Blog Archive

Monday, 29 February 2016

Circle Initiative Rules

These are the Initiative sequence rules I use during my games.

Circle Initiative Rules: All players roll D20 at the start, using any spells, feats or skills that would help them. The highest initiative will act first; then go around clockwise if the player ROLLED an odd number, counter-clockwise if they ROLLED an even number. 

During any round, the player who has initiative can take one of three actions: Spell, Skills or roll dice
If you choose either of the two non-dice options, that player cannot repeat that action during the  initiative sequence. 

There is usually a list of monsters or situations, numbered 1 - 20 (or higher).

First round, the player picks (D6, D8 or D10) and rolls.  No player can repeat a dice choice in the first sequence.

Once all dice are rolled - repeat this using D8, D12, D20 and rolls during the second sequence.

Again once all dice are rolled repeat with D12 & D20.

Then go to D20, and remain with this dice.

Until you change areas and tables, do not alter this sequencing for any game night.

If the dice roll indicates combat (or other) action, the player who rolled, acts first. There is no initiative, it continues to go around the circle. Wherever the DM sits, the monsters will act at that point in the game in the sequence. When the combat ends, and initiative action happens again, it goes back to the next player in the initiative sequence before combat was begun.

If a monster, especially bosses or unique creatures, have special initiative rules for combat, and they need to roll dice, then everyone roles initiative. Return to the sequence once that combat is over.  

Sunday, 28 February 2016

Candyland Witch

This is the default spell-caster in Candyland, usually seen as a brightly dressed young lady on a broom. They are most known for their capacity to create potions which they use to help allies. Overwhelmingly good in alignment with many fae and magical creature allies. This was one of the most trickiest Candyland encounter creatures for me to write up though easy for me to picture, I wanted to distinguish them from the witch class in the standard rules.

CANDY WITCH       CR 5
NG (NE) Medium monstrous humanoid
Init +1; Senses darkvision 90 ft.; Perception +15

DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
39hp (6d10+6 con)
Fort +5, Ref +6, Will +6
SR 16

OFFENSE
Speed 30 ft.
Melee Dagger +8 (1d4)
Spell-Like Abilities (CL 9th)
Constant — Create Food & Water, Tongues, Speak to Animals
At will — alter self, dancing lights, consecrate, invisibility, make whole, whispering wind
magic missile (4/ day)

STATISTICS
Str 11, Dex 12, Con 12, Int 15, Wis 13, Cha 14
Base Atk +6; CMB +6; CMD 17
Feats Alertness, Blind-Fight, Combat Casting, Craft Potion, Great Fortitude
Skills Bluff +10, Diplomacy +18, Disguise +10, Spellcraft +11, Perception +15, Sense Motive +9, Stealth +13,
Languages Common, Giant, Elf, Faerie
SQ +4 reaction bonus to faerie; Advanced Potion Craft, Witches Broom

ECOLOGY
Environment Candyland
Organization solitary or coven (3 witches of any kind)
Treasure standard
Advancement: Most often they take Druid or another class levels

SPECIAL ABILITIES

Witches Broom (Su) A candy witch can create a flying broom with their spell-craft knowledge. The broom has a flight speed of 50 and maneuverability of Average. A green witch can cast her spells on the broom without making balance checks. If the broom is attacked, it has an +4 AC versus the witches own AC. If destroyed, the witch will automatically featherfall. It will take a witch 7 days to create a new broom after taking a day to gather the required components. For some unknown reason, Witches are unable to use invisibility while on their flying brooms.

Advanced Potion Craft (Su) A green witch can create any potion used to mimic a 1st-4th level spell from either the cleric or wizard's spell listing. They can only have up to 1 + their wisdom bonus in potions at any time. Their potions lasts four days per point of intelligence bonus.

Candy Witches are female spell-casters native to Candyland. Almost all are youthful in appearance, dressing in bright colours, with pretty decorations on their clothes, with blond or pink hair very common. Most are quite polite and pleasant, a little self obsessed but otherwise good citizens.  The majority are happy and helpful but a small number of them are vile spellcasters, intent on wrecking vengeance on those they believe have caused them grief.

Most Candy Witches make their living selling potions or minor magical trinkets. They get involved in the adventurers by their friends and allies who sometimes get in trouble and need help to get out of Candyland.

The evil Candy witches are those that have been spurned or tormented and they turn to vile magics to enact their revenge but in doing will horrifically wrinkle their skin and turn it green. Most often Candy Witches will not spurn their evil kin, and try to turn them back to good. Witches rarely fight each other, but each side will try to undermine the worst of their opposite kin. Fortunately, the good aligned witches vastly outnumber the evil ones and can sometimes convince the evil ones to help out in a plan for the common good.

Candy Covens
When three witchs of any type gather, they can form a coven to gain increased magical ability to serve their good cause. Most witches try to meet with their covens at least once a month to share tips and socialize.

Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities once a day: Bless, remove curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil (DC 19), vision.

Saturday, 27 February 2016

Care Bear (Candyland)

These are not part of my Candyland adventure, but I was playing around with them anyway. These are the famous stuffed animals really popular in my youth, never had one (or wanted one) but they are a neat little creature to have wandering around the faelands. They are travelers and defenders of the weak. I couldn't really fit them in my con adventure though, but I probably will with a later game.


Care Bear  

NG Medium Fey    5 HD
Init +6 Senses Low-light vision; Perception +5
AC 16  touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 22 (5d6+5 con)
Fort +2, Ref +6, Will +9
Defensive Abilities    DR 15    Immune: All Charm or Emotion-Based Spells;  Resist Elemental Attacks 10

 OFFENSE
Speed 30 ft
Melee Paw (1d8+3)
Special Attacks Emotion Blast

 STATISTICS
Str 14, Dex 15, Con 13, Int 12, Wis 16, Cha 16
Base Atk +4 CMB +4 CMD 16

Feats Improved Initiative, Iron Will, Weapon Focus (Paw)

Skills  +6 Diplomacy, +5 Sense Motive, +5 Perception, +9 Perform (Any) +10 Knowledge (Magic, Music)

Languages Fae, Elven, Common, Dwarf, Natural Bear

 ECOLOGY
Environment Candyland
Organization Circle (3-6)
Treasure  Standard (Coins, Gems)
Advancement: Medium (7-10 HD), Large (11-16 HD)

Special 

Calming Effect: They emote a 60 ft radius of calm on animals or other creatures of low or no intelligence.

Emotion Blast: This is the Care Bears primary defensive technique. They study how to manipulate emotion it not for personal wealth but to deflect danger or help when someone is being threatened. Three times a day, they can blast a strong emotion up to sixty feet, granting a +/- 8 to a particular type of saving throws. (Fear, Charm, etc) There is no saving throw directly to this affect as it adjusts other creatures reactions. Higher level care bears have stronger affects, increase by 50% each additional HD advancement level.

Care Bears are emotional manipulators, best known for their capacity to relieve stress and help outsiders in the fey realm. Once they traveled extensively in the mortal realms, helping children and others in their tasks and dreams. Now they stick mostly to the fae realms, doing the same type of tasks but in much more safer means.

Appear as medium sized colorful bears. They don`t need to wear clothing or carry weapons. Their most definitive feature is a large emotional emblem on their chest. They use this to use their emotion blast. Their colour and emblems are usually very different, as groups of anti-depression bears for instance don`t congregate together. While it is assumed their home is in the faelands, nobody is quite sure if they have a a homeland anymore, as they usually don`t congregate in groups of more than half a dozen bears. They don't speak about their past, or in their words, "Don't dwell on the negative."

They are strong defenders of weaker beings and much beloved by fae and many others in Candyland. They are quick to get involved with anyone in trouble. While it cannot be proven, many believe that these bears have a means of being re-born, as they show no fear or hesitation in regards to combat with negative or evil forces.

Sample Emotion - Many other types not listed here.
Love: +8 on spells related  to hate related affects
Respect:  +8 on spells related to fear,
Kindness: +8 on spells related greed
Faith: +8 on spells related to an enemy religion
Curiosity: +8 on spells related to ignorance
Playfulness: +8 on spells related to lethargy affects
Calm:  +8 on spells related to rage

Thursday, 25 February 2016

Card Soldiers (Candyland)

Apart of the Candyland game I am putting together. There are dozens of different colours or design on their back. Each is part of a distinct card family. They can be aligned or enemies of each other, for the outsider, there is no way to tell who works with which other family.

Card Soldiers
Type Magical Construct  (Mid Rank)

Init +3
AC 21 (+3 Dex, +3 Natural, +4 chain armor)
58 hp  (7d10+20 size) (card # 6-8)
Saves Fort +2  Ref +5    Will +3

Speed 30
BAB+11  CMB +11   CMD  +24
Melee +11  Long Sword or Mace  d8+5 
Range +9  Long Bow (1d8)
Special Defenses. Dmg Reduction 5/+1, Elemental Resistance 20

Skills Acrobatics, Acrobatics, Climb, Perception, Survival +7; Knowledge (Games) +11
Feats Dodge, Paired Attack, Power Attack, Weapon Focus (Long Sword)
Str 18 Con 10 Dex 17  Int 11 Wis 13 Cha 12

ECOLOGY
Environment Candyland
Organization Pair (1-2), Apart of Deck (54 Soldiers)
Treasure none
Advancement: Unless they get promoted, No Advancement


SPECIAL ABILITIES

Paired Attack: Card soldiers are trained to attack from all sides of an opponent. As long as there is a two to one ratio and enough room for them to maneuver. they gain +2 to their attacks on foes.

Appear as five foot tall by two and a half feet wide playing card with a distinct coloured pattern on their backside. When they move or intereact with objects (including combat) they no longer appear to be 2-dimensional beings, instead they are fully recognized 3D creatures.

Playing Cards were once considered a magical construct controlled by a master, objects that had a defined purpose. At some point in the near past, a group of them found a way to escape from their master's evil purposes to become free. Now they work as a self-contained group, independent and free to make allies among other free-willed beings. Primary purpose is always to to find 54 unscathed corpses from four distinct races to complete their deck. But they also look for well-defendable sites to make their lairs.

There are four ranks, Low (2-5), Junior (6-8), Mid (9-10) and Senior (J-Q-K-A-Joker). All senior levels have distinct ability by suit.