= The Rules Doom & Destruction & Stuff // {{{ VARIABLES // :stylesheet: style.css :stylesheet: style.css :doctype: article :icons: font :sectlinks: :toc: :toclevels: 1 :toc-placement!: :experimental: :stem: :xrefstyle: full :author: Kim Ravn Hansen :email: moccalotto@gmail.com :pdf-page-size: a5 :reproducible: :table-stripes: even :x: × :one: <> :twenty: <> :DM: Destruction Manager // VARIABLES }}} == Creating Adventurers Each player should begin play with TWO adventurers. Both adventurers should be created by following these steps. === {counter:creation}. Skills Adventurers have the following skills |=== //--------------|--------------------------------------------------------- | Awareness | Attention, Alertness, Perception, Comprehension, Insight | Grit | Toughness Strength, Willpower | Knowledge | History, Geography, Lore | Magic | Using wands, scrolls, and magical artifacts | Melee Combat | Attacking nearby opponents | Ranged Combat | Attacking opponents at range | Skulduggery | Stealth, deception //--------------|--------------------------------------------------------- |=== For each skill, roll 1d6, add 6, and assign that value to the skill. Each skill should now have a score between 7 and 12. TIP: The skill scores are likely to change before you're done creating the adventurer, so write them on a piece of paper rather than on the adventurer's sheet for now. [[ancestry,ancestry]] === {counter:creation}. Ancestry All adventurers are human. However, the adventurers blessing may have triggered some ancient dormant blood from distant nonhuman ancestors. Ancestries have some effects now, but they also allow you to access certain Perks when you level up later on. [%header,cols="^1,^2,9"] |=== | d8 | Ancestry | Description //---|---------------|-------------------------------------- | 1 | Human | +1 to all skills. | 2 | Dwarven | Raise your Melee Combat to 10 | 3 | Elven | Raise your Ranged Combat to 10 | 4 | Gigantic | Raise your Grit to 10 | 5 | Gnomish | Raise your Awareness to 10 | 6 | Primordial | Raise your Magic to 10 | 7 | Draconic | Raise your Knowledge to 10 | 8 | Demonic | Raise your Skulduggery to 10 //---|---------------|-------------------------------------- |=== NOTE: Raising a skill that is already 10 or higher has no effect. [[foundation,foundation]] === {counter:creation}. Foundation An adventurer's foundation is a set of gear the they start with and they are proficient with. Your foundation may also affect your skill scores. Roll on the table below to find your Foundation. Note that you may need to reroll. [%header,cols="^1,^2s,3a,3a,5a",grid="rows"] |=== | d20 | Foundation | Proficiencies | Gear | Effects //------|-------------------|---------------+-----------+-------------------------------+ //START_SORT //HEADLINE: // //--------------------------------------------------------------------------------------- //HEADLINE: BRAWLER //--------------------------------------------------------------------------------------- | {counter:foundation} |Brawler |[unstyled] * Light Armor |[unstyled] * Studded Leather * Spiked Gauntlets * 40 Silver Pieces |[unstyled] * 15 Hit Points * 7 Item Slots * Melee Combat raised to 10 * Knowledge limited to 10 // //--------------------------------------------------------------------------------------- //HEADLINE: DRUID //--------------------------------------------------------------------------------------- | {counter:foundation} |Druid |[unstyled] * Proficient with any type of armor, provided it's made exclusively of natural materials like leather, hide, wood, wool, etc. |[unstyled] * Sickle * Poisoner's Kit * Healer's Kit * 10 Silver Pieces |[unstyled] * 10 Hit Points * 5 Item Slots // //--------------------------------------------------------------------------------------- //HEADLINE: Fencer //--------------------------------------------------------------------------------------- | {counter:foundation} |Fencer |[unstyled] * Light Armor * Advanced Weapons |[unstyled] * Leather * Rapier * Dagger * 40 Silver Pieces |[unstyled] * 15 Hit Points * 5 Item Slots * The TWO WEAPONS perk. * Melee Combat raised to 10 * Magic limited to 10 // //--------------------------------------------------------------------------------------- //HEADLINE: GUARD //--------------------------------------------------------------------------------------- | {counter:foundation} | Guard |[unstyled] * Medium Armor * Advanced Weapons |[unstyled] * Halberd * Bull's Eye Lantern * Signal Whistle * Map of Local Area * 50 Silver Pieces |[unstyled] * 10 Hit Points * 5 Item Slots * Awareness raised to 10 * Melee Combat raised to 10 * Skulduggery limited to 10 // //--------------------------------------------------------------------------------------- //HEADLINE: MAGICIAN //--------------------------------------------------------------------------------------- | {counter:foundation} | Magician |[unstyled] * None |[unstyled] * Tier 2 Wand with random spell. * Tier 1 Wand with random spell. * 10 Silver Pieces |[unstyled] * 10 Hit Points * 6 Item Slots * Melee Combat limited to 10 * Ranged Combat limited to 5 * Magic raised to 10 * Grit limited to 10 // //--------------------------------------------------------------------------------------- //HEADLINE: MEDIC //--------------------------------------------------------------------------------------- | {counter:foundation} |Medic |[unstyled] * Light Armor * Medium Armor |[unstyled] * Club * Sling * 3 Daggers * Healer's Kit * 40 Silver Pieces |[unstyled] * 10 Hit Points * 6 Item Slots // //--------------------------------------------------------------------------------------- //HEADLINE: RECKLESS //--------------------------------------------------------------------------------------- | {counter:foundation} | Reckless |[unstyled] * Advanced Weapons |[unstyled] * Great Axe * 50 Silver Pieces |[unstyled] * 20 Hit Points * 7 Item Slots * Melee Combat raised to 10 * Awareness raised to 10 * Grit raised to 10 * Magic limited to 10 // //--------------------------------------------------------------------------------------- //HEADLINE: ROVER //--------------------------------------------------------------------------------------- | {counter:foundation} | Rover |[unstyled] * Light Armor * Advanced Weapons |[unstyled] * Leather Armor * Short Sword * Longbow * Snare Maker's Kit * 25 Silver Pieces |[unstyled] * 10 Hit Points * 5 Item Slots * Magic Reduced to 10 * Awareness raised to 10 * Ranged Combat raised to 10 // //--------------------------------------------------------------------------------------- //HEADLINE: SKIRMISHER //--------------------------------------------------------------------------------------- | {counter:foundation} | Skirmisher |[unstyled] * Light Armor * Shields * Advanced Weapons |[unstyled] * Spear * Small Shield * 50 Silver Pieces |[unstyled] * 15 Hit Points * 6 Item Slots * Melee Combat raised to 10 * Awareness raised to 10 * Skulduggery raised to 10 * Grit raised to 10 // //--------------------------------------------------------------------------------------- //HEADLINE: SNEAK //--------------------------------------------------------------------------------------- | {counter:foundation} | Sneak |[unstyled] * Light Armor |[unstyled] * 3 daggers * Small Crossbow * Poisoner's Kit * 30 Silver Pieces |[unstyled] * 10 Hit Points a * 6 Item Slots b ==> * Melee Combat raised to 10 * Awareness raised to 10 * Skulduggery raised to 10 * Grit raised to 10 // //--------------------------------------------------------------------------------------- //HEADLINE: SPELLSWORD //--------------------------------------------------------------------------------------- | {counter:foundation} | Spellsword |[unstyled] * Advanced Weapons |[unstyled] * Tier 1 Wand with random spell. * Longsword * 30 Silver Pieces |[unstyled] * 12 Hit Points * 5 Item Slots * Melee Combat raised to 10 * Ranged Combat limited to 10 * Magic raised to 10 * Skulduggery limited to 10 * Grit raised to 10 // //--------------------------------------------------------------------------------------- //HEADLINE: SPELUNKER //--------------------------------------------------------------------------------------- | {counter:foundation} | Spelunker |[unstyled] * None |[unstyled] * Spear * Caltrops * Bull's Eye Lantern * Map Maker's Kit * Chalk * Caltrops * 5 Silver Pieces |[unstyled] * 10 Hit Points * 4 Item Slots * Awareness raised to 10 * Melee Combat raised to 10 * Skulduggery raised to 10 * Magic limited to 10 // //--------------------------------------------------------------------------------------- //HEADLINE: SPIT'N'POLISH //--------------------------------------------------------------------------------------- | {counter:foundation} | Spit'n' Polish |[unstyled] * Heavy Armor * Shield * Advanced Weapons |[unstyled] * Half-Plate * Large Shield * Long Sword * 10 Silver Pieces |[unstyled] * 10 Hit Points * 2 Item Slots * Melee Combat raised to 10 * Magic Reduced to 6 * Awareness Reduced to 10 // //--------------------------------------------------------------------------------------- //HEADLINE: STILETTO //--------------------------------------------------------------------------------------- | {counter:foundation} | Stiletto |[unstyled] * Light Armor |[unstyled] * Padded Armor * 3 Daggers * Small Crossbow * Poisoner's Kit * 20 Silver Pieces |[unstyled] * 10 Hit Points * 5 Item Slots * Melee Combat raised to 10 * Ranged Combat raised to 10 * Awareness raised to 10 * Magic limited to 6 * Knowledge limited to 10 // //--------------------------------------------------------------------------------------- //HEADLINE: Tinkerer //--------------------------------------------------------------------------------------- | {counter:foundation} |Tinkerer |[unstyled] * Light Armor |[unstyled] * Studded Leather * Wrench (club) * Tinkerer's Kit * 30 Silver Pieces |[unstyled] * 10 Hit Points * 5 Item Slots * Awareness raised to 10 * Knowledge raised to 10 //END_SORT // //--------------------------------------------------------------------------------------- // REROLL //--------------------------------------------------------------------------------------- | {counter:foundation}+ 4+| Reroll, and continue rerolling results of {foundation} and higher. |=== === {counter:creation}. Gear Roll two d8s; one for the left-hand table, and once for the right-hand table [%unbreakable] .Utility Gear [%header,cols="^2,4,^2,4"] |=== | First d8 | Item 1 | Second d8 |Item 2 //---------|-------------------------|-----------|--------------------------------- | 1 | 3 Torches | 1 | Grappling hook + 10 meter rope | 2 | 3 Spikes | 2 | Storm Lantern | 3 | Poisoner's Kit | 3 | Rope, 25 meters | 4 | 100 Ball bearings | 4 | Pole, 3m, foldable | 5 | Chalk | 5 | Shovel | 6 | 3 Common Rations Pack | 6 | Tinkerer's Kit | 7 | Bull's Eye Lantern | 7 | Oil Lamp + 3 units of oil | 8 | 2d10 Silver Pieces | 8 | Map Maker's Kit //---------|-------------------------|-----------|--------------------------------- |=== === {counter:creation}. Background Your background is what your adventurer used to do before they received the Adventurer's Blessing. If the DM makes you roll for something that is directly related to your background, let the DM know - they might just give you an advantage. Roll a d20 and a d6 and look at the table below to find your background. [%header,cols="^1,5,^1,5"] |=== //---|----------------------|----|---------------------------- | d20| d6 rolled 1, 3, or 5 | d20| d6 rolled 2, 4, or 6 | 1 | Apothecary | 1 | Hunter | 2 | Baker | 2 | Hustler | 3 | Banker | 3 | Laborer | 4 | Bartender | 4 | Lazy spouse | 5 | Butcher | 5 | Magician’s apprentice | 6 | Carter | 6 | Merchant | 7 | Chandler | 7 | Monestarian | 8 | Chef | 8 | Musician | 9 | Clergy | 9 | Notary | 12 | Cook | 12 | Royalty | 13 | Courier | 13 | Sailor | 14 | Courtier | 14 | Scribe | 15 | Doctor | 15 | Smith | 16 | Entertainer | 16 | Solder | 17 | Farmer | 17 | Squire | 18 | Fisherman | 18 | Street urchin | 19 | Foreigner | 19 | Thief | 20 | Gambler | 20 | Gold Smith //---|----------------------|----|---------------------------- |=== === {counter:creation}. Appearance Roll d12 twice on the table below to find your body type. If you roll the same value both times, the trait is extra pronounced. .Body traits [%header,cols="^1,11"] |=== | d12 | Body traits //------|------------------- | 1 | Tall | 2 | Short | 3 | Muscular | 4 | Stocky | 5 | Lanky | 6 | Graceful | 7 | Slender | 8 | Wiry | 9 | Broad | 10 | Round belly | 11 | Awkward | 12 | Athletic //------|------------------- |=== Roll d20 once for facial traits. .Facial traits [%header,cols="^1,11"] |=== | d20 | Facial trait //------|------------------------------------------- | 1 | Sharp cheekbones and hollow eyes | 2 | Crooked nose broken long ago | 3 | Piercing eyes that seem to glow | 4 | Full lips and a cleft chin | 5 | Long, braided beard or mustache | 6 | High forehead with deep worry lines | 7 | One eye covered by a patch | 8 | Elaborate facial tattoos or markings | 9 | Eyebrows like wings—thick and dramatic | 10 | Jawline strong enough to cut stone | 11 | Burn scar across one cheek | 12 | Missing ear or visible notch in it | 13 | Eyes of two different colors (pupils are still bronze-coloured) | 14 | Prominent dimples when smiling | 15 | Nose like a hawk’s beak | 16 | Gnarled, bushy eyebrows | 17 | Lips always curled in a smirk | 18 | Eyes that never blink (or seem not to) | 19 | Crystal embedded in the forehead | 20 | Completely smooth, expressionless face //------|------------------------------------------- |=== .Hair traits [%header,cols="^1,11"] |=== | d10 | Hair Trait //------|------------------------------------------------ | 1 | Long and silky, flows like water | 2 | Short and spiky like a hedgehog | 3 | Thick dreadlocks tied with beads | 4 | Curly and untamed, a wild mane | 5 | Slicked back with oils or grease | 6 | Braided with ribbons or charms | 7 | Patchy or thinning with bald spots | 8 | Voluminous afro that defies helmets | 9 | Snow-white despite a youthful face | 10 | Hair constantly shifts color like a mood ring //------|------------------------------------------------ |=== === {counter:creation}. Personality Your personality consists of a vice, a virtue, and a quirk. At their discretion,the GM can award XP when you play out your personality traits — especially your vice, and only if you don't overdo it. ==== Vice Roll once to find your vice. [%header,cols="^1,11"] |=== | d12 | Vice //------|-------------------------------------------- | 1 | Loves owning and interacting with treasure | 2 | Addicted to Snarf - magical angel dust | 3 | Gets a kick out of telling outrageous lies | 4 | Solves problems with fists | 5 | Obsessive collector of bizarre items | 6 | Always flirting, even at the worst times | 7 | Gambler who can’t resist a wager | 8 | Glutton for food, drink, or pleasure | 9 | Reckless thrill-seeker, craves danger | 10 | Talks to self constantly | 11 | Talks to invisible friend | 11 | Addicted to forbidden knowledge or magic | 12 | Obsessed with cleanliness //------|-------------------------------------------- |=== ==== Virtue Roll once to find your virtue. The DM might give you extra XP if your virtues come into play. [%header,cols="^1,11"] |=== | d20 | Virtue //------|-------------------------------------------- | 1 | Loyal to a fault, never breaks a promise | 2 | Courageous in the face of danger | 3 | Generous with time, wealth, and effort | 4 | Honest, even when it hurts | 5 | Protective of the weak and voiceless | 6 | Wise beyond their years | 7 | Forgives easily, even enemies | 8 | Hardworking and persistent | 9 | Pious or deeply spiritual | 10 | Self-sacrificing for the good of others | 11 | Finds beauty in all things | 12 | Curious and open-minded | 13 | Kind-hearted, even to the undeserving | 14 | Inspires courage in others | 15 | Always seeks the truth | 16 | Disciplined and self-controlled | 17 | Brave enough to admit weakness | 18 | Empathic, feels others' pain | 19 | Just and fair, upholds law or balance | 20 | Keeps hope alive, even in darkness //------|-------------------------------------------- |=== ==== Quirk Roll once to find your quirk. The DM might give you extra XP if your quirks come into play. [%header,cols="^1,11"] |=== | d20 | Quirk //----|---------------------------------------------- | 1 | Likes to rhyme | 2 | Believes animals understand them | 3 | Eats only one type of food | 4 | Names all their weapons and gear | 5 | Laughs at inappropriate moments | 6 | Deep dislike of mirrors | 7 | Collects bones, teeth, or pebbles | 8 | Speaks in third person | 9 | Talks to their pet stone | 10 | Always wears gloves | 11 | Whistles when nervous | 12 | Believes in bizarre superstitions | 13 | Refuses to walk through doorways first | 14 | Smells everything before touching it | 15 | Never says their real name | 16 | Only speaks in third person | 17 | Claims to have lived many past lives | 18 | Counts out their coins slowly and meticulously | 19 | Hates silence, starts singing or humming | 20 | Gassy, and proud of it //----|---------------------------------------------- |=== === {counter:creation}. Fill Out The Adventurer's Sheet Now you fill in all the details you've rolled. All you need to do is to choose a gender and a name. Your adventurer has a number of Item Slots, determined by their Foundation. The sheet provides space for 10 slots, but you may have fewer. Shade, hatch, or cross out any unusable Item Slots. == Perks == Items === Weapons //--------------- // SIMPLE WEAPONS //--------------- ==== Simple Weapons [%unbreakable] -- All adventurers can use simple weapons, regardless of <>, <>, or <>. [%header,cols="^2,^3,^2,^2,^2,6"] |=== | Range | Weapon | Hands | IS | Damage | Special Effect //----------|-------------------|-------|----|--------|---------------- | Any | Dagger | 1 | ⅓ | 4 | | Any | Spear | 1 | 2 | 5 | | Melee | Club | 1 | 1 | 4 | | Melee | Flail | 1 | 1 | 6 | | Melee | Handaxe | 1 | 1 | 6 | | Melee | Longspear | 2 | 3 | 9 | | Melee | Mace | 1 | 2 | 7 | | Melee | Morning star | 1 | 2 | 8 | | Melee | Quarterstaff | 2 | 2 | 6 | | Melee | Sickle | 1 | 1 | 4 | | Melee | Warhammer | 1 | 2 | 6 | | Ranged | Sling | 2 | 1 | 4 | | Ranged | Small Crossbow | 2 | 2 | 8 | //----------|-------------------|-------|----|--------|---------------- |=== -- ==== Advanced Weapons [%unbreakable] -- Any adventurer who has a <>, <>, or <> that allows them to use advanced weapons can use the weapons on this list. Adventurers who haven't got such an ability has <> when attacking with advanced weapons, and can never use their special abilities. [%header,cols="^2,^3,^2,^2,6"] |=== | Range | Weapon | Hands | Damage | Special Effect //---------|-------------------|-------|------------------------- | Any | Javelin | 1 | | Better than spear, somehow | Melee | Battleaxe | 1 | 8 | Mini cleave? | Melee | Claymore | 2 | 8 | Something cool that the Zweihänder doesn't have | Melee | Falchion | 2 | | | Melee | Greataxe | 2 | 10 | Cleave | Melee | Halberd | 1 | 11 | Pull | Melee | Longsword | 1 | 8 | | Melee | Rapier | 1 | 6 | Fast: attack again? | Melee | Scimitar | 1 | 7 | | Melee | Short Sword | 1 | 6 | | Melee | Stiletto | 1 | 4 | Fast: attack again? | Melee | Zweihänder | 1 | 10 | Push | Ranged | Large Crossbow | 1 | 10 | | Ranged | Longbow | 1 | | | Ranged | Shortbow | 1 | | //---------|-------------------|-------|------------------------- |=== -- ==== Weird Weapons [%unbreakable] -- In order to be able to use one of the weird weapons on this list, an adventurer must have a <>, <>, or <> that allows them to use that specific weapon. For instance, an adventurer who has an ability to use the Kosh can use koshes, but not any of the other weird weapons. [%header,cols="^2,^3,^2,^2,6"] |=== | Range | Weapon | Hands | Damage | Special Effect //---------|-------------------|--------|--------|---------------- | Melee | Bastard Sword | 1 | 10 | None - high base damage | Ranged | Blowgun | 1 | | | Ranged | Bolas | 1 | 8 | | Melee | Kosh | 1 | 8 | Knock-out //---------|-------------------|--------|--------|---------------- |=== -- === Armors .Light Armor [%header,cols="2,^1,^1,2"] |=== //----------------------|-----|-------|--------------------------------- | Armor | HP | Sneak | Notes //----------------------|-----|-------|--------------------------------- | Padded Armor | 1 | Yes | Cheap, bulky cloth layers | Leather Armor | 2 | No | Flexible leather | Studded Leather | 3 | No | Reinforced with metal studs | Hide Shirt | 2 | Yes | Made from thick animal hide | Gambeson | 2 | Yes | Quilted cloth and fibres | Traveler's Coat | 1 | Yes | Light and practical //----------------------|-----|-------|--------------------------------- |=== .Medium Armor [%header,cols="2,^1,^1,2"] |=== //----------------------|-----|-------|--------------------------------- | Armor | HP | Sneak | Notes //----------------------|-----|-------|--------------------------------- | Scale Mail | 4 | Yes | Metal scales, noisy | Chain Shirt | 4 | Yes | Metal rings, worn under clothes | Brigandine | 5 | Yes | Plates riveted inside a jacket | Lamellar Armor | 5 | Yes | Laced metal or leather plates | Ring Mail | 4 | Yes | Rings over padded base | Hardened Leather | 3 | Yes | Boiled and shaped for stiffness //----------------------|-----|-------|--------------------------------- |=== .Heavy Armor [%header,cols="2,^1,^1,2"] |=== //----------------------|-----|-------|--------------------------------- | Armor | HP | Sneak | Notes //----------------------|-----|-------|--------------------------------- | Chainmail | 6 | No | Full-body chain coverage | Splint Mail | 7 | No | Metal strips on a backing | Banded Mail | 7 | No | Horizontal bands over padding | Half-Plate | 8 | No | Partial plate, better mobility | Full Plate | 9 | No | Maximum protection, very heavy | Coat of Plates | 8 | No | Metal plates sewn into a coat //----------------------|-----|-------|--------------------------------- |=== == Perks This chapter is not for * Racial. ** There should be a racial perk tree that can be unlocked. Only adventurers can access the blood of the ancients (elf, dwarf, etc.) ** No races should get dark vision unless they are at MAX level. ** Dwarves should get an extra item slot (possibly more if you take this perk multiple times). ** Dwarves are good in dungeons (know cardinal directions, head-map, ability to "smell" metals and ores). ** Elves are good on the surface (navigating by stars, being difficult to surprise, requiring less sleep). ** Gnomes??? ** Primordials/primals (ancient humans) ** Prim((anus)) * Monstrous Gourmand. * Unlock medium (and later on heavy) armor. * Unlock Special Effects for common melee weapons. * Exotic Weapon Perk Tree ** Initially you get access to a "simple" exotic weapon. ** Later on you can use certain two-handed weapons in one hand. * Multi-attack if you roll higher than X. Possibly play into what happens when attack skill is higher than MAX TN. == Gear * Weapons ** Melee Weapons ** Ranged Weapons ** Special Weapons?? *** Bolas *** Kosh *** Spiked Chain *** Meteor Hammer *** Bastard Sword (can be used one handed if adventurer has the right perk) * Armors * Misc ** Food ** Dungeon Spelunking Gear ** Wilderness Survival Gear ** Transport, Wagons, Beasts * Valuables ** Coins ** Gems ** Misc (art, etc.) == Campaign * Map ** The world should be weird and funny, but not ridiculous. ** ShipWorld: the world, when seen from above, looks like the outline of a ship, that's seen from above. But instead of being made of wooden planks, there is real terrain and flora. But there should/could be elevation changes where the different decks (such as the Poop Deck) are. *** What's around the ship? *** What happens if you dig? *** Can dungeons reach into the inner hull/decks of the ship? ** DeadWorld: Maybe the world is the surface of some gigantic dead creature. *** What's around the creature? *** What happens if you dig? *** Do dungeons reach into the inner parts of the corpse? Like the brain? ** FloorWorld: The world is the floor of a mage's study. She accidentally created this world, but destroyed everything else. * Cities and Towns ** Capita (the Capital) * Prominent People ** Master Baator ** Richard Tator (dictator) ** Laika Bors * History == Doom Manager's Rules * Advancement ** XP for killing Monsters. ** XP for uncovering Secret Knowledge and Locations. ** XP for spending money. ** XP for spending carousing. * Adventuring ** Splitting the party: It is a viable strategy to split the party, and send in a sacrificial team in advance - but the GM can and should require that each present player send in one of their adventurers so that all players are engaged at the same time. == Spells * A note on which types of magical artifacts can carry spells (wands, books, and reusable scrolls). * Alphabetized list of spells * One spell = One page (a5) - but very special spells (like Wish) may take up two pages, but keep in mind that the two pages must still be arranged prettily. == Magical Items * Magical Weapons * Magical Armors * Special Wands/Scrolls/Books * Wondrous Items ** Naïvitea (tea that makes you blonde) == Monsters * One page = one (typical) baddy. * Baddies should have special TWISTS. When spawning baddies, the DM should roll random TWISTS for each baddy or group of baddies. * Monsters ** Mandag: a really bad male hag ** Halvbitter: more badass than Djinn ** Gooblin ** Cowlbear (a bear in a cowl?)