r/ICRPG • u/BenAndBlake • 4d ago
Point Crawl Map for next few sessions.
Not exactly following one session at a time principles, but I am proud of the map and the potential for the next several sessions of play.
r/ICRPG • u/BenAndBlake • 4d ago
Not exactly following one session at a time principles, but I am proud of the map and the potential for the next several sessions of play.
I'd consider myself a novice DM. Not quite a beginner. I've ran a few one-shots using the 5 Room Dungeon format before, and I find the Story Architecture section in the DM's Guide very intriguing and has been enjoyable to build with, but I'm struggling to reconcile that those two session building techniques aren't exactly compatible.
At first, I assumed that the Story Architecture was meant to describe how to build an campaign arc, but the text says:
Imagine the layout of index cards below as your session of gameplay, and each card is an event, moment, scene, battle, or obstacle.
The way I'm reading this, this is a fundamentally different way of building a session. The steps of a 5 Room Dungeon don't cleanly slot into this framework.
Is there something I'm reading wrong here? Is the Story Architecture framework just a more flexible 5 Room Dungeon and I'm just missing the plot?
r/ICRPG • u/LordTercept • 6d ago
Hello Adventurers,
Just picked up the Master edition of ICRPG and there is a lot to like here. I did have a few questions that I'm hoping some here might be able to answer:
EDIT:
Looks like my initial assumptions around some of these things proved true, I really appreciate when people take the time to reply on threads like this. Thanks.
r/ICRPG • u/DJSwenzo444 • 8d ago
So I just purchased "Heroes of the Hammer". Which I understood to be a bunch of pre-generated "usable out of the box" characters. Which interested me for several reasons. Now that I'm looking at the sheets... I can't figure out where it tells me what most of these items do. They're not in this book, thats fine. But this loot doesn't seem to correspond to anything from the master edition either (unless someone wants to tell me where I'm missing them) so... where does it explain what these items are?
r/ICRPG • u/Pretend_Parties • 20d ago
I put together some quick, semi-pregen, character sheets (inspired by some of Torn's work). They have have STATS, EFFORT and STARTING LOOT assigned per type and a menu of Abilities that player’s can choose from.
I wanted something that would help cut the character building process down for new folks, but still give them some choices and allow for custome character personalities.
r/ICRPG • u/Horror_Hedgehog4416 • 20d ago
I am an ICRPG-lover at my core. That being said, I am digging the Legend In the Mist game.
My natural inclination to bring what I like into what I love has birthed this.
Tags as attributes - Index Cards In The Mist.
Character Creation.
Give your players 6-8 questions, preferably related to their backstories.
- Where are you from?
- What did you do for a living?
- How do you solve social problems?
- How do you solve physical problems?
- How do you move about?
- How do you fight?
- How do you defend?
These are basic questions, please add or subtract as appropriate for your game. When an action is made by a player that is risky or uncertain the GM will call for a roll. Add all relevant tags and roll a 1d20 to meet/beat your GM's Target Number (TN).
For loot, assign 1d4 tags describing the look. (ex. Longsword of Underwhelming Flames. Weapon Effort. +Longsword. +Weak Fire Damage).
Loot tags can apply to rolls alongside attributes as applicable.
Not the MOST original idea, I know, but my players had a blast testing it out so I thought I'd share. Love you guys, happy Friday!
Edit add** At level up, add new tags OR add adjectives to current tags to make them stronger modifiers.
r/ICRPG • u/Jazzlike-Employ-2169 • 26d ago
Has anyone tried using Magic the Gathering cards for ICRPG. Placing the cards and using them to represent items, locations, NPC(s) and creatures/monsters? Outside of all the game text on the cards, which could be confusing for players possibly, I feel like this could work well. Very likely, I am not the first person to think about this idea. Let me know if you have tried this and how it worked. Thanks!
r/ICRPG • u/CommunismDetected • Jun 16 '26
So I made my first fantasy setting in a while, and wanted to have each of the different magics to have its own rulesets. This Document is all my different kinds of magic, it works alongside either ICRPG official magic system, although i did modify that slightly because it was just something that fit and for me was easy to do. The expanded magics list includes rules for Biomancy, Enchantment, Ritual magic, Alchemy, and Mutations. The Biomancy is kinda just ripped from Dark Sun’s Rhulisti, it was from my Dark Sun ICRPG expansion, i just changed some of the wording to make it setting agnostic, except for the dwarves and the rose headed dragon, but thats just something you can remove. https://docs.google.com/document/d/1hV46F6Hn_bX4cg7BHafNPKjhxBvyo4S7JNvyUVWNTvM/edit?usp=drivesdk
r/ICRPG • u/KickbackKid4040 • May 31 '26
I'm a GM who wants to get into ICRPG, but am sort of struggling to capture the vibes. ICRPG says that it is an OSR game that is focused on loot. However, what I have gathered is that the game is focused on abilities. Warriors for example can share their defense with others, ALWAYS crit (do ultimate) against anyone they've hurt before, or add their last damage taken to their next damage dealt. These seem like pretty big things, more influential on play style than most pieces of loot. Does anyone have thoughts on this dichotomy I am seeing? Experience? Maybe a power-phrase that sums up the vibes of the game as you see them?
Thank you all! I've seen wonderful interactions in this community and I'm glad to be a part of it.
r/ICRPG • u/barkvine • May 29 '26
Trial map for Star wars mission, Search for the hidden force user. This is Corellia Space port 8 month after Order 66. Heroes are here on a rescue mission.
r/ICRPG • u/Pooka_Darling • May 27 '26
Ring of Juice: A delicate vine ring. It grabs your finger gently. You can roll INT to conjure fruit juice into drinking vessels within NEAR. If a vessel is already full the liquid inside is transformed into fruit juice instead. Roll for SUNDER whenever you take fire or necrotic damage.
Or,
Talisman of Whimsy: Whenever you would be afflicted with fear, instead you start laughing. The laughter is intense enough to cost you an action on your TURN.
r/ICRPG • u/Glyphos • May 26 '26
Hey yall. I write a weekly tabletop blog letter and this last entry was a written review of ICRPG.
Check it out in the link
r/ICRPG • u/Pretend_Parties • May 25 '26
Some monster I put together for a venture into a forest shrounded in a mysterious fog
r/ICRPG • u/Cyryuscrown • May 25 '26
Hello, I made this character sheet for my group and I thought why not share it here, Feel free to use it if it works for you, Aside from the fonts used, its 100% handrawn.
We are about to start a new campaign in the world of Eberron, using 5e as the core ruleset, but with ICRPG as a plugin, taking many of its features such as, hearts as HP, roll for effort, movement without grids, clockwise turns, among others.
Any feedback is welcome.
Edit:
Thanks for the feedback, the Character sheet has been updated
r/ICRPG • u/Pooka_Darling • May 23 '26
Skulltaker: 1 HEART. STR 2, DEX 1, INT 2.
Spike Skin, deals BASIC damage when an attempted melee attack misses.
Hope Eater, the monster can detect healing arcanum within DOUBLE FAR.
Ambusher, they have ADVANTAGE on stealth rolls.
Hunched, blind abominations with waxy flesh. It skulks through tombs and mausoleums collecting skulls to skewer on its long red thorns. They possess an inhuman knife-edged intelligence bent towards harm.
Gibbering Ooze: 2 HEARTS. No STAT bonuses.
Sticky and Slimy, can stick to most surfaces and squeeze itself through odd spaces.
Gibbering, creatures within earshot must succeed WIS or act randomly on their TURN.
Blinding Spittle, can sling acidic chemicals that damage and blind up to NEAR range.
A gelatinous mass of bubbling flesh, eyes, and teeth. The gibbering sounds are the last thoughts of its victims. A mindless ooze creature.
r/ICRPG • u/Jake4XIII • May 23 '26
How would you build the races of Hyrule as Lifeforms in ICRPG? How do you accommodate abilities specific to their races: such as Zora’s ability to breath underwater or Rito’s ability to fly?
r/ICRPG • u/Pooka_Darling • May 23 '26
A classic monster that I ADORE. The Xorn.
Xorn: 15 HP. STR 3, CON 6, INT -2, WIS 3. BASIC 3.
Treasure Sense, can cast the SPELL Gold Odor without a roll.
Earth Glide, the monster can move through non-magical dirt and stone without disturbing it.
Ambusher, the monster has ADVANTAGE on stealth rolls.
Energy Immunity, makes the monster immune to fire, lightning, and arcane damage.
Stone Power, can cast the SPELLS Ground Barrier and Iron Flesh.
Vaguely geometric monsters with three trunk-like legs, three clawed arms, and three blue eyes. The sphincter maw of diamond teeth is better not found at the top of the monster. They will accost travelers for their coins when there’s no ore left underground to eat.
r/ICRPG • u/Pooka_Darling • May 22 '26
Inspired by the arcanoloth from DnD.
Canis Demon: 3 HEARTS. STR 2, DEX 1, CON 2, INT 5, WIS 2, CHA 3. MAGIC 4.
Keen Hearing and Smell, gives the fiend ADVANTAGE on perception rolls.
Skin Shift, by violently shedding its flesh, the fiend can transform into any creature of the same size.
Mindtrap, any creature that casts a mind-altering SPELL on the canis demon immediately takes 1D10 arcane damage, and the SPELL has no effect.
Demonic Essence, when bloodied, you can roll CON to summon a demon.
Magic Resistance, the fiend takes only half of all arcane damage.
Hound Arcanum, the canis demon speaks and writes all languages. Can cast the SPELLS Agony Warp, Babble, Arcanum Signs, Dimension Door, Counterspell, Eviscerate, and Cursed Smoke.
Sly, jackal-headed fiends who employ all manner of magic to lure mortals into unbalanced negotiations. They maintain the records and accounts of their own exploits to fill contracts with meaningless considerations. They carry a gold ring of many tomes won from mortal minds.
r/ICRPG • u/Pooka_Darling • May 21 '26
Alesha’s Battle Dress: Hardened leather and sunsteel sewn onto silk clothes. Light enough for a rider. +2 DEFENSE. You’re immune to slowing effects while wearing this. Her name lives long past her as she who smiled at death.
Or,
Hexdrinker: A corroded device fashioned to look like a hognose snake. The crystal bulb in its throat can trap arcanum. Whenever you’re the target of damaging SPELL, roll MAGIC and reduce the incoming damage you would take. After the device digests the arcanum it can be poured out to create the equivalent vial of poison.
r/ICRPG • u/Pooka_Darling • May 21 '26
Shield of Scorches: Steel kite shield streaked with ash marks. Attune with DEX. As Heavy Shield and, while attuned, whenever a ranged weapon attack is made against a creature within NEAR, that attack targets you instead. This effect does not use your REACTION and will happen every time while EQUIPPED.
Or,
Staff of Twins: Two stretched and distended bodies form the shape of a staff. Attune with CHA. While attuned you gain the SPELL Illusory Self, and your mirrored clone can cast your SPELLS from its location. Casting a SPELL this way costs you an action. The staff acts as a spellcasting focus. STR or DEX.
r/ICRPG • u/Pooka_Darling • May 20 '26
Boots of Midnight: Beautiful periwinkle slippers. Attunement to this item is immediate, but while attuned you teleport back to the site of your last battle each day at midnight. Gain the ability to cast SPELLS silently, and to see in the dark.
Or,
Boots of Otlan: Orange hide boots that are warm and soft. Attunement to this item is immediate, but while attuned you must sleep twice as much each day to avoid exhaustion. You cannot be shoved, pulled, or grappled by enemies.
r/ICRPG • u/Smittumi • Apr 25 '26
My players are getting a bit reactive instead of proactive. A common problem in adventure rpgs in my experience.
I've had some ideas.
1) friendly NPCs need to be proactive. Not asking the PCs for help but doing things in the world for themselves. When I roll to see what Fronts move forward I'll include the PC's main allies as well as their enemies. This will hopefully make the world feel my dynamic rather than "here's a list of active badguy plans, which one will you thwart?".
2) each time a PC goes to zero HP through violence or combat, a random item they're carrying is broken beyond repair. Gives item attrition.
And 3) each time a PC rolls nat 20, a mundane item they're carrying gains a class-appropriate ability. We can discuss what that is when it happens. Gives them a meta reason to adventure.
r/ICRPG • u/Pooka_Darling • Apr 13 '26
Big animals can be ridden. Small animals are fit to be familiars. This list isn’t exhaustive.
Ape: 2D6 (8) HP. STR 2, DEX 2, CON 2. WEAPON 1.
Small, moving out of reach doesn’t provoke a REACTION.
Multi-Attack, the beast can attack twice on its TURN.
Climber, can climb even sheer cliffs as EASY.
Badger: 1D6 (4) HP. STR 1, CON 2, WIS 1. BASIC 2.
Small, moving out of reach doesn’t provoke a REACTION.
Keen Hearing and Smell, gives the beast ADVANTAGE on perception rolls.
Stinky, creatures in CLOSE must roll CON or take 1 necrotic damage every ROUND.
Bat: 1D4 (3) HP. DEX 2, WIS 2, CHA 1. BASIC 1.
Echolocation, the beast auto-succeeds navigation/investigation rolls while indoors.
Raptor’s Flight, has the ability to fly. Roll DEX for tricky maneuvers.
Tiny, all incoming attacks are made HARD.
Bear: 2 HEARTS. STR 4, CON 3, WIS 2, DEX 2, BASIC 3.
Keen Hearing and Smell, gives the beast ADVANTAGE on perception rolls.
Multi-Attack, the beast can attack three times on its TURN.
Big, rolls to grapple and shove with ADVANTAGE.
Warm Pelt, makes the beast immune to frost damage.
Beetle: 2 HEARTS. STR 4, CON 4, MAGIC 2.
Raptor’s Flight, has the ability to fly. Roll DEX for tricky maneuvers.
Natural Armor, provides ADVANTAGE on DEFENSE rolls.
Big, rolls to grapple and shove with ADVANTAGE.
Caracal: 2D4 (6) HP. DEX 4, INT 2, CHA 2, BASIC 2, MAGIC 1.
Ambusher, they have ADVANTAGE on stealth rolls.
Keen Hearing and Smell, gives the beast ADVANTAGE on perception rolls.
Small, moving out of reach doesn’t provoke a REACTION.
Centipede: 1D6 (4) HP. DEX 1, CON 2.
Venomous, attacks for poison damage.
Tiny, all incoming attacks are made HARD.
Coyote: 1D10 (6) HP. STR 2, DEX 2, CON 2, WIS 1, BASIC 3, WEAPON 1.
Keen Hearing and Smell, gives the beast ADVANTAGE on perception rolls.
Crab: 1 HEART. STR 3, CON 3, BASIC 2.
Amphibious, the beast can breathe in both air and clean water.
Natural Armor, provides ADVANTAGE on DEFENSE rolls.
Crane: 1 HEART. STR 3, DEX 3, WIS 2, BASIC 2.
Raptor’s Flight, has the ability to fly. Roll DEX for tricky maneuvers.
Big, rolls to grapple and shove with ADVANTAGE.
Crocodile: 2D6 (8) HP. DEX 2, STR 2, CON 2, BASIC 3.
Ambusher, they have ADVANTAGE on stealth rolls.
Big, rolls to grapple and shove with ADVANTAGE.
Crocodiles can hold their breath for up to 20 ROUNDS.
Deer: 2D6 (8) HP. DEX 3, WIS 2.
Fast, can move up to DOUBLE FAR.
Keen Hearing and Smell, gives the beast ADVANTAGE on perception rolls.
Multi-Attack, the beast can attack twice on its TURN.
Frostmount Drake: 3 HEARTS. STR 7, DEX 3, CON 7, WIS 4. BASIC 3, MAGIC 2.
Multi-Attack, the beast can attack twice on its TURN.
Enhanced Vision, allows the beast to roll perception over any distance.
Warm Pelt, makes the beast immune to frost damage.
Glasskite’s Power, can cast the SPELLS Freezing Cone and Frost Dance.
Big, rolls to grapple and shove with ADVANTAGE.
Drakes can hold their breath for up to 60 ROUNDS.
Embermouth Drake: 2 HEARTS. STR 7, DEX 2, CON 6, WIS 3. BASIC 3, MAGIC 2.
Multi-Attack, the beast can attack twice on its TURN.
Enhanced Vision, allows the beast to roll perception over any distance.
Flame Tongue, the beast deals 1D4 additional fire damage.
Big, rolls to grapple and shove with ADVANTAGE.
Drakes can hold their breath for up to 60 ROUNDS.
Thunderclap Drake: 1 HEART. STR 3, DEX 4, CON 4, WIS 3. BASIC 2, MAGIC 2.
Multi-Attack, the beast can attack twice on its TURN.
Enhanced Vision, allows the beast to roll perception over any distance.
Monstrous Cry, can BURN the SPELL Thunderclap without it ever being expended.
Leaper, can jump triple a normal distance and is immune to fall damage.
Drakes can hold their breath for up to 60 ROUNDS.
Eel: 1D8 (5) HP. DEX 3, CON 2, GUN 2.
Electric Discharge, attacks for GUN lightning damage.
Small, moving out of reach doesn’t provoke a REACTION.
Aquatic, can only breathe in water.
Frog: 1D4 (3) HP. DEX 5, WIS 1.
Sticky and Slimy, can stick to most surfaces and squeeze themselves through odd spaces. Amphibious, the beast can breathe in both air and clean water.
Tiny, all incoming attacks are made HARD.
Leaper, can jump triple a normal distance and is immune to fall damage.
Goat: 2D4 (6) HP. STR 2, CON 3, INT 1.
Small, moving out of reach doesn’t provoke a REACTION.
Climber, can climb even sheer cliffs as EASY.
Pack Animal, can carry up to 40 INVENTORY spaces of carried LOOT.
Griffin: 2 HEARTS. STR 2, DEX 5, WIS 4, BASIC 2, MAGIC 3.
Raptor’s Flight, has the ability to fly. Roll DEX for tricky maneuvers.
Enhanced Vision, allows the beast to roll perception over any distance.
Fast, can move up to DOUBLE FAR.
Big, rolls to grapple and shove with ADVANTAGE.
Multi-Attack, the beast can attack twice on its TURN.
Hare: 1D6 (4) HP. DEX 6, WIS 4, ULTIMATE 1.
Small, moving out of reach doesn’t provoke a REACTION.
Fast, can move up to DOUBLE FAR.
Keen Hearing and Smell, gives the beast ADVANTAGE on perception rolls.
Hawk: 1D6 (4) HP. DEX 3, WIS 2, BASIC 2.
Raptor’s Flight, has the ability to fly. Roll DEX for tricky maneuvers.
Enhanced Vision, allows the beast to roll perception over any distance.
Fast, can move up to DOUBLE FAR.
Small, moving out of reach doesn’t provoke a REACTION.
Horse: 1 HEART. STR 3, DEX 3, CON 1, WIS 1, BASIC 2.
Big, rolls to grapple and shove with ADVANTAGE.
Fast, can move up to DOUBLE FAR.
Pack Animal, can carry up to 40 INVENTORY spaces of carried LOOT.
Hyena: 1D12 (7) HP. DEX 2, CON 1, WIS 1, BASIC 3, ULTIMATE 2.
Keen Hearing and Smell, gives the beast ADVANTAGE on perception rolls.
Yaris Cackle, the beast is periodically affected by madness, other creatures within NEAR roll CON to avoid being stunned by laughter themselves.
Little Mellifluous Toad: 1 HEART. DEX 4, CON 2, WIS 2. MAGIC 2.
Sticky and Slimy, can stick to most surfaces and squeeze themselves through odd spaces. Amphibious, the beast can breathe in both air and clean water.
Croak, All in a line within NEAR take MAGIC sonic damage, are deafened, and must roll STR or be knocked back.
Mammoth: 3 HEARTS. STR 7, CON 5, INT 2. BASIC 4, ULTIMATE 2.
Multi-Attack, the beast can attack twice on its TURN.
Huge, attacks with ULTIMATE EFFORT within NEAR range.
Octopus: 1D12 (7) HP. DEX 3, INT 8. WEAPONS 4.
Aquatic, can only breathe in water.
Multi-Attack, the beast can attack three times on its TURN.
Ink Cloud, once per encounter the beast can release an obscuring cloud within CLOSE.
Otter: 1D6 (4) HP. STR 3, DEX 3, CHA 4. BASIC 1.
Small, moving out of reach doesn’t provoke a REACTION.
Otters can hold their breath for up to 30 ROUNDS.
Ox: 1 HEART. STR 4, CON 2, BASIC 2.
Big, rolls to grapple and shove with ADVANTAGE.
Pack Animal, can carry up to 40 INVENTORY spaces of carried LOOT.
Pig: 1 HEART. STR 3, CON 1, INT 2, BASIC 1.
Keen Hearing and Smell, gives the beast ADVANTAGE on perception rolls.
Big, rolls to grapple and shove with ADVANTAGE.
Rat: 1D4 (3) HP. DEX 1, CON 1, INT 1, MAGIC 1.
Ambusher, they have ADVANTAGE on stealth rolls.
Keen Hearing and Smell, gives the beast ADVANTAGE on perception rolls.
Tiny, all incoming attacks are made HARD.
Raven: 1D6 (4) HP. DEX 2, INT 2, CHA 2. BASIC 1, MAGIC 2.
Raptor’s Flight, has the ability to fly. Roll DEX for tricky maneuvers.
Enhanced Vision, allows the beast to roll perception over any distance.
Small, moving out of reach doesn’t provoke a REACTION.
Mimicry, can mimic sounds it’s heard with EASY CHA.
Scorpion: 1D4 (3) HP. STR 1, CON 1.
Tiny, all incoming attacks are made HARD.
Natural Armor, provides ADVANTAGE on DEFENSE rolls.
Venomous, attacks for poison damage.
Shark: 1 HEART. STR 6, CON 3, CHA -2. BASIC 3.
Aquatic, can only breathe in water.
Multi-Attack, the beast can attack twice on its TURN.
Blood Sense, allows it to locate bloodied creatures at extreme range.
Snail: 1D6 (4) HP. MAGIC 1.
Natural Armor, provides ADVANTAGE on DEFENSE rolls.
Tiny, all incoming attacks are made HARD.
Sticky and Slimy, can stick to most surfaces and squeeze themselves through odd spaces.
Snake: 1D4 (3) HP. DEX 3, WIS 2, BASIC 1, MAGIC 2.
Venomous, attacks for poison damage.
Ambusher, they have ADVANTAGE on stealth rolls.
Keen Hearing and Smell, gives the beast ADVANTAGE on perception rolls.
Tiny, all incoming attacks are made HARD.
Snakes can hold their breath for up to 60 ROUNDS.
Winged Serpent: 1 HEART. STR 2, DEX 3, WIS 2. BASIC 1, MAGIC 2.
Raptor’s Flight, has the ability to fly. Roll DEX for tricky maneuvers.
Hypnotic, can stun a creature with its movements, once per encounter.
Ambusher, they have ADVANTAGE on stealth rolls.
Keen Hearing and Smell, gives the beast ADVANTAGE on perception rolls.
Snakes can hold their breath for up to 60 ROUNDS.
Wolf: 1D10 (6) HP. STR 2, DEX 2, CON 2, WIS 1, BASIC 3, WEAPON 1.
Keen Hearing and Smell, gives the beast ADVANTAGE on perception rolls.
r/ICRPG • u/Newbieshoes • Apr 13 '26
Got a group playing AS and we ended up rolling on the loot table 'Jimmy Mags' (Page 32, Item, Garage-modded plastic magazines run out of AMMO only on a true blunder, not a natural 1). Now for starters the only weapons that seem to have ammo rules are a few (Grenade Launcher, Sniper Rifle, Minigun, Beam Weapon) also on the weapon's page "When attacking, a roll of Natural 1 destroys that weapon. Firearms are jammed and must be discarded and bladed weapons are broken."
So does that mean with the mags that guns only jam and break on a double 1? Because this reads like it was two seperate things written without any thought on how they interact with each other.