Okay, so having done the White Mage I'm ready to jump in and OSH-erize more job classes and races from Final Fantasy Tactics Advance. I liked the game well enough to play (albeit rather repetitive after a while), but as an RPG GM I really liked the non-D&D races and the jobs/classes. I actually ran a game using the Big Eyes, Small Mouth rules for a while with race and class templates built based on FFTA.
In that game I had the races and classes separate so the players could mix and match. But FFTA has most of its jobs race-specific, rather like how the Old School Hack and the original D&D had race-as-class. So I have to decide whether or not to go with the set race/job combos as presented in FFTA. The set combos are true to the original and in keeping with OD&D.
However, FFTA was able to code in racial bonuses/handicaps by varying factors for gains in attack, defense, hit points, etc. Those factors were very fine grained. For instance a human Black Mage gained 4.4 Magic Points per level, while the Nu Mou version gained 5.4 points per level. But OSH is specifically designed to be "low rez" rather than fine grained. So at a minimum I would have to decide how to design the multi-racial classes: Thief, Archer, Black Mage, Illusionist, Time Mage, and White Mage (happily, only 6 out of 35 jobs). Well, actually, I'm not planning to do every single one of the those jobs. There are a couple which I just plain don't like or don't care enough to work on and a couple which seem too similar to bother with.
But I figure that means I have to either:
1. rework the job charts so that all jobs are uni-racial (all jobs are race-as-class);
2. have no racial modifiers of any kind for any job (so there's no effect in multi-racials);
3. or separate race and class, as in later D&D and Pathfinder.
With option 1, I have to take a hammer to the existing job tree and make quite a few arbitrary decisions on which race is the only one to get a particular multi, such as White Mage. There is also the question of what to do with the jobs which use those as pre-requisites which would be "orphaned". For instance, the human Black Mage leads later to the human-only Blue Mage and the nu mou Black Mage leads to the nu mou-only Alchemist. I really would have to totally gut the entire job chart. That sounds like a lot of work for little gain.
With option 2, things are a lot easier. Each can be built without any worry about the races. But in FFTA the races did make a difference--they were supposed to make a difference so that choosing a particular race/job combo mattered tactically in game play. Then again, if the races don't have any features which influence the class then you avoid power-gaming. People won't make selections based on which one provides the most bonuses to a class "build". I like that idea.
Finally, with option 3, I'm on familiar ground--split class and race as in Pathfinder, etc. This option allows me to make separate races which, this being OSH, would also be usable outside of "Final Fantasy School Hack".
After some reflection I've decided to go with option 3. I prefer to give players a wide range of options, because to me that is a big part of what makes RPGs fun, and so race-as-class is out. However, to keep the overall task reasonable I will convert only my favorites from the game rather than trying to do all of them. For the races I will do just the viera and nu mou. For the jobs I will do just the White Mage (done), Black Mage, Red Mage, White Monk, Dragoon, Templar, and maybe Sage.
A blog about roleplaying games (RPGs), including reviews of products, philosophical musings, and the occasional rant.
Sunday, December 28, 2014
Thursday, December 25, 2014
Merry Christmas!
Okay so since today is actually Christmas I want to wish you all a great day and offer my best wishes for the entire holiday season. I know not everyone celebrates Christmas but whatever you're celebrating I hope it's great for you!
Tuesday, December 23, 2014
Neo School Hack: Fire Dragons (Scarlet Dragons)
...and now the last of my five elemental-based dragons for Neo School Hack/Old School Hack, the fire dragons.
- Quenched/innate, constant: fire dragons are vulnerable to elemental water and take an extra wound from this type of magic
- Saurian Soaring/innate, constant: dragons have large, powerful wings which give them the power of flight.
- Flame Doom/innate, focus, encounter: a flame breath weapon; covers a 45 degree cone out to 60 feet; damage of 4 wounds, halved if make a Daring save; victims and objects catch fire and take an extra wound of damage the next round unless the flames are quenched immediately
- Foul Fumes/encounter: taking a deep breath, the dragon blows out a huge cloud of thick sulphurous smoke, which spreads out to a radius of 100 feet; vision is obstructed anyone but fire creatures in the cloud must make a Brawn save each round or be incapacitated with coughing and watering eyes; it remains for 5 minutes or one action scene
- Lava Field/encounter: placing one claw on the ground, you create a sheet of steaming lava out to a 100 foot radius; creatures not immune to fire or wearing heavy footwear must make a Cunning save each round they are on the field or suffer 1 wound; it remains for 5 minutes or one action scene
- Wall of Fire/focus, encounter: with a bit of concentration, you create a wall of fire up to 600 square feet in height and length and 6 inches in thickness; it remains for 10 minutes or one action scene; anyone touching the fire must pass a Daring save or take 1 wound of damage; it remains for 5 minutes or one action scene
- Spark Blast/focus, encounter: the dragon throws out a blast of hot sparks in a 30 foot radius; all in that area must pass a Daring save or suffer 2 wounds
- Furnace Aura/encounter: the dragon generates a blast of furnace-like heat in a 30 foot radius; creatures not immune to fire must pass a Brawn save each round in the aura or stand dizzy ; it remains for 5 minutes or one action scene
- Scaly Sorcery: the dragon has studied a wizard grimoire and can cast one spell from it; dragons only become fascinated with one grimoire and will learn only spells from that one tome; this talent may be taken once for every spell in that grimoire.
Monday, December 22, 2014
Neo School Hack: Giants
Okay, so I was looking at the upcoming adventure path from Paizo for Pathfinder and saw that it was all about giants. I've only used giants once in a game and the players wiped them out so handily with their bows that I never went back. But giants are one of those classic fantasy monters which one expects in a D&D type game. So here are the basics from D&D done up in Old School Hack style. (Most of the magical talents are borrowed from the dragons I did earlier.)
Hill Giant
AC 12
HP 10
Attack: 2d10
Fist Smash or Stomp (heavy): 2 wounds
Thrown Rock: 1 wound
Greatclub (heavy) 2 wounds
Stone Giant
AC 14
HP 12
Attack: 2d10
Fist Smash or Stomp (heavy): 2 wounds
Thrown Rock: 1 wound
Greatclub (very heavy) 2 wounds
Frost Giant
AC 14
HP 14
Attack: 2d10
Fist Smash or Stomp (heavy): 2 wounds
Thrown Rock: 1 wound
Greataxe (very heavy) 2 wounds
Elemental Immunity (ice)/constant
Black Ice/encounter: placing one hand on the ground, you create a sheet of slick ice out to a 60 foot radius; creatures without claws or other serious form of traction must make a Cunning save each round or slip and fall down, and another such save to stand back up if they do fall
Fire Giant
AC 15
HP 15
Attack: 2d10
Fist Smash or Stomp (heavy): 2 wounds
Thrown Rock: 1 wound
Greatsword (very heavy) 2 wounds
Elemental Immunity (fire)/constant
Foul Fumes/encounter: taking a deep breath, the giant blows out a huge cloud of thick sulphurous smoke, which spreads out to a radius of 60 feet; vision is obstructed anyone but fire creatures in the cloud must make a Brawn save each round or be incapacitated with coughing and watering eyes
Hot Handed/focus: the giant can channel heat into a held rock, heating it to add 1 wound of damage when thrown
Cloud Giant
AC 15
HP 16
Attack: 2d10
Fist Smash or Stomp (heavy): 2 wounds
Thrown Rock: 1 wound
Giant Morningstar (very heavy) 2 wounds
Light as a Feather/focus: cloud giants can make themselves as light as a cloud, allowing them to float downward gently or rise slowly in the air
Cloud Chill/encounter: magically create a dense cloud of cold fog out to a 100 foot radius from you which blocks sight for anyone but cloud giants and other elemental water creatures; it remains for 10 minutes or one action scene
Storm Giant
AC 16
HP 19
Attack: 2d10
Fist Smash or Stomp (heavy): 2 wounds
Thrown Rock: 1 wound
Greatsword (very heavy) 2 wounds
Giant Longbow (heavy) 2 wounds
Elemental Immunity (lightning)/constant
Forked Lightning/focus,encounter
- Blast of magical forked lightning strikes three targets in a 60 foot long, 45-degree cone, doing 2 wounds to each; a Daring save dodges 1 wound of damage.
Tornado/focus, rested
- Unleash a magical ocean tornado at a spot up to 90 feet away; raging wind and salt water toss everyone with in a 30 foot radius up 30 feet into the air and brutally buffet them; creatures take 3 wounds per round for two rounds, but a Brawn save each round will reduce the damage by 1 wound; objects in the tornado's radius also take similar damage but get no save; on the third round all creatures and objects in the tornado fall to the ground, suffering a further wound but get a Daring save to land safely.
Hill Giant
AC 12
HP 10
Attack: 2d10
Fist Smash or Stomp (heavy): 2 wounds
Thrown Rock: 1 wound
Greatclub (heavy) 2 wounds
Stone Giant
AC 14
HP 12
Attack: 2d10
Fist Smash or Stomp (heavy): 2 wounds
Thrown Rock: 1 wound
Greatclub (very heavy) 2 wounds
Frost Giant
AC 14
HP 14
Attack: 2d10
Fist Smash or Stomp (heavy): 2 wounds
Thrown Rock: 1 wound
Greataxe (very heavy) 2 wounds
Elemental Immunity (ice)/constant
Black Ice/encounter: placing one hand on the ground, you create a sheet of slick ice out to a 60 foot radius; creatures without claws or other serious form of traction must make a Cunning save each round or slip and fall down, and another such save to stand back up if they do fall
Fire Giant
AC 15
HP 15
Attack: 2d10
Fist Smash or Stomp (heavy): 2 wounds
Thrown Rock: 1 wound
Greatsword (very heavy) 2 wounds
Elemental Immunity (fire)/constant
Foul Fumes/encounter: taking a deep breath, the giant blows out a huge cloud of thick sulphurous smoke, which spreads out to a radius of 60 feet; vision is obstructed anyone but fire creatures in the cloud must make a Brawn save each round or be incapacitated with coughing and watering eyes
Hot Handed/focus: the giant can channel heat into a held rock, heating it to add 1 wound of damage when thrown
Cloud Giant
AC 15
HP 16
Attack: 2d10
Fist Smash or Stomp (heavy): 2 wounds
Thrown Rock: 1 wound
Giant Morningstar (very heavy) 2 wounds
Light as a Feather/focus: cloud giants can make themselves as light as a cloud, allowing them to float downward gently or rise slowly in the air
Cloud Chill/encounter: magically create a dense cloud of cold fog out to a 100 foot radius from you which blocks sight for anyone but cloud giants and other elemental water creatures; it remains for 10 minutes or one action scene
Storm Giant
AC 16
HP 19
Attack: 2d10
Fist Smash or Stomp (heavy): 2 wounds
Thrown Rock: 1 wound
Greatsword (very heavy) 2 wounds
Giant Longbow (heavy) 2 wounds
Elemental Immunity (lightning)/constant
Forked Lightning/focus,encounter
- Blast of magical forked lightning strikes three targets in a 60 foot long, 45-degree cone, doing 2 wounds to each; a Daring save dodges 1 wound of damage.
Tornado/focus, rested
- Unleash a magical ocean tornado at a spot up to 90 feet away; raging wind and salt water toss everyone with in a 30 foot radius up 30 feet into the air and brutally buffet them; creatures take 3 wounds per round for two rounds, but a Brawn save each round will reduce the damage by 1 wound; objects in the tornado's radius also take similar damage but get no save; on the third round all creatures and objects in the tornado fall to the ground, suffering a further wound but get a Daring save to land safely.
Friday, December 19, 2014
Neo School Hack: Wood Dragons (Leaf Dragons)
Wood dragons are creatures of the element of wood. They appear in shades of green or brown, often with bark or leaf patterns which make them difficult to spot in the wild.
- Chopped/innate, constant: wood dragons are vulnerable to elemental metal and take an extra wound from this type of magic
- Saurian Soaring/innate, constant: dragons have large, powerful wings which give them the power of flight.
- Pollen Breath/innate, focus, encounter: a poison pollen breath weapon; covers a 45 degree cone out to 60 feet; damage of 4 wounds, halved if make a Brawn save; victims take an extra wound the next round from the poison spores unless a curative is applied immediately
- Thorn Field/focus: placing a claw on the ground, the dragon causes a wide field of thorns to spring up from the ground (or floor) in a 100 foot radius; all creatures in the area when it sprouts must make a Daring save or lose 1 wound; any movement in the field requires a Daring save each turn or lose 1 wound
- Pollen Swirl/encounter: with a mighty wing flap the earth dragon conjures up a thick, swirling cloud of poisonous pollen in a 100 foot radius; creatures in the cloud must pass a Brawn save each round they are in the cloud or take one wound from poison
- Thorn Hedge/focus, encounter: with a bit of concentration, you cause a very dense hedge of dangerous thorny brambles to sprout up to 600 square feet in height and length and 18 inches in thickness; it remains for 10 minutes or one action scene
- Chameleon Contrivance/constant: wood dragons are normally shades of green or brown but they can also consciously change to match their background, becoming almost invisible; -4 to Awareness checks to spot them if they are motionless, -2 if moving slowly
- Barkscale/focus, rested: Letting the elemental power flow through all parts of its body, the dragon transforms into a huge, mobile tree; lasts until the dragon decides to change back; the transformation takes about a minute either way.
- Scaly Sorcery: the dragon has studied a wizard grimoire and can cast one spell from it; dragons only become fascinated with one grimoire and will learn only spells from that one tome; this talent may be taken once for every spell in that grimoire.
Monday, December 15, 2014
Neo School Hack: Metal Dragons
The Metal Dragons, or Argent Dragons, are creatures of the element of metal. They come in silver, white, and metallic gray.
- Melted/innate, constant: metal dragons are vulnerable to elemental fire and take an extra wound from this type of magic
- Saurian Soaring/innate, constant: dragons have large, powerful wings which give them the power of flight.
- Argent Bolt/innate, focus, encounter: a silvery lightning bolt breath weapon; covers a 45 degree cone out to 60 feet; damage of 4 wounds, halved if make a Daring save; victims stunned and unable to move that round or the next
- Adamantium Scales/focus, encounter: channeling metallic elemental energy into her scales, the dragon turns them into admantium for a short time; +4 to AC, lasts 1 minute.
- Mirror Field/encounter: placing one or more claws on a surface you cause a smooth sheet of magical mirrors to appear in a 100 foot radius; any creature but metal dragons will see 1-3 illusionary reflections of any creature or object on the mirrors; one reflection can be seen for what it is by passing a Commitment save
- Wall of Brass/focus, encounter: with a bit of concentration, you create a wall of brass up to 600 square feet in height and length and 6 inches in thickness; it remains for 10 minutes or one action scene
- Magnetic Mastery/focus:the dragon generates a magnetic field which can be used to repel (+2 to AC or Brawn save required to approach), attract (pulls all objects in a 60 foot radius towards the dragon, with Brawn save required to resist), or cancel gravity in a 100 foot radius.
- Now There Be Rust/constant: the element of metal can be withdrawn from objects made of iron, steel, or copper (including bronze and brass), reducing them to dusty corrosion; range of 10 feet
- Scaly Sorcery: the dragon has studied a wizard grimoire and can cast one spell from it; dragons only become fascinated with one grimoire and will learn only spells from that one tome; this talent may be taken once for every spell in that grimoire.
Saturday, December 13, 2014
Neo School Hack: What do you want to see next?
Okay, so I'm finishing up the last three dragons (metal, wood, and fire) for NSH and figure on posting them next week. However, I'm sort of at a loose end with what to design next. I have a lot of vague ideas--but that's sort of the problem.
- I will probably do more of the Final Fantasy Tactics Advance jobs and races, because I've always liked the class and race concepts of that game.
- I'm also thinking that I need to do a few wizard spell grimoires, to add to the ones in The World Between for Fictive Hack, but don't have any specific ideas yet.
- I've blocked out a quick "StarCraft School Hack" OSH-erization of the two basic troops types for each of the three factions in StarCraft. But that's more a design exercise than a playable RPG setting for NSH.
- I don't really have a proper science fiction hack yet, and no particular urges right now. Some years ago I did a homebrew game provisionally called Neo Tokyo, which was a near-future setting with a random mix of furries, aliens, the occult, conspiracies, etc. That might be fun to revisit.
- A mecha game might be cool, but I haven't really thought about how implement it.
- 40K School Hack, to transmogrify the tabletop Warhammer 40,000 wargame into an OSH RPG.
- OSH-erization of the classes in the Diablo computer RPG games (mostly Diablo II).
- Maybe some "adventure modules" or dungeons using OSH/NSH. (Or even a full adventure path if I get on a roll.)
- Pony School Hack, to complement the Ponyfinder game. Yes, I'd go there...just dare me.
Mane Eight Battle Ponies by ziom05 (deviantart.com)
Thursday, December 11, 2014
Neo School Hack: Earth Dragons
So to continue with my elemental dragons for Neo School Hack, here is the yellow earth dragon, or Amber Dragon:
Earth Dragons (Amber Dragons)
Earth Dragons (Amber Dragons)
- Riven/innate, constant: earth dragons are vulnerable to elemental wood and take an extra wound from this type of magic
- Saurian Soaring/innate, constant: dragons have large, powerful wings which give them the power of flight.
- Sizzling Spray/innate, focus, encounter: a yellow-green acid spray breath weapon; covers a 45 degree cone out to 60 feet; damage of 4 wounds, halved if make a Daring save; victims take an extra wound the next round unless they can quickly remove the acid
- Earth Diver/constant, encounter: earth dragons may use their elemental earthen nature to "swim" in or through rock and earth as though it was water; also, when inside of earth or stone they do not need to breathe
- Quake Claw/encounter: placing one or more claws on earth or stone you cause the area around you to shake with a violent earthquake; all creatures within a 100 foot radius must pass an Awareness save or fall and be stunned for a round; structures in the area may be damaged
- Dust Storm/encounter: with a mighty wing flap the earth dragon conjures up a thick, swirling cloud of dust in a 100 foot radius; creatures who do not have an elemental earth nature cannot see in the cloud and must pass a Cunning save each round they are in it or be blinded for one round
- Wall of Stone/focus, encounter: with a bit of concentration, you create a wall of stone up to 600 square feet in height and length and 6 inches in thickness; it remains for 10 minutes or one action scene
- Dust to Dust/focus, encounter: channeling your inner earth energy you can transform rock to sand or dust, or turn dust or sand into rock
- Scaly Sorcery: the dragon has studied a wizard grimoire and can cast one spell from it; dragons only become fascinated with one grimoire and will learn only spells from that one tome; this talent may be taken once for every spell in that grimoire.
Saturday, December 6, 2014
The Journal of Katherine, Entry 58
My meeting with my superior goes better than most, for she agrees that
my actions were best, regarding the codex. How should I phrase my next
question. I want to be more than just a temple cleric. I want to serve
the community, to be accepted and advance in the priesthood. Her
reaction is worse than I imagined. She believes the group I traveled
with, especially Trevor, is trouble. She again mentions the practice of
sorcery. I want to explain that I am unique and talented, and only use
it for good. She stops me short and tells me that others are scared -
of me.
I am stunned. All my hopes are gone, crashing down like the rocks that fell and destroyed the monstrous army this past summer. I hide a tear, as my mind races to find something. How can I be here, but also not be here? Do I break from the temple? What about the new members of mine? Then an idea. I suggest to be in charge of a new orphanage since this town has none. I would be in the community, but be away from it. I tell her I have a rather large house by the water, but would make sure it is okay with my friends, first. My followers and I can staff it. My friends can be there, too. Then the best news, the high priestess gives me her blessing to begin it.
About these friends, I thought that we would go our separate ways, but the Light works to keep us together. Two issues must be handled. First, the others should agree to let me use the river house for the orphanage. And second, for some strange reason, Brute has a strong desire to report our failure to get the codex for Kalif.
About the orphanage, Brute and Ohm Uri are fine with it. Trevor agrees. He is also very upset. He spent an entire day overseeing workers to move almost everything out of the house. He is more concerned with furniture and wine than with helping children, especially when they are so vulnerable. But there is some good, for many secret passageways and a nasty trap are discovered.
My superior must be right about Trevor. When he was moving items from the house, he finds a locked chest. He tells Ohm Uri to open it without first checking if it is trapped. Trevor knows that I can uncover and find traps. I am elsewhere, however, and it seems that Trevor is up to his old tricks, again. Ohm Uri opens the lock and acid sprays, burning his face. Then Trevor uses an illusion to hide the wound. I eventually tend to the burn, but how can Trevor act this way?
The chest holds a single ring. Finally, Trevor has smarts and gives it to me, so I can examine it. I move into a different room, so the new followers do not see what I am about to do. I have a knack with sorcery, so, I take the ring and start singing softly. I close my eyes and focus. The sorcery power is there, ready to bend and shape, to show me what this ring can do. A sense of being light or weightless, it is working! Then a darkness, and a vision of the witch Miranda appears in front of me. She starts weaving a curse. I open my eyes in a start. The vision seems so real, like she was standing in front of me. I rest, for working the sorcery is new to me. I tell about the ring being light, but also cursed, like the other ring he found.
Brute takes the ring and puts it on. Nothing happens. Knowing the curse, I am confident the Light will remove it. Naturally, we try to remove it, and the curse holds it strong. Then Camino, one of my new followers, pats Brute on the back, making him float to the far end of the room. Brute's expressions are quite comical and I must cover my laughter, so I do not upset him. The more Brute tries to control himself, the worse he becomes. He tries to swing his sword, but has very little leverage, and his motions make me laugh even more. Sometimes laugher is good medicine.
About the codex, all during our visit to Kalif, I bite my lip, hoping he doesn't ask me. The conversations become precarious, but the whirly witty words of the Amazing Trevor spin a magnificent tale of our travels, thus, keeping Kalif from asking sharp questions. I escape without saying a word. Perhaps the Amazing Trevor has found a niche.
As we leave the palace, we see a heavily guarded caravan enter. Brute and I notice something odd with the wagons. I am not sure what I saw, but Brute is very impatient, willing his sword to ask the questions. I calm Brute, for a confrontation here with little proof, can only end worse for us. We agree to return this evening to investigate more. I must stop writing this entry, for we are all here now, planning our next move.
I am stunned. All my hopes are gone, crashing down like the rocks that fell and destroyed the monstrous army this past summer. I hide a tear, as my mind races to find something. How can I be here, but also not be here? Do I break from the temple? What about the new members of mine? Then an idea. I suggest to be in charge of a new orphanage since this town has none. I would be in the community, but be away from it. I tell her I have a rather large house by the water, but would make sure it is okay with my friends, first. My followers and I can staff it. My friends can be there, too. Then the best news, the high priestess gives me her blessing to begin it.
About these friends, I thought that we would go our separate ways, but the Light works to keep us together. Two issues must be handled. First, the others should agree to let me use the river house for the orphanage. And second, for some strange reason, Brute has a strong desire to report our failure to get the codex for Kalif.
About the orphanage, Brute and Ohm Uri are fine with it. Trevor agrees. He is also very upset. He spent an entire day overseeing workers to move almost everything out of the house. He is more concerned with furniture and wine than with helping children, especially when they are so vulnerable. But there is some good, for many secret passageways and a nasty trap are discovered.
My superior must be right about Trevor. When he was moving items from the house, he finds a locked chest. He tells Ohm Uri to open it without first checking if it is trapped. Trevor knows that I can uncover and find traps. I am elsewhere, however, and it seems that Trevor is up to his old tricks, again. Ohm Uri opens the lock and acid sprays, burning his face. Then Trevor uses an illusion to hide the wound. I eventually tend to the burn, but how can Trevor act this way?
The chest holds a single ring. Finally, Trevor has smarts and gives it to me, so I can examine it. I move into a different room, so the new followers do not see what I am about to do. I have a knack with sorcery, so, I take the ring and start singing softly. I close my eyes and focus. The sorcery power is there, ready to bend and shape, to show me what this ring can do. A sense of being light or weightless, it is working! Then a darkness, and a vision of the witch Miranda appears in front of me. She starts weaving a curse. I open my eyes in a start. The vision seems so real, like she was standing in front of me. I rest, for working the sorcery is new to me. I tell about the ring being light, but also cursed, like the other ring he found.
Brute takes the ring and puts it on. Nothing happens. Knowing the curse, I am confident the Light will remove it. Naturally, we try to remove it, and the curse holds it strong. Then Camino, one of my new followers, pats Brute on the back, making him float to the far end of the room. Brute's expressions are quite comical and I must cover my laughter, so I do not upset him. The more Brute tries to control himself, the worse he becomes. He tries to swing his sword, but has very little leverage, and his motions make me laugh even more. Sometimes laugher is good medicine.
About the codex, all during our visit to Kalif, I bite my lip, hoping he doesn't ask me. The conversations become precarious, but the whirly witty words of the Amazing Trevor spin a magnificent tale of our travels, thus, keeping Kalif from asking sharp questions. I escape without saying a word. Perhaps the Amazing Trevor has found a niche.
As we leave the palace, we see a heavily guarded caravan enter. Brute and I notice something odd with the wagons. I am not sure what I saw, but Brute is very impatient, willing his sword to ask the questions. I calm Brute, for a confrontation here with little proof, can only end worse for us. We agree to return this evening to investigate more. I must stop writing this entry, for we are all here now, planning our next move.
Neo School Hack: Dragons
So, since Old School Hack is a hack of the original Dungeons & Dragons, I thought it only appropriate that I do some dragons for my Neo School Hack. I've never quite liked the later D&D rules with a wide range of ages of dragons from small young ones to ancient ones. I prefer the idea that if you have the misfortune to meet a dragon it should be something really big and scary. Thus for Old School Hack that means classing them as "Freaky Big" monsters, with stats something like:
HP: 20 to 25
AC: 14 to 16
Attacks: one 2d10 bite/extra heavy; two 2d10 claws/heavy; one 2d10 tail whack/heavy [but cannot use bite and tail whack in the same round]
Also from D&D we have it that there are multiple colors of dragons. For my games I prefer to have just five types of dragon, based on the Chinese traditional five elements: water, earth, metal, wood, and fire. These elemental natures will affect the HP, AC, breath attacks, and set of talents. Each type of dragon has an innate vulnerability, flight, and a breath weapon talent, and then a set of unique six talents just like a character class. Dragons will always have the two innates (vulnerability and breath weapon) plus at least three of the uniques when encountered, making their powers unpredictable. In addition, one of the talents in all the lists is Scaly Wizard which allows them to learn from one grimoire of spells like a wizard.
And because dragons are a "boss" creature each should have a personality. So on top of the physical/elemental characteristics above, there will be a set of twelve general dragon talents from which the dragon will take three. In addition, dragons have Attributes like player characters (which also opens up the possibility of a game where all the PCs are dragons), but for dragons these are rolled with 1d10 +12.
So, here's the first dragon:
Water Dragons (Ebon Dragons)
Absorbed/innate, constant: water dragons are vulnerable to elemental earth and take an extra wound from this type of magic
Saurian Soaring/innate, constant: dragons have large, powerful wings which give them the power of flight.
Frost Storm/innate, focus, encounter: an ice storm breath weapon; covers a 45 degree cone out to 60 feet; damage of 4 wounds, halved if make a Daring save; victims frozen and unable to move for that round and the next
Of The Deeps/constant: water dragons breathe water and are comfortable and at home
Longfin/constant: You have very fine fins, making you an exeptionally fast and agile swimmer; +2 to any checks involving swimming
Cloud Chill/encounter: magically create a dense cloud of cold fog out to a 100 foot radius from you which blocks sight for anyone but water dragons and other elemental water creatures; it remains for 10 minutes or one action scene
Black Ice/encounter: placing one claw on the ground, you create a sheet of slick ice out to a 100 foot radius; creatures without claws or other serious form of traction must make a Cunning save each round or slip and fall down, and another such save to stand back up if they do fall
Wall of Ice/focus, encounter: with a bit of concentration, you create a wall of ice up to 600 square feet in height and length and 6 inches in thickness; it remains for 10 minutes or one action scene
Scaly Sorcery: the dragon has studied a wizard grimoire and can cast one spell from it; dragons only become fascinated with one grimoire and will learn only spells from that one tome; this talent may be taken once for every spell in that grimoire.
HP: 20 to 25
AC: 14 to 16
Attacks: one 2d10 bite/extra heavy; two 2d10 claws/heavy; one 2d10 tail whack/heavy [but cannot use bite and tail whack in the same round]
Also from D&D we have it that there are multiple colors of dragons. For my games I prefer to have just five types of dragon, based on the Chinese traditional five elements: water, earth, metal, wood, and fire. These elemental natures will affect the HP, AC, breath attacks, and set of talents. Each type of dragon has an innate vulnerability, flight, and a breath weapon talent, and then a set of unique six talents just like a character class. Dragons will always have the two innates (vulnerability and breath weapon) plus at least three of the uniques when encountered, making their powers unpredictable. In addition, one of the talents in all the lists is Scaly Wizard which allows them to learn from one grimoire of spells like a wizard.
And because dragons are a "boss" creature each should have a personality. So on top of the physical/elemental characteristics above, there will be a set of twelve general dragon talents from which the dragon will take three. In addition, dragons have Attributes like player characters (which also opens up the possibility of a game where all the PCs are dragons), but for dragons these are rolled with 1d10 +12.
So, here's the first dragon:
Water Dragons (Ebon Dragons)
Absorbed/innate, constant: water dragons are vulnerable to elemental earth and take an extra wound from this type of magic
Saurian Soaring/innate, constant: dragons have large, powerful wings which give them the power of flight.
Frost Storm/innate, focus, encounter: an ice storm breath weapon; covers a 45 degree cone out to 60 feet; damage of 4 wounds, halved if make a Daring save; victims frozen and unable to move for that round and the next
Of The Deeps/constant: water dragons breathe water and are comfortable and at home
Longfin/constant: You have very fine fins, making you an exeptionally fast and agile swimmer; +2 to any checks involving swimming
Cloud Chill/encounter: magically create a dense cloud of cold fog out to a 100 foot radius from you which blocks sight for anyone but water dragons and other elemental water creatures; it remains for 10 minutes or one action scene
Black Ice/encounter: placing one claw on the ground, you create a sheet of slick ice out to a 100 foot radius; creatures without claws or other serious form of traction must make a Cunning save each round or slip and fall down, and another such save to stand back up if they do fall
Wall of Ice/focus, encounter: with a bit of concentration, you create a wall of ice up to 600 square feet in height and length and 6 inches in thickness; it remains for 10 minutes or one action scene
Scaly Sorcery: the dragon has studied a wizard grimoire and can cast one spell from it; dragons only become fascinated with one grimoire and will learn only spells from that one tome; this talent may be taken once for every spell in that grimoire.
Tuesday, December 2, 2014
Old School Hack: hacking Final Fantasy
Okay, so another game I've enjoyed in the past is Final Fantasy Tactics Advance (for the Gameboy Advance, if you can remember that far back). This is another game which lends itself well to OSH-erization. So here's an OSH styling of the White Mage class from FFTA.
Racial Limitations: Hume, Viera, or Nu Mou only.
Armor: not allowed to wear armor or shields
Weapons: staves only
White Mage Talents
Cure/encounter: heals person of 1 wound; or deals 1 wound to undead
Cura/encounter: heals person of 2 wounds;or deals 2 wounds to undead; prerequisite talent: Cure
Curaga/encounter: heals person of 3 wounds; or deals 3 wounds to undead; prerequisite talent: Cura
Esuna/focus, encounter: cure status ailments such as blindness, poisoned, paralyzed, etc.
Life/focus, rested: revive an ally who has 0 or less HP (but not dead), also heals up to 2 wounds; maybe used on undead to deal 4 wounds
Full-Life/focus, rested: revive an ally with 0 or less HP (but not dead), also heals all wounds; or deals maybe used on undead to deal 6 wounds
Auto-Life/focus, rested, unique: placed on a creature ahead of time, automatically activates the spell Life on them when they drop to 0 or less HP (but are not dead); a White Mage may only have one Auto-Life bestowed at any one time.
Shell/focus, encounter: provides a holy protection shell which reduces any magical damage to the protected person by 1 wound; lasts 10 minutes or one action scene
Shella/focus, encounter: provides a holy protection shell which reduces any magical damage to the protected person by 2 wounds; lasts 10 minutes or one action scene; prerequisite talent: Shell
Shellaga/focus, encounter: provides a holy protection shell which reduces any magical damage to the protected person by 3 wounds; lasts 10 minutes or one action scene; prerequisite talent: Shella
Protect/focus, encounter: provides a holy protection aura which reduces any physical (non-magical) damage to the protected person by 1 wound; lasts 10 minutes or one action scene
Protecta/focus, encounter: provides a holy protection aura which reduces any physical (non-magical) damage to the protected person by 2 wounds; lasts 10 minutes or one action scene; prerequisite talent: Protect
Protectaga/focus, encounter: provides a holy protection aura which reduces any physical (non-magical) damage to the protected person by 3 wounds; lasts 10 minutes or one action scene; prerequisite talent: Protecta
White Mage Staffs
Cura by fivetinsoldiers (on deviantart.com) |
Racial Limitations: Hume, Viera, or Nu Mou only.
Armor: not allowed to wear armor or shields
Weapons: staves only
White Mage Talents
Cure/encounter: heals person of 1 wound; or deals 1 wound to undead
Cura/encounter: heals person of 2 wounds;or deals 2 wounds to undead; prerequisite talent: Cure
Curaga/encounter: heals person of 3 wounds; or deals 3 wounds to undead; prerequisite talent: Cura
Esuna/focus, encounter: cure status ailments such as blindness, poisoned, paralyzed, etc.
Life/focus, rested: revive an ally who has 0 or less HP (but not dead), also heals up to 2 wounds; maybe used on undead to deal 4 wounds
Full-Life/focus, rested: revive an ally with 0 or less HP (but not dead), also heals all wounds; or deals maybe used on undead to deal 6 wounds
Auto-Life/focus, rested, unique: placed on a creature ahead of time, automatically activates the spell Life on them when they drop to 0 or less HP (but are not dead); a White Mage may only have one Auto-Life bestowed at any one time.
Shell/focus, encounter: provides a holy protection shell which reduces any magical damage to the protected person by 1 wound; lasts 10 minutes or one action scene
Shella/focus, encounter: provides a holy protection shell which reduces any magical damage to the protected person by 2 wounds; lasts 10 minutes or one action scene; prerequisite talent: Shell
Shellaga/focus, encounter: provides a holy protection shell which reduces any magical damage to the protected person by 3 wounds; lasts 10 minutes or one action scene; prerequisite talent: Shella
Protect/focus, encounter: provides a holy protection aura which reduces any physical (non-magical) damage to the protected person by 1 wound; lasts 10 minutes or one action scene
Protecta/focus, encounter: provides a holy protection aura which reduces any physical (non-magical) damage to the protected person by 2 wounds; lasts 10 minutes or one action scene; prerequisite talent: Protect
Protectaga/focus, encounter: provides a holy protection aura which reduces any physical (non-magical) damage to the protected person by 3 wounds; lasts 10 minutes or one action scene; prerequisite talent: Protecta
White Mage Staffs
- Judge Staff - a White Mage may bestow Shell once per day by using this holy staff.
- Guard Staff - a White Mage may bestow Protect once per day by using this holy staff.
- White Staff - a White Mage may cast Cure once per day by using this holy staff.
- Cheer Staff - a White Mage may bestow Auto-Life once per day by using this holy staff.
- Cure Staff - a White Mage may cast Cura once per day by using this holy staff.
- Pure Staff - a White Mage may cast Esuna once per day by using this holy staff.
- Spring Staff - a White Mage may cast Curaga once per day by using this holy staff.
- Bless Staff - a White Mage may cast Life once per day by using this holy staff.
- Nirvana Staff - a White Mage may cast Full-Life once per day by using this holy staff.
Sunday, November 30, 2014
DOTA School Hack: Initial Concept
Okay, so I've been mulling over various ways to structure character classes and certain monsters for my Neo School Hack of Old School Hack. OSH gives six unique talents per class, with the option of "multiclassing" by taking talents from other classes as you level up. OSH doesn't provide for improving talents you already have, although there is a talent or two which you could take more than once to stack the effects. Andrew Shield's Fictive Hack has some great talent improvement ideas.
But I was thinking about the ability (talent) structure in Warcraft III and the later derivative multi-player arena game Death of the Ancients (DOTA). In Warcraft III each hero had a basic attack which was ranged or melee, three spells or abilities with three levels each, and an ultimate ability which unlocked once you'd bought all the nine ability levels below it. So what if we adopt that structure of "three of three, plus one ultimate" for OSH? One of my favorite heroes was the Naga Sea Witch. She had a regular ranged bow attack, core abilities of forked lightning, frost arrows, and mana shield, plus an ultimate tornado spell.
In OSH terms we could build her like this:
HP: 3, plus 1 per level to a maximum of 12 HP
AC: 12, plus 1 every three levels to a maximum of AC 15
Attack: Bow, 1 x 2d10, 1 wound; gain one extra attack at level 6
Attack: Dagger, 1 x 3d10, 1 wound ; gain one extra attack at level 6
Frost Arrow 1/encounter
- Imbue an arrow with magical frost, doing extra damage and slowing the victim; +1 wound of damage and enemy moves at half speed and must pass a Brawn save to make other actions.
Frost Arrow 2/encounter
- Imbue an arrow with magical frost, doing extra damage and slowing the victim; +2 wounds of damage and enemy moves at half speed and must pass a Brawn save at -1 to make other actions.
Frost Arrow 3/encounter
- Imbue an arrow with magical frost, doing extra damage and slowing the victim; +3 wounds of damage and enemy moves at half speed and must pass a Brawn save at -2 to make other actions.
Forked Lightning 1/focus,encounter
- Blast of magical forked lightning strikes three targets in a 60 foot long, 45-degree cone, doing 2 wounds to each; a Daring save dodges 1 wound of damage.
Forked Lightning 2/focus,encounter
- Blast of magical forked lightning strikes three targets in a 60 foot long, 45-degree cone, doing 2 wounds to each; a Daring save dodges 1 wound of damage.
Forked Lightning 3/focus,encounter
- Blast of magical forked lightning strikes three targets in a 60 foot long, 45-degree cone, doing 3 wounds to each; a Daring save dodges 1 wound of damage.
Mana Shield 1/encounter
- Radiate mana in a swirling shield which absorbs damage; will absorb two wounds of damage and then dissipate.
Mana Shield 2/encounter
- Radiate mana in a swirling shield which absorbs damage; will absorb three wounds of damage and then dissipate.
Mana Shield 3/encounter
- Radiate mana in a swirling shield which absorbs damage; will absorb four wounds of damage and then dissipate.
Tornado/ultimate, focus, rested
- Unleash a magical ocean tornado at a spot up to 90 feet away; raging wind and salt water toss everyone with in a 30 foot radius up 30 feet into the air and brutally buffet them; creatures take 3 wounds per round for two rounds, but a Brawn save each round will reduce the damage by 1 wound; objects in the tornado's radius also take similar damage but get no save; on the third round all creatures and objects in the tornado fall to the ground, suffering a further wound but get a Daring save to land safely.
This structure takes character classes in a definite direction. Each now has four different talents (three core and one ultimate) instead of six. So, less variety but more depth per talent plus a very powerful ultimate if you stick with the class. Multi-classing would be taking the first level of a core talent from another class. This multi-class talent replaces one of your original core talents and so you must have one core talent available in which you have not taken any levels--which also means you cannot multi-class after level seven. You could limit each PC to just ten levels, resulting in a quick ramp up in abilities (but capping the overall power level) or maybe go up to level 20 with talent buys only allowed at odd levels.
In addition to PCs, this template would work well for monsters--particularly intelligent creatures which are likely to show up as "boss" monsters. It allows you to easily scale up the creature to the PCs' levels and provides a bit of uncertainty as to what exactly the creature's abilities will be at a given level.
But I was thinking about the ability (talent) structure in Warcraft III and the later derivative multi-player arena game Death of the Ancients (DOTA). In Warcraft III each hero had a basic attack which was ranged or melee, three spells or abilities with three levels each, and an ultimate ability which unlocked once you'd bought all the nine ability levels below it. So what if we adopt that structure of "three of three, plus one ultimate" for OSH? One of my favorite heroes was the Naga Sea Witch. She had a regular ranged bow attack, core abilities of forked lightning, frost arrows, and mana shield, plus an ultimate tornado spell.
Lady Vashj by strannytsa (at deviantart.com) |
In OSH terms we could build her like this:
HP: 3, plus 1 per level to a maximum of 12 HP
AC: 12, plus 1 every three levels to a maximum of AC 15
Attack: Bow, 1 x 2d10, 1 wound; gain one extra attack at level 6
Attack: Dagger, 1 x 3d10, 1 wound ; gain one extra attack at level 6
Frost Arrow 1/encounter
- Imbue an arrow with magical frost, doing extra damage and slowing the victim; +1 wound of damage and enemy moves at half speed and must pass a Brawn save to make other actions.
Frost Arrow 2/encounter
- Imbue an arrow with magical frost, doing extra damage and slowing the victim; +2 wounds of damage and enemy moves at half speed and must pass a Brawn save at -1 to make other actions.
Frost Arrow 3/encounter
- Imbue an arrow with magical frost, doing extra damage and slowing the victim; +3 wounds of damage and enemy moves at half speed and must pass a Brawn save at -2 to make other actions.
Forked Lightning 1/focus,encounter
- Blast of magical forked lightning strikes three targets in a 60 foot long, 45-degree cone, doing 2 wounds to each; a Daring save dodges 1 wound of damage.
Forked Lightning 2/focus,encounter
- Blast of magical forked lightning strikes three targets in a 60 foot long, 45-degree cone, doing 2 wounds to each; a Daring save dodges 1 wound of damage.
Forked Lightning 3/focus,encounter
- Blast of magical forked lightning strikes three targets in a 60 foot long, 45-degree cone, doing 3 wounds to each; a Daring save dodges 1 wound of damage.
Mana Shield 1/encounter
- Radiate mana in a swirling shield which absorbs damage; will absorb two wounds of damage and then dissipate.
Mana Shield 2/encounter
- Radiate mana in a swirling shield which absorbs damage; will absorb three wounds of damage and then dissipate.
Mana Shield 3/encounter
- Radiate mana in a swirling shield which absorbs damage; will absorb four wounds of damage and then dissipate.
Tornado/ultimate, focus, rested
- Unleash a magical ocean tornado at a spot up to 90 feet away; raging wind and salt water toss everyone with in a 30 foot radius up 30 feet into the air and brutally buffet them; creatures take 3 wounds per round for two rounds, but a Brawn save each round will reduce the damage by 1 wound; objects in the tornado's radius also take similar damage but get no save; on the third round all creatures and objects in the tornado fall to the ground, suffering a further wound but get a Daring save to land safely.
This structure takes character classes in a definite direction. Each now has four different talents (three core and one ultimate) instead of six. So, less variety but more depth per talent plus a very powerful ultimate if you stick with the class. Multi-classing would be taking the first level of a core talent from another class. This multi-class talent replaces one of your original core talents and so you must have one core talent available in which you have not taken any levels--which also means you cannot multi-class after level seven. You could limit each PC to just ten levels, resulting in a quick ramp up in abilities (but capping the overall power level) or maybe go up to level 20 with talent buys only allowed at odd levels.
In addition to PCs, this template would work well for monsters--particularly intelligent creatures which are likely to show up as "boss" monsters. It allows you to easily scale up the creature to the PCs' levels and provides a bit of uncertainty as to what exactly the creature's abilities will be at a given level.
Saturday, November 22, 2014
Neo School Hack: Icons (13th Age style)
So I've read a bit about the game 13th Age by Pelgrane Press. I'm not sure I'll buy it (never say never) but I do like the idea of "Icons" from the game. As the SRD explains, icons are "Powerful factions that exert their will on the realm in some way or another." Now, I've used factions in campaigns before. They are great for providing the driving forces for the overarching plot lines. They can be good, neutral, evil, chaotic, plaid, whatever. The PCs may be working for or against multiple factions at any given time. 13th Age makes this explicit right up front with its Icons. So I thought I'd experiment with a set of Icons for my "Anubia" setting for Neo School Hack.
The Sphinx
- The Sphinx sees all and knows all. She is mistress of secrets and possessor of hidden things.
The Mummy King
- The mummified remains of a pharaoh so ancient that none but he remembers his name. He does, however, remember lore from the very earliest age. The Mummy King is lord of all mummies and commands a host of undead servants
The Pharaoh of the North
- The Pharaoh of the North is proclaimed true pharaoh of all Anubia. Death to the false, so-called Pharaoh of the South.
The Pharaoh of the South
- The Pharaoh of the South is proclaimed true pharaoh of all Anubia. Death to the false, so-called Pharaoh of the North.
The Archpriest of Set
- Set is a god from a place of power beyond Anubia and the Archpriest is his right hand on this earth.
Ali Baba, Prince of Thieves
- His title says it all, Prince of Thieves, for that is what he is. Few know his real name but double cross him and you'll know all about his wrath.
The Nomad Lord
- The tribes who roam the desert bow to no man. But this one is a natural leader and wise councilor.
The Reaver King
- They say the Sea Peoples who raid the coast of Anubia from the north and sometimes even dare defile the Holy River with their ships. There is among the many fleets one strong enough to claim the title of king.
The Dwarf Matriarchs
- The women of the dwarvish clans are few in number but great in wisdom. The council of nine matriarchs may lead rival clans but they know when to ally against outsiders.
The Tree of Life (Ent of Ages)
- Deep in a forest far to the south is the ancient living tree which is the oracle of the elvish peoples. Its roots reach deep in time and wide in space yet still it walks. No one knows how ancient it is.
The Mother of All Crocodiles
- The Holy River is deeper than you know and in those depths waits the Mother. Some say she is the First Daughter of the god Sobek, others that she is his mother. The river is her domain and all crocodiles are her children.
The Mistress of the Dance
- She goes where she will, dances to her spirit, and none can resist her. The schools of houris and dervishes all listen for her whispered commands.
The Hyena Lord
- Deep in the desert he gathers the scattered bands of the hyena-born and bends them to his will. They fear him and obey him--mostly when he leads them to war, massacre, and plunder.
Neo School Hack: Engelings and Teuflings
Okay, so I'm back on the righteous path of my hack of the esteemed Old School Hack. This bit is a deviation from the Anubia campaign material I was developing but I wanted to do some stuff for my work-in-progress campaign world. That world features a period called the War of Angels and Demons during which demi-god beings from another dimension called demons and angels left their mark on the world in many ways--including the bloodlines of mortal beings. The classic D&D aasimar and tiefling player races fit the bill perfectly here, but I need to adapt them to Neo School Hack. Also, I've never liked the name "aasimar", because an angelic creature shouldn't have a name with "ass" on the front of it. No, it should not. Anyway, as with the previous races presented each one has racial talents which can only be taken by characters of that race. Given that these races have a bit of the hallowed/fel within them which could manifest in many ways in a mortal I gave them each six talents to choose from rather than the usual three--but they can only ever take a maximum of three from those six.
Teufling (those with demonic ancestry)
There's One Born Every Minute/focus: detect Good
Can't Catch Me/constant: +1 bonus to Daring rolls
Nether Umbra/focus, encounter: aura of deep darkness, 20' radius; 1 minute or instantaneous nullification of light spells
Venom Veins/constant: poisonous blood
Boo!/rested: suddenly contort your face in a horrific (but painful) manner; +2 to rolls frighten or intimidate
Tail of Woe/constant: you have a long devil tail (not prehensile nor strong enough to use as a weapon by itself)
Engeling (those with angelic ancestry)
Something Wicked This Way Comes/focus: detect Evil
Pure Blood/constant: +1 bonus to resisting disease
Strongheart/constant: +1 bonus to Commitment rolls
Heavenly/focus, encounter: +2 bonus to Charm
Like an Angel/focus, encounter: bright golden light in the shape of a halo or wings (pick one on taking this talent) sheds light, 20' radius; 1 minute or instantaneous nullification of darkness spells
Chicken Soup for the Soul/focus, rested: cure one disease on someone
Teufling (those with demonic ancestry)
There's One Born Every Minute/focus: detect Good
Can't Catch Me/constant: +1 bonus to Daring rolls
Nether Umbra/focus, encounter: aura of deep darkness, 20' radius; 1 minute or instantaneous nullification of light spells
Venom Veins/constant: poisonous blood
Boo!/rested: suddenly contort your face in a horrific (but painful) manner; +2 to rolls frighten or intimidate
Tail of Woe/constant: you have a long devil tail (not prehensile nor strong enough to use as a weapon by itself)
Engeling (those with angelic ancestry)
Something Wicked This Way Comes/focus: detect Evil
Pure Blood/constant: +1 bonus to resisting disease
Strongheart/constant: +1 bonus to Commitment rolls
Heavenly/focus, encounter: +2 bonus to Charm
Like an Angel/focus, encounter: bright golden light in the shape of a halo or wings (pick one on taking this talent) sheds light, 20' radius; 1 minute or instantaneous nullification of darkness spells
Chicken Soup for the Soul/focus, rested: cure one disease on someone
The Journal of Katherine, Entry 57
I feel like my continued acceptance in this order is hinged on the recovery of the codex. In my prayers to the Light, I knew then and I now know, I made the right choice. I gaze at the coals of the fire, keeping the chill of the approaching winter air away, and ponder if my superiors will see my point of view? I will explain that I could not destroy it. Our city, all of our civilized world, and all that we hold close to our hearts would be worse if I did. I convinced my friends to bury it, safe within its cell, made for it by an ancient spirit that we all saw. Will the order accept this? The fire spits a hiss, as if to answer, but I know I am right.
All too soon the Royal Kalef will know of our return. He will want to hear our discoveries. But he will be most troubled by the disappearance of his seer. He may think a coincidence is unlikely and we must be cautious.
Let me summarize our return.
We left the city of Antaw when a sand storm approaches. We tether ourselves, for we can barely see an arm length in front. Kull leads the way, Ohm Uri, then Trevor, me and lastly Brute. How Kull manages to travel the correct way is still a mystery to me.
We make camp with the sand still pelting us. We use shields to help keep the tent standing. All but me fall asleep quickly. I stay awake, because sand went everywhere. I can only think about how to be rid of sand. Whichever way I roll, sand is there, to rub and chafe. And it is in places men do not worry about.
A few more days of wandering, and we happen to discover a pyramid. We investigate the inside to provide relief from the closeness of the tent. Exploring to make sure it is a safe resting place,we find, besides the horde of skeletal constructs, a pool of water, and when we drink, makes us more bold and an appearance of being younger.
Also found in this pyramid is a cursed one. We find it dressed in rotten clothes and hooded, chained to a wall and appears dead. Ohm Uri pokes the corpse, and to our surprise it moans and moves, still alive after many years. When we lower its hood to expose its face, Ohm Uri and I are taken aback by the creature's features. Its eyes are cut out, leaving dark holes in a grotesque face. It murmurs incoherent babble, suggesting its tongue also cut out. I quickly back away and pray to the Light to reveal what is this creature. I get a very strong dark essence, and if set free, will try to destroy us. We leave it, chained to the wall with shackles forged from the fiery pits of the dark, sealing it back in its tomb.
We return to the portal soon after the pyramid without anymore delay. Cass, who was the oracle for the ruler, waits for us as we enter the main room. Cass ran away from the "master" with Ohm Uri's help before we left. Cass explains that she was enslaved by her master. Brute eluded that since Cass was found wearing Ohm Uri's clothes, and Ohm Uri wearing Cass' clothes, that something "else" happened. Upon questioning Cass and Ohm Uri, I did not get a decisive answer as to the extent of their encounter.
The coals are dying out, and the chill is returning to my cell. I'll conclude with a note on my friends. My friends, yes, I can call them friends, even though I know they are not true believers. Brute, Kull and Trevor will see me to treat their wounds. Brute thought that his kind, half elf and half beast, would not be welcome to my temple. I assured Brute, that he has earned my trust and is most welcome. The same for Kull, too. Poor Trevor suffered the worst. Mysteriously, he was injured and he collapsed when we return through the portal. Trevor held the key for us to go there, and for our quick return. I wanted Trevor to be so much more; I expected too much of him. Realizing he cannot be a brawny fighter like Ohm Uri, a magic spinner and one with honor and morals like Brute, has been difficult for me. I must not be so naive. As for Ohm Uri - I am not sure what he will do next. Soon, they will be too busy to visit a small priestess. I will miss them and the adventures we took.
Back to my temple for me. I must pursue my priestly climb in the temple. First task, find new members and what better place to search than inspiration point...
All too soon the Royal Kalef will know of our return. He will want to hear our discoveries. But he will be most troubled by the disappearance of his seer. He may think a coincidence is unlikely and we must be cautious.
Let me summarize our return.
We left the city of Antaw when a sand storm approaches. We tether ourselves, for we can barely see an arm length in front. Kull leads the way, Ohm Uri, then Trevor, me and lastly Brute. How Kull manages to travel the correct way is still a mystery to me.
We make camp with the sand still pelting us. We use shields to help keep the tent standing. All but me fall asleep quickly. I stay awake, because sand went everywhere. I can only think about how to be rid of sand. Whichever way I roll, sand is there, to rub and chafe. And it is in places men do not worry about.
A few more days of wandering, and we happen to discover a pyramid. We investigate the inside to provide relief from the closeness of the tent. Exploring to make sure it is a safe resting place,we find, besides the horde of skeletal constructs, a pool of water, and when we drink, makes us more bold and an appearance of being younger.
Also found in this pyramid is a cursed one. We find it dressed in rotten clothes and hooded, chained to a wall and appears dead. Ohm Uri pokes the corpse, and to our surprise it moans and moves, still alive after many years. When we lower its hood to expose its face, Ohm Uri and I are taken aback by the creature's features. Its eyes are cut out, leaving dark holes in a grotesque face. It murmurs incoherent babble, suggesting its tongue also cut out. I quickly back away and pray to the Light to reveal what is this creature. I get a very strong dark essence, and if set free, will try to destroy us. We leave it, chained to the wall with shackles forged from the fiery pits of the dark, sealing it back in its tomb.
We return to the portal soon after the pyramid without anymore delay. Cass, who was the oracle for the ruler, waits for us as we enter the main room. Cass ran away from the "master" with Ohm Uri's help before we left. Cass explains that she was enslaved by her master. Brute eluded that since Cass was found wearing Ohm Uri's clothes, and Ohm Uri wearing Cass' clothes, that something "else" happened. Upon questioning Cass and Ohm Uri, I did not get a decisive answer as to the extent of their encounter.
The coals are dying out, and the chill is returning to my cell. I'll conclude with a note on my friends. My friends, yes, I can call them friends, even though I know they are not true believers. Brute, Kull and Trevor will see me to treat their wounds. Brute thought that his kind, half elf and half beast, would not be welcome to my temple. I assured Brute, that he has earned my trust and is most welcome. The same for Kull, too. Poor Trevor suffered the worst. Mysteriously, he was injured and he collapsed when we return through the portal. Trevor held the key for us to go there, and for our quick return. I wanted Trevor to be so much more; I expected too much of him. Realizing he cannot be a brawny fighter like Ohm Uri, a magic spinner and one with honor and morals like Brute, has been difficult for me. I must not be so naive. As for Ohm Uri - I am not sure what he will do next. Soon, they will be too busy to visit a small priestess. I will miss them and the adventures we took.
Back to my temple for me. I must pursue my priestly climb in the temple. First task, find new members and what better place to search than inspiration point...
Wednesday, November 12, 2014
The Journal of Katherine, Entry 56
After a short rest, we open the door on the far wall and see a huge cavern with lava at the bottom. A narrow stone walkway bridges a platform in the middle. Something is there, but we cannot see exactly what it is. We start our cautious trip, knowing one slip and an unpleasant fall to a hot, burning death waits. To our left, we see a second walkway, most likely accessible only from the middle room. The walkway has two gaps, which if connected, would form a bridge straight across the room to a door on the far side. It has two missing bridges. Behind even farther, is a third walkway similar to this one. We all simultaneously conclude there must be two levers that control two drawbridges. Brute finds a lever and soon, we hear a loud grinding, and a walkway rises from the depths to connect half of the bridge.
We move to the room from the left door, the one with a lava river and many statues. Kull has the idea to put the statues into the lava river to make a stepping stone bridge. With the strength of three men, he picks up a statue and tosses it in. It sinks, but finds a bottom. A little part is exposed. More statues! Just then a few start moving and attacking.
Brute, Kull, and Ohm Uri's intense aggressive fighting gives me great concern, for they care not for their own health and safety. I feel obliged to help. All three take nasty cuts and bruises. I run amongst calling on the Light for aid to bind their wounds. And they keep fighting. And continue to get hurt.
I hear Brute telling me I am reckless. Instead of running around, I decide to help and attack the statues, too. I rush over to swing, but before I do, I rise up in the air. "Put me down!" I scream and see the creature's claw swipe, barely missing my legs. "Brute, put me down!" For a brief moment, I feel vulnerable, as he can easily carry me away or worse, but he did not. The last time Brute picked up a woman, he took her home as a trophy. But he sets me down, gently. I put aside the anger and the animosity, realizing he saved my life.
I turn towards Trevor and plead with him so he can help with his magic. But he tells me his magic effects the mind, and these statues have no mind. I turn back to look at the three. Ohm Uri is badly injured. I focus on the sorcery power easily, but instead, I use it to reach for the Light, twice, to call upon the healing aid. Ohm Uri is better.
When all the statues on this side of the lava are destroyed, I suggest we rest. Kull notices movement from a statue on the other side of the lava river.
I curse. And Kull has an episode.
His rational mind hides away. Then a primal force unleashes. His eyes roll back into his head and foam drips from his mouth. He looks grotesque. His muscles tighten. Sweat beads on his flesh. I fear for his wellbeing.
He jumps over the lava river and throws his body into more statues, knocking many over. Kull is up first and with single blows, statues break. But more move and soon they surround him. Brute jumps the lava and Ohm Uri also joins. My concern for Kull makes me want to get over our makeshift bridge. I'm not that agile, but I think I can do it. At my first gesture to climb over the bridge Brute looks at me. In the midst of swinging his weapon, he takes time to focus on me. The battle waits for him to raise his hand in gesture. One word: stop! It hits me hard, like all the air slammed from my lungs. I wait, sit down, and worry. How can he know or see me when he is in the fight? I focus inward. I search for the Light within me. I worry and I search.
Trevor taps me on the shoulder, returning me to this battle scene. I look around, and the scene is quiet. Stone dust from the statues cover our clothes and wounds. No more moving statues. No more still statues. All are smashed and knocked over. Kull is out, but alive and resting. Brute extends me a helping hand to cross the lava river, over our make shift stepping stone bridge. Once we are all safely across, again Brute follows the pathway through the heat, to turn the lever. The magic or mechanics still work after a thousand years. Just as impressive as before, a second bridge rises to finish the connection of the walkway.
We rest.
Day 4 of our trip in the desert
The day starts after our short rest, so we can recover our stamina. I am not sure if the sun set and rose again while we rest, as we are deep underground, in an ancient temple. Most importantly, my vision to the Light is clear now. I worry that asking too much would cloud my vision, as I have witnessed this with others before. The fighters are still in poor health.
For our food, I bless three, three day old loaves of bread, to nourish and give strength to our mighty warriors: Ohm Uri, Kull and Brute. When I finish the blessing, the bread smells freshly baked, with a slice of butter on top. The warriors are skeptical about the bread, but soon they feel the healing power. I nibble on wilting vegetables, to push the starvation feeling away, while Trevor does not appear to eat much. He is very strange and distant to me on this trip. I talked to him before about helping with his magic, but all he says is that if he dies, the rest of us are stuck here. On past trips, we grew together, but on this trip, we are growing apart.
We study the next room with the traps. There are many grooves in the floor and matching ones in the ceiling, but no real order to them. Ohm Uri enters with his magic shoes and walks on the walls, safely to the door on the far side and hops down and waits.
Brute takes a shield and rolls over a groove. I hear loud metal whirling sounds and many large circular steel blades roll up from the floor and down from the ceiling in every groove. This room is pure mechanical evil! No creature can survive in there. I gasp to think Brute may be in pieces when the whirling blades retreat back to their resting place.
To my relief, Brute is not hurt. The shield takes the blow. The mind of Brute works to take this as a challenge when most men would give up in fear. Confident, he continues to roll over a second groove and no blade comes up or down. Trevor, thinking quick, tosses chalk, stating to mark that groove as safe. There are many more grooves to mark, and with each move, I hear the loud whirling sounds and feel the vibrations of the cogs moving. I find myself sneaking a smile as I watch the two of them find the safe route.
Kull is another challenge to get through. His size alone has problems. But Brute works to keep Kull calm. On my turn, I summon courage to make the first step. The noise, sight and vibration are enough to make one go running, but I freeze, envisioning the blade, stuck before, but now free, to slice through me, cutting me in half. But no. I pass intact, and it gets easier with each pass over the chalk marked grooves.
We cross the lava pit to yet, another room. This room is cool, instead of hot. Powerful magics effect this room after many years to keep this so cool. It is filled with books and tables and chairs. In addition to the door we came from, two other doors exist, one of ivory and one of ebony. A small fountain bubbles into a basin in a corner.
Against my suggestion, Brute drinks from this fountain, for he wants refreshment after the room with the blades. He says the water is refreshing and invigorating, then passes out, slumping to the floor, fast asleep. No amount of prodding will wake him - a magical slumber. I pick up a book, willing to read it, for we will be here a while. The writings are similar to a strange language I learned when I stayed at the priory. I scan through the book, and with illustrations, I decipher some passages. Two in particular state the codex will possess who ever picks it up, and destroying it will release a dark spirit to cause destruction. This confirms Trevor's dream. An item of power it is, but it is also a manifestation of pure darkness. I cannot return with it. Yet, I said before I would destroy it.
Brute wakes, finishing his sentence from where he left off, unaware of his long nap. We can proceed. I open the ivory door. The room is cold and has no other exits. A blue gem is encased in ice in the center. This room gives me a pleasant feeling, but we cannot stay long, for we are here to find the codex.
Brute opens the ebony door. A passageway leads to a round room with a large statue of a desert cat, three times the size of Kull, with glowing red eyes and a large ruby red gem on a chain around its neck. When we enter, the statue of the cat starts moving. And chaos engulfs me.
The three strong agile men run into the room, past the cat, or on top of it. The cat seems to play with its three new toys, and Trevor runs to a lever on the left. What?! I am left alone in the corridor. I follow Trevor and quickly state not to pull the lever, for it has magic, fearing the floor will collapse, if he does. Visions haunt my mind of the whirling blade room.
I manage another scolding look from Brute as I rush to Ohm Uri and Kull, calling the Light to intervene to keep them alive while we all battle this monstrosity. Strange for a cat, for it focuses on Trevor who is the only one not running around, and charges him. Without hesitation Trevor pulls the lever. A large stone falls from the ceiling, crushing the creature.
This is almost comical, as if I were watching what a young pupil did with a book, years ago. I forget his name now. He drew a small picture on the corner of a book. Then on the next page, he drew the same picture, just a little different. He did this many times, and then he flips the pages very fast. The funny scenes he portrayed came into motion, with large anvils falling, like this stone. Our superiors were not amused when they found out, and punished him.
After the stone fell, an outline of a door appears. We open the door and follow the passage to a last room. There are three iron bound books that all have slid from alters or tables. The tables tilted due to an earthquake that happened a long time ago. All have a dark aura. Are there more than one codex? I sit and meditate. What can I do? My judgment has been very poor recently. I am failing with almost every decision. I pray.
In my prayers, I have dark visions of the iron codex, especially if it is destroyed. The Light confirms me. I also feel lifted as if floating through the air, flying and then back down. I open my eyes from my prayer and the room is different. One alter is here now, and only one book. I shout to Brute as he is swinging at the book. No! Stop! Don't destroy it. The book slid from the alter and should be righted. Then Kull, feeling the will of the Light, sets the alter straight, so it is level. Then he picks up the book with cloth, so as not to touch it with his hands, and sets it on the alter. Calm passes over me. It seems a magical calm from the alter, and others must also feel it, too. A vision of a boy appears, and says something we do not know, but also smiles, a kind smile, and then disappears.
Brute picks me up, and proceeds to get out of the room. He must still think I am in prayer, and many rooms and halls pass by before he sets me down. We are in the entrance area where we started. As he sets me down, a feeling of compassion, no, desire, washes over my entire body. I think of Veronica. In a fleeting moment, if I were her, then it is gone. I push the feeling away, far away. I close my eyes. I fight this feeling and the tears swell. Why must this be so difficult! I want to only serve the Light! I wait a while, prone. After what seems like an eternity, I get up, controlled and without looking at anyone, gather my writing things and start recording these events.
Tuesday, November 11, 2014
Chronicles of the Amazing Trevor: Chapter Fourteen (Hallway to Hell)
I stumbled up the stairs from the cellar into the kitchen, still invisible under the effects of the ring which I could not remove. The scene was an absolute shambles. Did these people never wash anything? Also, there were quite a few dead and dying persons on the floor. Pressing my hand against my bleeding side I watched as my companions put down the last of the ruffians. I rejoiced to see that none of our plucky band were missing--except for Uhmri, who was probably elsewhere in the house of the Lady.
The situation was still very much up in the air. There was a wounded assassin-flavored desperado and a black living statue downstairs and a witch with heaven-only-knows how many retainers upstairs. We had mere moments before they rallied and attacked from all sides. Naturally, Katherine took this as the perfect time to remonstrate with Kull for offing some alley-runner outside. Ah, sweet K. Apparently the fellow was actually the driver of the cart which brought in the new tranche of captives. However he was unarmed at the time that Kull abruptly cancelled his future career plans by stomping on his head. K was trying hard to explain about the ethical dilemma inherent in crushing the skull of an unarmed enemy and Kull was trying hard to understand why there was an ethical dilemma inherent in crushing the skull of an evil slaver. Sensing that this might take a wee bit more time to resolve than we had at present, I braved the ethical dilemma inherent in simultaneously risking annoying both of them by interrupting suddenly. So I interrupted suddenly and blurted out the situation below us, with cages full of slaves, piles of bodies, masked desperadoes, the black statue back on our trail, a powerful witch, so do try to keep up, won't you?
Brute asked, "Slavers?" "Or worse", I replied. "None leave alive", was his rejoinder.
K stanched my wound with the power of the Light. Then we descended to the cellar and arrayed ourselves for battle. Our goal was freeing the captives in the vault and to do that we would have to deal decisively with the statue and masked desperado. With any luck the battle would leave the rather decent little wine cellar nearby untouched. Kull and Uhmri faced the vault door. Knowing that reinforcements might descend from the house above at any time, Brute guarded the stairs with Katherine, and I stood by to lend my skills wherever need was most. We did not have long to wait. The statue within was already pounding heavily on the massive door to the prison vault at the end of the corridor. Despite its immense bulk the door soon collapsed into the hallway, revealing the dark figure framed against the lit room beyond.
To my surprise, Uhmri shot forward like an arrow and threw himself bodily upon the thing! Kull moved forward with his sword, ready to rain blows upon it. Seeing that the stone woman was well engaged, I dashed past as quietly as I could in my invisibility. Slipping into the room beyond I sought out the masked villain. I spotted him immediately, rising wounded and dazed from the floor. I quickly cast my old standby, Dragon Image, hoping to finish him off quickly. Alas the impertinent fellow saw through my reptilian mirage straightaway--no mean feat for a chap with only one eye. Uhmri suddenly dove past me and slid along the floor towards him in a bold and clever maneuver which actually missed the ruffian quite entirely.
Behind me I could hear Kull and the thing of stone trading blows like titans. With only my old Color Spray still uncast I drew my dagger and moved to engage the masked one. But I was distracted by the clamor of enemy reinforcements crashing down the stairs to where Brute awaited them with death in his hands. Uhmri quickly leaped forward against the masked henchman and landed a perfect kick to his gentleman's bits. The blighter collapsed nicely. A scream down the hall told me that Brute had felled the first of the intruders on the staircase. Things seemed to be well in hand so I grabbed the stricken henchman and attempted some blunt interrogation. However he fought to break free and I slit his throat with my dagger. Blood sprayed everywhere. It was an unpleasant moment. I do so abhor physical violence. I checked the corpse for keys to the cells. He had some fascinatingly ornate keys in his pocket, but then I spotted a rather more ordinary set on a peg on the wall.
K then entered the prison vault and took in the scene. I suddenly felt rather ashamed of my blood-spattered appearance as I crouched over my fallen opponent, even though I knew she could not see my in my invisible state. Then to my horror and consternation, Uhmri bent down and drank of the blood of the desperado, smeared it all over himself, and tasted of the red heart blood.
Then the Lady and her henchmen arrived in force from upstairs. She attempted some spell, which the doughty Brute shrugged off, then set two of her minions on him. With a mighty roar he cut one of them down with his first blow. Kull finally brought the dark statute down, returning it to a motionless chunk of stone. The battle was fully on.
I took the cell keys from the peg and began freeing the prisoners. Uhmri, still covered in fresh scarlet blood, followed casually and began cordially shaking hands with each of the unfortunates as they emerged. One woman staggered out and collapsed on him, smeared in the same blood.
Kull suddenly roared in outrage. I glanced down the hallway and saw that a richly equipped man-at-arms had somehow gotten into the passage (later we surmised he'd used the laundry chute) and struck the massive odd-fellow from behind.
K cast some spell, I thought perhaps to discern the presence of any magic in the room. Then she warned the freed captives to stay in the room because of the danger raging in the main hall. And indeed the situation became even more dangerous. Another noble-looking fighting man emerged from the laundry room and assaulted Brute from the flank as he battled a swordsman on the stairs. Then Lady Miranda plied her fel talents again.
All of a suddenly the two odd-fellows began screaming like madmen. Fearing some witchery I stepped over and glanced down the hallway. Kull engaged the man-at-arms with gusto. But suddenly Brute came pelting down at me howling like a banshee. I dived aside and he ran by into the vault room shouting "the horror!". Having seen Brute face the fearsome chaos beasts by the lake like a lion I knew only a powerful enchantment could affect him thus.
As Brute dashed across the vault in seeming panic, Uhmri suddenly joined him and began running about screaming in mock fear. Once again I wondered what was affecting the fellow. Were his wolf pelts possessed of some strange spirit? Was the enchantment on Brute contagious? Kull, too, appeared possessed of some animus and wrath blazed from his face like a sun gone wild. Surrounded by three assailants now Kull wielded his sword with magnificent savagery.
Brute paused for a moment in his enchanted state and I quickly offered him my last bottle of wine. A major sacrifice to be sure, but the fellow needed something and it was all I had. Several large gulps revived him and he dashed back into the fray. Uhmri then grabbed the seemingly floating bottle. I hadn't meant him to partake of my final example of the vintner's craft but in his present odd state it might help restore him as well.
Brute rejoined the combat none too soon because his hulking battle-companion just then collapsed under a rain of blows. As Brute engaged the two men-at-arms and the common swordsman by the fallen Kull, K and I positioned ourselves behind him and began casting our arcane best. Uhmri simply hung about in the vault sipping from the bottle. I thought to myself that we really must find out what was behind his odd behavior.
K unleashed an impressive blast of arcane power at the witch and caused quite an injury. Then she cast some enchantment on one of the men-at-arms and caused him to stand staring off into space. The other two fighters then rushed towards K to prevent further injury to their fel mistress. The witch cast some hex on K but it dissipated immediately, perhaps due to the Light within our plucky priestess. Brute cut down one of the men-at-arms and intervened to protect Katherine. I stepped clear of the fray, took a deep breath, and performed a lovely casting of the old Color Spray on her witchyness. Take that you wench!
To my consternation it not only failed to affect the vain trollop but rebounded from her staff and rained blazing rainbow sparks around me in profusion. The sudden turn of events took me quite by surprise and I only narrowly avoided the intensely humiliating experience of being hoist on my own petard.
Behind me Brute felled the remaining man-at-arms and minion chap with typical efficiency. K rushed over and channeled the Light into the expiring Kull just in time. Temporarily out of arcane mana I crept up invisibly on the Lady at the end of the hall. Picking a moment I thrust with my bloody dagger! Alas, once again her hidden hexes turned aside my assault! And now she was well aware of my presence nearby.
Another of the witch's armed minions leapt forward and managed to wound our Brute. The witch dashed forward to take advantage of K's momentary focus on healing the prostrate Kull. Sprouting long claw-like nails she raked them cruelly across the young cleric's back. Angered by this assault Brute dealt a cruel wound of his own to his opponent, who staggered back to the wall and slid down to the floor gushing blood. Katherine ducked away from the Lady and poured more of the Light into Kull.
Glancing past this unfolding drama in the hallway I espied Uhmri beyond. The druid was still hanging about in the vault. He had apparently finished off the last of the vintage and was mingling with the recovering people around him. To my amazement he was alternately hugging and and fondling the male and female persons indiscriminately with happy abandon. They seemed no less amazed by the behavior than I.
Alone but undaunted the witch drew out a dagger with a blade of a strange greenish metal.
The situation was still very much up in the air. There was a wounded assassin-flavored desperado and a black living statue downstairs and a witch with heaven-only-knows how many retainers upstairs. We had mere moments before they rallied and attacked from all sides. Naturally, Katherine took this as the perfect time to remonstrate with Kull for offing some alley-runner outside. Ah, sweet K. Apparently the fellow was actually the driver of the cart which brought in the new tranche of captives. However he was unarmed at the time that Kull abruptly cancelled his future career plans by stomping on his head. K was trying hard to explain about the ethical dilemma inherent in crushing the skull of an unarmed enemy and Kull was trying hard to understand why there was an ethical dilemma inherent in crushing the skull of an evil slaver. Sensing that this might take a wee bit more time to resolve than we had at present, I braved the ethical dilemma inherent in simultaneously risking annoying both of them by interrupting suddenly. So I interrupted suddenly and blurted out the situation below us, with cages full of slaves, piles of bodies, masked desperadoes, the black statue back on our trail, a powerful witch, so do try to keep up, won't you?
Brute asked, "Slavers?" "Or worse", I replied. "None leave alive", was his rejoinder.
K stanched my wound with the power of the Light. Then we descended to the cellar and arrayed ourselves for battle. Our goal was freeing the captives in the vault and to do that we would have to deal decisively with the statue and masked desperado. With any luck the battle would leave the rather decent little wine cellar nearby untouched. Kull and Uhmri faced the vault door. Knowing that reinforcements might descend from the house above at any time, Brute guarded the stairs with Katherine, and I stood by to lend my skills wherever need was most. We did not have long to wait. The statue within was already pounding heavily on the massive door to the prison vault at the end of the corridor. Despite its immense bulk the door soon collapsed into the hallway, revealing the dark figure framed against the lit room beyond.
To my surprise, Uhmri shot forward like an arrow and threw himself bodily upon the thing! Kull moved forward with his sword, ready to rain blows upon it. Seeing that the stone woman was well engaged, I dashed past as quietly as I could in my invisibility. Slipping into the room beyond I sought out the masked villain. I spotted him immediately, rising wounded and dazed from the floor. I quickly cast my old standby, Dragon Image, hoping to finish him off quickly. Alas the impertinent fellow saw through my reptilian mirage straightaway--no mean feat for a chap with only one eye. Uhmri suddenly dove past me and slid along the floor towards him in a bold and clever maneuver which actually missed the ruffian quite entirely.
Behind me I could hear Kull and the thing of stone trading blows like titans. With only my old Color Spray still uncast I drew my dagger and moved to engage the masked one. But I was distracted by the clamor of enemy reinforcements crashing down the stairs to where Brute awaited them with death in his hands. Uhmri quickly leaped forward against the masked henchman and landed a perfect kick to his gentleman's bits. The blighter collapsed nicely. A scream down the hall told me that Brute had felled the first of the intruders on the staircase. Things seemed to be well in hand so I grabbed the stricken henchman and attempted some blunt interrogation. However he fought to break free and I slit his throat with my dagger. Blood sprayed everywhere. It was an unpleasant moment. I do so abhor physical violence. I checked the corpse for keys to the cells. He had some fascinatingly ornate keys in his pocket, but then I spotted a rather more ordinary set on a peg on the wall.
K then entered the prison vault and took in the scene. I suddenly felt rather ashamed of my blood-spattered appearance as I crouched over my fallen opponent, even though I knew she could not see my in my invisible state. Then to my horror and consternation, Uhmri bent down and drank of the blood of the desperado, smeared it all over himself, and tasted of the red heart blood.
Then the Lady and her henchmen arrived in force from upstairs. She attempted some spell, which the doughty Brute shrugged off, then set two of her minions on him. With a mighty roar he cut one of them down with his first blow. Kull finally brought the dark statute down, returning it to a motionless chunk of stone. The battle was fully on.
I took the cell keys from the peg and began freeing the prisoners. Uhmri, still covered in fresh scarlet blood, followed casually and began cordially shaking hands with each of the unfortunates as they emerged. One woman staggered out and collapsed on him, smeared in the same blood.
Kull suddenly roared in outrage. I glanced down the hallway and saw that a richly equipped man-at-arms had somehow gotten into the passage (later we surmised he'd used the laundry chute) and struck the massive odd-fellow from behind.
K cast some spell, I thought perhaps to discern the presence of any magic in the room. Then she warned the freed captives to stay in the room because of the danger raging in the main hall. And indeed the situation became even more dangerous. Another noble-looking fighting man emerged from the laundry room and assaulted Brute from the flank as he battled a swordsman on the stairs. Then Lady Miranda plied her fel talents again.
All of a suddenly the two odd-fellows began screaming like madmen. Fearing some witchery I stepped over and glanced down the hallway. Kull engaged the man-at-arms with gusto. But suddenly Brute came pelting down at me howling like a banshee. I dived aside and he ran by into the vault room shouting "the horror!". Having seen Brute face the fearsome chaos beasts by the lake like a lion I knew only a powerful enchantment could affect him thus.
As Brute dashed across the vault in seeming panic, Uhmri suddenly joined him and began running about screaming in mock fear. Once again I wondered what was affecting the fellow. Were his wolf pelts possessed of some strange spirit? Was the enchantment on Brute contagious? Kull, too, appeared possessed of some animus and wrath blazed from his face like a sun gone wild. Surrounded by three assailants now Kull wielded his sword with magnificent savagery.
Brute paused for a moment in his enchanted state and I quickly offered him my last bottle of wine. A major sacrifice to be sure, but the fellow needed something and it was all I had. Several large gulps revived him and he dashed back into the fray. Uhmri then grabbed the seemingly floating bottle. I hadn't meant him to partake of my final example of the vintner's craft but in his present odd state it might help restore him as well.
Brute rejoined the combat none too soon because his hulking battle-companion just then collapsed under a rain of blows. As Brute engaged the two men-at-arms and the common swordsman by the fallen Kull, K and I positioned ourselves behind him and began casting our arcane best. Uhmri simply hung about in the vault sipping from the bottle. I thought to myself that we really must find out what was behind his odd behavior.
K unleashed an impressive blast of arcane power at the witch and caused quite an injury. Then she cast some enchantment on one of the men-at-arms and caused him to stand staring off into space. The other two fighters then rushed towards K to prevent further injury to their fel mistress. The witch cast some hex on K but it dissipated immediately, perhaps due to the Light within our plucky priestess. Brute cut down one of the men-at-arms and intervened to protect Katherine. I stepped clear of the fray, took a deep breath, and performed a lovely casting of the old Color Spray on her witchyness. Take that you wench!
To my consternation it not only failed to affect the vain trollop but rebounded from her staff and rained blazing rainbow sparks around me in profusion. The sudden turn of events took me quite by surprise and I only narrowly avoided the intensely humiliating experience of being hoist on my own petard.
Behind me Brute felled the remaining man-at-arms and minion chap with typical efficiency. K rushed over and channeled the Light into the expiring Kull just in time. Temporarily out of arcane mana I crept up invisibly on the Lady at the end of the hall. Picking a moment I thrust with my bloody dagger! Alas, once again her hidden hexes turned aside my assault! And now she was well aware of my presence nearby.
Another of the witch's armed minions leapt forward and managed to wound our Brute. The witch dashed forward to take advantage of K's momentary focus on healing the prostrate Kull. Sprouting long claw-like nails she raked them cruelly across the young cleric's back. Angered by this assault Brute dealt a cruel wound of his own to his opponent, who staggered back to the wall and slid down to the floor gushing blood. Katherine ducked away from the Lady and poured more of the Light into Kull.
Glancing past this unfolding drama in the hallway I espied Uhmri beyond. The druid was still hanging about in the vault. He had apparently finished off the last of the vintage and was mingling with the recovering people around him. To my amazement he was alternately hugging and and fondling the male and female persons indiscriminately with happy abandon. They seemed no less amazed by the behavior than I.
Alone but undaunted the witch drew out a dagger with a blade of a strange greenish metal.
Saturday, November 1, 2014
Finally bought the Pathfinder Chase Cards
Okay, so I recently happened into my FLGS, Games and Stuff, and purchased Ponyfinder (details in a future post) and Pathfinder Chase Cards 2, Hot Pursuit. We've been using the Plot Twist cards in our games for a while, both decks, and we've enjoyed them more than I thought we would (to be honest). Paizo has lots of other decks, but the only one which really interests me is their two Chase Cards decks.
I will admit to having avoided chase scenes (well, planned ones) in my games because they were tough for me to do well. So when I saw that there was a deck of cards out to make it easier to run random chase scenes I was intrigued. And so yesterday I finally jumped in and bought one. They were out of the 1st deck, but the two are designed to be used independently so it really didn't matter.
The cards come divided into ones for dungeon, wilderness, and urban chases. Each has a situation and two ways to get past it, usually with skill checks but also using saves and other mechanics. It's quick and straightforward and I think these will be fun. In play I will put the deck in the center of the table and let the players pull each situation from the deck themselves. I like the idea that they get the fun of seeing what comes up next.
The only disappointing thing with the cards is that there aren't a lot of options offered on each card for resolution. I generally set the creative content bar high for reviews of Paizo Pathfinder products because I know they are capable of really good stuff. The Plot Twist cards each have about half a dozen ideas on each one so I know they can do better.
I will admit to having avoided chase scenes (well, planned ones) in my games because they were tough for me to do well. So when I saw that there was a deck of cards out to make it easier to run random chase scenes I was intrigued. And so yesterday I finally jumped in and bought one. They were out of the 1st deck, but the two are designed to be used independently so it really didn't matter.
The cards come divided into ones for dungeon, wilderness, and urban chases. Each has a situation and two ways to get past it, usually with skill checks but also using saves and other mechanics. It's quick and straightforward and I think these will be fun. In play I will put the deck in the center of the table and let the players pull each situation from the deck themselves. I like the idea that they get the fun of seeing what comes up next.
The only disappointing thing with the cards is that there aren't a lot of options offered on each card for resolution. I generally set the creative content bar high for reviews of Paizo Pathfinder products because I know they are capable of really good stuff. The Plot Twist cards each have about half a dozen ideas on each one so I know they can do better.
Saturday, October 4, 2014
Neo School Hack - Gods & Goddesses of Anubia
Okay, so I wanted to present the domain spells and a few other details for each of the gods and goddesses of Anubia for my Neo School Hack rules. The basic format I chose was each deity having six unique domain spells which only clerics of that deity may cast.
Each god and goddess has certain symbols but there are also universal holy symbols. The Was Sceptre (or Staff) is the symbol of ruling or command; a cleric in possession of one gets to add +1 to any roll based on Charm. The Ankh is the symbol of life; a cleric in possession of one gets to add +1 to any roll based on Commitment or increase the effects of any healing spell by +1 HP. The Sistrum is the symbol of music and merriment; a cleric in possession of one gets to add +1 to any roll influencing positive emotions; some talents also provide for a bonus if a sistrum is played.
Bastet
Symbol: cat, sistrum
- Purr Charm/focus: with a bit of sweet-talking and a purr in your voice you can usually beguile people into seeing things your way; +2 to Charm checks to persuade
- Summon Celestial Lioness/focus-rested: one of the goddess' pets arrives to help; it is yours to command and will stay around for 10 minutes or one action scene:
Celestial Lioness
AC-12
HP: 3
2d10 attack: bite
- Goddess Within/focus-encounter: celestial lioness may cast Remove Disease, Exorcism, Scary Hiss, or Prowl as a cleric of Bastet
- Remove Disease/focus-encounter: with a prayer and pawing gestures you remove one disease from one victim
- Exorcism/focus-encounter: by hissing and making yourself look big and scary you drive out spirits haunting a thing or place or possessing a person; requires a Daring check (with +2) against the spirit's Commitment
- Scary Hiss/focus: winning a Daring check (with +2) against target's commitment and they run away scared; works automatically against minions
- Prowl/continuous: +1 to Cunning checks to sneak around stealthily
Hathor
Symbol: cow, sistrum
- Milk of the Sacred Mother/focus-rested: you pour out holy milk from your cupped hands (up to one pint); it is delicious warm milk which can cure one wound (once per imbiber per day) but also affects undead and other evil creatures as holy water
- Joy Dance/focus: you dance for joy and all those nearby feel it; removes negative emotions such as fear, sadness, despair, anger; creatures may resist with opposed roll of their Commitment vs. cleric's Charm (at +2)
- Horns of Goring/focus: large glowing cow horns sprout from your head, remaining for one minute or one action scene; you may use them to attack, bash things, or just show off (+1 to Brawn checks to intimidate)
- Create Cloud/focus-rested: draw on Hathor's powers as a sky goddess and create a dense cloud with a 30-foot radius; it is so dense that vision is reduced to one foot; lasts 10 minutes or one action scene
- So Hawt/focus-rested: with appropriate moves and a whispered prayer you become irresistible to one creature for one minute or one action scene (creature may attempt to resist with Awareness roll against cleric's Charm roll +2)
- Hew Tunnel/focus-rested: Hathor is patron of miners and with this miracle you create a tunnel 30 feet long and 10 feet wide through natural rock and earth; it lasts only 10 minutes unless professionally shored up with framing of timber or other durable materials
Horus
Symbol: falcon, Wedjat eye
- Sunlight/focus-rested: a ray of sunlight shoots from your right eye; does 1 wound to creatures vulnerable to sunlight
- Moonlight/focus-rested: a ray of moonlight shoots from your right eye; revealing invisible creatures and dispelling illusions (Commitment roll vs. caster's Cunning); lasts 1 minute
- Headlight Eyes/focus: beams of gold and silver light shine from both eyes, providing illumination in darkness (even magical darkness) out to 30 feet; lasts 10 minutes or one action scene
- Wedjat Eye/focus-encounter: you draw the sign of the Wedjat Eye in the air or on a surface, where it glows; evil creatures must succeed at a Daring roll vs the cleric's Commitment roll (with +2) to overcome or will be unable to approach within 30 feet; lasts one action scene or if cast outside of an action scene will last 24 hours or until overcome
- Falcon's Wings/focus-rested: cleric sprouts a set of magnificent falcon's wings; can fly for one action scene or one minute.
- Royal Command/focus-encounter: by the power of Horus you command one creature to obey a one-word command (Save: target's Commitment or Daring vs. Cleric's Brawn or Charm with +2)
Mayet
Symbol: ostrich feather
- Truth Tell/focus-encounter: Target must save (Commitment or Cunning vs. cleric's Commitment at +2) or must tell the truth for the next 10 minutes.
- Soul Balance/focus: the alignment of one creature is revealed to you
- Summer Heat/focus-rested: you evoke the heat of noon in the height of summer; victim must make Brawn check or collapse sweaty and exhausted for 1d6 turns
- Winter Frost/focus-rested: you call down the frost of a deep winter far away; victim must make Brawn check or move frozen at half speed for 1d6 turns
- Spring Showers/focus-rested: you summon a sudden rainstorm, creating a magical mud puddle; victims in the storm will be soaking wet and any in the mud must make Brawn check or be stuck there for 1d6 turns
- Autumn Winds/focus-rested: you call up a small area of intense blustery winds and swirling dry leaves; any in the area must make a Daring check or be baffled and confused for 1d6 turns
Isis/Iset
Symbol: throne, sun disk with cow's horns
- Charm Person/focus: the glow of the goddess entrances your listener and makes them amenable to your wishes; a successful Charm (with +2) and they'll go along with anything (for one action scene or 10 minutes) which doesn't involve violence
- Resurrection/rested-focus: with 10 minutes of prayer and chanting you lure the spirit of a recently deceased (one hour per level of caster) person back to their body; does not heal any injuries to the body. Unwilling spirits may attempt a Commitment to Commitment contest to resist.
- Healing Glow/rested-focus: all friendly creatures within 10 feet heal one wound
- Plant Growth/focus: all plants in a 30-foot radius double in size; if no existing plants, a lush thicket of ordinary bushes or grasses will sprout (flowers optional); lasts 10 minutes or one action scene
- Kite (bird) Transform/rested-focus: you transform into a bird (kite) for 10 minutes or one action scene
- <pick one Wizard spell; may not be changed later>
Khepri
Symbol: scarab beetle, blue lotus
- Busy Beetle/focus-encounter: you perform any normal work task at double speed
- Stench of Dung/encounter: you emit a repulsive stench of dung, affecting living creatures out to 30 feet; all in area must pass a Brawn or Commitment save (at -2) or be incapacitated throwing up and retching
- Summon Scarab Swarm/focus-encounter: you summon a scarab swarm; can either burst forth from the environment (earth/wall/etc.), pour out of an object, or be spewed from cleric's mouth; lasts 10 minutes or one action scene
- Chitin Armor/focus-encounter: your body grows a layer of thick beetle chitin armor; you look creepy but gain +1 AC; lasts 10 minutes or one action scene
- Early to Rise/rested: the power of the dawn energizes you; temporarily gain 1 AP which lasts until dusk
- Summon Giant Scarab Mount/focus-rested: a giant scarab burrows up from somewhere and serves as a riding mount for just the cleric for 24 hours
Anubis
Symbol: flail, black jackal
- Command Mummy/focus-rested: mummies respect Anubis; if you succeed in a Commitment check (with +2) against a mummy it will obey you for one hour; can only be used on one particular mummy once in 24 hours
- Mummify/focus-rested: by the power of Anubis you mummify a creature dead no more than three days; it will remain preserved for 100 years; may be cast in reverse to de-mummify a mummified creature, with undead mummies taking 2 wounds
- Sanctified Repose/focus: you infuse a creature dead no more than 1 hour with holy energies, preserving it for 24 hours; also heals any negative wounds the creature may have (bringing it to 0 wounds)
- Soul Speaker/constant: you can converse with the dead; those unwilling to converse may be compelled by succeeding at a Commitment check (with +2)
- Necroshield/focus: you create a 10 foot radius shell which repels undead, but they may attempt to enter with a Commitment contest (but with +2 for the casting cleric); lasts 10 minutes or one action scene
- Summon Anubi Angel/focus-rested: summon an angelic anubi servant of the Anubis; it is yours to command and will stay around for 10 minutes or one action scene
Anubi Angel
AC-12
HP: 2
2d10 attack: flail
- Double-Sanctified Repose/focus-rested: cast by Anubi Angel, as Sanctified Repose, but recipient may have been dead up to 2 hours and will be preserved for 48 hours
Apep
Symbol: snake or dragon
- Dragon Speak/constant: you know the language of dragons
- Chaos Shadow (darkness and confusion)/focus-encounter: a 30 foot radius area of swirling chaos shadow appears around the caster; all creatures in the chaos must make a Commitment save (at -2) or have vision reduced to 10 feet (20 feet for creatures with low light level vision) and suffer -2 to all rolls; lasts 10 minutes or one action scene
- Chaos Fang/focus-rested: you grow a set of viper fangs, with venom; if you succeed in a bite attack the victim must pass a Brawn save or lose a wound and be blinded for an hour
- Blindness/focus-rested: victim must make a Commitment save (at -2) or be blinded for 1 hour
- Hypnotize/focus-encounter: victim must make a Daring save or follow the caster's commands for up to 1 hour. Victim moves at half speed and cannot fight or cast spells. If victim suffers any pain or injury they are allowed another Daring save to recover their wits.
- Eclipse/focus-rested: all illumination (including the sun if outdoors in daylight) dims in a 100 foot radius such that vision is reduced to only 5 feet (or 10 feet for creatures with low light level vision); lasts 10 minutes or one action scene
Ra
Symbol: sun disk, hawk
- Noon Sun/focus-rested: the area around the caster is lit with brilliant noontime sunlight from above in a 50' radius; lasts 10 minutes or one action scene
- Solar Halo/focus-encounter: a bright sun disk appears just behind the caster's head, shining brightly ahead in a beam; anyone looking into the beam must pass a Commitment check or be blinded for 1d6 turns
- Falcon Sight/continuous: you have the amazingly keen sight of a falcon, allowing you to see clearly 5 times as far as a normal person; lasts 10 minutes
- Heroism/focus-encounter: the glories of the hero-god fill you (gain +4 on any Commitment or Daring checks; lasts 10 minutes or one action scene)
- Wings of Ra/focus-rested: you grow huge hawk wings allowing you to fly (for one action scene or 1 minute)
- Summon Celestial Falcon/focus-rested: you summon a feathered companion of Ra; it is yours to command and will stay around for 10 minutes or one action scene
Celestial Falcon
AC-12
HP: 2
2d10 attack: talons
- Terrible Talons/encounter: celestial falcon attacks by diving from the sky (at least 50' up), gaining +2 to attack and doing +1 wound
Set
Symbol: Was sceptre
- Darkness/focus: cast 50' radius area of unholy total darkness, impenetrable except for the light of the Noon Sun spell (and even then the casters will engage in a Commitment contest to see which spell prevails); lasts 10 minutes or one action scene
- Storm of the Wastes/focus-encounter: conjure up a wild storm with wind, rain, and thunder with a radius of 50'; all creatures in the area are -4 to attribute checks unless they can first pass a check with that attribute; normal flames are extinguished, everything is soaking wet, and soft earth turns muddy; lasts 10 minutes or one action scene
- Shadow Plague/focus-rested: you inflict a victim with a horrible unholy plague, with huge boils causing 2 wounds and unconsciousness for one hour (victim allowed a Commitment save at -2)
- Command Murder (Psycho Killer)/focus-rested: command one creature within 50 feet to commit murder against one other creature; victim is allowed a Commitment check to refuse to kill a friend or loved one, otherwise a Daring check; lasts 24 hours or until designated victim is dead
- Dismember/focus-rested: conjuring a shadowy blade, lop off a victim's major bodily appendage (hand, leg, foot, wing, tentacle, etc.); victim allowed a Cunning save to evade or lose the appendage and two wounds; range 30 feet
- Raise Undead/focus-rested; you animate a dead creature and bend it to your will; requires a creature still reasonably bodily intact; does not work on creatures protected by the Anubis cleric domain spells of Mummify or Sanctified Repose
Sekhmet
Symbol: lioness, red linen
- Ward Disease/focus: drawing on the protection of the goddess you ward one person from disease for an hour
- Heal Battle Wounds/focus-encounter: you heal up to two wounds on one recipient, but only if those wounds were suffered in combat
- Lion Head/focus-encounter: your head transforms into that of a lion, with big pointy teeth capable of inflicting a wound; lasts 10 minutes or one action scene
- Party Girl/continuous: the clerics of Sekhmet are always ready for a wild good time; +2 to Charm, Daring, or Cunning checks during carousing, parties, concerts, club scenes, and similar situations.
- Blood Rage/focus-encounter: the goddess roars within you, granting you +1 attack per round for the next 1d6 rounds
- Flame Blaze/focus-rested: you conjure the heat of battle itself and blast an enemy (range 30', causes 2 wounds, victim may attempt a Daring save)
Sobek
Symbol: crocodile, river
- Sobeki Friend/continuous: crocodiles and other crocodilian creatures will always initially treat you as a friend
- Crocodile Jaws/focus-encounter: you grow a fearsome set of crocodilian jaws (or your teeth get much larger if a sobeki); on a successful attack you inflict one wound and can hang on with an opposed Brawn check and continue to inflict another wound; lasts 10 minutes or one action scene
- Command Crocodile/focus: looking a crocodile in the eyes, you bend it to your will for one hour (only once per particular crocodile per 24 hours)
- Scaly Hide/focus-encounter: your body grows a layer of scaly crocodile skin; gain +1 AC; lasts 10 minutes or one action scene
- Battle Strength/focus-encounter: you evoke the power of Mighty Sobek; gain +2 to Brawn bonus for one hour
- Summon Crocodile/focus-rested: one of the god's pets arrives to help; it is yours to command and will stay around for 10 minutes or one action scene:
Celestial Crocodile
AC-12
HP: 3
2d10 attack: bite
- Death Roll/encounter: after a successful bite, the celestial crocodile may make a successfull Brawn to spin and thrash with victim clamped in your jaws to cause an additional 2 wounds
Thoth
Symbol: papyrus scroll, ibis, baboon
- Know Language/focus-rested: taking a moment to draw on the vast wisdom of the Erudite One, you gain the ability to know any one language for one hour
- Divine Science & Knowledge/focus-rested: taking a moment to draw on the vast wisdom of the Erudite One, you gain the ability to know any one science or area of knowledge for one hour
- Glyph of Warding/focus-rested: you draw a glowing magic hieroglyph (with your finger or other object) which remains for one hour providing +2 to AC and +2 on saves versus magic within a 20-foot radius
- Glyph of Revealing/focus-rested: you draw a glowing magic hieroglyph (with your finger or other object) which remains for one hour and reveals anything invisible within a 30-foot radius
- Glyph of Dispelling/focus-rested: you draw a glowing magic hieroglyph (with your finger or other object) which remains for one hour and dispells any illusions within a 30-foot radius
- Moon Beam/focus-rested: moon beams shoot from your eyes 30 feet in a 45-degree cone, dispelling all illusions and invisibility and revealing any secret doors.
Tawaret
Symbol: "sa" sign, hippopotamus
- Command Hippo/focus: looking a hippo in the eyes, you bend it to your will for one hour (only once per particular hippo per 24 hours)
- Hippo Huge/focus-encounter: you become huge and bulky like a magnificent hippo and also gain +2 Brawn; lasts for one action scene or 10 minuted
- Flood Surge/focus-rested: a huge splash of water sprays out from the caster 30', extinguishing normal flames and knocking creatures off their feet (unless succeed at a Brawn save)
- Lovely Birth/focus-rested: the birth of any one creature (or litter of up to 12 small or medium creatures) will be smooth and easy, with mother and offspring healthy and happy afterwards
- Soul Cleanse/focus-rested: exorcise a living creature of any possessing spirits (spirit allowed a Commitment save but at -2) and remove any curses
- Summon Hippo/focus-rested: one of the god's pets arrives to help; it is yours to command and will stay around for 10 minutes or one action scene
Celestial Hippo
AC-12
HP: 4
2d10 attack: chomp
- Belly Flop/focus: celestial hippo flops on water or other level surface to cast Flood Surge
Each god and goddess has certain symbols but there are also universal holy symbols. The Was Sceptre (or Staff) is the symbol of ruling or command; a cleric in possession of one gets to add +1 to any roll based on Charm. The Ankh is the symbol of life; a cleric in possession of one gets to add +1 to any roll based on Commitment or increase the effects of any healing spell by +1 HP. The Sistrum is the symbol of music and merriment; a cleric in possession of one gets to add +1 to any roll influencing positive emotions; some talents also provide for a bonus if a sistrum is played.
Bastet
Symbol: cat, sistrum
- Purr Charm/focus: with a bit of sweet-talking and a purr in your voice you can usually beguile people into seeing things your way; +2 to Charm checks to persuade
- Summon Celestial Lioness/focus-rested: one of the goddess' pets arrives to help; it is yours to command and will stay around for 10 minutes or one action scene:
Celestial Lioness
AC-12
HP: 3
2d10 attack: bite
- Goddess Within/focus-encounter: celestial lioness may cast Remove Disease, Exorcism, Scary Hiss, or Prowl as a cleric of Bastet
- Remove Disease/focus-encounter: with a prayer and pawing gestures you remove one disease from one victim
- Exorcism/focus-encounter: by hissing and making yourself look big and scary you drive out spirits haunting a thing or place or possessing a person; requires a Daring check (with +2) against the spirit's Commitment
- Scary Hiss/focus: winning a Daring check (with +2) against target's commitment and they run away scared; works automatically against minions
- Prowl/continuous: +1 to Cunning checks to sneak around stealthily
Hathor
Symbol: cow, sistrum
- Milk of the Sacred Mother/focus-rested: you pour out holy milk from your cupped hands (up to one pint); it is delicious warm milk which can cure one wound (once per imbiber per day) but also affects undead and other evil creatures as holy water
- Joy Dance/focus: you dance for joy and all those nearby feel it; removes negative emotions such as fear, sadness, despair, anger; creatures may resist with opposed roll of their Commitment vs. cleric's Charm (at +2)
- Horns of Goring/focus: large glowing cow horns sprout from your head, remaining for one minute or one action scene; you may use them to attack, bash things, or just show off (+1 to Brawn checks to intimidate)
- Create Cloud/focus-rested: draw on Hathor's powers as a sky goddess and create a dense cloud with a 30-foot radius; it is so dense that vision is reduced to one foot; lasts 10 minutes or one action scene
- So Hawt/focus-rested: with appropriate moves and a whispered prayer you become irresistible to one creature for one minute or one action scene (creature may attempt to resist with Awareness roll against cleric's Charm roll +2)
- Hew Tunnel/focus-rested: Hathor is patron of miners and with this miracle you create a tunnel 30 feet long and 10 feet wide through natural rock and earth; it lasts only 10 minutes unless professionally shored up with framing of timber or other durable materials
Horus
Symbol: falcon, Wedjat eye
- Sunlight/focus-rested: a ray of sunlight shoots from your right eye; does 1 wound to creatures vulnerable to sunlight
- Moonlight/focus-rested: a ray of moonlight shoots from your right eye; revealing invisible creatures and dispelling illusions (Commitment roll vs. caster's Cunning); lasts 1 minute
- Headlight Eyes/focus: beams of gold and silver light shine from both eyes, providing illumination in darkness (even magical darkness) out to 30 feet; lasts 10 minutes or one action scene
- Wedjat Eye/focus-encounter: you draw the sign of the Wedjat Eye in the air or on a surface, where it glows; evil creatures must succeed at a Daring roll vs the cleric's Commitment roll (with +2) to overcome or will be unable to approach within 30 feet; lasts one action scene or if cast outside of an action scene will last 24 hours or until overcome
- Falcon's Wings/focus-rested: cleric sprouts a set of magnificent falcon's wings; can fly for one action scene or one minute.
- Royal Command/focus-encounter: by the power of Horus you command one creature to obey a one-word command (Save: target's Commitment or Daring vs. Cleric's Brawn or Charm with +2)
Mayet
Symbol: ostrich feather
- Truth Tell/focus-encounter: Target must save (Commitment or Cunning vs. cleric's Commitment at +2) or must tell the truth for the next 10 minutes.
- Soul Balance/focus: the alignment of one creature is revealed to you
- Summer Heat/focus-rested: you evoke the heat of noon in the height of summer; victim must make Brawn check or collapse sweaty and exhausted for 1d6 turns
- Winter Frost/focus-rested: you call down the frost of a deep winter far away; victim must make Brawn check or move frozen at half speed for 1d6 turns
- Spring Showers/focus-rested: you summon a sudden rainstorm, creating a magical mud puddle; victims in the storm will be soaking wet and any in the mud must make Brawn check or be stuck there for 1d6 turns
- Autumn Winds/focus-rested: you call up a small area of intense blustery winds and swirling dry leaves; any in the area must make a Daring check or be baffled and confused for 1d6 turns
Isis/Iset
Symbol: throne, sun disk with cow's horns
- Charm Person/focus: the glow of the goddess entrances your listener and makes them amenable to your wishes; a successful Charm (with +2) and they'll go along with anything (for one action scene or 10 minutes) which doesn't involve violence
- Resurrection/rested-focus: with 10 minutes of prayer and chanting you lure the spirit of a recently deceased (one hour per level of caster) person back to their body; does not heal any injuries to the body. Unwilling spirits may attempt a Commitment to Commitment contest to resist.
- Healing Glow/rested-focus: all friendly creatures within 10 feet heal one wound
- Plant Growth/focus: all plants in a 30-foot radius double in size; if no existing plants, a lush thicket of ordinary bushes or grasses will sprout (flowers optional); lasts 10 minutes or one action scene
- Kite (bird) Transform/rested-focus: you transform into a bird (kite) for 10 minutes or one action scene
- <pick one Wizard spell; may not be changed later>
Khepri
Symbol: scarab beetle, blue lotus
- Busy Beetle/focus-encounter: you perform any normal work task at double speed
- Stench of Dung/encounter: you emit a repulsive stench of dung, affecting living creatures out to 30 feet; all in area must pass a Brawn or Commitment save (at -2) or be incapacitated throwing up and retching
- Summon Scarab Swarm/focus-encounter: you summon a scarab swarm; can either burst forth from the environment (earth/wall/etc.), pour out of an object, or be spewed from cleric's mouth; lasts 10 minutes or one action scene
- Chitin Armor/focus-encounter: your body grows a layer of thick beetle chitin armor; you look creepy but gain +1 AC; lasts 10 minutes or one action scene
- Early to Rise/rested: the power of the dawn energizes you; temporarily gain 1 AP which lasts until dusk
- Summon Giant Scarab Mount/focus-rested: a giant scarab burrows up from somewhere and serves as a riding mount for just the cleric for 24 hours
Anubis
Symbol: flail, black jackal
- Command Mummy/focus-rested: mummies respect Anubis; if you succeed in a Commitment check (with +2) against a mummy it will obey you for one hour; can only be used on one particular mummy once in 24 hours
- Mummify/focus-rested: by the power of Anubis you mummify a creature dead no more than three days; it will remain preserved for 100 years; may be cast in reverse to de-mummify a mummified creature, with undead mummies taking 2 wounds
- Sanctified Repose/focus: you infuse a creature dead no more than 1 hour with holy energies, preserving it for 24 hours; also heals any negative wounds the creature may have (bringing it to 0 wounds)
- Soul Speaker/constant: you can converse with the dead; those unwilling to converse may be compelled by succeeding at a Commitment check (with +2)
- Necroshield/focus: you create a 10 foot radius shell which repels undead, but they may attempt to enter with a Commitment contest (but with +2 for the casting cleric); lasts 10 minutes or one action scene
- Summon Anubi Angel/focus-rested: summon an angelic anubi servant of the Anubis; it is yours to command and will stay around for 10 minutes or one action scene
Anubi Angel
AC-12
HP: 2
2d10 attack: flail
- Double-Sanctified Repose/focus-rested: cast by Anubi Angel, as Sanctified Repose, but recipient may have been dead up to 2 hours and will be preserved for 48 hours
Apep
Symbol: snake or dragon
- Dragon Speak/constant: you know the language of dragons
- Chaos Shadow (darkness and confusion)/focus-encounter: a 30 foot radius area of swirling chaos shadow appears around the caster; all creatures in the chaos must make a Commitment save (at -2) or have vision reduced to 10 feet (20 feet for creatures with low light level vision) and suffer -2 to all rolls; lasts 10 minutes or one action scene
- Chaos Fang/focus-rested: you grow a set of viper fangs, with venom; if you succeed in a bite attack the victim must pass a Brawn save or lose a wound and be blinded for an hour
- Blindness/focus-rested: victim must make a Commitment save (at -2) or be blinded for 1 hour
- Hypnotize/focus-encounter: victim must make a Daring save or follow the caster's commands for up to 1 hour. Victim moves at half speed and cannot fight or cast spells. If victim suffers any pain or injury they are allowed another Daring save to recover their wits.
- Eclipse/focus-rested: all illumination (including the sun if outdoors in daylight) dims in a 100 foot radius such that vision is reduced to only 5 feet (or 10 feet for creatures with low light level vision); lasts 10 minutes or one action scene
Ra
Symbol: sun disk, hawk
- Noon Sun/focus-rested: the area around the caster is lit with brilliant noontime sunlight from above in a 50' radius; lasts 10 minutes or one action scene
- Solar Halo/focus-encounter: a bright sun disk appears just behind the caster's head, shining brightly ahead in a beam; anyone looking into the beam must pass a Commitment check or be blinded for 1d6 turns
- Falcon Sight/continuous: you have the amazingly keen sight of a falcon, allowing you to see clearly 5 times as far as a normal person; lasts 10 minutes
- Heroism/focus-encounter: the glories of the hero-god fill you (gain +4 on any Commitment or Daring checks; lasts 10 minutes or one action scene)
- Wings of Ra/focus-rested: you grow huge hawk wings allowing you to fly (for one action scene or 1 minute)
- Summon Celestial Falcon/focus-rested: you summon a feathered companion of Ra; it is yours to command and will stay around for 10 minutes or one action scene
Celestial Falcon
AC-12
HP: 2
2d10 attack: talons
- Terrible Talons/encounter: celestial falcon attacks by diving from the sky (at least 50' up), gaining +2 to attack and doing +1 wound
Set
Symbol: Was sceptre
- Darkness/focus: cast 50' radius area of unholy total darkness, impenetrable except for the light of the Noon Sun spell (and even then the casters will engage in a Commitment contest to see which spell prevails); lasts 10 minutes or one action scene
- Storm of the Wastes/focus-encounter: conjure up a wild storm with wind, rain, and thunder with a radius of 50'; all creatures in the area are -4 to attribute checks unless they can first pass a check with that attribute; normal flames are extinguished, everything is soaking wet, and soft earth turns muddy; lasts 10 minutes or one action scene
- Shadow Plague/focus-rested: you inflict a victim with a horrible unholy plague, with huge boils causing 2 wounds and unconsciousness for one hour (victim allowed a Commitment save at -2)
- Command Murder (Psycho Killer)/focus-rested: command one creature within 50 feet to commit murder against one other creature; victim is allowed a Commitment check to refuse to kill a friend or loved one, otherwise a Daring check; lasts 24 hours or until designated victim is dead
- Dismember/focus-rested: conjuring a shadowy blade, lop off a victim's major bodily appendage (hand, leg, foot, wing, tentacle, etc.); victim allowed a Cunning save to evade or lose the appendage and two wounds; range 30 feet
- Raise Undead/focus-rested; you animate a dead creature and bend it to your will; requires a creature still reasonably bodily intact; does not work on creatures protected by the Anubis cleric domain spells of Mummify or Sanctified Repose
Sekhmet
Symbol: lioness, red linen
- Ward Disease/focus: drawing on the protection of the goddess you ward one person from disease for an hour
- Heal Battle Wounds/focus-encounter: you heal up to two wounds on one recipient, but only if those wounds were suffered in combat
- Lion Head/focus-encounter: your head transforms into that of a lion, with big pointy teeth capable of inflicting a wound; lasts 10 minutes or one action scene
- Party Girl/continuous: the clerics of Sekhmet are always ready for a wild good time; +2 to Charm, Daring, or Cunning checks during carousing, parties, concerts, club scenes, and similar situations.
- Blood Rage/focus-encounter: the goddess roars within you, granting you +1 attack per round for the next 1d6 rounds
- Flame Blaze/focus-rested: you conjure the heat of battle itself and blast an enemy (range 30', causes 2 wounds, victim may attempt a Daring save)
Sobek
Symbol: crocodile, river
- Sobeki Friend/continuous: crocodiles and other crocodilian creatures will always initially treat you as a friend
- Crocodile Jaws/focus-encounter: you grow a fearsome set of crocodilian jaws (or your teeth get much larger if a sobeki); on a successful attack you inflict one wound and can hang on with an opposed Brawn check and continue to inflict another wound; lasts 10 minutes or one action scene
- Command Crocodile/focus: looking a crocodile in the eyes, you bend it to your will for one hour (only once per particular crocodile per 24 hours)
- Scaly Hide/focus-encounter: your body grows a layer of scaly crocodile skin; gain +1 AC; lasts 10 minutes or one action scene
- Battle Strength/focus-encounter: you evoke the power of Mighty Sobek; gain +2 to Brawn bonus for one hour
- Summon Crocodile/focus-rested: one of the god's pets arrives to help; it is yours to command and will stay around for 10 minutes or one action scene:
Celestial Crocodile
AC-12
HP: 3
2d10 attack: bite
- Death Roll/encounter: after a successful bite, the celestial crocodile may make a successfull Brawn to spin and thrash with victim clamped in your jaws to cause an additional 2 wounds
Thoth
Symbol: papyrus scroll, ibis, baboon
- Know Language/focus-rested: taking a moment to draw on the vast wisdom of the Erudite One, you gain the ability to know any one language for one hour
- Divine Science & Knowledge/focus-rested: taking a moment to draw on the vast wisdom of the Erudite One, you gain the ability to know any one science or area of knowledge for one hour
- Glyph of Warding/focus-rested: you draw a glowing magic hieroglyph (with your finger or other object) which remains for one hour providing +2 to AC and +2 on saves versus magic within a 20-foot radius
- Glyph of Revealing/focus-rested: you draw a glowing magic hieroglyph (with your finger or other object) which remains for one hour and reveals anything invisible within a 30-foot radius
- Glyph of Dispelling/focus-rested: you draw a glowing magic hieroglyph (with your finger or other object) which remains for one hour and dispells any illusions within a 30-foot radius
- Moon Beam/focus-rested: moon beams shoot from your eyes 30 feet in a 45-degree cone, dispelling all illusions and invisibility and revealing any secret doors.
Tawaret
Symbol: "sa" sign, hippopotamus
- Command Hippo/focus: looking a hippo in the eyes, you bend it to your will for one hour (only once per particular hippo per 24 hours)
- Hippo Huge/focus-encounter: you become huge and bulky like a magnificent hippo and also gain +2 Brawn; lasts for one action scene or 10 minuted
- Flood Surge/focus-rested: a huge splash of water sprays out from the caster 30', extinguishing normal flames and knocking creatures off their feet (unless succeed at a Brawn save)
- Lovely Birth/focus-rested: the birth of any one creature (or litter of up to 12 small or medium creatures) will be smooth and easy, with mother and offspring healthy and happy afterwards
- Soul Cleanse/focus-rested: exorcise a living creature of any possessing spirits (spirit allowed a Commitment save but at -2) and remove any curses
- Summon Hippo/focus-rested: one of the god's pets arrives to help; it is yours to command and will stay around for 10 minutes or one action scene
Celestial Hippo
AC-12
HP: 4
2d10 attack: chomp
- Belly Flop/focus: celestial hippo flops on water or other level surface to cast Flood Surge
Sunday, September 21, 2014
Review: The Gaean Reach
Okay, so I haven't posted in a while. I have been reading through quite a few RPG books I bought recently and am almost done with my cleric kits for the gods and goddesses for my Neo School Hack setting Anubia. But that's not important right now.
What I really want to talk about today is The Gaean Reach, from Pelgrane Press, written by Robin D. Laws. The book itself is quite small, just 93 pages of text plus a lot of pages at the back with character sheets, etc. But it is fully self-contained so you can jump in and play for under US$20. The artwork is black-and-white only but I like that sort of thing and definitely enjoyed the pieces scattered throughout the book.
As I've mentioned in earlier posts, Jack Vance is my absolute favorite author. This book takes his main science fiction setting and uses it for a futuristic detective series based on the GUMSHOE rules. I noticed the mention of GUMSHOE in the burb but I was really expecting something like Traveler, just with a different setting and Vancian tone. And it does mention that you can use the rules for different types of campaigns.
The main premise of The Gaean Reach, however, is that the characters have each suffered due to the evil doings of criminal mastermind Quandos Vorn and have banded together to track him down and exact revenge. They may or may not be members of an official interstellar law-enforcement body. The campaign is also structured like a television series or mini-series, with episodes, various plot devices, and a final end. The game uses the GUMSHOE rules but borrows a little from Pelgrane's Dying Earth rules (gaming in the setting of Vance's Dying Earth novels). There is a short but very interesting gazetteer section on the Reach with summaries of several planets. At the back is a nice adventure which could be used to kick-start a campaign. The rules mechanics are very simple, putting the focus on the detective work, exploration, and role-playing over number crunching and "character optimization".
One thing you won't find here is huge lists of equipment. In fact there are no equipment lists at all. In this game items of equipment are either taken for granted, rolled for based on circumstances, or appear as required for the plot. It's another example of skipping crunchy stuff which is really a distraction in order to get on with the adventure.
One thing I wasn't comfortable with at first was how the GUMSHOE rules make most clue discovery automatic. If finding clues and information is so easy then where is the challenge? But I now see that it's a lot better this way than having to scramble to put clues back in the players' path following a blown investigation roll. You make finding the clues relatively easy, but make analyzing them and following up the challenging part. And it is possible for players to work to get more information beyond the initial discoveries.
The book includes character generation using pre-set cards or from scratch. Each player also draws three taglines to use during play which are discarded when used and fresh ones drawn. The taglines encourage players to use Vancian style dialogue. Clever and appropriate use of the taglines garners tokens which can be spent during play to avoid death,improve rolls, etc.
Overall I'm very pleased with The Gaean Reach.
What I really want to talk about today is The Gaean Reach, from Pelgrane Press, written by Robin D. Laws. The book itself is quite small, just 93 pages of text plus a lot of pages at the back with character sheets, etc. But it is fully self-contained so you can jump in and play for under US$20. The artwork is black-and-white only but I like that sort of thing and definitely enjoyed the pieces scattered throughout the book.
As I've mentioned in earlier posts, Jack Vance is my absolute favorite author. This book takes his main science fiction setting and uses it for a futuristic detective series based on the GUMSHOE rules. I noticed the mention of GUMSHOE in the burb but I was really expecting something like Traveler, just with a different setting and Vancian tone. And it does mention that you can use the rules for different types of campaigns.
The main premise of The Gaean Reach, however, is that the characters have each suffered due to the evil doings of criminal mastermind Quandos Vorn and have banded together to track him down and exact revenge. They may or may not be members of an official interstellar law-enforcement body. The campaign is also structured like a television series or mini-series, with episodes, various plot devices, and a final end. The game uses the GUMSHOE rules but borrows a little from Pelgrane's Dying Earth rules (gaming in the setting of Vance's Dying Earth novels). There is a short but very interesting gazetteer section on the Reach with summaries of several planets. At the back is a nice adventure which could be used to kick-start a campaign. The rules mechanics are very simple, putting the focus on the detective work, exploration, and role-playing over number crunching and "character optimization".
One thing you won't find here is huge lists of equipment. In fact there are no equipment lists at all. In this game items of equipment are either taken for granted, rolled for based on circumstances, or appear as required for the plot. It's another example of skipping crunchy stuff which is really a distraction in order to get on with the adventure.
One thing I wasn't comfortable with at first was how the GUMSHOE rules make most clue discovery automatic. If finding clues and information is so easy then where is the challenge? But I now see that it's a lot better this way than having to scramble to put clues back in the players' path following a blown investigation roll. You make finding the clues relatively easy, but make analyzing them and following up the challenging part. And it is possible for players to work to get more information beyond the initial discoveries.
The book includes character generation using pre-set cards or from scratch. Each player also draws three taglines to use during play which are discarded when used and fresh ones drawn. The taglines encourage players to use Vancian style dialogue. Clever and appropriate use of the taglines garners tokens which can be spent during play to avoid death,improve rolls, etc.
Overall I'm very pleased with The Gaean Reach.
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