Thursday, May 2, 2013

Spring, and Three Magic Items

So, spring has hit central New York.  There is sunshine and short-sleeve weather.  My lawn needs mowing, the garage needs cleaning, and that's why posting is down.  I'm renovating my house, building a treehouse for a friend, and being a stay-at-home dad (which actually means going out on lots of errands).

Getting The Basic Illusionist out the door left a space for new ideas to flood in, so I'm sorting through those.  I'd like to do something, or a bunch of something, for Knockspell, and probably also Open Gaming Monthly (for which I also need to write a review or two).  Plus, the cultist has also turned out to be unexpectedly fertile in some respects, so I'm plugging away at that, which wasn't on my radar at all (because every class needs variants like the apostate, diabolist, knave of courts, and sha'ir).

I feel like I ought to post something spring and game-related, so, let's see what I can find in the archives.

Here we are.  Three magic items, part of a batch I wrote in 1998 as a follow-up to my Dragon magazine article.  The article came out in August of 1999, I think?  It was on the stands at Gen Con when WotC announced Third Edition, so that scuttled my plans.  It was a pretty awesome GenCon to be at, though - not that I have much standard for comparison.


Badge of Alliance

 These magical brooches or pins are constructed by halfling priests, and given to particularly valiant non-halfling allies.  They often bear a symbol important to halflings, such as a sheaf of wheat, a sickle, a smiling sun, or a bush or shrub.  The maker of a badge can always recognize her own work.

A badge of alliance grants the bearer several magical abilities:
·         speak with any halfling he encounters with perfect fluency;
·         reduce his size to 3' tall for one hour per day;
·         Move silently through natural terrain as a halfling, imposing a -4 penalty to opponent's suprise roll, if the bearer is in non-metal armor and either alone, or in a party of characters with similar abilities.
Badges of alliance function only for good characters, or the individual for whom they were created.

Dagger, Thornblade

Inconspicious items often carried by halfling sheriffs, guardians, wardens, and other protectors, thornblades appear as woody brown thorns between 3" and 6" long.  Halflings often use them as hairpins, or to pin a cloak together, or simply stick them into the cuff of their pantleg. When grasped and the the command word is spoken, however, a thornblade transforms into a long, razor-sharp dagger that inflicts 1d4+1/1d3+1 hit points of damage.  Thornblades are carried as emergency weapons, and used sparingly, since they may be used only three times before the magic is extinguished.  A 7th-level or higher priest of Avoreen, Brandobaris, Sheela Peryroyl, or Yondalla, however, may recharge a thornblade over the course of a week.
Thornblades are not metallic weapons in either form, and are not affected by rust, magnetism, or any other attack designed for metallic objects.
10% of thornblade daggers are permanently enchanted magical items, with a bonus of +1 to +3.


Puff-puff Pipe (Pipe of Deception)

Puff-puff pipes are the work of powerful gnomish illusionists and a few rare halfling priests. These tobacco pipes are seemingly identical to those favored by elderly halflings, gnomes, and wizards of all ages. The pipe functions perfectly as an ordinary pipe, but its true magic is revealed when a pinch of certain ingredients are introduced to the bowl of the pipe.
·         With the addition of a special blend of herbs (worth 25gp for 10 pinches), the bearer of a pipe of deception may cast change self.
·         A pinch of powdered dung (no cost), allows the smoker to cast stinking cloud.
·         A fragrant blend of herbs and spices (75 gp for 10 pinches), enables the bearer to cast phantasmal force.
·         With a pinch of powdered diamond (worth 50gp per pinch), the pipe-bearer may cast hypnotic pattern.
·         Ground nettles and thistles (no cost), allow the bearer to cast wall of smoke (identical to wall of fog).

In each case, the spell effects are created out of smoke from the pipe, and last only as long as the pipe-bearer concentrates or until the spell duration ends, which comes first.  The pipe of deception must be lit and smoked for the magic to function.  The pipe always smells fresh, and never needs cleaning.  A few reports have indicated that a few pipes may possess other powers.

Wednesday, May 1, 2013

The Cultist:A Quick Note

I thought I put this in the initial cultist post, but apparently not....

The cultist class isn't done.  It needs a spell list, a minor ability or two, and some wordage for stuff like "Initiate" and "Establish Shrine".  I might do a few more Typhos too, with a little more wordage there as well. (yeah, because that post was _so_ well-received...did anyone even notice it?)

Stuff that isn't missing:
XP: I don't do it. None of my classes, except possibly the leshii, have xp charts. Use whatever feels right. (or use the cleric).
Prime Requisite: See above. (or Chr 13)

That's all for now, folks.

Tuesday, April 23, 2013

The Cultist: Patrons & Servitors

In the Shadowend, cultists follow the Typhos, the corrupt offspring of the gods.  Born from the union of two (or more) divine creatures, Typhos lack the divine spark and cannot become gods.  Nonetheless, they are nearly godlike in their power, and have created many monstrous races over the ages. The Elemental Princes, Archdevils, Demon Lords, and others are all Typhos.

Almost all Typhos are selfish, arrogant, and egotistical beings.  They adopt portfolios in mimicry of their parents, but lack any divine synergy with their area of concern.  Most Typhos pick portfolios that will not bring them into overt conflict with a deity; a few serve one of the Elder Host and have portfolios that reflect the concerns of that power.

Four sample cultist patrons are given below, along with some sample servitors and special abilities.  A cultist can summon one of the sample servitors (as the listed CL), build their own, or (with the assistance of the Referee) find other suitable published creatures.


Sample Patrons & Granted Special Abilities
Asterion the Bull (Impulsiveness, Minotaurs, Rage)
Asterion’s servitors have bovine features and shapes (see Gorgon, S&W Monster Book pg.42, CL 10; and Minotaur, S&W Monster Book pg.66; CL 6) and have access to the following special abilities: Extra Attack (Gore; +1 CL), Improved Armor Class (+1 CL), Improved Damage (+1 CL), Petrifaction (+2 CL).

Atar the Taker (The Dead, Duty, Tolls & Taxes)
Servitors of The Collector of the Dead take the form of cloaked and cowled humanoid figures that do not speak (See Dark Creeper & Dark Stalker, Tome of Horrors pg.124; CL 2 & CL 4) and usually have some of the following special abilities: Improved Damage (+1 CL), Invisibility (+1 CL), Poison (+2 CL), Silent (+1 CL).

Enyo the Leveller (Destruction of Cities & Civilization, The Tarrasque)
Servitors of Enyo appear as heavily armored monstrosities (see Bulette, S&W Monster Book pg.11; CL 12*) or statuesque women of stone or bronze (see Chalkeion, S&W Monster Book, pg.13; CL 5, 6,7, or 11; or Caryatid Column, Tome of Horrors pg.83; CL 7) and can have the following special abilities: Extra Attack (+1 CL), Improved Armor Class (+1 CL), Improved Damage (+1 CL), Magic Resistance 25% (+1 CL).
*The bulette's CL has been increased by one for purposes of summoning.

Urjin the Foul (Decay, Disease, Rot)
Servitors of Urjin usually take the form of giant goats or rams (see Goat, Giant, S&W Monster Book pg.39; CL 3; Dire Goat, Tome of Horrors pg.198; CL 5; or  Demon, Mehrim, Tome of Horrors pg.145; CL 9) or goat-like humanoids (see Satyr, S&W Monster Book pg.83; CL 6) and have access to the following special abilities: Disease (+1 CL), Improved Duration (+1 CL), Magic Resistance 50% (+2 CL), Regenerates 1hp/rnd (+1 CL).

Base Statistics for Servitors
These stat blocks are the base for unique servitors.  They can be adjusted by adding special abilities or other customization (ie, a servitor can make one attack instead of two, with damage two dice higher: 1-3HD = 1d8; 4-7HD = 1d10; 8+ HD = 1d12)

1HD Demonic Servitor: HD 1; AC 8 [11]; Atk 2 (1d4/1d4); Move 12 [30’]; CL/XP 1/15
2HD Demonic Servitor: HD 2; AC 7 [12]; Atk 2 (1d4/1d4); Move 12 [30’]; CL/XP 2/30
3HD Demonic Servitor: HD 3; AC 6 [13]; Atk 2 (1d4/1d4); Move 12 [30’]; CL/XP 3/60
4HD Demonic Servitor: HD 4; AC 5 [14]; Atk 2 (1d6/1d6); Move 12 [30’]; CL/XP 4/120
5HD Demonic Servitor: HD 5; AC 4 [15]; Atk 2 (1d6/1d6); Move 12 [30’]; CL/XP 5/240
6HD Demonic Servitor: HD 6; AC 3 [16]; Atk 2 (1d6/1d6); Move 12 [30’]; CL/XP 6/400
7HD Demonic Servitor: HD 7; AC 2 [17]; Atk 2 (1d6/1d6); Move 12 [30’]; CL/XP 7/600
8HD Demonic Servitor: HD 8; AC 1 [18]; Atk 2 (1d8/1d8); Move 12 [30’]; CL/XP 8/800
9HD Demonic Servitor: HD 9; AC 0 [19]; Atk 2 (1d8/1d8); Move 12 [30’]; CL/XP 9/1,100
10 HD Demonic Servitor: HD 10; AC -1 [20]; Atk 2 (1d8/1d8); Move 12 [30’]; CL/XP 10/1,400
11HD Demonic Servitor: HD 11; AC -2 [21]; Atk 2 (1d8/1d8); Move 12 [30’]; CL/XP 11/1,700
12 HD Demonic Servitor: HD 12; AC -3 [22]; Atk 2 (1d8/1d8); Move 12 [30’]; CL/XP 12/2,000

Monday, April 22, 2013

In Which My Head Hurts

Between the terrifying glory that was trying to get The Basic Illusionist finished for Swords &Wizardry Appreciation Day, and the Day itself, and trying to get the Cultist done, and some weird 48-hour head cold, and brainstorming ideas for various articles for various magazine, my head hurts.

The sun is shining, the weather is temperate, and I am going outside.  :)

Thursday, April 18, 2013

Something Wicked: The Cultist Class & Summon Demonic Servant power

Cultist
Hit Dice: 1d6+1 (+2 hp per level after 9th level.)
Armor: Light or Medium armor, no shields.
Weapons: Club, Crossbow, Dagger, Mace, Shortsword
Skills: Cultists are skilled at feats of endurance and influence, disguise, local lore, religious lore, and stealth.
Alignment: Cultists must be Neutral or Chaotic.



Class Features
Ritual Support (1st): The cultist can add this number to the Summon Minion roll of a cultist of higher level.  A cultist cannot summon their own minions while supporting another.

Summon Minion (1st): Cultists have the ability to summon an other-dimensional minion of their patron.  This ability can be used at will, but each successive summoning after the first in a day inflicts a -2 penalty to the cultist’s duration and summoning rolls. The cultist must roll a saving throw to dismiss a demonic servant before its duration expires; on a failed save, the demonic servant remains until the end of its duration, but turns on and attacks the cultist. A cultist cannot summon another servant without dismissing the first, except as noted below.

To summon a cult minion, the cultist rolls 2d6 to determine how many rounds the cult minion will remain. The cultists then makes a summoning roll on 2d8 and checks the result on the table below, first finding their level reading down to find the result equal or less than their summoning roll, and then reading across to find the total Challenge Level of the summoned creature. A result of 0 or less on the final result (2d8 + modifiers) means the summoning fails.



A demonic servant has HD equal to its Challenge Level, an Armor Class bonus equal to its HD, and a move speed of 12 [30’]. Attack bonus and saving throw as a monster of the same HD.  The demonic servant has two attacks, which each inflict 1d4 points of damage if the servant has 3HD or less, 1d6 damage if it has 7HD or less, and 1d8 damage if it has 8 or more Hit Dice.  The basic demonic servant has no special abilities, is of low intelligence, and never appears with equipment.

The cultist can chose to summon a weaker servant with special abilities.  Each patron has a number of special abilities that demonic servants can receive, and cultists can sometimes discover the secret to different, non-standard abilities.  The cost of the abilities is added onto the servant’s Challenge Level to determine the demonic servants’s total CL. A servant’s HD must be at least half of its CL, except as noted below.  A list of special abilities is given below. Other special abilities can be derived from existing monsters, subject to the Referee’s judgment.

If the cultist chooses to summon a weaker creature than his roll allows, a result of † means the demonic servant has one extra +1 CL ability.  If the result is ‡, the servant has extra special abilities totaling +2 CL. If the result is £, the cultist can summon his level in demonic servants of that HD, all with a bonus +1 CL special ability (all minions have the same special ability).  If the result is Ω, the cultist can summon a horde of demonic servants: twice his level in minions of that HD, all with a bonus +1 CL special ability (all minions have the same special ability).

There is a small chance (no greater than 1% per HD) that an avatar of the patron chooses to manifest in place of the demonic servant.  The avatar automatically has 12 HD and +8 CL in special abilities.  The avatar requires at least 1HD per round in sacrifices to remain manifested, and it is not particularly picky about where the sacrifices come from. Cultists willingly sacrifice themselves to maintain the avatar; a newly manifested avatar typically consumes the essence of a cultist the first round it appears to gain enough power to last at least a few rounds (it can completely consume a willing sacrifice in a single round). This is one reason why more powerful cultists surround themselves with lesser followers at all times.



Examples
·         Lothqua the White is a 4th level cultist.  He rolls 2d6 for duration, and gets a 7, which isn’t bad.  He rolls 2d8 for his summoning roll, and gets a total of 13. Finding his level (5) on the top bar and reading down, he finds he can summon a CL 5 demonic servant, which is pretty good.  (Lothqua gets CL 6 on a result of 13 or greater; if the summoning roll had been 16, he could have a CL 7 creature.)  Lothqua decides to keep things simple, and summons a basic CL 6 demonic servant (6 HD, 4 [15] AC, two attacks at +6 to hit and 1d6 damage, 11 save). The demonic servant appears at the beginning of the next round and remains for 7 rounds before disappearing.

·         Lothqua needs to summon another demonic servant later that day.  He’s already summoned one, so his duration and summoning rolls both have a -2 penalty.  He rolls 2d6-2 for the duration and gets a final result of 4.  He rolls 2d8-2 for summoning, and gets a total of 14 – the highest he can get with a -2 penalty! This time he needs something sneaky, so he opts for a 3HD demonic servant and three +1 CL special abilities: Improved Duration (which increases the duration to 8 rounds); a spell-like power (invisibility), and a special movement power (moving silently). He couldn't lower the HD any further, because HD must be at least half of CL, and his next attempt will have a -4 penalty to duration and summoning.

·         Aykol Adzurum is the 12th level high cultist of Malis, the patron of lies and deception.  He summons a demonic servant and gets a duration of 5 and a summoning roll of 12, easily good enough for a CL 12 demonic servant.  He could also take a 10HD servant with +2 CL of special abilities; a 9 HD servant with +4 CL of special abilities (9HD + 3 CL = 12, +1 CL bonus because of the † result); a 7 HD servant with +6 CL of special abilities (7HD + 5 CL = 12, +2 CL bonus due to the ‡ result); twelve 4 HD demonic servants with a single special ability, or twenty-four 1 HD demonic servants with a +1 CL special ability.


EDIT: 12:18pm, April 19 2013 - I fixed the numbers and math on the examples; Lothqua had gotten a CL 5 servant, but I gave him a CL 6 one instead.  So I bumped his roll up to match the example.  It's Lothqua's lucky day. Maybe there will be cake.


Wednesday, April 17, 2013

BELIEVE YOUR EYES!!

The Basic Illusionist is HERE!
Wrap up Swords & Wizardry Appreciation Day the right way!  GET IT!



And here's a LINK to it on Google Drive, just in case something happens with Dropbox.

And obligatory stuff that I wish I had gotten out earlier but didn't, ce la vie. It's all over the internet anyways.

The d20pfsrd site is discounting all S&W products at their store.  The codeSWAD252013 is for the SRD store where you can get pdfs only. Sales here do help support the SRD sites. Links to the SRD sites here: http://www.d20pfsrd.com/ and http://www.d20swsrd.com/

Frog God Games has discounted their entire line of Swords & Wizardry products for 1 day only in celebration of Swords & Wizardry appreciation day (April 17th 2013). The discount is good for 25% off S&W Products but you must use coupon* code SWApprDay on April 17th 2013 at check out. 



Tuesday, April 16, 2013

Setting Snippet: Sundweil

This setting-snippet is probably at least 15 years old (yes, pre-3e), and rather than describe a number of places succinctly, I only did two and a part, weaving in references as I did so.  I remember a map, but can't be sure if I drew it or simply intended to.  I think the only parts of this I took for the Shadowend were the names of two mountain ranges, the Shieldwall and the Spearwall.

The Land of the Sundweil


Marsh of Sundweil, The
            The Marsh of Sundweil is a great, treacherous expanse of swamp and jungle that separates the elven kingdom of Aevinle from the ocean.  It begins south of the Bay of Portholme, and swings westward around the low, green hills that mark the southern edge of the human territory, and are the fading remnants of the Spearwall Mountains.  South of the Spearwall, the Marsh broadens, covering 150 to 200 miles east-west.
            Near the ocean, the Marsh resembles a great prairie, with nigh-endless expanses of saltgrass reaching to the water's edge.  Yet the "prairie" is laced with narrow waterways and mudholes, most often concealed underneath a mat of dead grass and leaves, traps for the unwary traveler.  The truly unfortunate may fall into a trollhole or marshcap lair, or disturb one of the many fenwyrms that make their home in that region of the swamp.
            Inland, the trees thicken and crowd together in a humid, fetid jungle of serpents and insects.  The Oanqua lizard-men make their homes in here, in primitive villages of mud, sticks, and leaves, concealed by the dark swamp.  Only the most daredevil and fearless willingly enter here, to trade with the Oanqua and the other reclusive inhabitants - or to suffer a less happy fate.
            In the east, the jungle thins once more, giving way to the great morass that marks the meeting place of the Marsh of Sundweil and the River Running, which has its origins far the north and east, and stretches southwards, through the Running Vale of the Spearwalls, through Aevinle, and so to the Marsh.  The Elven-folk guard the eastern edge of the morass of the Running, and sometimes glide over its shallow, stagnant waters in slim, poled rafts.  Other times, the Eihanti pass south of the Running Vale and into the morass, bound on business of their own.  Ancient stories speak of a lost city, long gone under the dark waters, that was the birthplace of the river-folk, but the Eihanti as always keep their own counsel.

Running Vale
            A gash through the Spearwall, scar in the mountains, the Running Vale pierces the Spearwall mountains from north to south, allowing the River Running passage from the Human lands to the Elven kingdom of Aevinle, and thence to the Marsh of Sundweil.  It is a narrow, treacherous notch, overhung by great slabs of crumbling rock that continually shower the river below.   For the first stretch, there is no footpath, not even the narrowest ledge -- any access to the lands below is by boat, which the Eihanti control -- for the Running Vale also houses their refuge and retreat, the only solid land the Eihanti can call their own.
            After the treacherous passage of the northern notch, the River Running empties into a broad, quiet lake, one nestled between the sheer slope of the Spearwall with all the security of a fortified castle.  Boats and barges of all sizes ply the lake, on business and pleasure, as the Eihanti go about their ways.  Several villages nestle on the lake shores, and in the narrow canyons that twist into the mountains.  Stone towers, manned by experienced Eihanti warriors, guard either side of the northern entrance to the lake, and similar towers ward the south, where the River Running flows southwards, out of the mountains.  The notch here is not so narrow or treacherous as in the north, and a single, twisted track allows foot traffic to Aevinle.  Overhead, the skies are guarded by a single Eihanti family known as cloud dancers who claim not the waterways, but the skies as their province, and have maintained for numerous centuries a herd of asperii, or cloud horses.
            The Eihanti do not allow casual passage though the Running Vale.  Only Eihanti or their guests can gain admittance here, and a guest who spurns the riverfolk or disregards their ways will swiftly find himself alone in the Vale, or abandoned in the surrounding mountains.  Any who find their own way into the Vale, or into the Eihanti land are subject to a geas never to reveal the Vale, or any means into it.

Vensisgate Plains
            In the east, where the Shieldwalls fade away, the Vensisgate Plains begin, spreading westward to the Farfolk Hills, south to the Spearwalls, and northward emptying into the great expanse of grass and sky that is the domain of the Vensi tribes.
            The Vensisgate Plains are nearly 300 miles east-west, and almost 700 north-south.  They form the entire eastern border of the Republic lands, and circle westward in the south to edge the cities of the Joriatic League.  The abundant streams and rivers of the Plains empty into the River Running, and thence southward through the Running Vale.