Map – A (Small) cultist dungeon

Here’s another map. This one features a small dungeon that local cultists have used as a meeting place for their rituals. It has also two hidden entrances: one via a secret door (marked with an S) and another through a small underground pond. The main chamber opens to a cliff and sometimes sacrifices are made by forcing people to jump of the planks extending over the edge. The cave is often deserted unless a ritual night is at hand. Again, this one would also favor lower level play.

The likely location to find this dungeon would be nearby a small town or a village where most of the villagers take part in a murderous cult in exchange for protection and favors. They could worship either a genuinely powerful entity or a weaker spirit that has, for example, minor healing powers.

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Dice math, part 1 of N

Most RPGs feature at least some mechanics with uncertainty and from both the designer and player perspective, it is important to know what you get out of them. Often their properties are intuitively clear, but I thought it’d be fun to go through them in more detail than usually happens in a gaming session. Even though pieces like this might be available somewhere, I wanted to go through the math and simulations myself. This is part 1 of N of series where I’ll go through the properties of different mechanics. I’ll start with a staple: A linear random number generator (RNG, usually a die / dice). The most popular example of this is probably D&D and it’s spawn (eg pathfinder).

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