25 March 2019

Adventure Hook: Honbria's Sorrow

Honbria's Sorrow

An adventure hook taking place in a smaller settlement such as a village, thorpe, or hamlet; located in an area known for gentle, temperate climes.

Once per year (or decade, century, etc.), on the third day of the third month the village experiences a brutal freeze (significantly below zero) for a period of 24 hours. On this day, anyone leaving the comfort of indoors to venture out has a 1 in 20 chance of never coming back. Their clothing, still fastened/buttoned/laced, etc., is the only evidence left behind of their presence.

On the day before temperatures drop markedly. Fights break out, relationships go bad, the tamest of dogs bite, good riding horses become bucking broncos, etc.

On the day afterward temperatures rapidly rise to normal levels. Friendships form, love blooms, everything is normal again.

The locals refer to this as Honbria's Sorrow, she is said to be mourning the death of her children in the dim, dark past of history.

Magic Item: The Helm of LeBab

Helm of LeBab

This magical helm is a curious artifact. When worn by any man-type it permanently bestows complete knowledge of a new language upon the wearer. If the wearer's Intelligence score is 3-14 the language imprinted is randomly determined, for scores 15-18 he has a ~66% chance of learning the language of his choice (3-6 on d6). This works once per person. Donning the helmet again has a 1 in 6 chance (+1 for each additional attempt) of complete removing a randomly determined language (including Common) from the wearer.

The Helm of LeBab bestows native facility with the new language: reading, writing, speaking, idioms/slang, associated hand gestures or body language, etc.).

Traveller: Uplifted Monkeys

Uplifted Monkey (Cercops)

I've always liked the concept of the Niven & Pournelle's "watchmakers" so I've adapted and broadened the concept for MTU. I've used the Blue Monkey as a base for my new race.

Average Specimen: ~15 kg (~30 lbs), 90 cm (~36")

Cercops have a prehensile tail about the same length as the body and opposable thumbs. A cercop's hands and feet are equally dexterous and they will often remove their footwear for intricate tasks. Cercops are extremely adaptable and adept at improvising and customizing equipment.

Diet: omnivorous when needed but primarily frugivores supplemented with seeds, flowers, and insects.

Social: gregarious and inquisitive, cercops can be found in a variety of Traveller settings. They are most often encountered in technical or engineering capacities. They rarely serve as scouts, most eschew being alone (though exceptions exist).

Unique: cercops have developed a needler attaching to their tail. It is carried in a small back holster, the tail slips into it and the needler can be in play in a split-second. Short of a combat situation, this is typically their preferred weapon.

Replacing Lost Limbs & A Notable NPC

Inspired by a thread on a D&D forum ...

Pyka "Zil" Zilarra, human female blacksmith

Zil lives in the largest city in your campaign. She is a talented smith, capable of making ornate customized armors. She is best known for two things: (1) ornate helms inspired by hunting birds (raptor-helms), and (2) her silver limb replacements. These replacement limbs are fully functional within the individual user's DEX score, and are custom-made to match the original in exacting detail; excepting the fact they are shiny silver. They are not available in a matte finish or other metal/color, roll for reaction if the customer asks for this with a bad roll indicating refusal of service.

Hand, foot, eye, ear, and similar: 5,000 gp & 1 month
Forearm, shin, similar: 15,000 gp & 3 months
Whole limb such as leg, arm: 25,000 gp & 6 months

Half on order/fitting, half on completion. Prices and times are non-negotiable. Subjects must be available for the first week of the process for refits and adjustments. Zil cannot replace a missing head without some rather creative referee work, but let's say it would be 200,000 gp and require a year of work.

Zil is tall and burly, dark-haired and swarthy. She has a short temper, though she is slow to violence, and very proud (justifiably so) of her work.

New Equipment: The Handy Pole

Galina's Handy Pole

Inspired by the real life collapsing white cane carried by blind folks, this 10' pole collapses into a compact bundle easily carried in a pack or belt loop. At full length the pole is 10' long, with an iron butt-plate at one end and a slot at the other end. This slot holds various probes, spikes, and cutting blades for disarming or safely tripping traps from a safe (it is to be hoped) distance. The handy pole is not balanced for fighting but will serve as an improvised weapon (my house rules, basically d6-1 damage) in a pinch. This is a non-magical item costing 3 gp, increasing to 10 gp for custom models.

Special Thief's Tools, The Coral Cougar

Coral Cougar's Toolkit

The Coral Cougar was a thief renowned for his stealth and cunning. These traits were emphasized by the air of bumbling and ineptitude cultivated by the sneak-thief, whose true name was Jahk Luso. The kit typically appears as a plain and rather battered black leather valise, which only close inspection will reveals as the finest leather, this item is non-magical and if closed the case will mask the detect magic aura of magical items it contains. These items are:

-collapsible pole: a +1 billy club which, when whipped outward, will grow into a 10' pole. This growth will exert no force when it occurs and cannot, for example, be used to force open doors or force a dead-weight etc. upward.

-Cougar Eyes: a set of lenses allowing low-light vision.

-Ray O'Vak's Torch: a solid feeling metal baton with a wide end holding a lens. When a button on the baton is pressed, the torch will emit a clear light similar to a bullseye lantern up to 60' in one direction only.

-Tabby Claws: these climbing claws will boost the wearer's ability to climb by 25%, not to exceed a 99% success rate. The claws are useless as weapons but may be allowed to parry if thieves can do so in your campaign.

-Picks of the Drab Mouse-Catcher: a set of thief's tools that do not break (my campaign has a small percentage chance of a failed lockpick attempt breaking the pick) and boost lockpicking and small trap removal chances by 10% (not to exceed 99%).

-Pussy Cat's Boots: soft gray moccasin-like boots boosting silent movement by 10%.

-Mouser's Cloak: a soft cotton cloak of finest weave, boosts hide in shadows by 10% when worn.

-Unseen Rope: 100' silk rope that, when deployed, adapts the color of its surroundings and making it difficult to detect.

The Unblemished, Lawful Enforcement Officers

THE UNBLEMISHED

An unofficial arm of the Church of Law. The Unblemished are soldiers and unsanctioned guardsmen in towns or cities where Law holds sway. Because of the church's receipt of the believers' tithes, these troops tend to be very well armed and trained. The Unblemished will typically be armed with mace or club, fighting spear, and dagger; they are almost always clad in plate and carry shields.

Sometimes these men and women, almost always humans, operate with the Blessings of the Nine and the leading members of the local clergy. Other times they operate independent of the local clergy under the command of a Cleric, who may or may not answer (or at least confer) with the local clergy.

The Unblemished cover their faces when in uniform, communicating only with the Lawful alignment tongue. In stressful situations, any being unable to communicate in same will often be detained. The Unblemished are very often fanatical in their devotion to The Nine and will often err on the side of dogma in pursuit of their duties. These fanatics are often rigid and unyielding in their faith, even to the point of great personal cost.

Unblemished soldiers are always found preferably in groups of nine or multiples of nine. In such a case there will be one soldier bearing the sigil on his tabard for each of the The Nine deities. In smaller communities where numbers are lacking they will resort to groups of three.

Adding Some Variety To Men-At-Arms

When your players are hiring men-at-arms, roll d20 for each one. On a roll of 20 (a 5% chance), the MAA has a special item. Roll on the table below.

1. +1 Magic Weapon
2. Magic Item
3. 2-5 (d4+1) Potions
4. Chain Armor (1-4 on d6), Plate Armor (5-6)
5. Map To Buried Treasure
6. Map To Magic Item

Men-at-Arms in my campaign come with a fighting spear, dagger, shield, and leather armor. Armor or weapons rolled will replace the appropriate item from the NPC's standard gear. Any magic item (result #2) rolled should usable by a fighter.

Sword Breakers

Proposed rule for sword breakers.

Sword Breaker: this weapon might more accurately be described as a sword catcher since the chance of actually breaking a well-made blade is remote. The sword breaker is typically used as an off-hand weapon by individuals with DEX 15 or greater. In lieu of a +1 "to hit" the player may use the sword breaker as a shield (effective only against 1 melee opponent, ineffective versus missile fire). During melee, if the player is engaged with a blade-armed opponent and rolls the exact number "to hit" his opponent's DAC [AAC]? That opponent loses his next attack.

Edit to add: +Scott Anderson has a proposal you may like better. On a precise hit your opponent is disarmed rather than losing an attack.

Divine Favor for 18 Ability Scores

I've been playing around with the idea of allowing players with an 18 (I use straight 3d6 rolls IMC) in an attribute score to roll on a divine favor table. Here's my early ideas for the S&W brain trust to evaluate.

d10

1 Tough Skin
2 Quick Healer
3 Ambidextrous
4 Preternatural Awareness
5 Eagle Eyed
6 Discernment
7 Outdoorsman
8 City Slicker
9 Blind Fighter
10 In Fighter


Tough Skin: takes -1 per die for all physical damage rolls against his person.

Quick Healer: heals at double normal rate.

Ambidextrous: can fight with 2 weapons without penalty, or gain +2 to AC with shield.

Preternatural Awareness: immune to surprise and back stab.

Eagle Eyed: notes hidden and concealed doors on 1-2 merely by walking by, and on 1-4 if actively searching.

Discernment: character can detect lies if he is looking the speaker in the face.

Outdoorsman: character can choose the most secure campsites, ties superior knots, build fires under nearly impossible conditions, and forage for food with a +1 bonus to his die roll.

City Slicker: character can instinctively find businesses and factions within a city, cannot get lost in the back alleys and byways. Character can easily discern the nature of encountered NPCs.

Blind Fighter: halves the penalty for blind fighting.

In Fighter: adds +1 to grapple and unarmed/brawling attacks.

Notable NPCs: The Penumbra

THE PENUMBRA

Some say he's a fallen paladin, others that he is a paladin with a special dispensation, still others he's an avenging spirit of some sort. Nobody knows. Clad all in black clothes with a black floppy hat and black cape, he comes and goes like the night. The only splash of color about him is his blood red scarf, usually worn as a mask and obscuring his lower face.

The Penumbra can move silently through shadows with a 99% chance of success. He is armed with cutlass +5. As long as the scarf is obscuring his face he is 75% magic resistant. He is also armed with a rather odd pair of hand crossbows. Though these weapons fire standard quarrels there is no cross-arm or bowstring on the weapon and it readies another quarrel automatically after each shot. These are carried in paired leather holsters hanging from The Penumbra's belt. Each of these weapons can fire up to six times before needing to "rest" for 1 turn to "reload." He fires these weapons akimbo, meaning one in each hand, and they are treated as +2 "to hit" in his hands.

The Penumbra has a hideous, deep, taunting laugh that he can project both vocally and mentally, this causes all creatures hearing it a -1 penalty to all morale checks. The Penumbra can detect evil and detect alignment at will on any being with 6" he can see. Treat him as having WIS 18 and INT 15. If your campaign uses psionics/psychic abilities The Penumbra should be gifted in these arts.

It is said that no matter what black thoughts dwell within the deepest recesses of your mind ... The Penumbra perceives!

Not D&D Related

We used to sing this song in German class. I'd heard a joke version of it in Disney's "The Three Little Pigs" and was rather surprised it's an actual song. This little ditty has been satirized in many other places ...

You'll find a lot of bad translations out there on Google so you'll just have to take my word this is better than many you'll see. Of course, Americanized dialects of German may have some differences, this is German how I learned it in school. Last of all, you'll also find some disagreement about the translation of schnitzelbank. All I can say to that is, again, beware Google and online translation services.

oh, du schone Schnitzelbank!
a Sauflied (song for drunkards)

Ist das nicht eine Schnitzelbank?
Ja, das ist eine Schnitzelbank.

kurz und lang
hin und her
kreuz und quer
Schiessgewehr
Wagenrad
krumm und grad
grosses Glass
Ochsenblas
Haufen Mist (pronounced "misht")
Schnickelfritz
dicke Frau
fette Sau
langer Mann
Tannenbaum
Hochzeitsring
gefaehrliches Ding

O - Die Schoenheit an der Wand - Ja das ist eine Schnitzelbank.

Is that not a wood carver's bench?
Yes, that is a wood carver's bench!

Short and long
Back and forth
Criss-cross (often paraphrased as all over the place)
Rifle (or gun, shotgun, shooting rifle, etc.)
Wagon wheel (rad does not mean red!)
Crooked and straight (or curved and ...)
Large glass
Ox bladder (not ox horn or pale ox)
Manure heap (lit. pile/heap of sh**)
Mischievous boy (like Dennis the Menace)
Fat wife
Fat pig
Tall man
Christmas tree (or fir tree)
Wedding ring
Dangerous thing (a dragon is usually pictured)

Oh the beauty on the wall
Yes that is a wood carver's bench!

Adventure Hook, The Grey King

THE GRAY KING

A young king, untested in battle and new to the throne, threw off a seaborne invasion in the walled port city. Shortly thereafter he died of wounds received in that battle. Now, when danger threatens from the ocean the apparition of the king appears. The gray-tinged image of the king is seated on a plain and battered throne situated upon the wall overlooking the ocean, vigilant gaze turned seaward. He is clad in armor and his gleaming bastard swords rests upon his lap. The throne is flanked by two ever-lit torches, also insubstantial.

Since that time generations ago the city has never been successfully invaded from the sea. Now word reaches the Lord-Mayer a powerful pirate faction plans to invade the city and claim it as a base. Though their armada lurks just over the horizon, the Gray King has not appeared.

Has the city's time come? Or have the pirates done something to prevent his appearance?

The Moorlands Barking Spider, A New Monster

THE MOORLANDS BARKING SPIDER

Found inhabiting grasslands and prairies, these aggressive predators obtain the size of a small dog upon reaching maturity. Barking spiders are covered in hairlike cilia and have geen and tan coloration. They are characterized by their low, rumbling barking call. Besides having a paralyzing sting (save versus paralysis for no effect) and web-spinning abilities, barking spider can also spit a foul musk-like substance up to 20 feet at their target. A successful musk attack blinds the target for 2 combat rounds, temporarily reduces the target Charisma to 3, and increases chances for wandering monsters by +2. These creatures tend to reserve their paralyzing sting for their prey, using their musk attack to warn off opponents and predatory competition.

AC: 4
No. Appearing: 1-6
Move: 3/12
Hit Dice: 3
Special Attack: Paralyzing Sting
Special Attack: Spit Musk
Lair: 70
Treasure: C
Align: N

Nietze's Bridge, A Dungeon Room

NIETZSCHE'S BRIDGE: A 30'W x 60'L abyss into impenetrable darkness spanned by a 10'W bridge. The bridge has no rails and is well-travelled, if the worn stones are any indicator, but otherwise appears quite solid. Peering into the abyss reveals no bottom, if the party drops a torch it falls for many long seconds before hitting the ground.

FOR THE REFEREE: The entire area is under a powerful and very convincing glamer. The bridge is an illusion concealing a 30' drop into a spiked pit. There is a secret door at the bottom, or survivors of the fall can be helped out of the pit by their friends. Here's the rub, though ... the pit is also an illusion. What seems a very long drop into nothingness is actually solid stone floor. The party can easily cross the 60' room by avoiding the bridge and walking "on air."

The Trippelganger: A Meaner Doppelganger

TRIPPELGANGER

Number Appearing: 1
Number in Lair: 2-5
AC: 3
Move Rate: 12
HD: 5+1
Lair Nearby: 10
Treasure Type: E
Align: C

Trippelgangers are faster and tougher versions of the doppelganger (DD Vol III, pp. 4, 13). Trippelgangers tend to hunt alone and discreetly removed from their lair, though it is not unknown for these creatures to live among humans. If the latter, they will usually be found in larger cities affording a degree of anonymity while they plot to spread chaos and dissension. Their motivations for doing this are unclear. In addition to their increased toughness, trippelgangers possess an ability that makes them far more dangerous than their doppelganger cousins, having an innate psionic ability to see into the mind of their victim. The trippelganger will pick a person known and familiar to its victim, using this guise to put the mark at ease. Naturally, trippelgangers possess all the abilities of their doppelganger cousins (imitate whomever they see, sleep and charm immunity, save as 10th level fighter).

Note: this monster was inspired by 2 things. First, my post about the city encounter with the doppelganger. Second, the scene in "The World's End" (2013) in which the alien invaders used familiar faces to put the humans at ease ... unfortunately in one case choosing to imitate someone who had passed on many years previous.

Dungeon Encounter & Magic Spear

DUNGEON ENCOUNTERS: You open the door to find a 30' radius circular room filled with a flickering, subdued amber light. The ceiling is 20' high, the walls are lined from floor to ceiling with shelves holding jars filled with amber liquid. A candle is behind each, producing the captivating shimmering light. The effect is quite lovely. In the center of the room is the bronze statue of a heavy-set woman, head tilted upward and mouth open wide as if calling out. She is armored, armed with spear and shield, and wearing a curious steel helmet sporting a pair of what appear to be bovine horns. The spear, an actual weapon and not a part of the statue, glows if detect magic is cast on it. The spear is ornately carved on the shaft with runes and the steel head is etched with designs highlighting an inlaid gold rune on either side of the head. The weapon is of superior workmanship.

FOR THE REFEREE: The ambient lighting effect is caused by a candle behind each jar. The jars are filled with flammable oil. Touching any part of the statue or its pedestal will cause the statue to sing a high-pitched musical note via a magic mouth spell. This will also cause all doors (when I used this the room had 4 exits) to slam shut, a moment later locks will magically slide into place. If the characters turn and run from the room as soon as the singing begins they will have time to blast through the closing doors before they lock. Otherwise, they will be subject to the trap: all jars in the room will shatter, spilling the oil contained within. Of course the candles promptly ignite the oil and the room turns into a deadly inferno to any creature unable to withstand damage from normal fires.

THE WEAPON The spear can be any suitable magic weapon. I used a home-grown weapon: the Spear of Storms. It was a +1 weapon that could cast a lightning bolt (as the spell) accompanied by a clap of thunder inflicting -1 to all enemy morale rolls thrice per day.

Spicing Up City/Town Encounters

Town/City Encounters: here is an interesting idea! Expand your horizons and make a randomly rolled but mundane encounter into something special. If, for instance, the die rolls calls for a result of "Fighter" make it samurai, a dervish, or Native American dog warrior.

Cleric? How about a witch doctor or shaman (complete with shrunken heads), robed Asian mystic, or fully decked out Jewish Priest of Aaron?

Magic-Users could be an iconic witch with broom and black cat; a modern day stage magician complete with tuxedo, cane, and top hat; or a steam-punk style alchemist.

Thieves are a bit tougher because they generally like to be in the background but you could roll out a few figures from entertainment. Such as black jump-suited cat burglar, or Stainless Steel Rat type of fast-talking confidence man.

Each of these notables, of course, may have an assortment of toadies, sycophants, bodyguards, apprentices, etc.; who may take a dim view of players approaching their idol!

City Doppelganger Encounter

CITY ENCOUNTER: the player-characters are approached by a local (race & sex as appropriate to your milieu) who appears well-to-do. She tells the party she must speak with them.

The Problem: a monster capable of duplicating her appearance has committed a crime while "wearing" her likeness; I used the doppelganger but you may wish to create a monster unique to your milieu. She wants the players to apprehend this monster and bring it to her so she can clear her name.

The Offer: A substantial reward for the party's assistance. The doppelganger must be brought to the patron or patroness at a suitably private location. Naturally, if the PC's are spotted during this caper they will surely run afoul of the local authorities.

The Resolution:

1) The encounter is what is seems to be and the players reap some useful magic items as reward.

2) As #1, but the patron attempts to stiff the party. Some local thugs appear and engage the party in combat after the captive doppelganger is surrendered to the patron. This would be a good time to run weaponless combat! The thugs seek only to delay the PC party a short while so the patron can make his escape with his prisoner. The ruckus may also invite the attention of the city watch.

3) The patroness is insane and has sent the party after her twin. Neither are doppelgangers.

4) The patroness is the doppelganger and sent the players after a completely random VIP with the goal of sowing chaos and spreading dissension in the city. The party will arrive at the agreed upon rendezvous and the patroness will be nowhere in evidence. The doppelganger's long term goals may include insinuating herself (and others like her) into a position of importance within the government. Even more fun? The doppelganger was mimicking another VIP when she hired the player-characters. The unfortunate model for the doppelganger will be arrested and questioned by authorities based upon the PC's description, leading to more problems for the players.

5) It's a trap! An enemy of the player-character party spotted them entering the city and is attempting to sand-bag them. The city watch will receive an anonymous tip and will show up when the PCs try to nab whatever VIP their enemy has designated as the target. The patron himself is an accomplice of their enemy with a high Charisma. In this case the accomplice more or less resembles the target.

6) The patron and the target are one and the same. He is testing the effectiveness of his personal guard and security measures. He will reward the party as promised whether they successfully penetrate his security or not. Of course, the guards do not know the player-characters are merely a test and will treat them as attackers, responding with force to the threat.

A New Magic Club

Greenwood Club: Once per lunar cycle (28 days IMC) a druid can sing a stout, thick club out of a living tree. The club acts as a magical weapon, though no bonus "to hit" or damage is granted, for the purposes of hitting any unnatural creature such as other-planar, undead, and magical constructs. The club lasts until the end of the lunar cycle in which it was created.

If sung from a tree with mistletoe growing upon it the club functions as a +1 weapon, +2 versus unnatural foes

Some New Spells

Here is an exclusive bonus for all members of this group. I was working on a swords and sorcery type of supplement for Delving Deeper. I shelved that project when several S&S variants of D&D came out in very short order. Here are some first level spells I was creating in hopes of capturing the feeling of Conan and his ilk.

Wizard Spells, Level One

Discernment: Allows the wizard to detect the touch of chaos. Wizards casting this spell will see the sickly aura of chaos surrounding magical effects and intelligent beings. Faintly chaotic effects can only be detected at touching distance (< 10' away), whereas powerfully chaotic forces can be detected up to 60' away. Examples of the former would be most chaotic zero-level types or an benign object created with sorcery, the latter would include higher level (or hit dice) monsters or an active sorcery-based illusion. Duration: 1 round per level.

Dispel Sorcery: As implied by the name this spell dispels the effects of sorcery. The wizard's level is compared to that of the sorcerer and a ratio is calculated. That ratio is the chance of success for the dispelling, though there is always at least a 5% chance of failure and a 5% chance of success.

Dispel Wizardry: Used to dispel another wizard's magic. The dispeller's level is compared to the caster and a ratio is calculated, this is the chance of success. There is always, however, at least a 5% chance of either success or failure.

Douse: By means of this spell the wizard may extinguish approximately one cubic feet of flame per level. Effect is immediate, no saving throw allowed. This spell causes d6 damage per caster level versus flame-based creatures.

Firefly: A weaving, bobbing eldritch spark that will ignite any combustible material it contacts (paper, wood, fur, etc.). The firefly is directed by the caster's thoughts and can ignite two objects before dissipating. One firefly per caster level can be produced. Range: eyesight. Duration: up to 1 turn.

Lightning Touch: A touch attack inflicting d6+1 points of damage to the victim, d6 electric shock and 1 point burn damage. Any target is treated as AC 9 (no armor). Damage increases one additional die and one additional point of burn damage per level (2d6+2, 3d6+3, etc.). A wizard is not susceptible to damage from his own lightning touch spell. Range: 24”. Duration: 3 round.

Minor Forbidding: This spell has two possible effects. First, it may serve as a locking spell that will seal any portal or gate type device. This includes obvious features such as doors, portcullises and such, but also includes shutters and louvers. The second mode is a shimmering wall of force used to blockade a narrow path or bridge, any walkway disallowing passage to either side. The minor forbidding is cast upon a rock or stick, which then suspends itself about waist high in the center of the walkway and becomes the focus for the spell. Either form may be bypassed by the caster or another wizard 5 levels higher than the caster, the caster may also cancel the spell at will. Dispel wizardry may also break the spell completely, as might strongly anti-magical creatures. Range: 10'. Duration: 1 turn per level.

Mistral: A strong blast of wind that can topple any man-sized creature or object of similar mass. Larger than man-size but smaller than giant get a saving throw versus spell to stay on their feet. The mistral wind fans out from the caster in a cone up to 6” long and 3” wide at the terminus. Any unprotected torch within the area of effect will be extinguished, lanterns are extinguished on 1-3 (d6), spell-casting is disrupted, missile fire during this round will automatically miss its target, and any creature knocked to the ground loses its action for that round. Creatures large enough to stay on their feet lose initiative but may otherwise still attack. Duration: 1 turn.

Repel Chaos: Any creature of chaotic alignment will attack the caster at a -1 penalty imposed upon all “to hit”, damage, morale, and saving throw die rolls. Range: Self. Duration: 6 turns.

Reweave: Will remake, or make whole again, living or formerly living material. A tear in a scroll or map could be made as if it were never there, a broken staff, spear, or door would be one piece again. Living tissue will be healed of damage, d6 + level of caster (d6+3 for a third level wizard), or a scar removed; but not both with a single casting. Only one item or individual can be rewoven per casting of this spell. All pieces of an item to be rewoven must be present for this spell to work, so a severed limb (for instance) could not be regrown with this spell; though it could be reattached if available.

Thunder Clap: This earth-shaking boom will stun any creature of equal or less hit dice than the caster. Stunned creatures fall to the ground in a swoon and will remain in that state until aroused or for d6 + level turns. Range: 60' radius. Duration: instantaneous.

Uncloak: This spell allows the inner power of the wizard to show through as an intense white light for a brief time, having a positive effect on allies and cowing enemies. Allies will add +1 to hit during that round, will any opponent of 1 hit dice or less must immediately check morale with a -4 penalty, all other non-leader or non-special enemies must make an unmodified morale check. An uncloaked wizard will repel dragonfear and other magical fear effects, and no ally need check morale during any round this spell is in operation. Range: special. Duration: 1 round per level.

Two Relics for OD&D

The Circlet of Ahmek
Ahmek was a wizard turned sage who was reputed to have a terrible memory. As a result, he spent his unnaturally long life devising magic items to make his life more convenient or to boost his ability to cope with his absent-mindedness. The Circlet of Ahmek was his magnum opus in that regard and, though history states Ahmek was entombed with it, rumors have surfaced throughout the centuries since his death of the Circlet's presence in some remote land or another. Wearing the Circlet is reputed to grant the owner amazing powers of insight and heightened senses.

The Circlet itself is fashioned from gold and a curious black metal that none have been able to identify. The centerpiece of the Circlet, centered on the wearer's forehead, features a gold medallion with a polished crystal insert. The Circlet will magically adjust to fit the head of any human-like being. The artifact is Lawfully aligned and will cause neural shock damage to any non-Lawful character touching it; 3d6 to Neutral characters and 6d6 to Chaotics. Should this not be warning enough, any non-Lawful character placing the Circlet on his head should roll an immediate save versus Spells at -5 or immediately be blasted out of existence; should they make their saving throw the Circlet will not work for them.

Lawful characters placing the Circlet upon their head will gain a number of benefits. The following benefits will operate constantly or at will as appropriate.

-Intelligence and Wisdom Increase to 18
-Read Languages
-Read Magic
-Locate Object
-Protection from Evil
-Light

In addition, three times per day, the power of the Circlet can be evoked to cast:

-Hold (Person or Monster)
-ESP
-Arcane Eye
-Silence, 15' Radius
-Teleport

Finally, once a day the Circlet will cast disintegrate.

The owner of the Circlet will be unable to abide the presence of chaos, seeking to destroy it to the best of his ability. Legends say the crown may not be destroyed but it may be rendered inert by coating it with lead and dropping it into the deepest part of the Amalos Potamos, the river of forgetfulness which flows through portion of the Afterlife reserved for the foulest of sinners.


The Fetish of Ubaxur
This vile charm was carved from an unearthly mineral of sickly purple shot through with veins of disgusting green; it appears to be the form of some demonic, tentacled horror. The Fetish hangs from a leather thong reputed to be of human flesh, the leather is extremely tough and cannot be cut or broken by any known means.

This artifact is Chaotic and the aura of chaos around it is almost palpable, Neutral characters touching it must save versus spell at -5 or fall into a magical sleep for d6 days, Lawful characters foolish enough to touch it will take 6d6 damage and must save versus poison or death at -4, failing the save indicates the character has lost a level. Further, rolling a natural 1 on the save indicates two levels are lost and the player-character has fallen into a magical sleep for d6 days.

The Fetish is said to be named after the demon whose likeness it portrays rather than the creator, though indeed they may be one and the same. Fearful whispers among the peasants tell and retell the rumor that the device was placed in the world to wreak havoc, and so it has.

Wearing the Fetish of Ubaxur grants the following continuous or at will powers (as appropriate):

-Know Alignment
-Animate Dead
-Immunity to Fear
-Cause Light Wounds (Touch)
-Darkness

The following powers may be used 3 times per day:

-Feeblemind
-Cause Blindness
-Charm Person

The following powers may be used once per day:

-Flame Strike
-Ray of Death

Retaining possession of the Fetish for a week will cause the owner's hair and eyes to turn a deathly white. Possession for a month will cause a 5 point reduction in charisma (but not below 3). Possession for 3 months or longer will cause the owner to become obsessed with the device and unwilling to part with it for any reason, he will also sprout a pair of horns on his forehead. Normal animals will recoil in fear from the wearer and normal humans and man-types will suffer a -2 on the NPC reaction table. Also at this point, he gains one final ability from the Fetish. He will be able to summon a balrog to fight at his side once per day, the monster summoned will be absolutely loyal and will fight to the death if need be.

The artifact may only be destroyed by bathing it in the tears of the goddess of Mirth and Joy.

Fire Brew

Birhaakamen Fire Brew: An S&W Liquor

This reddish-amber liquor smokes when poured into a glass, usually a short tumbler. The wisps of smoke are thin and noticeable only if looked for. One serving increases Wisdom +1 and decreases Intelligence and Dexterity by -1 for four hours. For one day only, Birhaakamen Fire Brew will replace one serving of trail or dry rations, but will only do so for one day out of any three. This liquor will increase the morale of any hirelings by +1 for 24 hours.

09 March 2019

The Valpine Campaign: Classes

This is the second in a series of posts about forming a new campaign. Basically, humans are attempting to retake a continent lost to Chaos and the monsters generations ago. 

Classes

  • Fighters
    • Brawlers
  • Magic-Users
    • Illusionists
  • Druids
  • Rogues
    • Scout
    • Nightblade

Brawlers are mainly an NPC class, employing Old Worlde fighting styles such as Welsh or Greek wrestling, savate, and bartitsu. Though brawlers favor empty hand techniques and non-lethal fighting, they do have a specialized weapon selection and can be effective fighters with these arms.

Illusionists & Druids are (more or less) their OD&D equivalents. Druids as in Eldritch Wizardry and Illusionists from the pages of Dragon magazine. Illusionists are recommended for experienced or highly creative players.

Rogues are the adventuring arm of the Thieves Guild which is otherwise composed of petty criminals, pickpockets, and similar riffraff. Rogue skills are equivalent to those of the GH Thief class but combined with either Fighters (giving us Scouts) or Magic-Users (Nightblades). It is considered an insult to call a Rogue a thief.

As a class Rogues (both types) can use any one-handed melee weapon, both types have a single exception (see below). Rogues can also use light missile weapons including slings, short bows, light crossbows; but not longbows or heavy crossbows. Rogues are stealthy and adept at recon and infiltration and are able to sneak attack for additional damage. Rogues save a Magic-Users of equivalent level.

Scouts are second tier fighters, adept at missile fire, stealth, and infiltration. They can wear leather and most light armors and use bucklers and are able to use spears in addition to the standard Rogue weapons. Rogues have the hit dice and fight as Clerics of equivalent level. Scouts can split-move and fire if in light or no armor, and missile fire twice per round if stationary. Scouts can use any magic item a fighter or cleric can use.

Nightblades are second tier magic-users, using magic both to augment their stealth abilities and in lieu of martial attack. They may not wear armor, their exception to the one-handed weapon rules are staves, any type (magical or melee). Nightblades can use any magic item magic-users can use.

There are no Clerics. Spell-casters will have access to healing spells and can channel arcane energy in an attempt to turn undead (think Glorfindel in Tolkien’s The Fellowship of the Ring). This is tiring and will diminish their ability to cast spells for that day. Many of the Cleric’s spells are now usable by Magic-Users and Druids

03 March 2019

Notes On A New Campaign

The Monsters Won.

The Great Escarpment, or the “Terminator” as it came to be called, originated in the Northeast. Inexorably it swept south and west, devouring all life in its path ... except for the Chaotic and that which bore the taint of chaos. Band after band of heroes and their armies marched into the Great Northeast to stop the Terminator’s progress, but none returned and Terminator continued unchecked.

Legends tell of mighty battle and the last of the Paladins of The Holy Sword heroically falling at Havenport holding back hordes of monsters and undead. Their sacrifice allowed the remaining, desperate humans and demi-humans to board ships and set sail for a mythical land far to the west.

Centuries passed.

Though the humans and their kindred found a small but habitable land? They’ve now outgrown that island-continent and have turned theirs back to the east.

Welcome to Valpine! Where humans, demi-humans, and humanoids coexist, albeit uneasily.

More to follow. . .