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Showing posts with label Urban. Show all posts
Showing posts with label Urban. Show all posts

Thursday 21 March 2019

Dramillios or Dram - the wizard's nation

While not a heavily utilized region in my games, this is a defining part of my game world. It is a central nation of humans where refugees can always be welcomed or tolerated. Magic can be purchased, both clerical and wizard items and spells. When Wizards speak of Towers that teach their followers, this is one of the few places in the mortal realms that follow ancient traditions. Huge churches, with enormous congregations reside, but many of them are pagan, worshiping dual or more gods, many times with competing purposes. Wizards may hold official status, but bards, rogues and the warriors hold much more unofficial wealth and influence. 

Dramillios

Known throughout as the wizardly nation. Spellcasters live here for many reasons, primarily due to the Academies; which openly teach magical skills for anyone with the crown or coin to pay for it. Another is the acceptability of the magical arts. Perhaps most importantly, is that Wizard’s have helped shape this nation and consider it above all others their home.

This was the second oldest lake nation - founded by humans returning home after fleeing to Lyrria for immediate protection from the great freeze. With the knowledge of Sollus and help from the elves in creating a magical barrier to ward off the undead, the Lyrrian humans wanted to rebuild their former nation. To do this they needed help, and they knew they could no longer depend on their Elven allies who faced their own battles to keep the faerie realm free from the ice tyrants. Thus they turned to the outcast wizards, in their own midst to help them. The magical arts have often flourished in human communities, but it was done so in secret, for if it was not an outright crime it was socially unacceptable. Even the ancient Hembrian nation, wizards were a lower class, bound by many constraints over what they could or could not do.

The original Dramillian counsel knew that to survive they must overcome the oldest of superstitions; they must not only tolerate the wizard’s presence but also help them prosper. They asked Barath, the most infamous wizard of his day for assistance in defending their lands. Barath, an elderly mage even at this point, took a long time before answering their request. His request of the counsel was not funding or even power, but for autonomy. Wizards would be left alone in their magical study in return ALL WIZARDS stayed out of internal affairs. This open acceptance would later be codified as the Wizard's Oath and this more than anything else has intertwined wizards with the fate of Dram.

Yet this oath has not always been kept. On at least three occasions wizards have led coups to depose or control the Grand Counsel. Each time the traitors have been defeated by their own kind: wizards who hold onto the creed of the oath as their strongest belief. Most wizards deeply admire the nation and its principals and ensure the Grand Counsel is free from all subversion. To ensure the adherence to the Wizard's Oath, since the death of Barath, wizards have elected a Solomo or judge among their own. They have the power to bind or exile any wizard who breaks the oath if not the spirit of the oath. Also, since the Wizard's have no political power it is also the Solomo's duty to either sit in or choose a wizard to act as advisor to the Grand Counsel. It is important for the Solomo not to show favoritism or get involved with political affairs, as they are bound to the counsel itself. Solomo's who interfere with the counsel are asked to leave counsel chambers leaving wizards without a voice or ear to the workings of the counsel. With all of this said, Wizards still comprise less than 2% of the adventurer population. They are heard and seen and involved in all aspects, but many more facets must be understood to comprehend Dram.

Jammer crews often say, "no need to visit all the spires - just go to Dram." As the central nation, this has always been a home to any refugee that needs one. It is seen as the safest haven from the cold and the tyrants - and as such everything can be found within these metropolises

One might think that due to the influx of so many beings conflicts between these peoples might be rampant, it isn't due to the GENTLEMAN'S CODE. At its heart it states that all beings are equal under the law. Prejudice isn't outlawed; merely racial conflicts are confined to non-violent means. Those who break this edict face exile, not just from the city but the confines of the sollus. But even more than this, the code is virtue and etiquette, those who are so close-minded can be shunned, risk losing business or jobs or even friends.

Competition is core to the Dram mind-set. Whether it be in the arts, business or the military arts - one must be better than your neighbors. Those who are rich flaunt "it"; those who are not so rich try even harder to flaunt "it" just to show that they have "it". Image is everything, and the nobles and businessmen pay a small fortune to wear what is fashionable or hot. Minx collared furs, high black riding boots, Anthril Lances, Verchine earrings, or a purple feathered flying griffon...if the IN CROWD has it, and then anyone who is anyone must acquire it.

Gambling is a beloved Drammish pastime; rolling bones, cards, knives, especially on the sports competitions that are held once a Ten-Day. These warriors’ competitions were once important military spectacles to keep the public in military form, now they are a time for circumstance, pomp, politicking and favoritism. Thousands crowd inside arena to bet on their favored wrestling and dueling gladiators or the sports: mace throwing, running, jumping, riding, and spear throwing.

Faith, like race, is both open and tolerated. Open because people can choose any deity, even those who are shunned elsewhere for dark, vile or even evil practices. What you believe means less than what laws you choose to break. Shion, the god of thieves has temples in Dram, where hooded followers sneak in to make their sacrificies and learn their lessons, yet thievery is still illegal, and punishments are harsh. Soo too with every other chaotic or evil gods are tolerated, the lessons are tolerated, but action to break the laws will mean getting punished. Lawful and bulging obelisks exist beside empty chaotic ones.

For those from the outside, this luxurious life is quite different to the bleak isolated living of the spires or the burden of constantly finding sollus to keep the cold away. They have accomplished their wondrous society by the Great Sollus Towers, three gigantic towers that soar more than a mile high each, and have a hundred pound of sollus in each. They provide the warmth for the entire region; enough so that there is no need for the Green Towers, shul and shum can be grown from the earth. One might wonder if the nation has such a supply that they need to worry about having such a huge supply needlessly to warm hundreds of miles unnecessarily; of course for the common person they let the Grand Counsel worry about such trivial matters.

Laws
Taxes: Paid once a ten-day, reasonable rates; though most pay with service not coin (5%, 10%, 20%)
Towers: Prevalent in nearly every faction of society, hold great influence and wealth
Prostitution: Officially sanctioned; more expensive, but extremely discrete
Weapons: Soldiers, knights & Sell-swords but only in cities with a bond.
Jube: officially banned, but tolerated in seedy areas for consumption, the law still convicts for trafficking
Magic Items: Open, as long as it doesn't do mind control, summoning outer planar or undead
Necromancy: banned, ruthlessly enforced by Jackalla who also hunt undead
Slavery: Technically banned, cannot purchase, but owners still have limited rights
Thievery: Imprisonment or loss of rights.
Psionics: Banned but ignored under similar magical tolerance
Wizard Spells: Rigidly controlled but most are open. Nobles are given more freedom.
Clerical Spells: Taxed 50% at any obelisk or 75% at Temples
Sorcerer Spells: Treated the same as clerical spells
Gambling: Open; with many competiing guilds
Duels: Any free-man (or woman) can duel on Sword Day, otherwise soldiers, knights, men of standing and nobles. Note it is illegal for a non-noble to duel a noble unless it is sanctioned during Sword Day. This is the only way to legally kill a noble.

Tuesday 24 July 2018

Screek - Small pink brain with small appendages

I would say this is “inspired” by the Teenage Mutant Ninja Turtle comics but that is a lie, this is outright theft of the idea. I just love these brain-buggers. No copyright infringement intended.

Screek CR2
XP 400
N Small Aberration
Init -2 Senses Darkvision 60 ft.; Perception +5

 DEFENSE
AC 11 touch 9, flat-footed 11 (-2 Dex, +2 natural, +1 size)
hp 22hp (3d8+9 con)
Fort +4, Ref -1, Will +3
Defensive Abilities Sticky Touch +4 on CMD

 OFFENSE
Speed 20 ft.
Melee Bite +6 (1d6+3)
Ranged Weapon +1 (1d4)

 STATISTICS
Str 17, Dex 7, Con 16, Int 13, Wis 10, Cha 7
Base Atk +2 CMB +4 CMD 16
Feats MindLink,
Skills (Any 3) +5 Knowledge (Magic, Artist, Religion, Geography, Technology), +5 Perception , +5 Spellcraft , +5 Stealth , +5 Survival, +7 Climb
Languages  Screek

Combat Gear 80% are likely to have body suit

 ECOLOGY
Environment Urban
Organization Pod (2-4)
Treasure Value Double

 SPECIAL ABILITIES

Ability (Ex)  Stick Touch Adds +4 on to their CMD due to their sticky appendages


Screeks or Kraang are small sized pink brain creatures, with a small face, eyes, mouth and four tiny claws. These alien creatures come from a parallel dimension and travel to other worlds to seek slaves, riches and resources. The biggest challenge on a world like Nyssa, is that their high technology is inoperative, so they rely on clockwork metal frames. They ride in these frames, and utilize them very much the same as a suit, each having specialized functions, such as a strong fighter,  swimmer, spider runner, or winged flyer.

They usually reside in urban areas, where they make connections with the seedy criminals. many times their cohorts don't know what they are. They also make temporary bases in isolated areas that are connected to the outer-planes via an unused obelisk. While they cannot utilize divine energy, they are able to use it the same as a generator to power their experiments.

Sample Bases
Humanoid Base (Warrior) Str +6, Dex -2, Con +2; Speed 30; Attack +5 (punch or grab) Dmg: 1d8
Spider Base Runner: Dex +4, Speed 30 ft, Attack 1d4, Web 
Specialized Climber Base Climb +20, Move 60/day
Aquatic Base: Swim 50 ft, AC +3


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


Thursday 12 April 2018

Cheribuk - Small Winged Angelic Baby with tiny black horns

Inspired by a computer game where you play an angel possessing creatures. Every time I wrote this up I didn't like it as a good creature forcing evil creatures to do their bidding. So I rewrote it as an evil possessing creature, and it works much better. I have used it a few times in my games.

Cheribuk
CE Small Outsider
Init +9 Senses Darkvision 60 ft.; Perception +15
 DEFENSE
AC 22 touch 16, flat-footed 17 (+5 Dex, +6 natural, +1 size)
hp 36 hp (8d10-8 con)
Fort +5, Ref +11, Will +7
Immune: electricity, polymorph, petrification, cold, poison; Resist: acid, sonic, fire 20; DR 10 / Good 
 OFFENSE
Speed 20 ft., Fly 50 ft. Avg
Melee +2 Dagger +16 (1d3+2)
Ranged Weapon +16 (1d3)
Special Attacks Possession
Spells Prepared (CL 12th Sorcerer)
 Spells: blur, detect magic, dispel magic, darkness, see invisible (3/day), tongues (1/day)

 STATISTICS
Str 5, Dex 21, Con 8, Int 15, Wis 21, Cha 15
Base Atk +8 CMB +7 CMD 22
Feats Improved Initiative, Imp Evasion, Uncanny Dodge
Skills +10 Bluff , +8 Knowledge (planes) , +8 Knowledge (Religion), +15 Perception , +13 Sense Motive , +19 Stealth
Languages Common, Elven, Angelic, Horn

 ECOLOGY
Environment  Urban
Organization  Solitary
Treasure Value Half

Cheribuk are a devilish spirit that exists to disrupt peace and order. The rare times they are seen in their actual forms, they appear as small winged babies, similar to the legendary cherubim, except they have small black wings and tiny black horns. Most times they will be encountered while possessing other beings, so foes rarely know that they are actually facing these creatures.

These devils reside in the mortal planes to cause problems for others, tempting creatures on the brink to fall over to the evil side. They are too busy with their plans and schemes to care about wealth or treasure, and they happily exit a body if their host is about to be caught for a crime. Their typical scenario is to exit a host after committing the crime and being arrested.

Cheribuk are horrible in combat directly, as they are very physically weak. However, what they do better than any other creature is to possess creatures, using them as others would use armor. While inside a host, they regenerate and take no damage while their host is attacked. They must be purged from their host to be affected by any spell.

Once they are possessing a host only a dispel evil will evict them from their host. Another way is to kill the host, as a Cheribuk are immediately forced from the host body if this happens.

When a Cheribuk leaves a host for whatever reason, they can act as normal, as it is a free action.
However, the former host will be stunned for the remainder of the round. The host will remember of all of his actions committed while the Cheribuk possessed him, however, the only thing the former host will know is that he was not in control of his body.

Possession: These creatures usually attack unaware beings, hoping in the bodies of mortal animals or humanoids by making a possession attack (+20), if they beat the creatures touch AC, the creature can make a will save vs DC 32. While a protection from evil spell or equivalent will prevent them from inhabiting the body but not purge the spirit if they are infesting someone. Creatures who wear holy symbols of their faith gain a +8 on their saving throws versus possession. Just wearing a holy symbol that you do not actively worship gets a +2 on their saving throw.

----
Inspired by the computer game Messiah, however, this is an evil version of the possessing angel you play in that game.

Thursday 7 December 2017

Tinker Faerie (Advanced Pixie)

While I was watching Peter Pan recently, I thought how great it would be for a Tinkerbell companion. I looked at the Pixie creature and wanted to buff it up a bit. I would use these as companion creatures for PCs gaining experience at half the points their companion gains.


Tinker Faerie (Advanced Pixie)

Personality: These fickle beings want to see and experience everything they can. They have a wonderful sense of humour, loving to laugh or make others do the same. While typically not loyal to anything or anyone, the few things that do earn their trust have an ally that will never abandon them. Their size means they care little about possessions, and have a fondness for beings with the same traits. Many have a fascination with children, animals or magic users. They avoid anyone that shows cruelty, regardless of the reason.

Physical Description: They are 12 inches tall and weigh around 2 pounds, smaller than the typical pixie cousins. Most have pale skin, bright blue eyes, with gossamer wings, but pixies from other lands have other skin colours. They usually wear light or green coloured clothing. Most have either tiny rapiers or bows, but tend to rarely use them. They often wear a magical ring as a belt, as this is typically the only type of magic item they can use.

Relations: They get along with other fey and children of any race with a sense of wonder or adventure. They generally shun larger mortal creatures. Some magic users, elves or rangers can earn their trust.

Alignment: Like many fae, they tend towards chaos, shunning rules and order to simply do what they want. Rarely do they desire to hurt other creatures, unless the others represent a threat to them or their fae kin.

Lands: They are found in any fae lands or mortal lands which border these areas, which can be either city or rural areas. They have never actually ruled any lands as they do not care about such things.

Religion: Their devotion is to the the fae realm. Few of them worship the gods and they do not have clerics among their own kind. Many mortal philosophers believe they do not have the intellect for such faith, this is not true, they simply do not feel the need to follow any specific one. If killed, their bodies are transformed into pixie dust and their spirit, like many other faeries, is usually reborn.

Language: Fae & the common tongue. At higher HD they learn to speak with plants, animals and any mortals

Adventurers: For Tinker Faeries they tend to zip around looking for things that capture their interests. They align themselves with mortal creatures who have similar personalities or interests. These are the ony ones who gain HD / levels.


Tinker Faerie (Advanced Pixie)
• -8 Strength, +12 Dexterity
• Tiny size: +4 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Stealth checks, -2 penalty on CMB, lifting and carrying limits ½ those of Medium characters.
• A pixie's base land speed is 20 feet. has a base fly speed of 30 feet (Average); Fly +10
• Low-light vision.
• Racial hit dice: 1d4 ; they start with 2 hp
• +2 racial bonus on Perception checks.
• +1 natural armor bonus.
• Start with 10 skill points at 1 HD
• Gain a +1 bonus at 1 HD  if they chose any skills from the following list: Bluff, Escape Artist, Knowledge (Any 1 listed), Perception,

Special Qualities

Damage Reduction 5 plus 1 per HD /cold iron.

Spell Resistance equal to 10 + 3 X HD.

Light (Ex) : A Tinker Faerie is continuously surrounded by a 1 ft radius of light. At 3 HD they can expand it to a five foot radius, at 6 HD to ten foot radius. If their effect is dispelled, it takes 3 rounds for them to reactivate as a full round action.

Skill Selection: Acrobatics, Bluff, Craft, Disable Device, Escape Artist, Fly, Heal, Knowledge (geography, nature, local, magic), Perception, Sense Motive, Sleight of Hand, Stealth, Use Magic Device

HD Advancement
2 HD +1 AC; +5 skill points; New Feat; Minor Invisibility (3/day);  Know Alignment (at will)
3 HD +1 AC; +5 skill points; Fly 40 ft; Speak with Plants; See Invisibility
4 HD +1 AC; +5 skill points; New Feat; Fairy Dust (3 doses a day + 2/ additional HD)
5 HD +1 AC; +5 skill points; Fly 50 ft (Good); Speak with Animals; Minor Invisibility (at will)
6 HD +1 AC; +5 skill points; New Feat; Summon Insects (2/day)
7 HD +1 AC; +5 skill points; Fly 60 ft; Speak with Other; Summon Fey (1 / day)
8 HD +1 AC; +5 skill points; New Feat; Greater Invisibility (2 / Day + 1 per charisma)
9 HD +3 AC; +15 skill points; New Feat; Teleport Home (1/week)

Tinker Faeries cannot take standard classes. They always advance as per this table. They only gain hit points, skills and feats after 9 HD

Minor Invisibility: As per the invisibility spell in the PHB. At 5 HD, they can activate the spell at will. If their spell is dispelled, it takes 3 rounds for them to reactivate as a full round action.

Speak with plants, animals and other:  They must either be touching or within a five foot radius to activate these abilities. They can use each of these abilities any number of times a day but each use on a particular creature lasts no more than ten rounds.

Fairy Dust: A Tinker learns the secrets to make magical fairy dust and store them in a faerie pouch. They must have one free hand to utilize and this is a free action. These are the most popular dusts a Tinker Faerie makes, but others are possible. If they lose the pouch, the dusts will dissipate in four hours. It takes a week for the Tinker to make a new pouch. They know how to make 2 types of fairy dust at 4 HD plus another type per HD gained.

Levitate (Yellow) 1 dose for medium sized creature;
Fly (Pink): 2 doses for medium sized creatures,
Minor Healing (Blue) 1 dose @ 1d6 healing, creatures can be only healed their charisma bonus each day;
Dispel magic (Red) 2 doses as a druid at 10+their HD;
Friendship (Orange) 1 dose for chaotic alignments (DC 13); 2 doses for other alignments
Slow (DC 14) (Green) 2 doses;
Dancing lights (DC 14) (Purple) 2 doses;
Entangle (DC 15) (Silver) 3 doses
Web (DC 14) (Grey) 2 doses

Teleport Home: Their highest spell invocation. They are able to select one locale they have been to previously as a home base, and once per week they can teleport themselves and up to five others back. It is a full round action to teleport. Once they select a home base, they cannot change the location.

Thursday 23 November 2017

Even more City Questions

Was unexpectedly waiting around and played with these city formation questions again. Just love creating these city gaming snapshots.


Even more of those Thirteen Questions

1. Tell me about a church, temple, ashram, etc. in this neighborhood
Obelisk of the Egg. An obelisk is type of stand-alone religious site that attracts followers for its special focus. This obelisk is dedicated to eggs of many kinds of creatures, and every cranny of thsi small square has decorations either carved or solidified ones of various beasts. This is an ashram for birth, wellness and health, as pregnant women of every race can come here both for practical and mystical reasons. A large number of men come here to give an offering as do women to try and influence delivery. Those who need help and have no monetary support can join the Egg-Cult, they can serve either until they deliver or for many years later. Surprisingly to outsiders, it is not a place to give birth. Men cannot join this cult nor can barren women, although their spells can reverse this condition in women. Their service fees are quite low, but many give large donations in hopes to better their chances of giving birth to the "perfect" child they desire.

2. Tell me about a shop that sells standard equipment and one of the shopkeeper's quirks
*Euvonnah's Patches: An old, crippled-looking adventuring lady who has earned high praise for her ability to gauge the value of gems and weapons. Though slow in getting around, she, her grand-daughters and nieces are through, and surprisingly cheap in selling re-used equipment. They usually get the equipment from the bodies of fallen soldiers and do their work in finding and fixing the items. They have found magical trinkets, but Euvannah sells them off at a deep discount. She keeps an eye on her family to make sure they do not go out looking for work in the slumps or the spires. She would prefer them to wed officers or merchants. They have a lovely warehouse, decorated with house-plants, small statutes and art easels everywhere.

3. Tell me about someone who sells something illicit in this neighborhood
*Kasatta, is a Vanara or Monkey-folk that has connections with many of the caravans that come through the city. His creed is anything you want, they already have it, somewhere. He specializes in Saapa, a spice that enables non-spell-casters to swallow a low-level spell, as a type of living scroll. It is strangely addictive and causes violent withdrawal. Few users willingly take it, but lots of dirty prison guards like to get lower level street scum to transport spells before selling them. Kasatta is tolerated because he is the only one who seems to know where to get more Saapa and in much larger quantities than anyone else ever has.

4. Tell me about a powerful wizard or warlock in this neighborhood
*Mimmo: A medium sized winged Fae who was captured and abused by an evil sorcerer, but slowly learned to capture mana (magical energy) and then release it like spells. Usually looks very similar to an elf, but when excited, her wings burst out. When happy, colour sprays blasts out. When sad, clouds of rain surround her. Never seems interested in going on adventures but can be moved by sad stories. She doesn't study her spells, instead she collects borrowed objects from others, which can potentially give her energy for 2-8 days.

5. Tell me about a feared warrior who lives in this neighborhood
*Custen, Ogre batalion leader. A slave, that escaped his city roots, and dedicated to bringing down the dwarven military establishment. But after thirty years,left his cave, his empire to simply live in the city. His strength and temper are feared, yet he causes no problems to innocents. He drinks to excess, has many lovers but is respected by many military men who appreciate his simple but effective methods. He has no obvious hoard, yet he always has coins to buy what he wants. Has open bounties against him but everyone that has tried to arrest him, he has taken down. He doesn't parlay if there's no point, he doesn't hesitate to crush his enemies.

6. Tell me about someone who is wealthy in this neighborhood
*So-Shantu, Kitsune. A legendary adventurer who has been to the Vaar and back. An old, respected rogue that has been on dozens of Tyrant raids, and has her hand in maybe 100 more. For a long time her presence in the city was a rumour, but now it is understood her jump-gate is in the district. She is here perhaps 50% of the time, and drops her coins like raindrops. She meets with high priests when they request and pay for her advice. She has at least one visible admantium golem with her at all times and is well known for her use of spell gems.

7. Tell me about someone you can go to for help in this neighborhood
*Vicars, mostly a group of failed paladins (a few rangers or clerics) that seek out the weak or downtrodden in order to re-prove their worth. Many are outright failures for personal reasons but some are dedicated to their task and need to find a way to get back on track. Most work out of the Vicar Tower, and they come together when needed. Their one significant advantage is their huge numbers, when they come together for a task, potentially hundreds of individuals (2nd-7th level) that are not in orders or under military obligations. Many are also very old, tired, cursed, drunkards or damn unlucky, some don't actually want action they just want to talk about their Glory Days.

8. Tell me about someone you can go to for information in this neighborhood
Tuorno D'Veni - A Mercane that has long been established in this region. This mercurial race is well known for travelling into an area, and then leaving days or weeks later after selling trinkets and buying major or rare items. But not Tuorno, he has been in the high-society scene for more than a hundred years. He is well known for his raucous and bad humour. But what few understand is that he will tell you anything about someone you want if you have gossip that he can use. He doesn't need weapons or magic but gossip has power for him. And he has so many wealthy, city bureacrats and wizards that owe him, he fears nothing in this city. Those who seek to learn the dark of his past understand he did not chose or want to come here and may actually be unable to leave.

9. Tell me about a gang or criminal organization operating in this neighborhood
Noor Members (usually just referred to as Members) what was once a small, local gang has been growing and expanding their membership. They are mostly about theft but anything they can make a profit on, they are willing to try. Have a fair number of clerics dedicated to the god of greed. They actively ensure members do not steal or attack each other. They are organized by corners, so each one has a specific range. Those who talk about them are kidnapped for sacrifice.

10. Tell me about a pub, club, cabaret, gymnasium, bathhouse, etc. where adventurers hang out
The Scarred Point, an exercise club run by Inkora, a beautiful and well-liked human trainer.  Most of the time, large numbers of warriors come here for free training, to learn non-lethal martial arts. What few realize is that their trainer, is a Morda (psionic human that specializes in  poisons). She can emit a pheromone to cause bloody rage, so a peaceful session can become lethal in seconds. She is very selective in when she tries this, but tests and secretively programs assassins in front of the entire city, then hires them out for missions.

11. Tell me about an ongoing problem in this neighborhood
Fets are small, slug-like and nearly invisible leaches. They can be found in any sewer or place of garbage. Those exposed, must make a DC 8 check, otherwise it will stick to any surface skin.  Once attached to a victim, they drain 1-2 points of either constitution or strength every three days. After draining six points, it gives birth to 2-8 pods of more leaches. Goblins are immune to these leaches, thus they ferment them to cause problems in civilized communities, but the city wardens generally don't know the goblins role.

12. Tell me about a popular form of entertainment or a popular entertainer in this neighborhood
Zammo Knives, weapons that don't do damage. Once used for plays, the ones used in many games have the shape and feel of real weapons, the blood people bleed is their own real, but seconds after the play or action, the victim is unharmed. They were banned for awhile, but the most recent resolution is giving them a blue handle. One popular activity is Zammo, hunting down victims in a fake assination game.

13. Tell me about a food or drink that is popular in this neighborhood
Grunnick is a horrible tasting gruel made from dried guanno-balls. It was recently discovered that those who are able to tolerate this vile concoction (Constitution DC 14) gain the ability to go for five to ten days without food. It is becoming a staple for the poor, prisoners and for many who go on long trips. Those who cannot afford basic necessities are given this to subsist on, though it cannot work for more than a month at a time. Those who fail the saving throw spew for between 1-4 hours and temporarily lose 1d2 consitution, but have the same ability to withstand hunger for 2 to 4 days.



Tuesday 7 November 2017

Random Urban Tables


These are the quick urban tables that I use in my cities when I need a roll to determine something. My only problem is that I am continually updating it. Is there anything I should add?

Basic City Encounter Table - Assume the same as primary race in the community
01-02: Hanging or Executed Man
03-04: Beggar or Poor Man (#1-3) 
05-06: Press Gang (# 5-20 - 1st/2nd HD)
07-08: Labourer #1d6
09-10: Untouchable (1st-2nd, # 1d4) - Social or Physical Impairment
11-12: Street Preacher (Cleric 2nd - 5th)
13-14: Pickpocket (Rogue 3rd-5th)
15-16: Pile of Refuse/Garbage
17-18: Wild Animals (Swarm, Rats, Insects)
19-20: Pet or Trained Animals (Dogs, Horses, Parrots)
21-22: Drunk (Roll 1d6 - Soldier, Citizen, Worker, Older, Teen, Visitor)
23-24: Funeral procession (3-10 mourners)
26-28: Wealthy Gentleman or Rogue in disguise (3rd-6th)
29-34: Guild Member or Craftsmen (4th-8th, Roll Below) 
35-36: City Guard, Lower (1st-2nd Soldier, 1d6)
37-38: Alchemist (Alchemist, Wizard or Rogue 2-5th)
39-40: Dancer, Musician or Harlot (Bard or Rogue 3rd-6th)
41-42: Chained Prisoners or being escorted
43-45: Farmers with Food Stuff
46-55: City Worker (2nd-5th, Roll Below)
56-57: Dealer (Spice, Drugs, Alcohol - Rogue, Warrior or Cleric 2nd-5th))
58-62: Merchant Stall
63-65: Cleric Procession (11-20, plus cleric 3rd-5th)
66-68: Nobleman (3rd - 5th lev Aristocrat)
69-70: Busker or Bard (2nd - 5th Bard or Rogue)
71-72: Animal Handler or Stabler
73-74: Sailor, Dockhand or Labourer (1st - 3rd Rogue)
75-76: Small Unofficial Market (3-5 stalls)
77: Bounty Hunter (50% Ranger or Rogue, 2nd-5th)
78: Town Crier
79-80: Knight or Paladin (3rd - 6th)
80: Visitors or Pilgrims (1st - 3rd)
81: Psychic
82: Street Performer (1st-3rd Bard)
83: Clocksmith 
84: Artist
85: Sorcerer (3rd - 5th)
86: Child or Apprentice
87: Prisoner - Marked (not chained, able to move around, cannot leave the city)
88: Slave - Marked  (not chained, able to move around, cannot leave the city)
89: Spy or Agent (1st-3rd Rogue or Ranger)
90: Guild Officer (1st - 4th)
91: Disguised (Roll again)
92: Messenger
93: Statue (50% Normal, 50% Fossilized)
94: Crown Agent (4th-6th level Rogue or Ranger)
95: Shapechanger (Lycanthrope, Doppleganger, Rakshasa, etc)
96: Small Obelisk to Lesser Faith
97: Seer (6th to 10th Cleric or Rogue)
98: City Guard, Middle (3rd-6th)
99+: DM's Choice


Random Building / Sites: Most have 5-16 typical workers inside with quarter the number in customers

01-02: Artisan's Community (Artist, Bard, Busker or Entertainers)
03-04: Herbalist or Apthecary
05-07  Small Monastery (2nd-4th level Monks)
08-09: Sewer plus Gate (1d3 City Workers or Soldiers)
10-11: Bakery 
12-13: Builders Tower (Mason, Construction or Wood Worker)
14-15: Tower of Law (Advocate, Alderman or City Councillor)
16-17: Sewing House (Weaver, Tailor, or Leather-Worker)
18-19: Tomb or Cemetery
20-21: Hospital (Doctor or Masseuse)
22-24: Tower of Pleasure (Shantal/Prostitute) with standard bodyguards at door
25-26: Animal House (Pet-Master, Animal Handler or Taxidermist)
27-28: Stables 
29-30: Lock House (Locksmith, Clocksmith or Tinkersmith)
31-32: Jewelry Store
33-34: School (Master, Lecturer or Teacher plus 5 X for students)
35-36: Pits 1d10 feet (Refuse, dead, plus 1d3 City Workers or Soldiers)
37-40: Obelisk* or open street Mission
41-42: Dock (Sailor, Dockworker or Labourer) or Delivery Station on Landlocked Locations
43-44: Stockade (1-10 Prisoners) with 2d5 1st to 3rd level Guards
45-46: Library, (Librarian, Scribe or Cartographer)
47-48: Open Square (double base number filled with a few of anything)
49-50: Psychic or Astrologer (75% Fake)
51-52: Salon (Salonist, Barber, Stylist or Cosmetician)
53: Abandoned Building (20% Store, 20% Squatters, 25% Cult, 25% Illegal Operations, 10% Empty)
54: Undertaker
55-56: Barrel Shop (Hooper)
57-58: Elegance Shop  (Major Domo, Secretary, Butler) 
59-60: Laborer's Union
61-65: Tavern or restaurant (Double or Triple Base)
66-67: Smithy (Blacksmith or Armourer)
68-77: Residences (Apartment Buildings)
78: Moneylender or Pawn Smith
79: Tobacconist or Perfumer
80: Charcoal, Burning Oil or Fireworks
81: Collectibles (1d4 Hired Hands)
82: Brassworker 
83-85: Garden (Farmer or Gardener)
86-87: Servicing Industry
88-90: Wyvern Tower - Pseudo Dragon Familiars and Pets
91-92: Trader - Arrange Deals and Trades for 3rd Parties 
93-94: Vault (Double Guard Numbers)
95-98: Auction House (Double Guard Numbers)
99+: DM's Choice

Moat major sites such as Mercenary Houses, Temples, Prisons, Wizard Towers, Thief Safe Houses shouldn't be random events. Typically they are specifically located in the city near 2-3 other places that you've planned. Pick any of these for a neighborhood before rolling any random site.

Tower has the same meaning as a guild in my world in cities. Any union or a group of wealth & influence will use this term to indicate their importance. Most cities are considered Towerocracies, rule by vote by each Tower. Trade Towers have one vote each, military, magical and clerics groups often have more than one.

Obelisks are religious meeting places in my world as they are the primary sources of magical energy. Most are 10-50 ft high, in a square dedicated to a particular deity or ideal. The ones in this listing have no permanent buildings and may hold a meeting only once every month or so. Larger ones are in dedicated squares, many have roofs covering them and staff. Most cities will have 2-4 larger obelisks that serve the same functions as a temple.


Random Race and number usually appearing together.
01-70 Human 1d6
71-74 Dwarf (90% - Fighter) 2d10
75-78 Cat-Kin (Humanoid Cats) Fighter or Rogue 2d8
79-81 Elf (Any) 2+1d12
82-84 Lizardith (Lizardmen) 2+1d12
85-87 Gobber (Goblins) 2d6
88 Tenderfoot (Halfling) 2d6
89 Sylph (Thin Winged Humanoids) 1d3
90- Ogren (Mostly civilized Ogres) 1d3
91- Thorne-Kin (Sentient & Mobile Plant Species) 2+1d6
92- Charr (Blind Psionicists with access to psychic weapon) 2+1d6
93 Quillian (Humanoid Purcupines that can throw their quills) 2+1d6
94 Jahlen (Golden Horned Ram Humanoid) 2+1d10
95 Corlth (Core) (Blind, Pale skinned humanoids with psionic augments) 2d3
96 Gargoyle (Stone figures that haunt towers) 1d4+1
97 Minotaur (Horned Brutes very lawful) 1d3+1
97 Jackalla (furred jackal humanoids that hunt undead and cannot lie) 1d4+1
98 Phaetox (Flame winged humanoids that cannot tell untruths) 1d4+1
99 Clockwork (Sentient Mechanoid with freewill) # 1d2
00 DM's Choice

*The first five selections in the race table can be replaced with each other. So if in a Dwarf city, they take the top choice, and humans go to the next tier.

Level: 01-50 - One or Two Levels Lower
            51-70 - Same Level
            71-5 - One Level Higher
            76-80 - Two Levels Higher
             81-85- Three Levels Higher
             86-90 - Four Levels Higher
             91 +   +1 more level higher

Class:       
01-10  Cleric
11-30  Rogue
31-60  Fighter
61-70  Ranger
71-80  Bard
81-90  Paladin
91+     Wizard or Sorceror

For level, I roll to determine the leader's level in comparison. Then all others in the party will be 1 to 3 levels lower than the leader.

Friday 13 October 2017

Tennianos (Tentacle Man)

I have a whole bunch of creatures that I have statted up as exercise, as in how would I do this? This was one of the first, an octopus man that gains multiple tentacle. A dark figure in the cities, trying to take apart of the structures that bind and control others.



Tentacle Man        (Tennianos)                                      CR 2
N Medium Humanoid
Init +1 Senses Perception +X
 DEFENSE
AC 14 touch 13, flat-footed 11 (+1 Dex, +1 natural, +2 leather armor)
hp 11hp (2d8+2 con)
Fort +4, Ref +1, Will +1
Defensive Abilities    DR    Immune    Resist
 OFFENSE
Speed 30 ft.
Melee  Hammer or Swort Sword +2 (1d6+1 )
Special Attacks 2 Talons +2 (1d6+1)
 STATISTICS
Str 12, Dex 13, Con 13, Int 10, Wis 12, Cha 7
Base Atk +1 CMB +2 CMD 13
Feats Multi-attack (tentacles)
Skills +2 Climb , +2 Survival, +3 Stealth
Languages Any Local
*Strength for their tentacles is +4 higher for the purposes of grapple checks
 ECOLOGY
Environment  Usually Urban
Organization  Solitary  (Part of a Cult)
Treasure Value Average (Coins or gems)
Advancement HD Progression below



Appear to be a nondescript person with simple work items & clothing often reside in poor and urban locations. They are usually part of a secret cult dedicated to bringing down the structures of lawful authority.



Normally just called the tentacled man, they have long been known to exist in cities but they are extremely secretive. These cultists are involved in terrible rituals, intent on warping kidnapped victims to do their testing on. The Tentacled Man is just the muscle, a shadowy figure in the night.



While not exceptionally strong, their augmentation enables them to hold on to their victim quite well. At low HD, they are usually single saboteurs, assigned to cause confusion or backup when needed by their commanders. At mid or higher tier levels they are the leaders of small groups of warriors whether they be fighters, thieves or just common riff-raff. They always have a  minimum of six tentacles, however they can only utilize a certain number of them at any given time. Assume at 6 HD and lower they have six tentacles, at higher levels they have twice the number of tentacles as compared to their maximum number of attacks. Their tentacles regenerate quite quickly when severed, taking a week to regrow any losses from battle. It's rumored that the tentacles separate
upon the death of the Tennianos but their fate from that point is unknown.



Highly associated with evil cults, but they are not always the same alignment. They as a group desire the break-up of formalized structures and rules, and over half of them work with evil cults, but a large portion of them work agaisnt lawful systems put in place by evil groups and tend towards good instead of evil. The Tennianos are not a separate species but an aberrational growth. There are human, elf, halfling versions of them - dedicated to the same goals.



Advancement
3 HD Non-Magic Venom Immunity; Reach + 5 feet; +5 skill points; Gain new feat
4 HD Gain + 2 to any 2 Ability Scores; Tentacle + 1d6 dmg; +1 to AC; +5 skill points
5 HD Attack with three tentacles; +5 skill points; Gain new feat, Dmg Reduction 5 /Silver
6 HD Reach + 10 feet;+1 to AC; +5 skill points; Gain new feat
7 HD Gain + 2 to any 2 Ability Scores; Imp Grapple; Tentacle 1d8; +5 skill points; Gain new feat
8 HD Rage (1/day); +1 to AC; +5 skill points; Dmg Reduction 5 /+1
9 HD Attack with four tentacles (-2 to BAB, d4 dmg); +5 skill points; Tentacle 1d10
10 HD Reach +15 ft; +1 to AC; +5 skill points; Dmg Reduction 10 /+1 ft; Gain new feat
11 HD Rage (3/day); Attack with five tentacles(-3 to BAB, d6 dmg); +1 to AC; +5 skill points
12 HD Gain + 2 to any Ability Scores; Tentacle 2d6; +5 skill points; Gain new feat
13 HD +1 to AC; +5 skill points, Dmg Reduction 10 /+2
14 HD Attack with six tentacles (-4 to BAB, d8 dmg);+5 skill points; Gain new feat
15 HD Gain + 3 to any 2 Ability Scores; +3 to AC; +12 skill points; Tentacle (3d6)



If a Tennianos attacks purely for damage, use the damage listed according to their HD.



If they attack multiple targets, use the BAB adjustment and damage listed for their HD in brackets.



When a Tennianos grapples an opponent they use grapple rules to seize their foe. At the start of their next turn, they can apply any number of free tentacles (number of attacks by tentacle). For each additional tentacle that they could attack with add +2 to the CMD the foe needs to beat to escape the grapple. The foe only needs to beat this once to escape from the Tennianos - not multiple times.






Monday 11 September 2017

Another Thirteen Questions

The Urban Thirteen Questions Deal in the city of Sharike, trading city of the northern Spirelands.


1. Tell me about a church, temple, ashram, etc. in this neighborhood

Obelisk of Words. An obelisk is type of stand-alone religious site that attracts followers for its special focus, very rarely to a specific or single deity. This is a twelve foot tall grey stone obelisk dedicated to words, knowledge and revelation. On the four edges it has inspirational script in Elven, Horn, Dwarven and Celestial. It inspires those near it to learn, especially by reading or paying very close attention. There is an 80% chance that anyone who spends 10 or more minutes in concentration will begin to babble in a foreign language (80% + 3% per point of intelligence above 15 but no more than once every 50 days.) 

2. Tell me about a shop that sells standard equipment and one of the shopkeeper's quirks

*Ni-Nack, an ugly pixie fey who sells little statues in a former masonry plot. When invoked the statue gives a +2 bonus to a specific type of physical activity (jumping, swimming, etc). He wants to give them out to almost every group he meets, and tells the groups that they can get another one if they return with stories about how and when the statue was used. 49% of the time the statue is used it will crumble to dust.

3. Tell me about someone who sells something illicit in this community

*Kasanno, an elderly Elven mortician that sells corpses, stolen from the city mausoleums. These corpses can be used for kindling, building material, decoration but usually its the secrets that they may know that motivates buyers. She usually sells the corpses for 5 crowns a piece, but will charge in the hundreds for the corpses of specific individuals or those with a specific background, history or occupation. She is a well known presence in the market at night but none of the lawful forces try to arrest or ever cause problems for her.

4. Tell me about a powerful wizard or warlock in this neighborhood

*Thakor D'Kosh, Dwarf Master of Stone. He has the ability to inhabit statues and get them to act independently for short periods of time for up to 1 minute. His spells revolve around stone, motion or protection. He has a small rolling ball (use stats of a small earth elemental) that follows him everywhere that is essentially a familiar and acts somewhat like a puppy. He can be hired, but will only go into the underearth for heavy price (300 crowns standard, 1000 crowns for underground missions.) He will not petrify sentient creatures, until they are dead, then he has no qualms about it.

5. Tell me about a feared warrior who lives in this neighborhood

*Vnresh, Corlth warrior from an unknown northern tribe. His people study the mindscape, and are
able to manifest a personal psychic weapon. Unresh was the first local warrior to master the whip. Has been accepted into a dozen or more dueling schools, and have been on a score of adventuring teams.  Strangely he doesn't seem motivated by this type of activity, he adventures until he has enough coin to whore about for a while. He feels he is destined for something great, but is unsure of what that will be, so he wants to keep himself open for destiny. His people praise him to his face, but many secretly despise him for his laziness.

6. Tell me about someone who is wealthy in this neighborhood

*Gulgani D'Gannor, Acolyte of Tears, is a Phaetox, whose people reside high above in the cloud-isles. A collector of art and other objects of mystery, she has the uncanny ability to buy things before they explode in value,which is where her incredible wealth comes from. When she is moved to tears, she is inspired to take incredible acts of danger or charity to assist those downtrodden. As a Phaetox, she is physically unable to lie or deceive anyone at any time. Most of her people have golden flame wings to enable them to fly for short periods of time. Her wings are white fire, an ominous omen among her kin. She resides in her own Tower of Birds, a wonderous and very tall aviary, where both her people and any visitors to the city can stay for up to three days, as long as they do not lie to or hurt any other visitor, but after those days they must depart.

7. Tell me about someone you can go to for help in this neighborhood

*City Swords of the Orange Zelth. The honour-bound colour of the Lord of Honour (Japeth - High God of Courage), these members listen to tales of intrigue, and then agree to go on quests to complete your mission. They don't accept payment, except they want you to fly their banner for 41 days. They are seen as bullies by many official military groups, especially the Knights of Japeth, yet they are respected by the poor for their help. Most known for the boisterous parties when they complete a mission.

8. Tell me about someone you can go to for information in this neighborhood

*Weeping Statue of Annanasa. The only known statue to this demi-goddess, that is widely believed not to permit artistic portrayal. The stories go that if you go to the statue and sing a song of tragedy, you will be given a powerful and unquestionable truth in your dreams. If your song is not moving, you may be cursed in going bald, losing your voice for two days, or hiccuping anytime you drink., etc. Those who dare try to damage the statue or cause dishonor to the Weeping Statue are cursed into blindness, as their eyes rot out in two days time.  (Will DC 25 to avoid.)

9. Tell me about a gang or criminal organization operating in this neighborhood
*Graylenne Swords, a supposed hobby club that encourages honorable dueling. Has long been suspected that this is merely the front for a cult that is dedicated to killing for a dark purpose. They only accept those who have failed or kicked out of military service. Their entry fee is very high (100 crowns or gold pieces / year.) but in return they get access to the club's arsenal, training and more. 

10. Tell me about a pub, club, cabaret, gymnasium, bathhouse, etc. where adventurers hang
*Bubblarium House - Duk'sheeth, a lizardith took over an illegal brothel, and turned it into a bathhouse, where land-walkers can pay to bathe with reptiles, snakes and other things that hiss. Though still quite new, stories abound of the patrons being overwhelmed by urges to complete tasks that they never knew about, or have temporary skill points in areas that the individual had no particular knowledge in. Dark rumors are bubbling of males being impregnated after bathing in the waters, but this is unsubstantiated.

11. Tell me about an ongoing problem in this neighborhood
*Dropping Heads. During the Day of Screams (local festival) tying small, ugly or scary paper-mache heads onto the eaves of homes is a tradition to encourage games, songs and scares by the younglings. Until a group of green gremlins saw the festivities and misunderstood and started hiding actual heads into some of the older houses of the neighbourhood.

12. Tell me about a popular form of entertainment or a popular entertainer in this neighborhood
*Bazanno, a spinning wheel game, formerly popularized by immigrants from the Phastian Desert.
During play, small items of wealth or personal worth are placed in small covered boxes at the end of the wheel by no fewer than five patrons, and then the wheel is spun. When the wheel stops, patrons MUST retrieve the object from the box that comes in front of them. Sometimes a gem, a weapon or a vial of poison or a scorpion. Many times, none of the retrieved objects come from any of the current players. What you get is in comparable value to what you paid out or so it is assumed. Stories go that every Bazanno in play at the same time, all around the world are somehow mysteriously connected. Since only five boxes can be opened at once, no one is quite sure how this works.

13. Tell me about a food or drink that is popular in this neighborhood
*Kiisrk - A highly acidic and fermented drink from the Kissik, an purple-orange hanging pulpy fruit grown in dark alleyways. The fruit must be inseminated by the Frass Fly and then kept cold for at least three months. The drink not only intoxicates, it gives some imbibers a short time capacity to understand Frass, a local fey language. It must be eaten raw from the fruit or drank when crushed and mixed with liquid. It has an incredibly short span before it becomes highly poisonous, (DC 15 to avoid unconsciousness for up to one week) and addictive (DC 23 to avoid physical urging.) Because of these side-affects, it is not widely grown and usually destroyed on sight. 




Again, thanks to Jack Shear!

Monday 17 July 2017

Agypt – An Alternatity, mixture of Desert, Urban & Jungle Land.

This idea stems from a misspelling of the country in the north of Africa. I left the spelling in my monster description, as I thought it kinda fit. Eventually I realized that I wanted that name to be the one in game and then started thinking up an Egyptian themed area of my game world. This is a simple listing of my game ideas, for threads to be built up.

Agypt – often called "Land between the two rivers"
  • Small cities built along the rivers, they hold the wealth and power
  • Outside the cities are desert lands and jungle, the Middle Ocean is impenetrable
  • People are part of guilds, based on family memberships. Clerics rule over all.
  • Humans, Elves, Bastet (Cat-Kin), Tenderfeet, Jackalla & Phaetox are the main races
  • Elves are people of the jungle, green skinned and linked to elemental magic
  • Bastet are my cat-kin, very urban, highly magical many are spies, monks, ninjas
  • Tenderfeet are halflings, tied to oasis, many are druids. Many are prisoners in the cities
  • Jackalla are Jackal-Headed humanoids that protect crypts and ruthlessly hunt undead
  • Phaetox are dedicated to serving the sun cults, have flame wings, Cannot lie, Very Lawful  
  • Crafted Constructs are found in ancient temples, haven't been created in hundreds of years. some active ones still remain in remote regions (why???)
  • Dwarves are well known but not from the Agyptian lands, trading partners
  • Goblins, Gnolls, Giants are seen as enemies, because they cannot be trusted to keep their word
  • Minotaurs are well known from the Beastlands, act as high-end bodyguards
  • Multiple gods that both work together and very distinct, Mix of Nyssian and trad Egyptian ones
  • Every celestial object has an associated deity (Sun, Moons, Stars, Comets)
  • Astrology shows which of the gods have force...power...prestige...
  • Worship is open, most cities are devoted to one deity and have few temples
  • Every god is acceptable, some are only worshiped at specific times of the year
  • Everyone is pagan, worshiping more than one god, especially priests
  • Temples are rarely associated with just one deity, unless its the city Temple
  • Many Obelisks are dedicated to Ideals, not exactly godly overseers but similar
  • The afterlife is important concept, reached through specific actions and specific rituals. Different people needed to do different rituals. Thieving, sacrifice, murder, for some are holy rites. Often it is an art like sculpture, dancing or singing.
  • If you do not complete these rites, then you needed to give lots of coins
  • Temples always use obelisks to gather mana (magic), it is not a finite amount unlike most regions, so depending upon Astrology, certain temples will have more or less access
  • Clerics run the cities via culture, laws and followers
  • Knights ensure laws are kept, they are very rarely involved in political wars

  • Lots of underground passageways in cities, at times of death the people seek shelter below
  • No one is quite sure why the deadly famines happen, but people seek the dark passageways during these troubled times
  • Sacrifices happen during these times, of art, money and children
  • Very rarely do sacrifices happen of adults, but if it happens their faces MUST be covered
  • There are no official city libraries & no spell towers. Sorcery is a little known art, usually taught secretly in city temples, quietly. Many times they say they worship a different god, often referred to as a cult. When caught practicing magic, they are usually banished.
  • Wizards form small cults to study magic at an obelisk during specific times. They are often misunderstood as a religious groups, and many use this to avoid trouble. They use cosmology to cast ALL their spells, this is their spell components, They are sometimes unable to cast specific spells, if the alignment (need another word...) is off 
  • Anyone worshiping a non-recognized god is essentially assumed to be in a cult. A non-recognized cult can be seen as a heresy which calls for banishment
  • Adventurers have many ways to gain riches. Wars, arena combat, defeating cults, battling monsters and undead, trade caravans
  • Rogues have many ways, as they are an integral part of many cults or faiths. Every religion have these quiet hands to ensure their traditions are followed.
  • Theft is rarely wrong in any religion, what is more important is who you are stealing from
  • Poisoning is an art form, many thieving guilds have their own specific poison. For them it is not against their laws to poison as long as there is a bounty,
  • Undead are an ancient tradition, first used to protect wealth, now usually to secure sites
  • Originally cults, evil churches and necromancers started using them;
  • Good groups do use them, but only from the willing and the faithful to be bound 
  • Danger from not doing specific rituals, most people feel like the victim is to blame not the undead. Certain undead (wraiths) are accepted in many buildings, they hurt those who break the rituals, laws, customs, etc
  • Mummies come in many forms, always in the mastabas but elsewhere
  • Pyramids are dedicated to protecting wealth, power, knowledge,
  • Constructs were once very common, now less so
  • Lots of statues were deactivated, some seek the Activation Globes
  • Stories abound of Clock-Work Oasi in the desert 
  • Many believe they are connection points to LAWFUL outer planes
  • Cities and the nobility are always at war with each other
  • Trade & caravaning very popular way to earn favour and wealth

Monsters are based on Eqyptian mythology and desert lands, tables to be defined soon


Wednesday 10 May 2017

City of Terraxxia, in the Human nation of Mandos

Terraxxia

Nation: Mandos
Location: Eastern Section, near the Great Tay Forest

Population: 200,000

Distribution: Human (75%), Dwarf (10%), Minotaur (5%), Tenderfoot (5%), Lizardith (5%)

Major Products: Cay Leaves, Poultice, Tea, Spice, Liqour
Blood Stone, North Stone, Ringing Stone
Weapons (harpoon, javelin and halberd)
Trained Ferrets, war hounds and griffons
Potions (Warmth, Burning, Chimera & Griffon)

City Features:

Obelisks: Keran, Cush, Orelleo, Japeth, Rosetti, Faval, Casna, Fatanus, Crayos
Shrines: Mathai, Fenris, Rowena, Stradamia (while not illegal, all are hidden)
Temples: Keran, Darras, Pains, Father Stone (Dwarf)
Towers: Sash Knights, Camber Knight, Stradamia, Wyvern, Defense, Slave, Guild, Silence, Law, Coin (Casino), Alchemy, Sorrow, Smoke
Gardens: Piercer, Blood & Cay Fields
Arena, Kennel, Aviary, Stables, Museum, Barracks, Mausoleum Graveyard (Silence Tower)
Red Stone Bridge, Hanging Bridge, Tyrant (Dragon) Bridge

City Entry:  All items registered, Tax 5% on all items,  Any non appropriate items confiscated
Unlimited entry up until next Tower-Day (once every ten-day.)
Unofficial races are taxed at 10%. Non-Recognized races at 50%.

All church donations, guild business, gambling wins and training taxed at a standard 20% rate. This is lower than the official Mandorrian rate of between 25 - 35%

Rule: As a Mandorrian city, Terraxxia is ruled by a war counsel, led by Battle Lord Rethnor di Jine leader of the city, armies and Keranic Temple. Rethnor is am honest but brutal master who uses his personality and well trained soldiers to enforce the rules. He has few friends, but even his enemies know his word is his absolute bond. This does not mean he is above trickery, he merely uses deceptive practices to trick both allies and enemies as to his next actions would be. What is surprising is his compassion especially for someone in his position. If halfling slaves escape, he does not send soldiers to pursue as long as they don't return or cause problems from afar. Likewise he allows addicts a chance to clean themselves up, despite official Mandorrian policies on drug or alcohol abuse. He even tolerates soldiers to venerate non lawful deities - he doesn't promote it but doesn't punish it either. However what he never accepts are failure, incompetence or disloyalty among his soldiers. He is married, but most believe his wife and any children do not reside in the city.

There is an abundance of trade going on in the city, as cay is grown both in the wild and domestically. The cay is particularly strong, and many harvesters risk the thorns to harvest the strong spice. The soldiers press strangers to make sure contraband isn't brought into the city proper. Unlike other Mandorrian cities, the soldiers are more likely to kill smugglers then to capture them. Patrols are constant, but are more worried about Tyrants (dragons) and giants then smugglers.

The citizens are relatively content as revolt seems far from their minds. They have heard of attacks and abuses in other Mandorrian cities and believe Rethnor and the counsel keeps things fairly open. The dwarves are compliant and do all that they can to keep their own people in line as they are getting rich and drunk. Tenderfeet are tolerated much more here, and while they are slaves they are left alone as long as cay production is maintained. Unlike a lot of places, they are called citizens and have some rights; they just can't leave nor have a vote on the Tower counsels. Lizardith and Minotaur are mercenaries not citizens- they have jobs in small groups but do not really socialize with their own kin at least not in large groups. Minotaurs keep quiet as they maintain their bloody gladitorial games - these are religious rites for these brutes. Both these groups go on long hunts, which also service the patrols which is very helpful to the soldiers.

As elsewhere in Mandos, Elves and faerie are hunted down and killed on sight. Some believe there is an Elven Sanctuary within the cay forest, but city rangers dispute this. Like common Mandorrian custom, there is an open bounty on Elves, and they seek the fae folk for their dark ceremonies.

Obelisks are the standard places of worship on Nyssa. The faithful visit usually once (or twice) a week; though priests and other adventuring faithful can come every day during the tenday / weekly cycle. Few obelisks have official overseers, but many old clerics reside near them and will service for payments. Offerings are usually made by dropping coins down to the ground, very rarely to an individual that are physically absorbed by the soil. Shrines are usually obelisks in buildings that do not have official members. Temples are only found in large cities, and are much more elaborate with official members and clergy. These are the only places where scrolls or spell services can be oficially purchased in Mandos. All clerics cast spells at +1 casting level near obelisks of opposing views, +2 if aligned, and +3 at obelisks of their specific faith or religion.

Local Product
Cay is a small, round, green-red leaf that wildly grows among thorny vines. It naturally and very quickly absorbs any exposed blood. It can be used to make a huge variety of products, including alcohol, tea and poultices. Traditionally only Tenderfoot farmers could tease the leaf out and make its products, but the Teraxxian Cay is large enough for others to prune them off. Spending one minute in cay vines, will do one point of damage if the skin is unprotected. Pruners get 10 crowns (gp) for a pound of leaves.

Thursday 6 April 2017

Iron Hearted Clock and Tick Tock Golem


Iron Hearted Clock

In some cities, especially the Old South or in the Phastian Desert, a site can be found in old quarters or other little noticed locations, an enormous four faced clock. Out of place, as an elaborate Gothic style architecture with lithe horrific statutes of naked, demonic figures hidden in the many nooks. Though clocks are not an unknown technology, these Iron Hearted Clocks versions are very different from standard timepieces with other non-time pieces.

A majority of these clocks have four face plates – most common is the clock variety, telling time in the repeated Pernic 12 hour fashion facing in whatever direction that is most likely to have viewers. Clock-towers have at least one clock face, the other faces can be a weather predictor, magic (frequency) predictor, summoner tale or emotional responder. For the common citizen, ignorant of their purposes, it seems like each clock face is showing a different zones time, the truth is a little more obscure.

For most citizens these Iron Hearted Clock-towers run simply due to the magic of the gods. However other folk realize that it is also due to a small group of overseers that maintain operations. The most common protectors are dwarves, usually of the most common type in the region, but they do not generally interact with the citizens. Others, that work here include phaetox, gnomes & dwarves. They may not be open to conducting tours, but they certainly try to help explain what these clocks are and how the common citizenry can utilize the information.

The main thing that holds these mortal beings apart being is that they are extremely lawful in alignment and are deeply dedicated to strict adherence to their codes. What is little recognized is that most clock tower workers have died but have returned due to the help of a lawful force or god. Their dedication to the Iron Heart Tower is how they repay their gratitude. Many of these individuals never leave the clock, and live to serve the never stopping hands. If ever asked, they talk about the unending gears that sway in the eternal-lands, they owe fealty to these clock hands and want to ensure they run in the prime worlds.

During the day, the piece appears generally empty, except for a few followers of gears, mechanics or golems. At night, others come to learn secrets by staring at the mysteries of the clock.

Yet as odd as these things appear, the truth about these objects is even more outrageous. They are not built as much as assembled from clockwork creatures that were previously destroyed. Some of the faithful or fancied bring metal and other working pieces to the Iron-Hearted Clock, and the overseers always find a way to incorporate them into the piece as a whole. Many adventurers know little about this clock except that the inhabitants pay good coin for pieces of the metal dead.

Most of the protectors know little about machinery workings, yet they always find a way to add to the pieces which seems to have a “life” of its own. This is uniquely true as the clock-piece is in fact a sentient being, and exists to serve forces of law and the clock-work order. There are often priests of time, order, and precision that serve the clock, and maintains the pieces.

Lore: Gain +2 on research to Law based magic; Requirement: Lawful Alignment, or Knowledge (Religion) +5 or more. No more than once every day

Lore: Gain +5 on research to Clock, Clockwork or Time based magic. Requirement:  Knowledge (Religion, Clockwork) +9 or more. No more than once every day

Boon (Lawful): Gain a +4 in summoning a lawful aligned creature if the summoning master also has a lawful component in their alignment.

Typical Caretaker
1. Abandoned, no obvious caretaker
2 – 3 Clock Golem also known as Tick Tocks
4 – 5 Tenderfoot
6 – 8 Imp
9 – 10 Dwarf
11 – 12. Mortal Clock Experts, local inhabitants, 2 or 3 HD

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

Tick Tock Golems
CR 3
N (LN) Small construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0

 AC 16, touch 10, flat-footed 26 (+1 Dex, +5 natural)
hp 60 (5d10+10)
Fort +3, Ref +4, Will +3
DR 3/adamantine; Immune construct traits, magic
Speed 20 ft.
Melee 2 slams +4 (1d6 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks Perfect Timing, Mechanic Integration

 STATISTICS*
Str 13, Dex 12, Con 10, Int 11, Wis 11, Cha 8
Base Atk +3; CMB +15; CMD 12
Environment  Clock Towers
Organization Solitary or Winding (3-6)
Treasure: None
 *Nyssian Golems have a base constitution scores of 10, meaning they have no inherent bonus or penalty

Appear as a four foot tall mechnical humanoid, with metal skin, small bolts and hinged limbs connecting appendages to the main body. Most have a clock-face in their chest or equivalent humanoid face appears as a clock. While it has clock hands, they do not move. Certain events may make the clock hands appear in specific places on the clock face. (Sad=8:20, Angry=8:45, etc).

They are fully intelligent and loyal to the cause of time, order and most importantly, ensuring the Iron Hearted Clock is maintained.

SPECIAL ABILITIES

Perfect Timing: As a creature that measures and maintains time, it can be an ideal partner to perform exacting actions. Can add +3 on attempts to timed actions if they wait for three or more rounds. Higher HD Tick Tock Golems can add another +1 for their additional HD, so a 6 HD Tick tock can add +6 if they are able to wait six or more rounds.

 Mechanic Integration (Ex) A Tick Tock Golem is a specific creature created to service the basic functions of a clock or other large mechanical device. It can merge itself with any device and remain as apart of the device for an indefinite period of time. They gain a +1 on the Knowledge (Construct or Machine) check for every ten minutes spent inside the device / machine.

 Immunity to Magic (Ex)  A Tick Tock golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a Tick Tock golem, as noted below.

 A grease spell cast on the golem causes it to move quickly for 1d6 rounds, as if under the effects of haste.

 A rusting grasp spell deals damage to the golem normally, and makes the golem staggered for 1d6 rounds (no save).

 
Tick Tock Golems have all other construct traits as per the Monster Manual