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Session Report: Wolves Upon the Coast 04: Skeleton Rout 2 Supernatural Unhealing Wounds Boondoggle-oo.
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Session Report: Wolves Upon the Coast C: Ghouls in Grindheim
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Micro Rules: Roll a D20 To Determine Wind Strength and Direction for Wolves Upon the Coast
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Session Report: Wolves Upon the Coast 03: Comrades and Quantum Bandits
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Session Report: Wolves Upon the Coast B: Wander Along the Beach
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Session Report: Wolves Upon the Coast 02
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Session Report: Wolves Upon the Coast A: More Manticore?
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ARRAYER: Roll One Die for Attack and Damage in a Streamlined, Yet Pleasantly Varied Way
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Session Report: Wolves Upon the Coast 01 - Overwhelming Manticore Initiative
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Micro Rules: Overload your Encounter Die in a Slightly Different Way Than Has Heretofore Been Proposed (For Overland Travel and Dungeons)
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Four Gloamings: All Humans Are Ghouls
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Four Gloamings - Campaign (Relaunch) Primer
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Glogmas for TLN: Craterton
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Brief Thoughts: Charters as Parties
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Weather Tape Wind Web
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Dungeon: Hishad Cavern
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Reluctant Revolutionary Starter PC and/or Party
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Use A Convoluted Lookup Table to Shoot
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Micro Rules: Swimming & Drowning
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Skewed Dice & Nested Tables
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Wind As Cost to Enter Hex
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The Implacable Enemy it is Morally Unambiguous to Oppose
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Monstrous Ranged Weapons
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Hireling Type Chart and the Group Inventory
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Micro Rules - Morale that Matters: Steady, Retreating, Broken, Panicked
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Micro Rules - ACE Climbing
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Fighter ATE the Arrow: Variable Die Size for Weapon Proficiency and a Two-roll System for Hits, Weapon Specials, and Mishaps
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Downing, First Aid, and Healing: A Simple and Coherent System
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Used Phased Combat and Program Actions Before Initiative Using the Combat Log (CLOG)
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Morale & Loyalty are Distinct: Test Them Separately
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Weather with Prevailing Temperature, Temperature Stability, Wind Direction, and Wind Strength Varying by Season
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Overland Travel with Quasi-Hexes
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Combat System - Hit Categories, No HP