Hearthfire Tales

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Overview

We are Hearthfire Tales, we're from Ireland and we do
D&D https://groupfinder.eu/library/dungeons-dragons-55e-2024
and TTRPG Related things! We tell stories that are mostly comedic, until they're not, and punch you in the feels. Sorry (not sorry)! Our Main adventure is audio only and set in Lethuan, the land of Might, Magic, and Metal, where strange monsters are appearing and it is up to roaming "bands" of adventurers to tour the land and save the day. But why is the Hootsman, so called protector of the land, nor his special police force, the Hootsforce, doing anything about it, and why is it up to a Punk Rock Ranger and Dad Rock Ex-Paladin to save the day?! We also have horror games, light hearted and heartwarming adventures, oneshots, a campaign we streamed on twitch, and lots of Live shows from conventions across Ireland.

Links

hearthfiretales.com https://www.hearthfiretales.com/ - Official website youtube.com https://www.youtube.com/@HearthfireTales - Youtube channel spotify.com https://open.spotify.com/show/0bh7ITrqTxXzXKN9PKqQt4 - Spotify feed discord.gg https://discord.com/invite/TPgugagW9c - Discord server patreon.com https://www.patreon.com/Hearthfiretales - Patreon page

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Rules-light
Index Card RPG (ICRPG) is a universal, fast-paced tabletop role-playing game designed by Brandish Gilhelm (Hankrin Kapuf) and published by Runehammer Games. Originally released in 2017, with its definitive "Master Edition" published in 2021, the system is designed to strip away the mechanical bloat and analysis paralysis often found in traditional d20-based systems. It serves as both a standalone game and a philosophical design toolkit meant to be hacked, modified, and integrated into other role-playing systems. Description ICRPG is highly customizable and natively includes multiple distinct settings within its core rulebook, ranging from traditional high fantasy (Alfheim) and gritty sci-fi (Warp Shell) to weird west prehistoric survival (Ghost Mountain). The system treats game mastering as a visible, high-momentum performance. Rather than hiding information behind GM screens, ICRPG brings structural elements, like turn timers, room difficulties, and tracking metrics directly into the open. The game derives its name from the use of standard index cards to abstractly map encounters, represent terrain, track turn order, and quickly visualize items or monsters, eliminating the need for complex grid maps or expensive miniatures. System Overview & Key Features The Room Target Instead of assigning different Difficulty Classes (DCs) or Armor Classes (ACs) to every individual object, monster, and trap in an area, the Game Master sets a single "Room Target" number for the entire scene (typically ranging from 10 to 15). Every single d20 roll made by a player in that room, whether it is an attack roll, a saving throw, a stealth check, or an arcane spellcast: must meet or exceed that exact same Target number to succeed. The GM can temporarily adjust this target up or down by 3 points for specific tasks that are explicitly "Easy" or "Hard." Loot-Based Progression Characters do not possess traditional levels, nor do they gain intrinsic stat increases or health boosts when accumulating experience points. Instead, character progression is entirely physical and external, driven by "Loot." Every class feature, stat modification, magical spell, and unique ability is physically tied to an item equipped on the character sheet. If a character's gear is destroyed, stolen, or voluntarily traded to an ally, their mechanical capabilities shift completely, forcing players to focus on acquiring and managing an inventory limited to 10 carried and 10 equipped items. Visible Turn Timers To prevent tactical stalling and maintain pacing, the system relies heavily on explicit, visible timers. At the start of an encounter, the Game Master openly rolls a four-sided die (1d4) in front of the players. This represents the number of rounds remaining until a cataclysmic or complicating event occurs, such as a cave-in, the arrival of enemy reinforcements, or a bomb detonating. This mechanic converts passive exploration into an immediate, high-stakes tactical countdown. Abstract Range Zones Tactical movement completely abandons feet, meters, and grid counting in favor of four abstract distance zones: Close (touching or within arm's reach), Near (a few steps away, reachable within a single move action), Far (within sight and shootable, requiring a full dash to reach), and All the Way (distant or requiring specialized long-range capabilities). Positioning is easily tracked using index cards as relative zone containers. Links runehammer.online - Official homepage for Runehammer Games

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