Saturday, November 20, 2010
New Spell: Friends
Friends
Level: 1 (Magic-user & Elf spell)
Duration: 1 round per level
Range: 0
This spell causes the caster to gain a temporary increase of 2d4 points of Charisma—or temporarily lose 1-4 points of Charisma—depending on whether the creatures within the area of effect (a 10’ plus 10’ per level radius) make or fail their saving throw vs. spells. Those that fail their saving throws desire to become friends with the caster and render assistance. Those who make their save will be uneasy in the caster’s presence and find him irritating. The spell has no effect on creatures of animal or lower intelligence.
Expanded Reaction Modifier Table (if needed)
CHA 1: +3 to reaction rolls
CHA 2-3: +2 to reaction rolls
CHA 4-5: +1 to reaction rolls
CHA 6-8: +1 to reaction rolls
CHA 9-12: no modifier
CHA 13-15: -1 to reaction rolls
CHA 16-17: -1 to reaction rolls
CHA 18: -2 to reaction rolls
CHA 19-20: -2 to reaction rolls
CHA 21-23: -3 to reaction rolls
CHA 24-27: -3 to reaction rolls
Sunday, November 14, 2010
Updates to Clerical Spell Lists
Sunday, September 19, 2010
Sleep Spell Area of Effect
A sleep spell has an area of effect of a 15' radius from the point or person upon which it is cast (a 30' diameter in total--enough to affect a large dungeon room). As per the rules, a sleep spell affects 2d8 HD worth of creatures starting with the lowest HD monsters first.
I think this is both fair and in the spirit of other such magics with a 15' radius. Unless someone has a real problem with this, let it be written and let it be done.
Wednesday, August 25, 2010
Critical Hits
Wednesday, June 16, 2010
Lost and Found
The potions are one rainbow-colored syrup in an oversized (three-times as big) vial and a vial of cloudy liquid with blue flecks.
I'm mentioning this here so I don't forget to remind you guys to decide who has what the next time we meet, and to serve as an advisement. In the future, any magic item not listed on a PC's sheet will be considered lost to pickpockets, dungeon vermin, or have fallen out of a pouch when no one was paying attention. Please be careful with your magic; it is scarce.
Sunday, June 13, 2010
Tomb Herd Broodmare
No. Enc.: 1d4 (2d6)Alignment: Chaotic
Movement: 90’ (30’)
Armor Class: 4
Hit Dice: 3
Attacks: 3 or 1 (claw/claw/bite or tail sting)
Damage: 1d3/1d3/1d6 or 1d6+2 and paralysis
Save: F3
Morale: 11
Hoard Class: None
XP: 95
The creatures known as the Tomb Herd hail from some grim, undiscovered place, and little is known of them besides their gruesome reproductive method. Although there seem to be several types of these creatures, the ones called Broodmares are (unfortunately) the most common. These creatures reproduce by laying eggs in fresh corpses and are usually encountered near tombs and mausoleums. When fresh corpses are hard to come by, the Broodmares hunt down living creatures, paralyze them with their sting, and then drag the incapacitated body back to their lair. Once safely tucked away, the Broodmares slay the host-to-be and fill its chest cavity with eggs.
Like a certain close resemblance, the Broodmares possess a highly acidic form of blood. Whenever an edged or piercing physical attack causing damage to a Broodmare, there is a chance that splash damage is inflicted upon those nearby as the acidic vitae sprays from the wound. Anyone within 5’ of a Tomb Herd Broodmare that takes damage must roll above the number of hit points sustained on a d20 or take 1d6 per 6 points of damage inflicted by the attack (round down) up to a maximum of 3d6. Armor and weapons must make a saving throw or be destroyed (metal: 7, leather: 10, cloth: 12, stone: 3). Floors and other surroundings must save as well against the acid damage. Broodmares takes half or no damage from electricity and cold. They are immune to mind-altering effects.
Friday, June 4, 2010
Spell Research and Scribing Scrolls
To create a new spell, the player describes in detail the kind of spell he wants to create, and the effect it has. The referee will then decide if the spell can be created, and if so what the spell level will be. The character must be capable of casting spells of the spell level the potential new spell will be, otherwise the player must wait until the character attains a high enough level to research and cast the spell. If the character can create the spell, it will take one week and 1,000 gp per spell level.
Scrolls can be created for spells the caster already “knows” (i.e. have in their spell or prayer book) at the cost of 100 gp and 1 week’s work for each spell of the first level, 200 gold pieces and 2 weeks for a second level spell, etc.
No attempt to create a magic item, spell or other effect happens without some chance of failure. There is a minimum probability of 15% that any such endeavor fails, and this percentage can be raised depending on the circumstances. The player will roll for failure only after the character has spent the money and time on the project, and these are lost regardless of the result. When rolling to determine failure, a high roll (85-00) indicates failure.
One last little quirk: the time required to create scrolls or research spells is in REAL time, not game time. Thus, if your magic-user decides at the end of the game session that he wishes to scribe a 1st level scroll, he will be out of play the following week as he scribbles away. He will return to the game at the session after that with scroll in hand. I realize that this may cause the amount of game time required to research a spell or scribe a scroll to vary wildly, but that’s magic for you.
Thursday, May 13, 2010
Clerical Spell Lists by Deity
This list will be updated as additional deities enter the campaign and clerics advance to higher levels.
Donblas the Law Lord
1st Level
1) Command (see AEC p. 32)
2) Cure Light Wounds
3) Detect Evil
4) Detect Magic
5) Light
6) Protection from Evil
7) Remove Fear
8) Resist Cold
Initiation: Upon being indoctrinated into the first circle of mysteries (i.e. reaching 2nd level), all clerics of the Law Lord receive a silver holy symbol depicting the upward pointing arrow of Donblas. This symbol allows the cleric to know if a single statement spoken by another living individual is true or false once per day with 100% accuracy.
Hyrn the Horned Lord
1st Level
1) Cure Light Wounds
2) Detect Magic
3) Light
4) Invisibility, Animal (see AEC p. 45)
5) Locate Creature (see AEC p. 45)
6) Purify Food & Drink
7) Remove Fear
8) Resist Cold
Initiation: Upon being indoctrinated into the first circle of mysteries (i.e. reaching 2nd level), all clerics of the Horned Lord are gifted with a forester’s floak with a bone cloak pin bearing the Twin Antlers of Hyrn. This cloak gives the cleric a +1 bonus to surprise when in wooded areas. Multi-classed priests allowed to use bows are further given a quiver of 20 sureflight arrows (+1 bonus to hit good for a single use each. If recovered after battle, they may be used as normal arrows, but the stress of hitting their targets affects their exquisite balance permanently).
Mog the Spider God
1st Level
1) Cure light wounds
2) Detect evil
3) Detect magic
4) Light
5) Protection from evil
6) Purify food & drink
7) Remove fear
8) Spider climb (as the 1st level magic-user spell; see AEC p. 77)
2nd Level
1) Bless
2) Find Traps
3) Know Alignment
4) Hold Person
5) Resist Fire
6) Silence 15’ Radius
7) Speak with Animal
8) Web (as the 2nd level magic-user spell; see LLR p. 41)
Initiation: Upon being indoctrinated into the first circle of mysteries (i.e. reaching 2nd level), all clerics of the Spider God are gifted a silver holy symbol depicting the spider form of Mog. When worn, the symbol grants the priest a +1 bonus to saving throws vs. spider venom.
Deity Specific Power (gained at 4th level): Clerics of Mog gain the ability to Turn spiders (but not spiderlike creatures) as if they do the undead. This ability use is resolved as if the cleric were three levels less in power (i.e. a 4th level cleric Turns spiders as if he were a 1st level cleric), but is otherwise identical to normal Turn attempts.
Yg the Father Serpent
1st Level
1) Cure light wounds
2) Detect evil
3) Detect magic
4) Hypnotism (as the 1st level illusionist spell; see AEC p. 51)
5) Protection from evil
6) Purify food & drink
7) Remove fear
8) Resist cold
Saturday, April 17, 2010
Weapon Proficiencies
Since I am trying to capture a sword & sorcery feel to the campaign as opposed to the standard Tolkien-esque/pseudo-medieval vibe that so many D&D campaigns aspire to, I’ve allowed any class to use any weapon. However, I can see how this could get out of control if no guidelines are established. So, as promised, I’ll be introducing a (hopefully) quick and easy weapon proficiency system at the next meeting. Since I find it easier to explain longer concepts in writing, here’s a preview of what we’ll be doing on Sunday.
Each character starts with an initial number of weapon proficiencies based on their class. Fighters begin knowing how to use four weapons competently; clerics can use three with skill, and magic-users are adept with only two. Dwarves are treated as fighters in this case, giving them four weapons of proficiency.
Any character attempting to use a weapon they aren’t adept with suffers a penalty to any and all attack rolls. Fighters using a weapon they aren’t trained in are -2 to hit; clerics are -3 to hit, and magic-users are -4 to their attack roll. As above, dwarves are treated as fighters and suffer a -2 penalty. For those of you who like charts, it breaks down like this:
Class | Number of weapon proficiencies | Penalty to hit with a non-proficient weapon |
Fighters (including dwarves) | 4 | -2 |
Cleric | 3 | -3 |
Magic-users | 2 | -4 |
As characters advance in level, they will gain addition weapon proficiencies based on their class. As each class reaches the levels listed below, they gain another weapon proficiency chosen from the list at the bottom of the page. Fighters gain a new weapon proficiency every two levels after the 1st; clerics gain one every three levels after the 1st, and magic-users gain one every four levels after the 1st. Again, in chart form, this looks like
1st level | 3rd level | 5th level | 7th level | 9th level | |
Fighter | 4 | 5 | 6 | 7 | 8 |
p> | |||||
1st level | 4th level | 7th level | 10th level | 13th level | |
Clerics | 3 | 4 | 5 | 6 | 7 |
1st level | 5th level | 9th level | 13th level | 17th level | |
| Magic-users | 2 | 3 | 4 | 5 | 6 |
Weapon Breakdown
I don’t want to get too crazy with this system so rather than make every single weapon cost its own proficiency, I’ve broken them down into categories, some broader than others. Being proficient in a category allows you to utilize any weapon in that class without penalty. These weapon categories are:
Weapon Category | Weapons Include… |
Axe, long | Battle axe |
Axe, short | Hand axe |
Ball & chain | Flail, morning star |
Blunt | Club, mace |
Bow, long | Longbow |
Bow, short | Short bow |
Crossbow | Light and heavy crossbows |
Dagger | Dagger, knife |
Dart | Dart |
Implements | Hammer, pick |
Javelin | Javelin |
Lance | Lance |
Pole arm | Pole arms of many assorted styles and flavors |
Sling | Sling |
Spear | Spear (both in melee and thrown), trident |
Staves | Quarterstaff, magical staves |
Sword, great | Two-handed sword, bastard (two-handed |
Sword, long | Long sword, scimitar, falchion, bastard (one-handed) |
Sword, short | Short sword |
Thursday, April 1, 2010
The Arane Dhyn (The Old Blood)
Over time, the haughtiness and pride of the Arane Dhyn grew along with their accomplishments and they began to see themselves as superior to the young nations of men, whom they deemed lesser beings. The Arane Dhyn, with their strange magics and high science, waged war upon the nations that abutted the Weary Sea. Most succumbed to the legions of Bal-Sagoth and became vassal states, owing fealty to the Supernal Empire and its Imperatrix. Each spring, the great moon galleys of the Arane Dhyn would embark to collect tribute from the lands of men, taking coin, trade goods, and slaves, as well as certain individuals who proved themselves worthy of learning at the feet of the great Arane Dhyn scholars and sorcerers, back to Bal-Sagoth.
For ten millennia, the Arane Dhyn subjugated the nations of men and grew debauched on their island of white-walled cities and sapphire towers. Then, without warning, the Arane Dhyn faced an opponent whose sorceries and science outstripped their own.
This threat came not from the sea that surrounded the Arane Dhyn’s homeland, but from the night sky above. Strange stars fell from the heavens, bringing with them the creatures known only as the Silent Daemons. With unknowable purpose, the Silent Daemons waged war upon Bal-Sagoth, toppling its sapphire towers and razing its alabaster walls. The land itself was torn asunder and the sea rushed in to fill these chasms.
The end of Bal-Sagoth came in fire, but whose hand lit the flames is unknown. Some tales say that the Silent Daemons unleashed horrific magics against the island nation. Conflicting stories claim that it was the strange sciences of the Arane Dhyn which caused the conflagration. In either case, the inferno known as the Flame Deluge shattered the great island nation of Bal-Sagoth, sinking it beneath the green waves of the Weary Sea. All that remained behind were the mangled scraps of silver filigree from brooch or breastplates that lay upon the ocean sands or the tatters of checkered silk which floated on the waves.
Some of the Arane Dhyn survived the cataclysm, fleeing their sinking land on moon galleys or taking flight on magical wings. But those survivors were few and they found no refuge was to be had in the former vassal states of Men. With their civilization in ruins and their former servants now free and bearing great grudges, the Arane Dhyn scattered, seeking sanctuary in whatever isolated places they could. In dense jungles, atop forbidding mountains, and in harsh deserts, the Arane Dhyn built colonies and citadels where they could dream of their former glory, undisturbed.
Two thousand years have passed since Bal-Sagoth sank and the Supernal Empire was cast in ruin. Most of the Arane Dhyn remain sequestered in their hidden sanctuaries, but a few seek to recapture the glory of their race once again. Although still shunned by men and considered a cursed breed, this vainglorious minority takes up sword and spells in order to carve out a place in the world befitting their people’s former greatness.
Twinborn Souls
Although the Arane Dhyn appear indistinguishable from Men, they are a separate, alien race. No aspect sets them apart from men more than their dual souls.
Each Arane Dhyn possess two souls which are engaged in a constant struggle for dominance of their physical form. Each daybreak, when the Arane Dhyn rises from slumber, his physical form might be under the control of either one of these twin souls. Although these twin souls are seldom evenly matched, each ultimately gains the upper hand in the struggle from time to time, eclipsing the skills of the other and causing various subtle (and not-so-subtle) changes to manifest. Most Arane Dhyn spend their entire lives attempting to unify their warring spirits into a single whole. This state is called Caat, and, while not an impossible goal, it is uncommon to encounter an Old Blood who was successfully reached spiritual equilibrium. Instead, most Arane Dhyn rely on meditation, sorcery, drugs, or other means to keep their internal struggle in a state they can cope with.
In game terms, this means is that each Old Blood character has essentially two classes whose abilities and progression are kept track of separately. An Old Blood PC is both a fighter and magic-user, but never at the same time. He has two character sheets: one for each of these classes.
The ability scores are the same for each class but hit points fluctuate depending on whether the Old Blood is currently adventuring as a fighter or a magic-user, and it is the subtle physiological changes that occur when each soul is in control that causes the character’s ability to survive bodily harm to change. Likewise, his ability to use spells and his acumen in battle are also dependent on which soul is currently in command.
When his martial soul is in power, the Arane Dhyn is a fighter with all that class’ abilities, saving throws, and weapon proficiencies. They do not, however, gain the ability to “Chop When They Drop” that pure fighters do.
When their mystical soul is at the forefront, the Arane Dhyn functions as a magic-user and has all that class’ saving throws, “to hit” probabilities, and spell-casting ability. They may not wear armor and cast spells, and they are limited to only two weapon proficiencies, which must be chosen from the four they possess in their fighter guise.
Legend
It is said that the Arane Dhyn race is the product of their ancient deity, Gol-goroth. Eons ago, long before history was recorded or Men walked upon the earth, Gol-goroth created twin daughters, A-ala and Dyru Ro, to delight him and to take as brides when they came of age. In almost every way, these two girls were opposites. Dyru Ro was dark and beautiful, while A-ala was pale and of fierce visage. A-ala was blessed with the gift of sorcery and Dyru Ro was a warrioress without equal. Rivals from the very first, each constantly strove to outdo the other in the eyes of Gol-goroth.
It was A-ala who brought about the tumultuous inner struggle that afflicts all Arane Dhyn. Having observed her twin’s practice of eating the hearts of slain foes to absorb their strength and prowess, A-ala set a snare of magic for Dyru Ro, then lured her into its jaws. Once imprisoned, A-ala consumed the soul of her twin with the intent of both assuming her martial prowess and permanently removing her rival.
When Gol-goroth next called his brides-to-be into his presence, he found only one answered his summons. He questioned A-ala, inquiring where her sister might be found, a query to which A-ala denied having any knowledge. But the spirit of Dyru Ro was not so easily consumed and Gol-goroth saw its fire burning behind the eyes of A-ala. The sorceress could not hide her crime from her creator and Gol-goroth banished her from his presence, sending her to live in the harsh lands to the west.
There, amongst the low creatures that would eventually become Men, A-ala found refuge and ultimately a mate. When the first of her children were born, A-ala discovered that Gol-goroth had punished her offspring for her crime. Each was born with two warring souls: one of sorcery inherited from their mother, the other martial and bearing the traits of their aunt. The Arane Dhyn race has suffered for their founder’s crime ever since.
Racial Traits
Because of their twin souls, Old Blood characters are extremely resistant to both charm and sleep magics, and avoid succumbing to these enchantments 90% of the time. They possess a keen sense of sight that allows them to detect the flame auras given off by all living creatures up to 60’ away (as infravision) and can notice the slight imperfections that indicate concealed doorways, hidden niches, secret doors, and the like 2 times out of 6.
Physical Appearance
Although the physical appearance of the Arane Dhyn is just as varied as that of Men, there does exist two general types. These two broad physical stereotypes usually indicate which of the two conflicting souls is dominant most often in a Arane Dhyn, but this is not always the case.
The following two examples are taken from Earth literature as they coincidentally resemble the two most common physical appearances of those of the Old Blood race. The first is an example of one whose martial soul is more dominant; the second, one whose sorcerous souls is most active. (Thanks to my regular player, Jack, for reminding me of the Kull description.)
“He was built much like the Vikings, at once massive and lithe—tigerish. But his features were not as theirs, and his square-cut, lion-like mane of hair was as black as Bran’s own. Under heavy brows glittered eyes gray as steel and cold as ice. His bronzed face, strong and inscrutable, was clean-shaven, and the broad forehead betokened a high intelligence, just as the firm jaw and thin lips showed will-power and courage.”
-- Kings of the Night by Robert E. Howard
“They were old eyes in a fine featured, youthful face…He nodded condescendingly to the other four and walked with lithe grace towards the fire… [He] was tall, broad-shouldered and slim-hipped. He wore his long hair bunched and pinned at the nape of his neck and…affected the dress of a southern barbarian…His bizarre dress was tasteless and gaudy, and did not match his sensitive face and long-fingered, almost delicate hands, yet he flaunted it since it emphasized the fact that he did not belong in any company—that he was an outsider and an outcast.”
-- The Stealer of Souls by Michael Moorcock