Adventuring in Stone Halls & Serpent Men

Have brought in a lot of lessons learned from using SH&SM, more optional rules, and reorganized adventuring to be more convenient. Layout and proper art pass are still on my TODO list, but not for a while longer.

Moved the download links to a permanent page:

  • Stone Halls & Serpent Men

  • Editing:

    • All fractions now display super/subscript.
  • Characters:
    • Stat death now happens at -5 (equal to 0 on 3-18 scale) instead of -6 (equal to -2 on 3-18 scale)
    • Hit Point options
    • Assassin’s Stealth gets more detail
    • Hunter skills get more detail
    • Prestige Professions all require Level 4
    • Alchemist gets Create Chemical
    • How to roll social status for NPCs
    • Earthborn starting equipment
  • Equipment:
    • Took 18th C lanterns out of medieval tech, gave Dwarfs Shadowvision instead of Darkvision
    • Purchaseable poisons
  • Combat:
    • Multiple Attack Initiative
    • New Combat Stances for more tactical, martial arts choices
    • Weapon vs Armor (Optional)
  • Adventuring:
    • Moved to a more useful location.
    • Explain dungeon depth and Level.
    • Law & Order
  • Hazards:
    • Combined details of Search, Invisible, Stealth, Tracking Scent, Keen Senses.
    • Cave-Ins
    • Advanced Deprivation
    • Insanity, using Curses for the effects, rather than a Freudian list of disorders
    • Intoxication
  • Magic:
    • Low-mana and high-mana environments affect MP
    • Doubling spell range & duration with extra MP
    • Optional: Material Components
  • Bestiary:
    • Terror effects added to several monsters
    • Bear variants
    • Cat, Dog, Crocodile, Frog
    • Ghost, Wraith, Spectre combined & expanded
    • Skeletal Warrior, Knight
  • Treasure:
    • Adjusted many monster treasures (mostly down)
    • Made treasureGenerator.html to roll random treasures.
  • Referee:
    • Place Names
    • Weather
    • More Traps
    • Community Events
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