A couple of ground rules about Vows of Death They must be sworn before a religious and legal authorities, and witnesses of the lay populace. They must be grammatically and existentially feasible. They must invoke some higher or greater power as guarantor. They must be accomplished within a month of swearing them. You must name a specific, named instance of a person(s) or creature(s) you intend to slay. A glowing sigil will take root in the flesh of your right-hand palm as contract. Striking the named target will deal 20d6 damage. Failure to complete the deed will result in divine retribution by the invoked guarantor, usually in the form of 20d6 damage. Anyone can swear a vow. Anyone. You do not need to be sober or sensible while making a vow. Throw these in your carousing table if you want. Or not. I'm not your dad. D8 Vows made while Drunk or Otherwise Come to be Regretted you wake to a great excitement in the village. It seems you got very merry and woke
I am currently running a heavily homebrewed game of Ultraviolet Grasslands with heavily homebrewed rules. Ultraviolet Grasslands, for those not in the know, is Luka Rejec's imminently-to-be-released masterpiece of 'steppe-crawling' goodness. The setting and rules are phenomenal at simulating looong periods of time over looong distances, tracking your party as they make pilgrimage through a psychedelic landscape over multiple timezones. Along the way you might come across Discoveries - strange ruins or settlements of the long-ago forgotten times potentially brimming with treasure and technology. One small trade-off is the rules don't really help with smaller distances and times like meters and minutes pottering around a dungeon. You could just use rules from D&D or another system, but you risk making the game too nitty-gritty and dungeon-centric, and soon you've forgotten about the wild, wide steppe and you're spending eight consecutive sessions hau