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My Spin On The Deck Of Many Things

♠ Spades ♠ Dungeon  ( 2♠ ): Character is instantly transported and trapped in a dungeon within four days of travel from the current location. The character's equipment other than clothes are left where the character was. with a note to his approximate location (where the entrance of the dungeon is). The character is actually restrained to a particular room (something similar to a jail cell, where movement is free but constrained to an uncomfortably small space). The character is not kept under guard, and the restraints in place may actually protect the character. There are 1d3+2 iron rations in the cell.No further draws are possible, and all cards already drawn from  any  deck of many things disappear Prisoner  ( 3♠ ): Character is instantly transported to an encampment, caravan, or marching army within four days travel of their current location. The character is kept prisoner by those of the caravan, the majority of whom hold values strongly removed from those ...

Cryogorgon

Cryogorgon Description Large wild mountain ram, with shaggy yellow-white fur, and frosted blue eyes. When it gets angry or hungry it grows to the size of a horse, and becomes even stronger. Drivers Needs   to eat: vegetation or frozen and shattered animals are fine. Needs   to breed with female sheep at least daily, if possible. Wants   to eat frozen and shattered intelligent life–it tastes best. Wants   to know it is feared, and will play with survivors after it has had its fill. O5R Str   14 (20)   Dex   15   Con   16   Int   2   Wis   15   Cha   10 MV   18", jump 6", wall run 12" vertically   HD   7   AC   16   HP   7d8+21 (52)   Att   +5:   Ram   2d6+2(5) blunt, target must Str save (-5) or be knocked back the Cryogorgon's feet in distance;   Trample   straight line run for double movement, against creatures two size leve...

Weather

This is untested. How to deal with weather?  I don't want a complicated table, and I don't want to roll too often--like less than three times per day of travel, and averaging close to once per day. This table is what I'm thinking about: 1-8 Calm (sunny day or clear night) 9-14 Partly cloudy 15-20 Cloudy 21-26 Precipitating (rain,  snow) 27-30 Turbulent (thunder, hail, fierce winds) Method : Roll 1d6:  If it's even,  subtract the value  if it's odd, add the value. The table bottoms out at 1, and is capped at 30.  If there's a transition to a new kind of weather, roll again in 1d6 turns. Otherwise roll again in 1d6 x 8 hours, unless the value is over 20, then roll in 1d3 hours. Why? : Weather goes for days at a time in a more or less steady state. If there is precipitation, it's preceded by clouds. Precipitation can last a while, but sometimes it only happens briefly (roll in 1d6 turns), then it's gone. But how do you deal with some...