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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.

Wednesday, 13 June 2018

Forested - Game Eight


Characters:
Virgil, rogue of no particular importance
Allfray, Cleric of Lady Quanna
Phlannel, the Lumberjack, killer of trees and planty type stuff

You've been on the path for more than a hundred days, stopping in or passing by many spires, your mundane duty of drover though has been slowing down, as you are reaching the end of the spirelands and fewer settled towns. For a few days you hit the swarming cold and ice, and you know fear...true fear, as the deep cold affects you, affects your movement and even your spells. 

But then you pass thru, and see a magnificent forest, with huge beaming trees, almost glowing green. You can see the vigor of the animals scurrying and avians flying everywhere – a place with a different feel than the stoic distant spires. The team have been told to search out the Knight's Grove, from here you will meet Savvo, a contact for your next mission.

Allfray's holy symbol starts to glow yellow and then orange as you near the forest; yellow, like gold is associated with Quanna, but it is a calmer reflective purpose, not as passionate as Gold. Orange is most associated with the God of Courage, Japeth. Phlannel, the Lumberjack searches around and finds a trail going both directions, staying just abreast of the forest; they take the busier route.

Within two hours they find a fairly significant wood and stone bridge that stretches into the forest.  Each side has three flags - the middle one of Japeth, Paladin Lord; the lessers being local political figures. At the end of the bridge is a knight-like figure,  though they call out to him, there is no response. They cross, slowly, carefully but once clear pick up their pace.

Less than 30 minutes from the bridge, they notice a heavy vine growth crossing the pathway, they slow down to investigate.  Phlannel, the lumberjack moves up to take the lead and as he does he notices the wagon just off the road, demolished, as he moves in to get a better look, four vines are scrawling across the forest ground, BATTLE!

Phlannel plants his foot down, rooting himself then swings his heavy axe, dissecting the first vine, then with a swing back around, connecting and tearing apart the next one, certainly living up to his reputation as a lumberjack!  Virgil not having surprise, reaches out with but fails to connect with the vine and the plant is unable to wrap around him. Much the same with the cleric, as Allfray hesitates with a spell, but tries to bash down with his mace, he misses, but fortunately so does the vine. The Lumberjack, moves over, flipping his large axe into the third vine, tearing it apart; he sees the last vine slinking away, he rushes forward, his axe ripping through it!

Virgil looks over to the beat up wagon, and already the heavy vines are starting to recede. He looks it over...and sees a part of the axle undamaged, approaching he gets under it, and sees a small hidden cache. The wagon wasn't here for too long, maybe a day, no more than three, there is certainly a lot of damage but this area could be reached. He opens the area, and removes a small metallic box, three small linked silver chains, one is broken. The rogue, carefully with exquisite timing, breaks the chains at the same time, then opens the box, revealing a small anthril (magical silver) dagger and a coin purse. He shares the coins with his teammates, 33 crowns each....but moments later, it fills itself, and as before they each get 33 more crowns. An ever-filling coin-purse!

About forty minutes away from the vines, they see two knights standing at attention, as per military positioning rules. They copy the formation then move up to greet the primary officers. The group meets Left Hand Vankre of  House Melland, an officer to the Knightly Guard, but the group is unsure of what military or nation. A Left Hand, as they understand it, is usually a non-commissioned officer, a non-soldier hired to do specialized tasks, but as far as they see it, this patrol duty is exactly what  a soldier should be doing. He welcomes them to the Varre Forest, a fey homeland, just as they are guests here, so too are the soldiers. When the team asks about the Knight's Grove, where their contact is, Vankre tells them it is their home around two hours north of here.

The characters tell them about the vines and the wagons, which elicits a question about the markings on the wagon, did they see signs of the High Families...(this causes a huge discussion among the players, did they check the wagon, did they steal something, some out-of-character discussion as the DM leaves the room to let them discuss it among themselves.) Ultimately the the trio does not confirm anything as they do not remember seeing any obvious signs, the knights look at each other, remind them of the bounty on bogards or other evil dangerous fey, then head off.

The party continues forward and in a few hours see a 15 ft high white-golden fence, surrounding an alabaster obelisk and a few other tall buildings. There are a few small vendors outside the gates, selling their wares. There are no soldiers outside, something unexpected. They head inside and see the beautiful and intricate obelisk, dominating everything around it. When they ask for Savvo, but he doesn't seem to be around.

The group and their merchant allies settle in, after a meal they join perhaps 500 people, almost the entire village around the town obelisk for evening prayers. The group sees five priestesses leading the service, four young hairless maidens and an elderly matron.  The evening service is lead by the humble acolytes, singing wonderful peaceful harmony. At the end of the service, the matron is kind and patient, in her accepting of pleas for prayers and solace from the many parishioners, she helps put them at ease, and each walks away with a blessing, and a golden glow within them, showing their state of peace.

Allfray greets the Cleric, introducing himself and lets her know that he is in a party that has come to town, being sought to complete a challenge, indirectly hired by Savvo. She is Vessi, humble cleric of the High Paladin, she tells him that she does not trust Savvo, he doesn't hire local soldiers, which could help them, financially but she believes he doesn't want the soldiers to know his business. When Allfray asks why the Japeth's obelisk is here, Vessi asks if she can see his hand, then casts a spell onto him, then looks down and says no, she cannot answer that query. Moments later, she then asks him to inform her if Savro's requests border on treason or unhealthy activity, to remember their vows – and Allfray solemnly promises to relay any information, any break to her. When they talk about connections, Vessi turns her holy symbol over, revealing a second holy symbol, this one to Mathai, Lord of the Hunt – their number is weakened, Vessi reveals, this is why Japeth took over the care of the obelisk, in time they will happily turn the fortress back to the followers of the forest.

At the same prayer-time, Virgil approaches a somewhat inebriated fey, a typical faun having small horns on his head, goat legs, and a very short tail. While respectful, he is not paying much attention, and is drinking swill as the service goes on. He asks if the faun knows who Savvo is – who then points at himself, then asks if they want to go for a drink after the service. The two head over and immediately down a stinking bottle and introduce themselves better.

The faun explains that he needs help, getting something removed from a nearby crypt, an item of value, but something that he doesn't want the paladins to know about. He has heard from the feyvine that the group may have connections that would be useful for a task. The challenge is that there are roaming undead inside a nearby tomb complex as it's little known so the knights don't actually patrol it, Savro believes something will awaken once the item, a liquid sword, is removed. The paladins may not stop them, but they won't like it, and he especially doesn't want to be fingered. He will pay well. He needs the job done in 10 days – 3 days travel each way, and no more than four days in the charnel pits, there will be undead, which is why he needed a team with a good cleric, one that doesn't have overt loyalties to either Japeth or Mathai.

Virgil says his team is open to the task, but is looking for a magical expert, someone that could identify an item without letting the knights know about it. Savvo says he will have an expert here in 10 days, the cost will be approximately 250 crowns, but only if his job is completed.

To be continued...

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


Tuesday, 22 May 2018

Common City Laws

Have been using some of these city laws for awhile in my games. In most cases, there was never a conversation between DM and players, but what they found out during the game sessions. While I love to play impromtu style, in many ways, having the set rules make it easier in many ways as I am consistent in my rulings.


Towers: In Nyssian speak, a Tower is a Guild, or a group of professionals. Most cities are run and controlled by the various Towers, thru the use of laws and bureaucracies. Some of the most common types of towers include: Sollus (Light), Spell (Wizard Training) Sorrow (Mortuary), Silence (Martial Arts), Sword (Military Training), Trade, Paper (Bureaucrats), Merchant or Work. Most cities have a Tower Council that runs most aspects of the cities bureaus and offices, that elect their own on the High Standing Council (Towerocracy) if other ruling governments are not preeminent. Religious holy sites called obelisks are also on the Towerocracy listing. Rich or otherwise powerful Nobles may also get a seat on the Council. The Chair is very rarely a voting seat. Many groups may get multiple seats that represent their prestige and political power, so it is rarely doled out equally.

Taxes: Most travel taxes are paid upon entry thru the city gates paid on the wealth you are carrying, usually coins or other pieces of value. You pay once every two weeks, so entry more than once in that two week cycle will not cause additional taxes, to areas under the same entity. Rates are based on wealth, status, identity and role: Low (5%), Medium (15%), High (30%.) Travel tax is different than tax day; anyone in the city must pay on that day set amounts. Some Nobles may have Right to Travel, which prevents taxation on their horse or person. Magic is rarely taxed unless it is in the form of wealth, armor or items of status.

Gambling: By Tower. Small groups of card or dice rollers take and place bets at specific time and places, they often flee when Lawful groups appear not that they are breaking laws but do not want to be observed. Casinos are temples of Fatanus (Lady Luck), that are located in large communities. They take bets on almost anything, but sports is the most common. There is a fee to enter the Casino, and taxes happen as soon as winning happen, not when you leave the building, usually 10-15% flat charge but it can be more, often in proportion to the bet/risk percentage. Many have tables and specific types of games that are outright rigged, usually there is one or several tables that is completely open to actual fate . Minotaurs and Clockworks are the most common guards. Magic is often hampered by fields.

Jube: This is the most known and feared drug usually referred to as Spice, this is often called the Dream Spice. Most lawful societies allow usage of almost any drugs in medical or religious purposes, but some are restricted by class or nobility. It is rarely illegal to consume, but to create or transport usually is. Jubal is the Lord of Nightmares and Shadows; God of Addicts. They have no obelisks but hovels where they go to consume their dread. While most other types of activity can be covered by bylaws, jube isn't; it is tolerated, never spoken of in polite company and offered assistance by workers of Darras, the dutiful God of the Poor. Addicts aren't technically arrested for being addicts but being drunk or disorderly or causing other problems in public; the unspoken rule is don't arrest anyone if not causing issues for others.

Prostitution: By Tower, Open or Restricted. Open is the rarest type. Nearly every general fetish is accommodated. Payment varies from 20 to 2000 gp depending upon the desired service. Celestial or Devilish or Elemental entertainers are available in most large cities. Protection is guaranteed, so is discretion. Very few good-aligned religions and no neutral ones have rules against this type of vice.

Religion: Except in the largest cities, churches are uncommon. Faith is practiced near an Obelisk which is dedicated to a specific deity or ideal. Many cities have state religion where a particular church or cult takes a flat fee from all taxes paid. The Lawful faiths ones have a strict adherence of what must be done, as well as how and when it should be done.

Slavery: More accustomed to indentured service than slavery, most are captured due to debt, breaking laws or being captured in battle. Normally after a set period of service (20 years) they are granted freedom and settling rights. Children cannot be held enslaved, women and progeny are always freed at a child's birth. Halflings, Ogres, Cat-Kin, Gnolls, & Goblins are the most common beings held; Dwarves can be held as prisoner but very rarely as slaves.  Many lawful and good groups oversee any slave in their area and use political pressure to free anyone they can. In Lawful Bound communities only Nobles with Right of the Chain may purchase slaves. Many communities permit Nobles to utilize slaves, but to a limit of three, five or ten outside of plantations. There may be no market square auctioning, or public lynching but it is seen by most as an evil, unjustice by most people.

Weapon Laws: Rapier, dagger or club can be carried by anyone, virtually anywhere. Some places have the same laws with the use of bow. Most professional adventurers have a license which usually costs from 5 to 50 gp for a year. Some locations have the Right to Carry; where Nobles can carry weapons without license.

Dueling: Most places have at least one day a week where anyone can duel without a witness. Nobles and Adventurers can duel as long as the other person also have the same right. It is not illegal to duel a non-noble or adventurer, but there will be questions if someone dies in a duel. Right of Honour gives Nobles the right to challenge those who have dishonoured them. Again, it is assumed that dueling is to the first three strikes, not death. If someone has a reputation for bloodshed, their actions are highly questioned, and legal experts often find a way to arrest or banish them.

Arena: Similar to Dueling laws except anyone that signs up for Arena fights has no recourse to get out of it later; death may occur though it is not specifically part of the deal. Gladiators are paid, given freedom from slavery or prison, or may be given other noble rights. It is never a one shot, often up to five duels must happen over a month or more. One of the few areas where magic combat openly occurs. Entry to the arena is usually between 1-4 s.p. and dueling occurs at least once a week. There is a continual standing of the top 50 warriors, who must defend their positions for wage and status.

Magic: There are few general rules regarding wizardly magic use. Some magic and users are heavily restricted, to the point where nearly every high level spell-caster stays away, whereas in Lyrria, the most powerful Wizards also virtually rule the entire nation. In most cities, clerics and their obelisks minimize the effect of potential spells as some types of spells (damage, cold, illusion, enchantment, etc) may be blocked. Also, in larger cities, higher level spells are blocked, so that 7th - 9th level spells cannot be cast within several miles. One benefit is that lower level spells, (0 & 1st, sometimes 2nd as well) are not lost when cast, so both clerics and wizard spells virtually guaranteed of being cast an unlimited number of times in cities.

Magic trinkets such as wands are often seized at the gate, to be handed back upon exit. Only weapons or armor are ignored, unless they are full of gems or valuable metals, then they are taxed at obvious value.

Nobility: Nobles represent those of power and stature, most often from wealth or past prestige. Many nobles have unique rights that citizens cannot normally obtain. While the first generation most often keep many of the rights of their parents, it does not descend a second generation unless it is earned. Depending upon the rules of the nation, Nobles have unique responsibilities. They cannot turn away from a request from an officer of the city or nation. They may not have entry fees to a city, but they have a yearly tax, on ALL of their wealth. They may be able to kill a low level commoner for insult but they cannot bad mouth the crown or it's officers.

Their magical rights are tattoos that show their capacity outside of regular laws. These must be shown if questioned. They are very difficult to fake.

Monday, 7 May 2018

Spittunnia - Seed Spitting Potted Plant

These are low-level, somewhat cognizant plants that are used to protect many locations. Trained to attack anyone that approaches that do not wear or speak the code-word. 


Spittunnia Plant (Spitting Plant)

XP 1,200
N Small Plant
Init +2 Senses Low-light vision; Perception +10

 DEFENSE

AC 16 touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 22hp (3d8+10 con)
Fort +6, Ref +3, Will +2
Defensive Abilities Immune mind-affecting effects, poison, sleep, polymorph, stunning

 OFFENSE
Speed 0 ft.
Melee Bite +5 (1d6+2)
Special Attacks Spit Seed

 STATISTICS
Str 14, Dex 14, Con 14, Int 3, Wis 12, Cha 5
Base Atk +3 CMB +5 CMD 17 / +29 to avoid being tripped, bull rushed, etc
Feats Deep Roots, Skill Bonus +4 Perception
Skills +7 Perception , +10 Stealth; +4 Stealth bonus if planted outside
Languages Druid, Fae* Understand, cannot speak

 ECOLOGY
Environment    Any Forest, Originates from Mario-World
Organization   Pod (2-4)
Treasure Value  Incidental

 SPECIAL ABILITIES

Spit Seed - 1d6 dmg - treat as Magic Missile (50 ft radius, 25 spits/day)
Deep Roots: Gain +12 on CMD checks to avoid being tripped

Look like medium sized orange sunflower plants, many times in potted plants and well cared for. When planted outside they can be hidden among many other non-magical plants. Either when prompted or when an area is threatened, these plants respond by attacking outsiders. Typically with a pod of 2-4 other plants. Druids are often hired to cultivate them.

There is no maliciousness with these plants, they hunger for flesh of any type. While they do not need animal blood, they still desire to feast on it. Many are well trained so they can be kept at bay with a word, symbol or hand gesture. It is harder to train them to hold their bite for a specific action, as opposed to either biting everything or nothing. DC 20 knowledge plants to train them.

While their seed spit is more effective, as it is treated as a magic missile type attack, they prefer a bite
as they can devour victims killed nearby, but can not savor flesh if it falls too far away.

Advancement:
5-10 HD Stone Spitter; Bite: 1d10+2 dmg, Treat Stone Spit as Magic Missile (2d6+2); +4 Int & Dex; Medium Sized; +2 AC

11-16 HD Acid Spitter; Bite 2d8+3 dmg, Treat Acid Spit as Magic Missile (3d6+3);  +6 Str & +4 Con; Large Size; +5 AC