +40,16 @@ Historical secrets might be found as mosaics in ancient tombs, statues in old ru
9. What was this location's former purpose?
10. What horrific monster once ruled here?

^historical-secrets

## NPC and Villain Secrets

Use NPC and villain secrets to reveal information about these NPCs to the characters, especially as a means of introducing villains before they face the characters.

Characters might learn NPC or villain secrets from a villain's herald or sidekick, rumors at a local pub, recovered journals, a minion's last words, captured letters, or town gossip.

`dice: [[Creating Secrets and Clues#^npc-and-villain-secrets]]`

1. What dark history follows the NPC?
2. What makes the NPC think they're right?
3. What was the NPC's great accomplishment?
Expand All @@ -53,12 +61,16 @@ Characters might learn NPC or villain secrets from a villain's herald or sidekic
9. Who does the NPC love above all others?
10. What secret does the NPC want to keep hidden?

^npc-and-villain-secrets

## Plot and Story Secrets

Use plot and story secrets to teach characters about the larger events going on in the world, and to move the characters forward in the story of your campaign.

Characters might learn these secrets from quest-giving NPCs, notes found on defeated foes, dreams or portents from the gods, NPCs fleeing a disaster, arcane feedback from an object, or psychic projections.

`dice: [[Creating Secrets and Clues#^plot-and-story-secrets]]`

1. What villainous event will soon come to pass?
2. What disaster is about to befall the land?
3. What royal figure was just assassinated?
Expand All @@ -69,3 +81,5 @@ Characters might learn these secrets from quest-giving NPCs, notes found on defe
8. What natural disaster has recently struck the area?
9. What unnatural being has appeared in the world?
10. What unusual creature was seen walking the wilds?

^plot-and-story-secrets
18 changes: 16 additions & 2 deletions markdown_obsidian/Example Strong Starts.md
Original file line number Diff line number Diff line change
@@ -1,11 +1,11 @@
# Example Strong Starts

A strong start kicks your game off in the middle of the action. It helps the players to let go of the real world and fall into the story unfolding at the table. Depending on where your adventure takes place, you can use any of the following strong starts in your own game, whether running a single-session adventure or a longer campaign.

## Cities and Towns

In a settlement, a strong start can make use of either combat or roleplaying.

`dice: [[Example Strong Starts#^cities-and-towns]]`

1. The characters interrupt bandits breaking into a shop.
2. Something slithers out of a nearby sewer.
3. A noble lord bumps into one of the characters and threatens to have them arrested.
Expand All @@ -17,10 +17,14 @@ In a settlement, a strong start can make use of either combat or roleplaying.
9. A golem from a wizards' academy goes on a rampage.
10. The local monarch is assassinated and a villain takes over the government.

^cities-and-towns

## Sewers

A session that starts in a sewer can make use of numerous monsters and hazards.

`dice: [[Example Strong Starts#^sewers]]`

1. A flood of poisonous water flows past the characters' position.
2. The sewer collapses into deeper tunnels sealed up for centuries.
3. A wererat approaches the characters, offering to sell valuable information.
Expand All @@ -32,10 +36,14 @@ A session that starts in a sewer can make use of numerous monsters and hazards.
9. A wall collapses, revealing a hidden temple of the god of slimes and oozes.
10. A flood of water draws the characters into a dangerously large mechanical sluice system.

^sewers

## Wilderness

Wilderness locations can involve either action or mystery in a strong start.

`dice: [[Example Strong Starts#^wilderness]]`

1. A nearby tree opens up, and a satyr steps through and says "Hi!"
2. A rampaging werebear storms through the area, mistaking the characters for the hunters who killed their mate.
3. Night falls, revealing an alien starscape above.
Expand All @@ -47,10 +55,14 @@ Wilderness locations can involve either action or mystery in a strong start.
9. A skeleton hanging from a tree begs the characters to right the wrong it committed while alive.
10. A sinkhole opens up, revealing the tunnels of long-forgotten burial chambers.

^wilderness

## Dungeons, Caves, and Caverns

Subterranean adventures lend themselves to the widest possible range of strong starts.

`dice: [[Example Strong Starts#^dungeons-caves-and-caverns]]`

1. A vampire appears from a sudden rise of mist, introduces herself, and asks the characters for a favor.
2. An ancient statue turns its head toward the characters and whispers a valuable secret.
3. The floor collapses, revealing even deeper tunnels long forgotten.
Expand All @@ -61,3 +73,5 @@ Subterranean adventures lend themselves to the widest possible range of strong s
8. The ground cracks open and a pillar of chipped obsidian juts out, projecting a prophecy in red Infernal glyphs on the walls of the chamber.
9. Stars swim in a moonlit well, then rise up to reveal themselves as will-o'-wisps.
10. A spectral hound guides the characters to the camp of a reclusive mage.

^dungeons-caves-and-caverns
2 changes: 0 additions & 2 deletions markdown_obsidian/Lazy Combat Encounter Building for 5e.md
Original file line number Diff line number Diff line change
@@ -1,5 +1,3 @@
# Lazy Combat Encounter Building for 5e

This section helps you build and improvise dynamic combat encounters based on the fiction of the game.

## Start with the Story
Expand Down
Loading

0 comments on commit 31d9438

Please sign in to comment.