Monday, August 24, 2020

Khadiya the Branded, Session Zero

What is this game about?

A sword and sorcery take on 5e D&D. An Athasian feel without being completely Athas, perhaps try Cinderheim again.

What are the stats?

Standard D&D ability scores : assign +2, +1, +1, +0, +0 and -1. For the solo game, the two highlighted stats will be determined by rolling a d6 twice.

Handling classes :

Classes follow Simple World instead of playbooks. Title with three specialties to start.

The Warlock (infernal grimoire, eldritch invocations, fiendish pacts)

The infernal grimoire is to recapture the spirit of spellcasters needing tomes and scrolls instead of having abilities internalized. Also in keeping with the sword and sorcery vibe, there are very few pacts available : fiend and hexblade, for example. The number of spells they know are the only spells in the grimoire and no other can be learned (keeping in line with earlier editions of D&D). Each spell may be cast once per day with the exception of cantrips. A character starts at the equivalent of third level ability.

There are no clerics or paladins in Cinderheim. There are healers, but the gods have left Cinderheim since the cataclysm.

I don't know if I'll actually use a gear list this game, but I've included it in session zero, just in case. I doubt I need much more than noting how much Harm something does or prevents.

Agenda, Principles and Moves :

Will be handled by Simple World first, Dungeon World second.

Khadiya the Branded

Khadiya has flowing black hair and light brown eyes. Her tan skin is marked with white arcane sigils along her arms and back. She wears teal brigandine made of lizard skin and bone over her black sirwal and white tunic. Khadiya carries a pair of daggers, a crossbow and her adventuring pack.

+2 Charisma

+1 Dexterity*, Intelligence

+0 Constitution, Strength

-1 Wisdom*

Blessing of Yrkali : You have the Dark One's Blessing and, once per day, may increase your Harm track by +CHA when you take a life.

Fragments of Forbidden Knowledge : You have the ability to invoke eldritch power. It counts as a basic move using Charisma.

Infernal Grimoire of Yrkali : You possess a spellbook and have the ability to cast spells. It counts as a basic move using Intelligence.

Cantrips Learned : eldritch blast, mage hand

Eldritch Invocations Discovered : devil's sight, thief of five fates

Spells Inscribed Within : armor of agathys, burning hands, command, spider climb

Gear : adventuring gear (5 uses), arcane focus (wand), blanket, common clothes, crossbow (2-harm 3 ammo near reload), daggers (1-harm hand), herbalism kit, leather armor (1-armor), rabbit's foot, rations (5 uses), scroll case of arcane research notes (5 uses), 5 gold

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