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Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

Saturday, 7 July 2018

Order of the Griffon

This is the most basic knightly order in my campaign world, they are an elite group of griffon riders that protect their homeland. Many of them live in the spirelands, mile high mountain plateau which are very similar to islands in terms of personality and needs. These are defenders, but also messengers and an early warning system. Many of the griffons have specific coloured feathers, as they are groomed to match the colours of their paladin riders.

Order of the Griffon

Description  The Order of the Griffon is a group devout members of the Church of Japeth who work as the military arm of the Church found in the spirelands. Most members are clerics or paladins, but fighters and rangers join as well. 

Responsibilities They are responsible for protection of holy sites and devout petitioners in remote sites, primarily in the Spirelands. They protect the Quadrane (4 High Holy Good Aligned Gods) followers but they have many allies, not just those within these groups.

Mount Many paladins choose a griffon as their steed in the spirelands, but members of the Griffon Order welcomes anyone that meets their requirements. The hardest is to find a griffon willing to serve. The creatures cannot be enspelled or tricked; they must choose to serve.

Requirements:

Base attack bonus: +3
Skills: Knowledge (religion): 5 ranks; Ride: 5 ranks
Oath: Loyalty to the Order of Griffon
Alignment: Any non-chaotic and non-evil
Quest: Find a griffon who agrees to serve 

Class Skills: Craft, Diplomacy, Handle Animal, Heal, Knowledge (history, planes, religion), Ride & Spellcraft (Int).

Skill points per level: 2 + Int modifier

Class Features

Hit die: d10

Weapon and Armor Proficiency: Members of the Order of the Griffon are proficient in the use of all simple and martial weapons and medium and light armor but not shields. They do not lose proficiency if they already had them.

Special Mount: Beginning on their 1st level and every other level thereafter, a Member of the Order of the Griffon may add one level to calculating the abilities of their special mount if they have one. If no prior class gives them a special mount, they do not gain such an ability.

Spells: Beginning on their 2nd level and every other level thereafter, Members of the Order of the Griffon gain new spells per day as they would have in a divine spellcasting class that they belonged to before adding the prestige class. They do not, however, gain any other benefit a character of that class would have gained (improved chance of turning undead, special abilities of a paladin's mount, and so on).

Class    BAB  Fort      Ref  Will    Special 
1st           +1          +2       +0  +2    Griffon Mount 
2nd          +2          +3       +0  +3    Griffon-Back Combat
3rd           +3          +3       +1  +3    Dive, Divine Dispel
4th           +4          +4       +1  +4    Flyby Attack
5th           +5          +4       +1  +4    Special mount level Flyby Attack, Aura of Valor 

Special abilities

Griffon Mount: Upon joining the Order of the Griffon (or at some later point in time), you may choose to gain a Griffon Mount. Depending upon the services you have rendered for the order, you may gain up to 50% of a reduction compared to the costs given in the Monster Manual.

If you have a special mount or a familiar, you may choose to exchange it for a griffon with the proper rituals. For special mounts, you must dismiss the old mount in a ritual (typically including a night of fasting and appropriate sacrifices). For familiars, there is half the normal experience loss (100 xp, 50 xp on a successful save) and you must pay the cost for calling a familiar as normal. In both cases, it takes about one month for the character to bond with the griffon (though at GM's discretion it may be faster depending on the character's Charisma, Animal Empathy skill and piety).

If you have animal companions, you may add one griffon to your animal companions. The gp costs and hit dice limitations still apply as normal.

Divine Flame: By expending one of your turn undead attempts, you sheath your weapon with sacred flame, inflicting +1d6 divine damage agaisnt evil or undead opponents for one round per level. These flames do not give off heat or ignite flammable objects, though they give off light equal to a torch. 

Griffon-back Combat: When fighting from the back of her griffon, the character gains the Mounted Combat feat.

Divine Dispel: By spending one of your turn undead attempts, you can dispel or counter a magic spell by making a turning check as if turning an undead creature of the opposing spellcaster's level. You can only dispel spells with the 'evil' descriptor. A spell that is dispelled as it is being cast has no effect whatsoever; otherwise, it ends as if it's duration had run out. This power cannot affect spells immune to dispel magic.

Flyby Attack: When riding her griffon, the character and her griffon may use the Flyby Attack, as per the feat. If the partial action is used for an attack, both the griffon and rider may attack.

Aura of Valor: Allies within 300 feet of the character gain a +2 morale bonus on saving throws against fear effects. This is a supernatural ability.

Friday, 22 June 2018

Cat-Kin Humanoid (Cheetarah, Juagarinth, Panthera & z'Rathe)


A long-time ago, I used these in one of my first campaigns. They were probably one of the first things I fully wrote up, because one of the players always took them and pushed my buttons - always stretching what my descriptions described of what they could and couldn't do. Written clarification is good, especially in a game that requires quick thinking and player-DM interaction.

These humanoid cats are humble yet savage, natural hunters who live in small tribes in connection with the land and spirits within. Perfectionists of their arts, they are welcoming and keen in their dedications, but quick to release their inner animal if needed. Devout to their animal spirits who guide and protect them. Often make strong allies with neighboring communities and share in defense and patrols.


Panthera, Cat-Kin CR 2
N Large Humanoid
Init +1; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +2 natural)
hp 21 (2d10+10)
Fort +0, Ref +1, Will -1
DR 1 Resist cold 5, fire 5
Weaknesses vulnerable to electricity

OFFENSE
Speed 30 ft., (on 2 feet), 40 ft when on four paws
Melee 2 Claws +3 (1d10+5/17-20)

STATISTICS
Str 17, Dex 13, Con 15, Int 10, Wis 13, Cha 9
Base Atk +2; CMB -1; CMD 10
Feats Natural Two Claw Attack, Power Attack, Improved Overrun
Skills Perception +4, Survival +5

Languages Cat-Kin Tongue, Common
SQ Darkvision 60 ft., low-light vision, Scent, Thick Fur, Natural Claw Weapons
Climate/Terrain: Plains, Grasslands or Spires
Organization: Patrol (3-8), Tribe (21-120)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral (60% True, 30% Good, 10 % evil)

Advancement Range: By Character Class or by HD.  The default for Cat-Kin is to advance on their HD listing until 9th HD. Individuals can deviate, but if they take non HD levels, they are unable to take additional cat-kins HD levels. NPCs never take class HD levels.

Cat-Kin are a collection of humanoid cat creatures, that split the difference between savagery and civilization. There are four main types, and most exist in combined pride-communities, but the two largest species in both size and physical numbers have smaller communities of only their type. They shun the advanced society trappings such as buildings, metal working, and learned wizardry to live a more natural existence, but individuals often leave to work and learn in cosmopolitan societies. All cat-kin share features, as well as having their own unique traits.

Most non-adventurous cats are crafters, working on one product, then trading with other humanoid communities for items they can chose to not produce themselves. At any time perhaps 10% of the population are in merchant caravans, being away for months at a time. Another large component of their societies are hunters, while cat-kin are omnivores, they prefer to eat freshly hunted meat. All but the elderly try to participate in a monthly hunt, both as an act of survival, companionship and ritual.

Every week a different group will cascade across their territory looking for fresh meat. They do not shun non-cat-kin in their lands, unless they over-hunt, establish permanent communities or commit other unbalancing actions. Cat-Kin’s society tends towards neutral in alignment, and slightly more are good as opposed to evil. While there are some very nasty evil cat-kin, they are the exception, and there are no known evil communities.

Many cat-kin who leave their communities end up destitute in larger human cities. They end up squatting in abandoned buildings, and are treated as scoundrels and unable to find regular employment. This is where many non-adventuring citizens know of the cat-kin people.

Generally Cat-Kin make excellent allies, living and hunting in a large wilderness areas, disdaining raiding from other civilized species and trading with others around them. They can be quite protective of shared sites and willing to do their part in hunting down shared threats. Rangers and druids always have excellent co-operation with them.

Their native communities have beautifully carved mounds (treat as tents), with individual buildings for families and shared ones for group purposes. These mounds are semi-permanent, they can be moved but are often lived in for years at a time. They welcome travelers of any species, both to trade and discuss shared political matters. They never hesitate to help injured people.

Druids and sorcerers are the two most common types of spell-casters in their communities, but their numbers are quite small. They prefer spells to enhance allies over directly hurting or killing foes. Cat-kin as a whole are communal in nature, and readily share what they have with their communities. While they are happy to compete, cat-kin rarely hesitate to help an ally. Greed is very rare in their communities, and those who are caught are banished for theft or other antisocial actions. Theft from others, even allies, is acceptable - just don't get caught, if the community needs something, do whatever you need.

Common house cats are seen as a kindred spirits, and most cat-kin have these as part of their community. Though they are rarely kept directly as owned pets, but exist as a welcomed animal, free to go into and out of the community. They have the same laws protecting them, as a full-bodied cat-kin.


Shared Traits

Darkvision 90 ft., low-light vision

Scent: All cat-kin have terrific senses, and they are able to recognize when other creatures are near them. (As per the monster ability)

Running on four paws: Cat-kin are upright humanoids by default, however, if they are not carrying medium or heavier armor, and no large weapons or are at no more than their medium encumbrance, cat-kin can start to run on all four paws, granting a +10 to their base movement.

Thick Fur: Except to assist in carrying items, cat-kin do not need to wear clothing, as their thick fur provides them all the protection they need in their normal habitat. This fur is the equivalent of hide armor (+2 to natural AC), and also grants a +5 vs. non-magical cold (+1 vs. magical cold.) Gain +1 AC bonus to natural AC every 3 additional HD or levels gained if not wearing bulky armors.

Claw Weapons: Most adventuring cat-kin do not cut their natural claws, thus they are considered to be naturally clawed, and have a natural attack doing 1d3 dmg. These cat-kin can gain more damage if they learn to better utilize this natural attack.

Ability Boost: Gain +2 to any ability score up to 20

Cheetarah: Slender, five foot tall with white fur with small black splotches. They are the smallest but quickest of the cat-kin. They are always part of ambush teams, stalking foes until they can make a quick back-stab. Rogue or ranger are their preferred classes. They are never found in unique communities, always part of mixed prides.
Gain 8 skill points by HD; Skill selection as Rogue, feats every second level.
+2 to dexterity, +2 to intelligence
Typical Feats:Point Blank Shot, Precise Shot, Deadly Aim, Rapid Shot
3 HD – Natural Claw Attacks 1d6 dmg; Ability Boost
4 HD - Sprint X 4 base movement, can take this action once every hour.
5 HD – Cat Reflexes (Add +4 to initiative checks)
6 HD - Base Speed +10 ft; Ability Boost
7 HD – Sprint X 6 base movement; Can take this action once every hour.
8 HD – Natural Claw Attacks 1d8 dmg; Ability Boost
9 HD – Sprint X 10 base movement, Can take this action once every hour.

Juagarinth: Slender, well built purple furred cat humanoids. Have great agility, and prefer to hunt from the upper levels of mountains or trees. They are hunting specialists, lurking to pounce down on their foes. In terms of population, their number is lowest, so they are always found in mixed prides.
Gain 8 skill points by HD; Skill selection as Rogue or Ranger
+2 on strength & dexterity
+2 on acrobatics & survival
Typical Feats: Point Blank Shot, Precise Shot, Deadly Aim, Rapid Shot

3 HD – Natural Claw Attacks 1d6 dmg; Ability Boost
4 HD +3 on attack if able to jump down more than ten feet
5 HD – Claw Attacks 1d8 dmg; Ability Boost
6 HD – Jumping Bonus +10
7 HD – +5 on attack if able to jump down more than twenty feet
8 HD – Claw Attacks 1d10 dmg; Ability Boost
9 HD – Soaring Jump +20 on acrobatic checks

Panthera: large white tiger humanoids, standing a minimum of seven feet tall with terrific strength, speed and stamina. These are the brutes of the cat-kin society, as they are master hunters who ferociously patrol and go on week long hunts. Many gain proficiencies to enhance their claw attacks.
Gain 6 skill points by HD Skill selection as Ranger
+2 Strength & +2 Constitution
+2 Intimidate & Survival
Typical Feats Point Blank Shot;  Rapid Shot; Power Attack, Improved Overrun

3 HD – Natural Claw Attacks 1d6 dmg; Ability Boost
4 HD - Fearsome Presence +5 on intimidation checks;
5 HD – Natural Claw Attacks 1d8 dmg; Ability Boost
6 HD – Two Claw Style: Gain two weapon attacks with claw weapons
7 HD - Roar: +15 to intimidate checks as per fearsome presence (1+cha bonus / day)
8 HD – Natural Claw Attacks 1d10 dmg; Ability Boost
9 HD – Add +3 on critical hit range for natural claw attacks

z'Rathe: Large lion humanoids, with golden or white fur. They stake larger territories to hunt, but are charismatic and honourable creatures, known for making allies with non-cat-kin. They are incredibly fast to react, being able to sense traps or deception, they make excellent rangers. Least likely to be found in other humanoid territories.
Gain +6 skill points by HD Skill selection as Ranger
+2 to strength and dexterity
+2 on survival and perception checks.
3 HD – Natural Claw Attacks 1d6 dmg; Ability Boost
4 HD - Faster Reactions: Receive double dexterity bonus on initiative checks
5 HD – Natural Claw Attacks 1d8 dmg; Ability Boost
6 HD – Gain +6 Bonus on Sense Motive Check
7 HD - Danger sense: + 10 on perception checks
8 HD – Natural Claw Attacks 1d10 dmg; Ability Boost
9 HD - Gain +12 Bonus on Survival checks


These are the natural HD bumps for the four sub-species. These are the defaults, but players can pick to go a traditional class but if they deviate they are unable to gain new HD levels.

Thursday, 7 June 2018

Turning Table and Clerical Adjustments

This is the basic rule set on how undead are turned on Nyssa. There are three basic considerations: highest undead HD that you are facing (plus any class levels) + Turn Resistance + Number of Undead the cleric is facing. This is the calculated Undead HD on the table below.

Ex 1. A 1 HD Skeleton with 2 class levels with four of it's companions, would be a 7 HD turn (1 HD + 2 class + 4 companions) before any other adjustments shown below.

Cleric 
Level                                                               Undead HD
  
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
1
11
13
15
17
19
2
9
11
13
15
17
19
3
7
9
11
13
15
17
19
4
5
7
9
11
13
15
17
19
5
4
5
7
9
11
13
15
17
19
6
3
4
5
7
9
11
13
15
17
19
7
2
3
4
5
7
9
11
13
15
17
19
8
T
2
3
4
5
7
9
11
13
15
17
19
9
T
T
2
3
4
5
7
9
11
13
15
17
19
10
T
T
T
2
3
4
5
7
9
11
13
15
17
19
11
T
T
T
T
2
3
4
5
7
9
11
13
15
17
19
12
D
T
T
T
T
2
3
4
5
7
9
11
13
15
17
19
13
D
D
T
T
T
T
2
3
4
5
7
9
11
13
15
17
19
14
D
D
D
T
T
T
T
2
3
4
5
7
9
11
13
15
17
19
15
D
D
D
D
T
T
T
T
2
3
4
5
7
9
11
13
15
17
19
16
D
D
D
D
D
T
T
T
T
2
3
4
5
7
9
11
13
15
17
17
D
D
D
D
D
D
T
T
T
T
2
3
4
5
7
9
11
13
15
18
D
D
D
D
D
D
D
T
T
T
T
2
3
4
5
7
9
11
13

HD is the combined total of the creature's base HD and any class levels

If a cleric rolls the number listed +/- any adjustments, the undead is turned for one minute plus another round per either the cleric's wisdom or charisma bonus.

Rolling a "1" is always a failure, even if the player has a D or T listed. Players can use one of their turn affects and take the effects, but they must state they are using one of their turns. If they roll a failure, the undead is not turned.

Rolling a "20" is a success, treat the same as "D." They cannot turn an undead if a number is not listed on the table above.

When clerics try to turn undead they must present their holy symbol and command the undead to step away - it is not a meek act, but a show of faith. They must roll the number presented in the above chart or higher, plus / minus the adjustments shown below. If the undead are turned, they cannot face the cleric or the holy symbol.

T = Automatically Turned: A turned undead will not face a cleric or anyone in their party until the turning ends or the living party attacks them. If the undead is attacked by the cleric or anyone on the cleric's team, the turning ends and the cleric cannot retry to turn the undead for a minimum of five minutes. Undead of average intelligence may stalk the living, waiting at the edge of the effect for the turn to end, before they face the cleric again.

D = Damned: An undead damned is burned by the the holy presence of the holy symbol. This will inflict 5d6 plus 1d6 for every 2 HD the priest is higher than the undead. The undead cannot remain within 150 feet of the priest or holy symbol. Damned souls are treated as turned and can not attack the priest or any obvious allies.
On the second or subsequent rounds, if the priest is still actively turning the undead takes 5d6 damage. However, even if the cleric is not actively turning, as long as the undead are within range and the holy symbol is obvious, they take the additional damage (1d6 for every 2 HD) at the same rate. If the undead goes below zero hit points, they are destroyed and their ashes are either consumed by holy fire, buried in the ground or otherwise immediately and irrevocably vanquished. A damned soul is utterly destroyed, it is not reborn in the Outer or Lower Planes. Only a Wish or equivalent can return the undead to the mortal plane.

Ex 2: A 5th level cleric rolls a 18 when turning a wight (6 HD), there is a five point difference between the roll and the number required (13) and what was rolled (18), so the wight is turned for five minutes.

If anyone in the party attacks the undead, the turn effect is automatically nullified but after a three round rest the cleric can attempt to turn undead again.

Normally, clerics can turn undead a number equal to their Channel Divinity number plus either their charisma or their wisdom modifier. Often in large communities, where there is an active obelisk dedicated to either their god, an allied or equivalent deity, they get a chance to keep their turn. The cleric must roll on a 5 + undead HD turned on a D20.

The DM must calculate the total HD to be turned in the direction they are facing. Add the highest HD to the number of other undead they are facing.

Adjustments: Highest Undead HD + Turn Resistance + Number of Undead cleric is facing
Turn Resistance                      Add number to their equivalent HD (Usually +2 - +5) 
Number of undead                       -1 / HD**
Role Playing                                 +1*
Opposite Align (Good vs Evil)    +1
Not using Holy Symbol                -5
On Evil Ground                            -4
On Holy Ground                          +2
Within sight of holy site               +1
Near evil artefacts                         -3
Undead of same faith                   +2
Sprinkle Holy Water                    +1
Holy Water touches undead         +3
Personal Item                               +6
Touches Undead w/Symbol         +2
Already physically confronted     -4
Not in good standing with deity   -2

Turn Resistance: If a creature has turn resistance in the description, add it to the number required to turn it

Role Playing is how the turn is done, if in game mode players get a bonus. Difference between a player saying "I turn it" vs "By the power of the goddess' light, burn these creatures from this mortal plane, banish these evil creatures!!" 

On holy site and within site of holy site do not stack, the cleric can gain one or the other, even if it's a different holy ground from an allied church

Of the same Faith: Always assume regardless of how an undead was created, it wants release. So if a cleric is of the same faith and utilizing their holy symbol as the undead, give the cleric this bump

Sprinkle holy water assumes the holy water does not touch the undead. If touched, give the cleric the higher listed bonus

A cleric turns in a radius, so only those undead it faces should be counted in this calculation or can be turned. Add up all the undead a cleric faces. Use the highest undead then count up the number in the area

The first action a cleric should do is turn the undead, before anyone in their party engages the undead. If the DM believes the party unreasonably delays turning, they can give the cleric the -4 penalty. All of my clerics wear their holy symbols on chains hanging around their necks.

Friday, 1 June 2018

Episode 7 - Circling the City

Allfray, the cleric awakens, and the same as every other morning, along with his Brothers & Sisters greet the morning sun with prayers, there are no strangers at the Obelisk unlike last night, but he is cautious. The dwarf Bahlgrimm slowly awakens, but he is alone in a tenderfoot pub having overindulged with his blue fairy friends. He learned many of their songs, and picked up some of the fey tongue as well, but most surprising is his hand is marked with a small blue mark, while he is unsure of its meaning, but knows it is a blessing from his new small fey-kin friends. Their sorcerer Solauder played it safe, returning to his drover allies, he spends most of the night in a common room, reading over books, and studying his magic spells. He knew there were always the Towers, but he did not have the coin or membership to study in any of those places.

The cleric is careful leaving his monastery, wanting to get a good view all around in case he is being followed, he casts detect evil...and sees a presence of two black ravens flying overhead. Black is the colour highly associated with Keran, God of Night and Fright - an almost exact opposite of his own goddess, High Lady, Quanna. He was uncertain if they were watching him, but their presence around Quanna's obelisk was quite unusual. None of his brothers know what could be going on, but without knowing his mission, couldn't really give him specific advise.

The group goes right away to the river bridge, the first spot on the map, and survey the area. A huge bridge, made in a much older style than the majority of the city brick-works. There are twenty empty flag poles on each side of the bridge, most are in very good condition, but none have flags. While the bridge is not busy, there is constant movement of activity between city sections. They slowly walk forward, casting both detect magic and evil spells. Around halfway across they spot two cloaked humanoids working at a flag pole and a third around twenty feet away from them.

The group shouts a warning, but they are ignored. As they approach, the group tries to figure out what the cloaked figures are doing. Moving forward, the two solitary figures turn and cast spells towards them, the cleric retaliates by casting protection from evil. The fighter dashes forward, immediately lashing out with his axe, but he is not concerned with the cultists but strikes the flag pole... the reverberations echo out and reveal to him a secret, the Great River from the basin below still runs. They cannot see it, but in the echoing noise, he sees that which is hidden. The fighter strikes again, as the sorcerer releases magic missiles, as the cleric tries to hold them still with a spell. Their combined force brings down the two, and as they turn towards the last of their enemy, has already started running away. They see the flying banner above them only when they touch the flagpole, they use their magic to rip the banner off and direct it down. The city map shows the first area marked by a pink mark where the bridge is on the map.

They then head to the second area on the map, the empty well. A much poorer area, with many tall buildings near-by. The lot looks abandoned, as more than a dozen broken water pails are strewn out along the area. The team looks around and not seeing anything else, glance down the well, realizing
it is an empty well, a sandy bottom. At first, they see nothing else, but eventually they notice a number of small shadowy figures skirting around in the well port. The cleric, confirms they are multiple sources of evil. The sorcerer takes over, taking his time, he blasts them with his sorcerer spells one at a time. Once cleared of the impish figures, the group starts to move down the well. 

They go less than twenty feet down when they see a rough side tunnel, which should not be there and they deter through that instead. They head through the side passageway, then reach another drop.They slowly do down, and head down into another rough cavern, when they are attacked by large, thin centipedes. It takes several rounds to put them down, as the centepedes are much faster than anything underground they've seen before, and even worse, their bite inflicts poisonous wounds.

In the center of the unnatural bottom cavern, is a small black pool, they are unsure of the murky substance. The cleric doesn't detect poison but they can't see very well into it. After some hesitation the fighter reaches into the inky substance, he touches something, an arm? A body? All of
the party members agree, he should remove it. He gently removes the body from the dirty water, revealing a small and quite attractive female elfling, a water nymph. The black oil quickly drips off the body, to reveal both her fragile shape, her lovely blue hair and elaborate clothing. The
cleric casts a minor healing effect, not much, but enough to awaken her. Her bright blue eyes open and her face is a youthful figure, she hugs the cleric and then the others and expresses her appreciation and excitement at being awakened. She is angered when she hears her well has been emptied, but tells them she will care for it again, and they can return anytime and she will do whatever she can to assist them. The second mark, a small blue spot appears
on the map.

Next they make their way towards the lesser known spot on the map. Unnervingly, it is close to the temple of Keran. Not just a holy spot, such as an obelisk, but a large structure, with dozens or more of the vile worshipers, known for their horrid acts of faith. They are cautious, but head over. When they triangulate on the map, they believe it is an almost ignored posting board, seemingly in the middle of many things, yet so unimportant to be almost invisible. They cautiously approach, and see the many bit of paper on it, hundreds of notes, to and for and about just about every subject. The wizard casts detect magic again and see dozens of magic writing, but when he meditates, four pieces of magic writing emerge. At the same time, the group realizes they are being watched, a silvery humanoid knight, just in the distance,yet like the post, while not hidden, you could not notice it.

They look on each magical postings, and after reading them realize the are open invitations, if they accept they will be bound to a mission. But how do they accept and which one do they take. They realize the knight has been watching them, watching the post. The approach it and the cleric begins
talking to it, looking for some kind of response, but there is none. Seeing their frustration, their fairy friend emerges from her invisible status, takes the note needed and goes to the knight, saying, "We accept the Seed Tower mission." Now only the single message is still glowing, the group takes
the note and each confirms agreement. The words on the note start glowing as magical etchings show on each of their arms, marking their acceptance of the quest to clear the Seeding Tower. Now a small grey spot appears on their map, marking the posting board.

They go to the Aviary, a tall builidng, formerly a Seed Tower. These are one of the most common types of magical buildings in cities, especially the Spirelands as it is the main way for every population to grow it's food. Most are inhabited by tenderfeet, (halflings in common tongue), who care for the tower and the plants inside. This one, was intended to be converted from a Seedling to Aviary yet for some reason the task wasn't completed. They are unsure of how they get in, as the locks are bolted. They try their weapons, but they are useless on the bolts. They see the birds in the air, the black ravens as before but also golden ones and purple ones and silver ones. They all seem to engage each other, but not in combat, but playful push back.

High above they see the bird entrances, the avians should be able to just fly in or out of the tower, but none of them do. Unsure of what they must do, the cleric and drow try to intrepret the scratched writings on the door. Not exactly a magical script yet it seems to be a ward. Slowly the drow recognizes some of the letters, it matches some of the script on the invite. The drow takes the invite and concentrates, then starts reading out the script in a magical tongue, the sounds coming from his mouth have both an audible and visible form, and as the last words are spoken, they swirl around the caster until landing on the door in a swirl, which opens the locked door.

They push the door to reveal a dark, vast, barren tower, so very different than the seed tower or what it should have been turned into. There are dead vines along the main walls and support bars. They enter the area, and immediately see the shadowy figures flying above. The cleric and fighter turn to each other, knowing what this is, saying - Gargoyles. One of the worst and perhaps best known type of city vermin, they haunt lonely places, seeking both the dead and the injured to turn into more of their sculpted, twisted brethren.

As the group spreads out, some of the gargoyles swoop down, scratching the party members. This was obviously their terrain, able to hide so well in the shadows, to swoop down and claw or bite or seize anyone on the ground. The fighter is the first to notice the cleric's holy symbol, glowing, green. The cleric had never seen or heard this before, but it made sense, the tower as a place of plant mana or energy, this was a place of  Holon, the Earth Mother's domain. The drow elf looked at the posting from the script message from the posting board, it too is glowing in the same magical green sheen. As the fighter moves inward, he is attacked more and more by the sweeping goyles, clawing, scratching him. He sees their movement and realizes they are trying to trip him up. The cleric tries to piece this together...why wasn't the ritual completed....what was the ritual? If it was any Heavenly Deity, that would, should have an obelisk, a centre of their faith, but for the druids it should be a pool or tree.

For almost every step he takes, the sorcerer casts bolts of energy, hitting more and more of the goyles. The cleric starts turning, as pockets of green vines burst out, grasping at the flying goyles, seizing them to the walls. But it's the fighter who is barraged repeatedly by the gargolyes, he is who they fear. The cleric yells for the fighter to move forward, to move to the centre of the Tower, but as he does, he sees something hidden, in the back of the tower, he points out a hidden shape, an obelisk, a wooden obelisk!!!? When pointed out, both of his comrades see it and then understand, that is the point they must reach - a perfect balance of the old faith along with the substance of life (wood) but the symbol of new energy (obelisk.)

The elf dashes towards it, reaching it almost the same point as the fighter. They are harassed by a constant barrage of gargoyle claws, the sorcerer is held down, but the dwarf fighter steps forward, he touches the obelisk first, drops his sword and then reaches out for the elf, who passes the quest
note. As the fighters hand connects with the promise note with the wooden obelisk, a green light flashes out, as plants explode out from the obelisk, upwards and outwards, grasping all the goyle figures. A mere moment later the green light dims, but the entire Tower has a huge tree in its centre and dozens of birds fly in.

They see no more gargoyles, as they all seemed to have been consumed by the tree, as there seems to be a balance of plant life in the centre and the dozens of birds at the outside portion of the Tower. Their fairy companion yells congratulations! A final small green dot appears on the map, and the circle is now complete on the map, a colourful circle marks their four actions.

Cut and bruised, the team needs some time too get themselves together, yet minutes later the tower is happily invaded by Tenderfeet and city knights wanting to know what had just happened. The group are lauded as heroes...few knew how to enter the Tower, let alone transform it into the Aviary. But now the hundreds of birds of all kinds are already in the building, flying high above. For the next few days the team is brought back and forth, meeting nobles and Towermen, making connections, telling stories.

*    *    *    *    *    *    *    *    *    *    *    *    *    *    * 

The group is given their payment and they each head back, finished from their duties for this mission. The dwarf Bahlgrimm connects once again with his new found fey friends, and they collectively drink half of his coin, sharing stories and he learns of the fey, their homes, stories and jump-gates. (+3 on all future social fey charisma or wisdom interactions.) They are new allies, ones he knows he can count on, but now his thoughts jump back to his family, and what should be the next steps be for him. He returns to the Wagon, and signs up again for a new mission. (400 crowns; 4000 exp points)

The dark elf Solauder knows he can make connections in the Spell Towers, loose ones anyway with some of the coins at least. He could stay here and work hard, to slowly grow into a respectable position but he hesitates, this is not his home and he realizes there is probably another way to learn what he wants to know. Away from the others, he goes to the Obelisk of Light, and asks to learn the Spells of Light, it was this that best imitates the Fire spells from his home. He then returns to the wagon, and immediately signs up for a new mission. This for now is his home, and while not really content, he knows it is best to stay, and to prepare, for what he is unsure, but he knows something is coming for him.  (800 crowns; basic spell advancement; 4000 exp points)

Allfray, the cleric splits his reward with his church - but their gifts more than make up for his offerings. He has learned a lot from the brief adventure, but each time as he is sharing the daily prayer, his eyes watch the strangers, peering to look into their intent. Something is wrong. His dreams show him signs, of himself away from the city, until he wakes up understanding that the temple, this obelisk is not his home anymore, or not now anyway. He needs adventure, he needs travel, he needs to find himself and a way to connect others to the Holy Light. He goes to the Quarnik Maces, and signs up for a mission to travel far from his spire homeland. (400 crowns; 4000 exp points, 7 levels of potions - 3,3,1 or 2,2,2,1 etc)

Thursday, 24 May 2018

Thirteen Questions Number IV

A simple and fun way to add detail to any city.

The Thirteen Questions Template Number IV

1. Tell me about a church, temple, ashram, etc. in this neighborhood
Obelisk of balance. An obelisk is type of stand-alone religious site that attracts followers for its special focus. This obelisk is dedicated to moving silently, while many believe this is simply a dance it is actually a deadly martial art. Adherents come, sway, meditate and learn. After ten days of continuous study players can make a wisdom DC 20 to learn +1 on a single attack no more than once a day on physical attacks that do not involve weapons. Adherents can come repeatedly, each time the DC increases by +5, doubles the amount of time needed to gain another +1 to non-weapon attacks. They do not gain extra damage when invoking the ability.

2. Tell me about a shop that sells standard equipment and one of the shopkeeper's quirks
Xaxxoz is a Purple Spectator that owns the Rung, a shop that specializes in climbing, mining & delving equipment. It is a rare species, a purple skinned sentient ball with one large middle eye with eight more eyes on smaller stalks. Though it has no hands or feet, it levitates items to move things around. One cannot lie in its presence if it's looking at you. It charges reasonable rates to buy items, but it is just as interested in buying equipment from adventurers, especially if the item is old and has history. It has strong connections with the Obelisk of Casna, whose followers speak of speak of law, custom and order.

3. Tell me about someone who sells something illicit in this neighborhood
Fessel & Drool - An Imp duo that supply arrows, daggers and other pointy things that are full of Nectar (poison). This poison is not local, and what is more bizarre is that it does not detect as poison. Many local thieves and other cut throats see the pair as their best source. Lots of vials are available, quickly and at good prices. They also have antidotes at much higher prices. The only reason they haven't been arrested is they ensure that law enforcement is provided with any antidote needed. The Nectar poison is a red or orange liquid that quickly evaporates after applied, It lasts for 3.5 hours and inflicts 2d12 dmg or quarter dmg if the save is made, Save DC 18, Constitution based.

4. Tell me about a powerful wizard or warlock in this neighborhood
Resek D'Vannor - a red skinned humanoid with black horns and claws that on immediate glance has the appearance of a typical devil, yet identifies as a mortal creature in all other ways. His magic is devoted to artistic body modification. He gives tattoos and piercings, many of which work the same as magical rings one finds in treasure hoards but they last for a much shorter period. He will often trade favors instead of accepting payment, taking action in kind before he gives his artistic flair. His family name identifies the Vannor clan from the Sea of Stones locale, who are human and very rich.

5. Tell me about a feared warrior who lives in this neighborhood
Sekk Namin - Quillian 12th level Monk. The Quillians are sometimes called porcupine-kin, but they are little known in the spirelands and there are no tribes nearby. It is rumored that she was the survivor of a Gammorec raid that wiped out her tribe but she has stood resilient and ready and ever peaceful. She has some wealth attained  by going on missions, but she disdains open display of stature. She has no enjoyment in underground quests, she is always open to above ground quests in forests or swamps. She loves seeing and helping her people, but it is quite rare.

6. Tell me about someone who is wealthy in this neighborhood
Unit Five-Five Wuin (last name pronounced like "One") - is a rogue modron, that came to the city and made quite a name for itself in completing quests. It is a contractor, finding people who do unique jobs for unique payments. It will often accompany his teams but is more interested in scrounging things than hunting. It has connections to Other Land creatures, both for trading and information. It is unable to enter chaotic lands, especially temples or obelisks dedicated to chaotic gods. Yet, it is able to teleport to any lawful lands, especially those it has already traveled to. Not really liked as it is very greedy and self-centered, but tolerated because it helps and often gives very strange but always useful advice.

7. Tell me about someone you can go to for help in this neighborhood
Unnez - A Tenderfoot (Halfling) cook and restauranteur. She is an escaped slave and former highway woman that made a name for herself in daring robberies. This changed when she went rogue to help a pregnant dwarf, that unknowingly happened to be a very rich royal that has since helped her go legit. She has since skittered the law and authorities helping them in just causes, or assisting the other side if called for. Both sides in the city respect her, as she seems to show no bias. Her restaurant (Uni's Delights) is close to the Quanna Obelisk. Most times she serves guests food without them ordering, and it is quite rare for anyone to turn the food away.

8. Tell me about someone you can go to for information in this neighborhood
Quissino a stunningly beautiful nyssian nymph (Cha 25), known for her private dances and whispered words of delight. Her dancing is her means of whispering info to her clients, and she charges them incredibly high prices. Nyssian nymphs do not petrify, rather they freeze limbs at a touch. Well known both for her beauty, her voice and her utter disdain for charity - she respects those who take action. She has a handful of suitors that she gracefully plays with, wanting to keep them nearby for her protection and favors, but not so close that they will expect permanent companionship.

9. Tell me about a gang or criminal organization operating in this neighborhood
The dreamers are a cult that are assigned to watch victims and pay very careful attention; by rule they are not supposed to communicate, merely watch. They then are paid when they get a juicy piece of gossip or secret that will take down their target. It is not entirely sure if they are physically located in the city, They have a Dream-Inn where potential clients must rent a room for the night and propose their project in their dreams. All victims experience the crime inflicted, in a dream but when they awake the events have actually happened.

10. Tell me about a pub, club, cabaret, gymnasium, bathhouse, etc. where adventurers hang out
Reachers, is a popular cabaret where Zagu, a Flumph, runs a very well known hang-out. He has many elven and tenderfoot staff who serve his concoctions, and many types of foreign creatures come to dance, sing, play or non-lethally duel on a floating battle-mat. Not a great place for a negotiation, but many parties happen here. Flumphs normally reside in the underground, Zagu has acquired an odd weakness that means he must be in light (natural or artificial) at all times or he starts to weaken. He does not talk, he communicates telepathically as long as he is touching the person.

11. Tell me about an ongoing problem in this neighborhood
While not considered deadly, the night gremlins have been an ongoing plague in the area for awhile. There was once a open bounty on them as they can spread incredibly quick, but now it is assumed there are only a dozen or so at any given time.

12. Tell me about a popular form of entertainment or a popular entertainer in this neighborhood
Daazig is a Jahlen game combining climbing and jumping done in an abandoned Seed Tower. The Jahlen are Horn-kin, a Minotaur sub-group who reside in virtually every mountainous region in the world. This sport is part of their training regime, except they do it naturally, which means falling means harsh injury. The Seed Towers are Tenderfeet growing towers, used to grow 95% of all plants in the spire cities. They have a natural safety mechanism as there is a levitation function in the centre of the Tower, as long as the falling person can push themselves inwards, they are protected from lethal damage; lots of injuries still happen though,

13. Tell me about a food or drink that is popular in this neighborhood
Loppal - a reddish-white concotion made from fermenting fazzen spider eggs. A bitter tasting brew, it seems to have a side benefit of increasing fertility in women and intimacy effects in many men. Some humans and elves are willing to pay hundreds of crowns for a taste. It is rumored if the imbiber cannot feel love, the brew is a bitter, deadly toxin (DC 30, 2 dmg / hour; Max 30 dmg.)

As always a thanks to Jack Shear...sp