Blog Archive

Wednesday 13 January 2016

Prestige Class - Cult of the Vine (Unholy Drunks)

Cult of the Vine

Cult of the Vine is a low-level menace found in virtually every city on Nyssa and are especially active in the warmest parts of the domain. They believe intoxication is a divine state of being and most would prefer to be inebriated as often as they can. While not seen as a grave threat, many communities are torn apart by their celebrations. Their history and lack of culture makes other groups find them distasteful. Even worse they have significant connections with evil groups. Their presence does portend significant dangers.  Many lawful groups ban them but do not actively pursue them, trying to make it more difficult for them to meet or gain new members.

They exploit their members to gain abilities to temporarily boost their capacity to enable them to commit acts. Very few common members understand that this group has dark, twisted intentions as most just associate them with wild, fun communal events. Virtually everything they do is to sow mistrust and dissension so the cult and their allies can grow in their power.

Role: To share their love of excess, engage in fun activities and to watch for signs, then report what they see. Most times, it is meaningless, but these cultists always seem to be watching and preparing for a time to strike their foes down.

Alignment: Any non-lawful or good. They are chaotic by nature.

Hit Dice: D6

Requirements: To qualify to become a Vine Cultist  a character must fulfill all the following criteria.

Base Attack Bonus: +1
Skills: Acrobatics 3 ranks and Perform 3 ranks or Knowledge (Religion) +2 and Knowledge (nature)

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Beer or Winemaking) Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering), Knowledge (nature), Knowledge (Religion), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Attack and saving Throws as a rogue

Class Features: They gain no new weapons or armor

Cult of the Vine

1st: Hideous Laughter (1 + 1/cha bonus), Feat, +6 skill points
2nd: Drunken Rage 1/3 levels; Bonus to Poison Saves (+2), +3 skill points, Gain +2 to any ability score
3rd: Share Damage 1; Share a Drink Effect, +3 skill points, Feat
4th: Hideous Shaking, Debauchery 1/day, +3 skill points
5th: Share Damage 3;  +3 skill points, Gain +2 to any ability score, Bonus to Poison Saves (+5 to saving throws)
6th: Drunk Dance (1/day, ten round max);  Hideous Stare, +3 skill points, Feat
7th: Touch of Drunkenness, Debauchery 3/day, +3 skill points
8th: Share Damage 5; Immunity to mind-affects , +3 skill points, Gain +2 to any ability score
9th Share Damage 9;  +3 skill points, Feat, Immunity to Poison
10th: Debauchery 5/day, +10 skill points, Feat,, Gain +2 to any ability score

Hideous Laughter: Afflicts a subject with uncontrollable laughter as per the spell for 1+ 1/cha bonus rounds. Victim can save every round to avoid. DC 10+Caster Level+Cha Bonus

Drunken Rage: The same as a barbarian's rage, except they can only induce this if they are drinking. It takes one round to be in affect. They do not need to be actually drunk, but once they are in the drunken rage, they cannot exit it until combat is over. They collapse for two times the number of rounds spent in rage induced combat.

Share a Drink: This is a ritual that has long been utilized but rarely recognized unless it's too late. Anyone who shares a drink with a cult of the vine member, has a 24 hour reprieve from taking actions against that cult member, equivalent to a charm person spell. There is no saving throw against the effect though magic resistance is effective. At the end of the drink, the cult member usually announces the effect. If the cult member, leaves without making the announcement, then the effect is nullified. If the drinker leaves and they break the social protocol, or they are not otherwise coerced or tricked, the charm effect is still in place. This trick rarely works more than once, although it could work with another cult member.

Hideous Shaking: Afflicts the subject with uncontrollable shaking, causing victims to take -4 to their dexterity, checks and move at half speed. Victims can save every round to avoid. DC 10+Caster Level+Cha Bonus

Debauchery: Cult of the vine members can psyche themselves up to perform acts of vileness or danger. They can add +3 to any wisdom saving throw or  ability check if they can spend one round preparing themselves. They can hold this advanced save adjustment for the next situation that calls for that roll, but if an unavoidable situation happens, they will use that bonus even if its not what they intended. At 7th level they can gain a +4 to their wisdom save, at 10th level this increases to +5.

Drunk Dance: While looking drunk and awkward, they are incredibly focused on completing their tasks.  They gain +6 to dexterity skill checks and +2 to reflex saving throws.

Hideous Stare: afflicts the subject with an impenetrable and uncontrolled stare, doing nothing else for 4-6 rounds. Victim can save every round to avoid.  DC 10+lev+Cha Bonus

Touch of Drunkeness: Victims who are touched, immediately feel inebriated, they begin to sway, talk loudly and take -4 on dexterity or strength checks due to awkwardness, -2 on attacks, (stacks with dexterity loss). They can take one round to calm down taking no physical action, and they can make a saving throw to throw off the drunken effects. DC 10+lev+Cha Bonus

Gain Bonus to Poison Save: Cult of Poison members prepare themselves by building up a significant range of poisons they have build up resistances to. At 9th level assume they have immunity to any poison that has a DC 24 or under.

Share Damage:  Just as the crowd somehow seems to share mindful tactics, those involved in the cult of the vine divide damage among themselves. They pass along damage to other cult members that are within 20 feet, they can pass one point of damage every round that they take damage. They can do this automatically once every round as long as the recipient would not die or be incapacitated by this damage. At higher levels, they can share more damage, but no recipient can take more than 1 damage any round. For example, if they share 3 damage, none of those members would have been inflicted shared damage from a different cult member that round.

Shared Damage 1 Range: 20 ft
Shared Damage 3 Range: 25 ft
Shared Damage 5 Range: 30 ft
Shared Damage 9 Range: 50 ft

Tuesday 5 January 2016

Corunus - Nevesh district within Mandos

Corunus

A city within the Nevesh district, on the South-Western edge of Mandos. Well known for its many sea battles to put down several races on the Desolate Seas. It has a sizable navy made up of both official navy ships as well as free-ships hired upon the need. Officially they are still at wars with the elven tribes, but they do not openly attack or suppress them anymore, unless they cause issues in the city itself. Other Mandorrian districts look down upon them for their less than strict discipline, but the Nevians tend to ignore them, as they are given no backlash from the Mandorrian High Lord.

Long ignored rumors about powerful undead in the city itself are starting to show themselves. Some rather gruesome murders have been committed recently, high-ups are unsure if they are connected or not. There is less than stable peace with connected pirate ships that have been working with the navy, many are starting to complain their coin purses are growing very light.

Corunus: capital city of 200,000, Mandorrian city
Obelisks: Japeth, Quanna, Casna, Keran; Temple of Keran
Horn Maze, Statue Garden, Fountains, Snake Maze
Towers: Song, Spell, War, Watch, Guild, Sorrow, Silence

LE Large City
Corruption +3; Crime +2; Economy +2; Law +3; Lore +1; Society +1
Qualities notorious, prosperous, rumormongering citizens, superstitious
Danger +20
DEMOGRAPHICS
Government autocracy
Population 200,000 (150,000 humans; 20,000 dwarves)
MARKETPLACE
Base Value 27,200 gp; Purchase Limit 200,000 gp; Spellcasting 8th

Noble Families:
di Corleon: Tharon noble family that promotes smuggling
di Manzanna: This Tharon noble family is into racketeeting, smuggling
di Vaza: Tharon noble family, heavily indebted. Owes lots of favors to smugglers and gamblers
di Vladaam: This Tharon Noble family runs the towns bureaucracies.
di Jammare: Tharon Noble family known for their smuggling.
di Van Deth: Tharon Noble family, well known for capturing and training animals, many are rangers or city knives (thieves)

Random Humanoid Encounters
01-70  Human
71-75   Dwarf
76-80  Tenderfoot    (Halflings, city based, great artists and craftsmen )
81-82  Lizardith       (Lizardmen, highly educated. Disdain armor, beautiful crafted magical weapons)
83-84  Elf                 (Wild elves great with bows)
85-86  Sylph            (Graceful, Winged Fae Humanoids, Skittish, always want to be travelling)
87  Goblin                (Gray skinned outcasts, Used as sewer servants, some are wickedly smart)
88  Ogren                 (Mostly civilized Ogre Brutes, Very strong,some are quite artistic. Peaceful.)
89  Rogue Modron   (Accidental machine outcast from Outsider Lawful Plane)  
90  Shandar-Kai       (Very thin, black wearing city dwelling rogue fey. Wickedly twisted humour.)
91  Minotaur            (Large, Strong, but loyal Fighter. Prefer to hunt in wild hunts or in honor duels)
92  Gnoll                  (Former slave race, evil tendencies, can be quite accomplished craftsmen)
93  Quillian              (Humanoid Purcupines can throw their quills, many are rangers or druids, )
94  Jahlen                 (Golden Horned Ram Humanoid, Minotaur-Kin)
95  Charr                  (Pale skinned humanoid hunters with magical armaments)
96  Gargoyle            (Winged figures that haunt towers, fully aware - both good and evil aligned)
97  Necrites              (Undead appearing humanoids that have returned to full life)
97  Jackalla               (Furred jackal humanoids that hunt undead, extremely lawful)
98  Phaetox               (Flame winged humanoids that cannot tell lies)
99  Clockwork          (Sentient Golem Mechanoid with freewill)
00  DM's Choice

Basic City Encounter Table - Daytime
01-06 Beggar or Poor Man
07-08 Favored of Keran
09-12 Cleric of Keran (4th - 6th)*
13-14  Undead usually chained (Low level only)
15-16: Tame    (Bird-Headed Humanoids)
17-18 Animals (Swarm, Rats, Insects)
19-20: Pet (Cat, Dog, Snake, Owl, Weasel, Daybat, large insect)
21-22: Cat Sphinx
23-25: Drunk (Roll Again)
26-28: Gentleman, Nobleman or Rogue (3rd-10th)
29-34: Guild Member or Craftsmen
35-36: Soldier or City Guard (1st-3rd)
37-38: Mercenary or Men at Arms (4th-6th) (Licensed to carry weapons)
39-40: Dancer, Harlot or Rogue (3rd-10th)
41-42: Professional Hunter or Ranger (4th - 8th)
43-45:  Laborer
46-55: Worker
56-65: Merchant
66-68: Nobleman
69-70: Busker
71-72: Animal Handler or Stabler
73-75: Sailor or Dock hand
76-77: Farmhands
78: Small Mob # 11-30 (children at play, upset workers, sport fans, protesters, etc)
79 -80: Visitors or Pilgrims
81-83: Silver Knight or Paladin (3rd - 8th)
84-85: Sorcerer (3rd - 6th)
86-88: Apprentice
89-90: Guild Officer
91-92: Disguised (Roll again)
93-95: Shapechanger (Lycanthrope, Doppleganger, Rakshasa, etc)
96+: DM's Choice

*Assume all NPCs are average 2-4th level in their field unless noted
**10% of all workers are dual classed rogues
***For a city or region in Mandos, assume all random religious figures or wizards have loyalty to the Dark Lord Keran

Random Building 
01       Artist
02-04: Bard, Busker or Entertainer
05-06: Apothecary or Herbalist  ^
07-08: Brewer
09-12: Baker or Miller
13-15: Mason, Construction or Wood Worker  ^
16-17: Offices (Advocate, Alderman or City Councillor)  ^
18-19: Weaver, Tailor, or Leather-Worker
20-22: Shantal (Free Prostitute)
23-24: Water Tower or Well
25-26: Pet-Master, Animal Handler or Taxidermist
27-29: Stables
30: Clocksmith  (Locksmith or Tinkersmith)  ^
31-32: Jeweler or Goldsmith  ^
33: School, Private-Expert, Lecturer or Teacher  ^
34-39: Bar, Tavern or Restaurant
40-45: Sailor, Dockworker or Labourer  ^
46-48: Library (Scribe or Cartographer)  ^
49-50: Psychic or Astrologer  ^
51-53: Barber, Stylist or Cosmetician
54:       Undertaker  ^
55-56: Hooper
57-58: Secretary, Butler or Herald
59-60: Labourer
61-65: Armoury (Blacksmith or Armourer) ^
66-70: Restaurant (Butcher or Chef)
71-73: Bank (Accountant, Moneylender or PawnSmith) ^
74:      Tobbaconist
75-76: Perfumer
77-80: Charcoil, Burning Oil or Fireworks ^
81-82: Brassworker ^
83-85: Gardener (Farmer or Flowerist)
86-88: Guilder  ^
89 -90: Servicing Industry
91-94: Music Hall
95-98: Auctioneer or Trader ^
99:       Known Location (see below)
00        DM's Choice.

 ^ - Usually considered a part of city or guilded union. Membership is limited and much more expensive to join ranks for training - their prices they charge are also much higher. Often have a vote on city guild decisions. Each city can have different listing.


Locations in the City

Unicorn’s Rest – cheap inn & pub. Lots of adventurers gather here. Always a few Minotaur wardens, paid by the owners. Cassannus: Elven Rogue, campaigner & former pirate spends his time here. All the serving women are very endowed. Many adventuring contacts are here.

Trollip: low-life bar, known spice hall. Many low level criminals reside here. Knights avoid it, as many have been poisoned here.

Scer’s Anvil: Dwarven run bar. K’Nerr

Zammo’s: This was once a movable citadel, apart of a great series of battles against the Tergen. Some say it was retired here, others claim it was broken and can no longer move until fixed. Many use it as a training site, for others it is a meeting point. Some clerics bring faithful members into the citadel to test them, many are driven mad.

Keen Axe: near the port district, Well known as a place knights and like-minded adventurers hang out. No official ownership and the menus change substantially quite often. While left alone, it is always well watched.

Red Bulline: very fancy restaurant and bar. Dram decorations abound. Well loved by clerics & faithful of Keran who often come here to dine in peace. Some illegal spices can be purchased here, but never actually consumed. Best place to find wine and other liquors in the town. While two clockworks maintain the peace. This is an unofficial guilder sanctuary – meaning there are few rogue types that would dare upset the calm here knowing what would happen to them. Used by high-level mobsters to discuss policies. Nazaan di Corleon (9th level Rogue/6th level Assassin) owns the bar, however Horvath di Corleon: 5th lev Rogue runs it.

The Silver Razor: a barber shop, is the best place to find information on the criminals. Run by a Phastian free-man named: Hassan ibn Kallin (human, N, rogue). The price for a shave is expensive (25 crowns) but they may ask questions and he often knows the best places to investigate. Hassan employs Mavanna & Killileo as grooms.

Tower of Delights: While not an official “pleasure guild” it is effectively one, as the proprietor runs it as one. This is one of the few areas where cult members hang out and are left alone. It is run by Delilah D’Evermore who appears as a thirty year old incredibly attractive and sharp-tongued madam; in truth she is an exiled Succubus. She treats her workers well and makes sure they are not harmed. Devious sexual activity has a high price but never reported, and the girls are paid very well. There are ten minotaurs and Reginna (Halfling female, Bard) keep the peace. Cost: 5 crowns to enter and unlimited drinks, Prices range from 5 – 50 crowns for service. There are no halflings working here, but there are young men. Delilah uses her brothel to hunt for powerful individuals and perhaps more importantly rumors. She has given powerful magical daggers to good aligned adventuring groups.

Obelisk of Casna: low obelisk with simple decorations and a small group of humble faithful. Osorii: 9 headed Purple Beholder acts as the High priest of Casna. He also acts as a judge for conflicts between nobles. He does not give sanctuary to those who break the law; very through with questions about why someone is seeking city asylum.

Tower of Sorrow: Internment of the dead happens here without formality or ritual, unless the mourners request & pay for it. Eilithieen a Jackalla cleric of Anubis controls the tower. She has a hatred for necromancers and will not bury them. The only people she meets with are adventurers who have encountered undead; for these groups she allow them to cast necromancer / information spells for detailed information on the undead they face. She will often lead undead raids herself. She believes leaders should lead by example.

Obelisk of Keran: a small but highly elaborate obelisk in the east of town. Run by Oppullin di Zeck (human, cleric of Keran) who only recently inherited his position. All services have a heavy fee attached, so much so that many others will request help from other clerics while in town. It is assumed he has a debt to pay off. He does not keep requests by the church of Keran - avoiding them.