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Sunday 21 July 2013

Nyssa Game Summary Write-Up (July 16th)

Deserted 

Plans secured for weeks, many of them with newly purchased items or enchanted ones, the group held itself tight. It had been too long since they worked together “in formation” as the paladin Dassadar referred to the group and somehow felt very comfortable. He had selected six volunteer journeyman soldiers carefully, knowing going into a new environment would present unique challenges for them. Yet none of them had connections so if they were lost in battle it would not cost him politically.

Galdahad flew down for the last time, it was always hard to say goodbye to people she knew here, both humanoid and avian alike, yet each time she traveled she learned more. She knew she wasn't ready for her birthright challenge, thus she continued on, preparing for her destiny.

Arun had long since prepared, having a bit more experience in arid lands than the others, yet this was the legendary Phastian Desert, part of the original Empire that ruled the land, secrets to be discovered and potentially more evil to be vanquished. His colleague, his brother-in-arms, of sorts, waited to be summoned out, to do good works in service to his colleague and companion.

The Tenderfoot (Halfling) rogue, like Arun had prepared for coming here but by speaking to her contacts, learning about the pyramid traps and the denizens inside. She had long hoped to get a chance to explore the ruins and other locales as much as she wanted to see an old friend. She knew her own kind were there in smaller numbers, and she had heard terrible rumors of dark servitude to undead lords.

Lastly, the psion Hervandos sat in quiet meditation, sometimes he wondered why he even went on with this group, but knowing he had nowhere else to go and the group sometimes did provide entertainment was justification enough. Knowledge or enlightenment the aim when he was younger, now it just seemed to be finding contentment of any sort, even if ever so briefly.

They waited just a few minutes longer until the prearranged time, as they saw the effect, the obelisk starts to glow its mystical colours, then they stepped thru. As they come out they find themselves immediately wet, in a public fountain, and alone as their old comrade is nowhere to be seen. Arun uses simple magiks to dry themselves off, then they realize the predicament they are in, stranded in a town, without a guide nor any apparent caster able to help send them home.

They are not exactly alone, as their mini spectacle was enough to cause the local folk, Phastian humans, to stop and watch them for a moment or two. The groups beseech for help, but their words fail as they share no tongue. Using his spells, Arun quickly learns enough of their language to communicate. They have arrived in the town of Gortauncho, south offers the Sea of Stones in the Phastian Desert. This Fountain, is the local equivalent of an obelisk, the center of clerical magic. While not immediately familiar, some of the townsfolk recognize the description of the group's wayward colleague, the cleric Arlel. Eventually they find a citizen who reveals where she stays. They hire a guide, and start to learn about the town.

Fesselin is propositioned by a well-dressed tenderfoot, but she turns him down. Hervandos is warned in mind-speak that they are here illegally but categorically confirms they have paid entry fees: he doesn't know if his bluff works but the questioning ends. Galdahad speaks to several avian comrades, they tell her about the wind routes to the sea but know nothing about her land friend.

Proceeding to Arlels house, there is no response to their knocking, so the group heads to the law enforcement. Situated nearly out of town, going towards the largest stone object and building, as they approach they realize it is beneath a huge statue of a winged lion, a sphinx, more than 300 ft at the base with doors to underground caverns of some kind.

The local forces recognize Dassadar's insignia, and show respect to the paladin and his colleagues. They wear badges of faith to a Goddess of Light, they swear by Zalia, that the group believes is the same as the goddess Quanna in the North. The soldiers reveal little more than what the team has already discerned, at least as it relates to their missing comrade...they knew the young woman by reputation only, she had few acquaintances, caused no trouble, no one for them to be concerned with. When discussing their next options, they decide their next step should be to examine her home, and the desert folk give them permission to enter her home but not to take anything.

As they speak with the authorities, Galdahad notices one of the men particularly enamored by her, she begins a conversation with him. A little embarrassed, he reveals a fascination, her skin colour is like nothing he had seen before. Even for the Sea folk to the North of them, her pale skin is so much whiter than any of her comrades, Galdahad admits she is not human but a Phaetox, then opens her flame wings. The soldiers of law, kneel in bewilderment...they had not known of her kind before. She is a little shocked, she thought everyone had heard of Phaetox, at least in the North they had.

Heading back to Arlel's house, the halfling determines the lock, opens it and the door...right away three shades suddenly appear, the finder rolls back taking shelter behind the Phaetox, as Arun summons three celestial archons, heavenly balls of light to intercede. A quick battle forces the shades to retreat into the walls. Seconds later, Arun is hit by a powerful shock, immediately releasing his summoned servants...he realizes this small town has a formidable protection a ward of some sort around it, most likely the huge sphinx statue is the center. Perhaps Arlel's decision to make a home here makes sense. He also wonders what would happen if he released his main ally, what could happen?

They enter and carefully investigate er residence, casting of detect magic reveals the feather stylus has a slight evocation. The papyrus has no markings. A small stylized stone obelisk carved with personalized engravings, the paladin wants to hold on to it, but the others remind him of their vow not to remove anything. Eventually the paladin submits, putting it back. Meanwhile the psionicist tells them he sensed a powerful evil presence for seconds, something far evil than he's ever felt before, who was apparently watching everyone; nobody is quite sure what that means. They are unsure if they have gained any insight as to where their former companion might be.

Night seems to take the party quickly, and they retreat to the lodging and equipment acquired by the paladin's soldiers, a small bevy of local cuisine and equipment as well as services of a tattooist, who can provide a Mark of Phastian Language Skills (OOG +5 to Phastian Language plus INT bonus +10 non-roll bonus for calm speaking scenarios.)

Arun wants to learn about the town's fountain obelisk, and spends most of the night in a library within the sphinx. Galdahad spends much of the time drinking, sharing stories learning lore of the Sea, and of rumours of what is hidden beneath the pyramids. The halfling watches the room carefully, sipping her mull, and tries to gauge the people...they are being watched but only generally. Hervandos, returns to their room, slipping into quiet meditation. The paladin also goes back to the shared room, to spend some time with his soldiers, sharing an ale and ensuring their morale is high. Eventually they all slip out first some drinks and camaraderie.

The next day the Phaetox takes to the sky to look for any signs, and one interesting aspect is of a simple hut with some petitioners or students outside of it. Wanting to learn, she spends the day in contemplation. Arun, continues his intense study of the fountains and its connections to obelisks and the various local faiths. Fesselin takes a careful watching spot, hoping to see if their action last night raised some suspicions, enough so someone takes any action. Dassadar wanting to have a better understanding, starts to walk, south, and eventually finds the edge, they are on a spire, essentially a cliff island, perhaps a mile or more high. He sees far away many pyramids, as well as other spires. They could spend years looking for their former comrade, but she had promised them a great opportunity to vanquish evil.

At the end of the day, an old man comes out, and gives each of the petitioners the object, they are looking for, then finally looks at Galadahad and says, “You were looking for the cleric Arlel, then we we need to talk.”

Active Characters (GP = Game Points)
35 G.P Dassadar Aasimar / 8th level 
31 G.P. Fesselin Halfling Finder / 8th level 
28 G.P. Galdahad Phaetox / 7th level
28 G.P. Hervandos Psionic / 7th level
26 G.P. Cassie human sorceror / 7th level
23 G.P. Arun / Wizard / 7th level

Token Tally
Adrian 10 W, 3 B
Karen 22 W + 3 B
Serena 15 W, 2 B
Senthil 13 W, 2 B
Curnette 12W, 0 B

Rob 5 W, + 3 B

Wednesday 10 July 2013

Stub Start - Campaign restart

Seeing as how I am always working late and never truly content with my writing, I'm gonna give up on the active postings until or if I ever get into the groove of it. Instead, will utilize this to post  my campaign journal for anyone who wants to read it.

This is my campaign restart, giving everyone a shout-out, more details will emerge.

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Arms filled with scroll and map cases, Cassie precariously yet quickly makes her way to the agreed meeting place, a bar on the east-side of the Inner wall. She enters and darts for the back-room as per their standard technique. Galdahad, high in the sky, she had already well searched the place, making sure none of the winged familiars of would-be spies followed Cassie, the most known member of the group. Galdahad lands beside the tavern, covers herself with a cloak and heads in; though Phaetox are not illegal, she like the rest of the group would prefer to keep her presence quiet.
Arun, the most recent member to their collective is in the tavern, keeping an eye on the door to ensure no would be Eyes were there. His presence there was little acknowledged, better for him, in case he needed to make his calling. Without seeing anyone else of threat or notice, Fesselin the Halfling casually follows her would-be team-mates then closes the door.
“Everyone Here?” Cassie asks, spreading out maps on the lone shrun table, the bartenders already knew not to disturb them.
“The Paladin?” Cassie asks, but Galdahad shakes her head. They had sent several messages to him, but none were returned. He seemed to be happy Jotun hunting in the wastes, and ignored all attempts of the old group reforming.
“Decision time, do we get…” Arun grows quiet as the Tenderfoot puts a hand to her mouth to quieten him, then rushes for the door, opening it leaving their Aasimar paladin, surprised about to rap on the door.
His golden armor announces his position and faith, he smiles and puts out his arms out; no discretion this was not the groups intention in this part of town. They wave him in and then sit him down, overlooking the maps, but he doesn’t seem to notice.
“No huzzahs?” Dassadar asks as he goes for the mug of shine. “It’s been too long!”
“You don’t understand what is happening here,” Arun states, “We are trying to…”
“Do something very good.”Cassie adds, looking him in the face smiling.
“I’m in!” the paladin states looking at everyone in the face, as he allows Cassie’s infectious good nature smile to spreads to his own. They quickly get down to their challenge, planning their newest conquest.

Game Details: will send everyone their reknown points, this how we track level, reputation, etc.
Starting point is 7th level. So if you were to create a new character, that’s where you start. If with your new points you are higher, that’s where you begin.
Would like for everyone to have three ideas of what they can add to the in-game plot scenarios. Either a quest the party can go on, something the character did in the last three years, etc. You don’t have to announce them, but if you can submit them sometime in the next few weeks that would be great.

Tuesday 30 April 2013

Obelisk Domain Spells

Obelisks are fairly huge deals in my world, as they are the epicentre of religions in my world especially in and around communities. This is some of the most common spells from casters who are dedicated to protecting locations.


Obelisk Domain

1st  -  Obelisk Vigilance
2nd  - Obelisk Speak
3rd - Obelisk Window
4th - Obelisk Jump
5th - Obelisk Oath
6th - Obelisk Protection
7th - Obelisk Guardian
8th - Create Obelisk
9th - Obelisk Wrath

Obelisk Vigilance: When at an obelisk, the cleric gains +2 to all of their attacks and damage rolls or they may gain a +2 to all of their saving throws.

Obelisk Speak: All creatures within 200 ft radius of an obelisk understand each other in their native language

Obelisk Window: Cleric can create a scrying window, acts as the 5th level Scrying spell with the obelisk acting as the material focus. It is active for one minute per caster level.

Oath Jump: All obelisks are connected via the magical frequency that binds them, with this spell a cleric can travel from any one obelisk to another. Just like the teleport circle, the obelisk that is traveled to must be either “open” or another cleric must also cast obelisk jump on the one the cleric will travel to. Once opened, the obelisk remains in this state for ten rounds. One creature can travel through per round.

Obelisk Oath: This spell will bind any one subject to the cleric’s specific request. The target does not get a saving throw. The request must be a reasonable one that does not violate the subject’s alignment or beliefs however it does not have to be one that the target likes or wants to obey. In return, the cleric and all of their comrades a well as any members of the same faith are honor-bound to not harm, hinder or in any way violate the target of the oath in any way.

Obelisk Protection: The cleric gains 15/good damage reduction, as well as a +6 divine bonus to their AC when defending either a holy place, person or cause related to their cleric’s faith. This spell will last one hour per level.

Obelisk Guardian: Summons the guardian of the obelisk to serve a task. The guardian cannot move than 200 feet away from the obelisk while performing the task. This spell is usually done in the defense of the obelisk to either destroy attackers or to take creatures directly to the god’s planar home.
Create Obelisk: Creates a new obelisk to function as a divine energy source. This spell takes one complete day to cast, and the priest can cast this spell no more than once a month. After casting this spell, the priest is completely drained of all their spells for one day per their casting level. This is a powerful spell that few priests ever cast more than once or twice in their lifetime.

Obelisk Wrath: The spellcaster can call down 200 d6 worth of divine power within five miles of the obelisk. This spell permanently drains one level from the priest,. It is also uncontrollable; as all life in the radius takes the damage. The epicentre takes the full damage, each ¼ mile away takes 50d6 less damage. Only creatures within 300 meters of the obelisk itself (and any other obelisk) avoid damage. 

Tuesday 16 April 2013

Holy Vows - Player Choices

Holy Vow

This is my way of giving the players options as to what their character stands for. Most are options that their characters should want to pick, others its an option for them.

There are standard operating items for members of particular races or faiths pick, but individuals always get the chance to choose.

Paladins must choose 3 holy vows, they gain another every 4 levels.
Cleric: 3 vows, if they gain more than 8 levels may have to choose more
Druids & monks 2 vows , they gain another every 5 levels
Some prestige class also must take some of these.

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Bravery: Never show fear. Last to retreat but they cannot use this while defending others.

Celibacy: Remain chaste. While sex is never directly role-played in my games, there are times it is implied. So if tempted even by magic or trickery, a paladin would face sanction. Female knights must take this vow, since they would need to give up their adventuring career if they ever got pregnant.

Challenge: You are open to a challenge in any form, at any time. Few times this is lethal or combat, but you must be ready to prove your self worthy without accepting magical or other aids. Duels are common in many places in my world, as most humans and elves use rapier as their exclusive dueling weapon. Most times combat is fought until someone is disarmed or drawing first blood.  All challenges are completed on the spot without any additional magic being employed; but if the person being already has magic weapons or spells, they do not have to be dropped.

Courtesy: Show respect to those of higher level & station. a non-combat one that has probably caused more trouble than anything else. If nobles or spell-casters are spouting off, the character must bite their tongue and remain civil. Doesn't matter what is being said, civility must always be adhered to.

Freedom: Allow no intelligent being to remain in slavery. (Counts as 3) Slavery is an ongoing theme in my world, as certain creatures such as Halflings are often found enslaved. This can be a huge game-breaker, but if played with finesse can add a lot to the game itself. A lot a druids in my world take this and they make sure animals are treated well. 

Humility: Remain humble in spirit, rejecting adulation and reward. Again, like courtesy, players have to watch what they say. The rewards thing is tricky, as they can accept payment, just not the medals or over-payment. If offered reasonable monetary reward for a service, this is fine.

Loyalty: renounce all ties to family, guild, tower & government; live for their order. One that has been taken many times in the past, players just need to make sure they don't associate with other groups. Their dedication to the order is often a background thing, as players are assumed to spend a certain number of days not in the middle of their team missions, and this is what they associate with. Its also a great source of contacts, rumours and information. 

Neutrality: apolitical. This is one of my favorites. They avoid politics or making any kind of comment on the government or monarchy. They have to be careful not to help either side who is involved. Solomo wizards must take this vow.

Minor Faith: Accept no aid from non-allied churches. So they can either go with alignment or ethos, so if LG chaotic is out. They do not have to disrespect, just will not directly or knowingly work with a cleric or that church or group.

Major Faith: Accept no aid from another’s alignment. (Counts as 2) Much more difficult, but have seen it done effectively.

Minor Poverty: surrender 25% of all wealth attained. Probably the easiest to do; make sure you give your spoils away,

Major Poverty: surrender 75% of all wealth attained. (Counts as 2) Easy to adjudicate, hard for the player.

Obedience: obey all leaders & those of higher status in their specific command; one of the most rarely taken as it can be tricky.

Truth: do not lie or misrepresent the truth. This is actually incredibly difficult at times and I've seen it both abused and used as a straight-jacket. It doesn't mean they can't trick or beguile others, they just cannot deliberately lie or tell falsehoods when speaking to someone or something outside of combat. During combat they won't be discussing matters of issue, so it doesn't really come up. Their silence is not an answer, so even if confronted, if they are ever in doubt, its their own faithful option/

Saturday 16 March 2013

A two for 1 special; spawning creatures and their never lonely mistresses

A two for 1 special; spawns and the spawning maiden mistresses!

Again what I looked for and not finding what I wanted in any d20 type material. Spawned creatures, that are fairly common in video games, yet, nothing really usable in the core material. The threat of these creatures should be enough to put the fear into your players, or make them never want to leave the dungeon until they max out!.

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Template: Spawn

Spawn are a horrid abomination that arise due to magical plants which mutates other creatures into lesser versions of the original. The spawning maiden or one of its spawn slaves usually takes a wounded creature and takes it back to Maiden`s lair and is then buried in the soil around the spawn-maiden.  After twenty hours, the Spawning Mother can release a monstrous replications of the specimen host. They can copy the beast again by taking two hours for every base HD of the copied beast.  All spawn-children are telepathically controlled.

The original creature is unharmed in the process and must be alive at the end of the twenty hour process. Once the first copy is made, the original host may be killed, released or just ignored by the spawn's monstrous replications depending upon the need of the spawn clan.  While these replications are much weaker than the original host, the spawning rift is able to replicate at an incredibly fast rate.  A specimen host can provide spawn no more than once per point of constitution, so the spawning rift must always be careful in its tactics. It can use its own created spawn as a new specimen host, but all of the penalties are increased and they do not gain the benefit of a higher constitution.

Spawn are mind weakened creatures that exist to serve the spawning maiden that created it. They know nothing more than battle or any other task as they are commanded. These abominations are unable to reproduce and have no emotions or memories of their own.

CREATING A Spawn
“Spawn” is an acquired template that can be added to any corporeal creature (other than an undead or other aberrations).

Size and Type: The creature’s type changes to aberration. It uses all the base creature’s statistics and special abilities except as noted here. They appear the same as the base creature, except their colouring and odor seems off in some small ways; survival DC 11+HD to notice something wrong.

Hit Dice: Spawn lower than 3 HD, lose 1 HD, but never have less than 1 HD. Spawn lose 2 HD if greater than 4 HD, they lose 3 HD if lower than 9 HD, and 4 HD if their base is higher than 10 HD. It is extremely rare for spawn to gain levels or grow in size or HD, but if they do, they advance as a fighter regardless of what their base creature’s advancement rules.

Speed: Remains unchanged.

Armor Class: Natural armor bonus is unchanged.

Attacks: A spawn retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, adjusted for their lower strength.  However, often these spawn do not have access to equipment – so they are forced to use slam attacks.

Damage: Natural and manufactured weapons deal damage normally.

Special Attacks: A spawn retains all of the base creature’s special attacks.

Special Qualities: Spawn creatures retain any extraordinary special qualities and gain the following special qualities.

Hive Mind: All spawn are under telepathic domination from its Spawning Maiden when within 5 km of its creator and follow orders explicitly. If farther away from the rift, will follow its last orders, if the orders no longer make sense, they return to their lair to receive new orders. If the Spawning Maiden is killed, the spawn become free but will always act as one group, attempting to establish a territory of its own and continue to take prisoners.

Corporeal Instability: Spawn are made with instable material, once they are brought down to fewer than zero hit points they immediately lose form, collapsing into a puddle of icky, sticky, messy ooze.

Improved Formation fighting (Ex): Spawn can act as apart of a unit it fighting with their Spawning Maiden.  When fighting with their Spawning Maiden they gain +1 for every ally attacking the same foe.

Saves: Recalculate based on new ability scores and HD.

Abilities: A spawn’s strength and dexterity, decreases by -2, it’s intelligence and charisma drops by -4 (never lower than 3) and it’s constitution increases by +4.

Skills: Spawn keep all skill points from its base creature, even if they should normally lose them from the drop in HD or ability points.

Feats: A spawn keeps any feats it has from its base nature (even if they should lose based on decreased HD.) and gains Improved Formation fighting.

Environment: Any, usually same as base creature.
Organization: Colony.
Treasure: None.
Alignment: Always neutral evil.
Advancement: As fighter.

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Spawning Maiden  CR 10

NE Large Plant
Init +4;low-light vision,scent; Perception +17

DEFENSE
AC 17  touch 7, flat-footed 17 (-1 Size, -2 Dex, +10 natural)
HP 102 (12d8+48 con)
Fort +8, Ref +2, Will +8

OFFENSE
Speed 10 ft.
Melee 2 tentacles +13 (2d6+6)
SA Natural Camoflage, Poison, Improved Formation fighting, Blindsight, Plant Qualities

STATISTICS
Str 18, Dex 7, Con 19, Int 13, Wis 13, Cha 10
Base Atk +9 CMB +13 CMD 21
Feats: Intimidating Prowess, Iron Will, Improved Initiative, Imp Trip, Imp Sunder, Weapon Focus (tentacle)
Skills  Intimidate+8,  Knowledge ((Plant, Local, Dungeon)+12), Perception +17

Environment: Any Underground
Organization: Solitary
Treasure: Double

Alignment: Always neutral evil.
Advancement: 13 - 18 HD (Large), 19 - 32 HD (Huge)


A mottled tan coloured mushroom 6 ft tall, with splotches of brown and yellow spots cover the exterior, while odd looking it does not seem to be dangerous. It's tentacles look like regular roots except when in use strangling opponents.

Spawning Maidens on first glance tall mushrooms found in isolated locales surrounded by small mushrooms growing on the ground and possibly cave walls around it. But those who represent a threat will immediately see a hundred “eyes” appear where its eyes were as it co-ordinates the attacks of various spawn creatures that are all around it. These smaller mushrooms are the replicated which burst open once the spawned creatures are mature.

Long before ever directly facing a spawning shroom, the party will likely face encounters will be with dozens or hundreds of spawned beasties. While incredibly prolific in spawning, these Spawning Maidens carefully watch production, as they may not need nourishment, the replicated beasts do. Spawning Maidens may send their “children” to battle but will not willingly create creatures just to see them starve. They can only copy or spawn creatures that are smaller then they are. They are more likely to spawn lesser HD creatures (gnolls, goblins, etc) that they can order to come into the underground depths.

Combat
Spawning Maiden do not negotiate or even converse with other creatures, whenever a non-spawn is in it’s lair it will usually command it’s spawned offspring to attack. The only exception are those who may not recognize the Maiden for what it is and could potentially pass-by without causing difficulty.

Natural Camoflage: Unless an opponent recognizes the Maiden, (knowledge nature DC 22), it will appear to be a tall but innocuous plant.

Tentacles: It has 10 feet reach, and will use trip and sunder attacks to weaken enemies as appropriate.

Poison: Once per five rounds, Spawning Maidens can release poisonous spores which affects all non-spawned creatures in a 60 feet radius. (Fort DC 17, slow / 1d6 str)

Control Spawn: Spawning Maidens telepathically control all spawn within a five mile radius; this is a free action.  It cannot be stopped or usurped in any known way.

Improved Formation fighting (Ex): Spawning Maidens act as apart of the formation, so they gain +1 for every spawned ally attacking the same foe as them.

Wednesday 6 March 2013

Medusa Elder



One of the buffed Master creatures that I have created to use to surprise players so they don't get complacent. These Medusa are not evil, they do not seek to cause suffering unless you enter into their courts uninvited, try and steal from them or you fail to entertain them. They have no desire to harm song-boys or artists or those obviously weaker under their care. They can be bargained with, and keep true to their word, if you can get them to make an agreement.

Medusa Elder

CR10 LN Medium monstrous humanoid
Init+6; Senses all-around vision,darkvision 60 ft.; Perception+17

DEFENSE
AC 18,touch15, flat-footed 13 ( +5 Dex, +3 natural)
hp 105 (10d10+50)
For +8 Ref +12, Will+9

OFFENSE
Speed 30 ft.
Melee dagger+13/+8 (1d4/19–20), (four) snake bite +13 (1d4 plus poison)
Range: mwk longbow +14/+9 (1d8/×3)
Special Attacks gaze attacks

STATISTICS
Str 13, Dex 21, Con 20, Int 14, Wis13, Cha 17
Base Atk +15; CMB+11;CMD 26
Feats Improved Initiative Point-Blank Shot Precise Shot, Weapon Finesse
Skills Bluff +12, Disguise +12, Intimidate +15, Perception +17, Stealth +16;
Racial Modifier +4 Perception
Languages Common

Medusa Tyrants or Elder Medusa appear the same as mythlogical Medusa, except they have magical snakes in their hair, far greater then the legendary ability to turn creatures to stone. Some scholars believe they are either an advanced form or are descendants of the primal Medusa creature.

They enjoy music and stories and grand displays of arrogance, they always seem to be lonesome figures and always want to be entertained over acquiring more wealth. If pleased, they reward their jesters lavish though non-magical gifts. Their favorite pets are bards, who are well treated, often staying with their patron for days until getting close enough to realize what their mistresses are.

Prefer not to raid or attack other humanoid lairs. Will lure their guests first to a dungeon complex, and then eventually to a mini-palace, where the Medusa is holding court, to a mix of lower level good, neutral and chaotic creatures. These Ladies rule the court, but few realize just who or what she is as she always keeps her snake-hair well hidden. She will often challenge adventurers to a Gaunlet or Challenge, and in the middle of the challenge this is when the Medusa and her retinue will attack. Most often, the adventurers will perish without ever knowing their Lady is also the mysterious Medusa that attacked them suddenly.

Their inner lair is completely light-less cave, that has only one secret entrance. Few creatures that are ever invited, return. 

Most Medusa have three gaze attacks, roll below to determine type. Once a creature saves agaisnt that gaze, they are immune to it for the next week.  Thirty foot Gaze Attacks: As a 12th level spellcaster, DC 18; 

Roll 2d6 to determine gaze type
2. ESP
3. Hold Person
4. Charm Person
5-8 Petrifying Gaze
9. Freezing Gaze (as stone, except it lasts for 1d12 hours)
10. Paralyzation Gaze  (as stone, except it lasts for 10d12 minutes) 
11. Polymorph Gaze (rat or rodent)
12. Feeblemind Gaze

Thursday 28 February 2013

The gaming word I hate to use... (weird rant warning)

I guess in every hobby or even or in organization there are key or tag words  that are synonymous with the people involved.  For me the gaming word I despise is campaign.

What is a campaign?

How do you set-up a campaign?

I cringe when I hear (or read on a blog) oh, I am setting up a campaign for next week, you want to join us for the night?

Arrrghhh!!!!! NO! NO! NO! Come here, I have a log I want to beat you with, and it was never involved in any campaign, I just killed pretend things with it.

You set-up a game world.
You devise missions or quests or adventures.
You run sessions, game sessions.

None of those things are a campaign. A campaign is Hannibal crossing the Alps to get to Rome. The efforts of eliminating TB. Defeating the Nazi's in World War 2. LoTR wasn't even a campaign, epic yes, but they were all over the place, it was a quest at the start, then a mission, then a battle.  A campaign in gaming terms, would be to look back over a (minimum of a) year of missions, all related to a particular task and see the steps to complete. It is and grand and majestic and glorious and memorable.

I swear to you, it means something for me, so when you cavalierly use it, it feels like arrows have pierced into my flesh. I think about the so called games that didn't happen again because of real life priorities, or people moved away, for all the out-of-game fights during sessions because of rules arguments, NEVER even say the word alignment, for all the promises of sessions that fell apart and there was so much disappointment of wanting to capture a style or feeling of a game ambiance or lack of a rulebook or supplement. These things have hurt me, too much, too many times.

Don't say that word, it breaks my heart, as games always fall short one more time of everything that I thought it could be.

I play pretend games, individual sessions that sometimes come together like a string of pearls, covered in sea-swine, fake blood, and man-tears but with moments of fun-awesomeness.  I've promised myself, one last time...its just a game, don't let it bother me ever again. enjoy the moment, enjoy the friends, enjoy the minis and the strategy. But when I hear that word...grrr..


Friday 22 February 2013

Quick Simple House Rules

Quick Simple House Rules / Adjustments

Active vs Passive Skill Checks: If the player asks to do something, that is an active roll, and done as normal. At any time, I can roll at a half chance check to determine if they notice or realize something that just jumps into their heads.

Roll vs Role Playing: Yes we use the dice to determine success, but how they do is more important then what they do. For example with trap finding: If a player tells me what they are going to do or how they are going to check, if it works in the scenario, I give them a bonus to the skill check roll. If a player tells me look for traps, without any detail or description, they just roll the dice.

Low Magic; My world is a low magic item world, every dweomered item essentially decays over weeks or months or years, so going into a dungeon or long-lost Tower, they might find info, scrolls and coins, but all the 'Real Magic' has long since faded back into the Ether. Only items found on an outer-plane or at last partially stuck in the Ether can avoid this, but then once on Nyssa, the decay starts to happen.

No penalty for changing characters: outside of a dungeon.  Go ahead, play what you want. Getting killed imposes a three level drop for starting a new character.

All players are proficient with a rapier. Lots of duels happen; this is the weapon of choice for Aristocrats or city folk. You can carry this weapon anywhere as most cities do not restrict these unlike most other weapons.

Firearms (non-advanced ones) are in theory available. They cannot be enchanted; ammunition can be, but is very rare for this to happen.

Spells or spell-like affects are not affected by critical or fumble rolls.

Sorcerers can switch spells freely; they do this between sessions by concentrating or studying, going on a retreat, or however we want to frame the game events for one week per spell level.

Clerics except for a few specific spells only need their holy symbol as the divine focus for their spells. All cleric spells need V, S & M regardless of what is stated in the rulebooks.

Teleport Spell (5th level) can only be done from one teleport pad to another. You must know the exact location of the second pad. If it is blocked (a simple cloth covering it) you cannot teleport through. It takes one hour to carve a temporary teleport pad which can be done on any substantial substance. The Greater Teleport (7th level) does not need a teleport pad to begin; but it always needs a teleport pad to go to.

A hoard of gold (especially coins) act as a blocker, which is one reasons why kings and dragons cannot be scryed
A hoard of silver (especially coins) acts as an enhancer to many spell & spell effects.


Possible Change

I'm also considering ditching the formal cleric class and allowing sorcerers to use either the wizard or cleric spell list. All the other cleric functions can be feats that they can choose.

Monday 18 February 2013

Backward Engineering OSR to Pathfinder

I need to thank and curse Rafael Chandler, as I need to figure out a way to backward engineer a lot of his terrific monsters from the Teratic Tome from OSR to fit my Pathfinder game. Not so worried about the feats, but I'm thinking about the best way to auto add such skills as perception & stealth. At first thought, I'm thinking about double their HD for a number of skills equal to their HD. So, a 3+3 HD would get +6 to three skills; simple and easy to remember.

Why do I have to do so much effort? Oh right, awesome monsters with so many twisted ideas ready for me to sic on my players.

Don't want to spoil the surprises with an actual review, but it's a great book at a great price. And it just shows how much, regardless of edition, a good book with good ideas and sticky usable features can be used to inspire your game!    

Friday 15 February 2013

Phaetox - Player Character Race

Many times in my game, I use creatures that are not really appropriate in other worlds. This is one of those, it probably wouldn't be a big deal in most other worlds, but fill a unique niche in my setting. As its the only thing in my world that has any use of magical fire. 

These were based on the Dragonlance setting creatures of nearly same name, and am pretty sure they were lawful beings that could fly and couldn't or didn't tell any lies. Been so long that I forget...since this was loosely based on the Phaeton myth from Greek, wanted to add some religious flavour, I certainly think their devotion to the phoenix as a patron fits for them.


Phaetox - Player Character Race

These pale humanoids appear the same as a human, except on concentration they can sprout blue flame wings as part of their devotion to their heavenly patron – the phoenix. 

Personality: They are great believers in law, order and discipline but others describe them as sour and serious. Most are peaceful, spending most of their lives in simple work and simple pleasures. They are wonderful artists who perpetually practice their craft.

Physical Description: Phaetox appear as pale humans with white, blond or red hair; though they can grow it long, few do. Most wear simple tunics; if armed they use a dagger or staff.

Relations: Phaetox view elves, jahlen, and halflings with suspicion, as these races often bring disruption to Phaetox society. They see the dwarves as a potential ally but rarely have formalized relations. They have no pre-set opinion on humans. 

Alignment: They tend towards both law and neutrality. These peaceful people are highly organized and have followed ceremonial laws for millenia.

Lands: Their territory are mountain regions, spires and the cloud isles; preferring cities to rural areas.

Religion: Their devotion is unique to the Phoenix but clerics are unknown, monks reside as a center of the faith. Though rare, Paladins do exist, but always dual classed, as they start off as another class and find a way to transition into the holy warrior archetype.

Language: Phaetox, Avian & the common tongue.

Adventurers: Most Phaetox that adventure, do so to learn more about the world around the spirelands. The most common reason is for those who fail the ritual of ascension, which normally binds a Phaetox to a lesser phoenix and grants them use of their flame wings. They depart to learn of their true purpose. Thankfully, well over half of those who depart return, and do so with their faith reinvigorated and ready to ascend into unity with the phoenix.

Phaetox Racial Traits
Flame Wings for 1 minutes per point of constitution (18 con = 18 minutes)
+2 wisdom, -2 strength
+2 diplomacy, +2 knowledge (religion), Fly +2 (every racial HD)
Speed: Fly 30 (Clumsy)
Racial Hit Dice: 2d6 
Attack and saving throws as Cleric; + 4 skill points per racial HD
Natural Attack: Flame Wings as a touch attack (1d4 dmg), does not gain bonuses for high strength. If creatures are immune to flame, take only one point of spiritual damage.  

Disadvantage: Unable to lie or tell any falsehoods; can not take ranks in disguise or bluff

Optional Racial HD levels

2 HD Radiate Law, x +2 reaction bonus from lawful creatures; -4 from chaotic creatures
3 HD Resolve, Law Domain (1st)
4 HD Lawful strike (Aligned attack), Law Domain (2nd), + 2 wis & Con
5 HD Flame Wings, +2 to attacks, 1d6 Damage; Increase Duration (5 min / Con)
6 HD Protection from Chaos (Constant)
7 HD Greater Resolve;  + 2 wis & Con; Order's Wrath (4th level domain)
8 HD Flame Wings, 1d8 damage / wing; Max Duration (10 min / Con)
9 HD Protection from Chaos 30 ft Radius; dispel chaos (5th level domain) 
10 HD Absolute Resolve;  hold monster; + 2 wis & Con; Flame Wings, 1d10 damage

Resolve: Gain Wis or Cha bonus on saves vs illusions or falsehoods
Greater Resolve; Gain HD + Class Level + Wis & Cha bonus on saves vs illusions or falsehoods
Absolute Resolve: Immune to falsehoods  Illusions  

Core Racial Skills: Craft (any), Diplomacy, Heal, Knowledge (local, geography, history, religion), Perception, Perform, Sense Motive, Stealth, Survival (all class skills)

Level Adjustment: +1 CR

Preferred Classes: Fighter, Monk, Ranger, Sorcerer, 

Restricted Classes: Barbarian or Cleric