Blog Archive

Thursday 28 June 2018

Session Nine - Into the Crypts


The team awakens, and in their morning meet. Virgil explains to them, they have been hired by their fey contact, Savvo to find an Ice Sword, in an abandoned Mathai fortress, it should be either within or near a crypt. They gather supplies and make arrangements to travel with the Japeth Knights, as they have patrols going out daily to ensure the forest is safe. Their primary rule, this is the fey forest, so while the magical buggers may be annoying they are the rulers of the forest.

The forest is quite deep, and the patrols stick to the well-traveled roads. On the first day they encounter a hunting trio of ogres that the Paladins easily handle. On the second the team meets a group of dwarven traders, with many small, specialized kegs of alcohol; their comrade believes these dwarves have invisible protectors, which is why they are very carefree in this fey-filled forest. On the last day of their travel, the Knights run into a group of other-worldly creatures, red-scaly-skinned humanoid hunters with sharp black claws and horns called schir demons. This battle lasts far longer, and while the knights do emerge victorious, they took substantial losses. The cleric steps up to heal the injured knights, who is given 90 silver as tribute. It isn't long on their fourth day of travel that they encounter the fortress, that looks quite like a small church; Allfray tells the Knights their mission is inside, the Soldiers of Japeth retort that their teams pass by here every 2 or 3 days, they will make sure that others groups check on them.

The group scans the large two story building, it has two completed towers, and a third either incomplete or half destroyed. Virgil is determined to climb up the half finished tower. Before he gets to the top, realizes there are a few windows near the half-way mark and tries to go inside the nearest one to him. As he tries to open the window, Allfray and Bahlgrimm the Dwarf warrior spot a green skinned winged humanoid crawling towards him. The cleric responds with a thrown hammer at the creature - but misses. The rogue realizes something is wrong when he is cut by a claw, as he sees two more of these green skinned creatures crawling towards him, He immediately starts drops down, trying to get away from these goyle like beasts. The cleric casts spiritual weapon, hammering one of the creatures as the rogue dodges any other attacks. While difficult to spot, the group sees at least half a dozen of these creatures crawling over the roof. These are a gargoyle cross-breed, but more than this the group is unaware.

They decide to change their tactics, and approach the front doorway. The gates have long since been ripped away and they see patches of blue and green grass, on the far left an excellently maintained well, and on the other side, to Allfray's dismay, a destroyed obelisk. As the cleric approaches the stone monument, he notices that none of the debris is around, everything broken off is gone. As he steps closer to the betrayed he starts to feel his divine magic empty from him, his own symbol of light drain of energy. Shaken, he stays more than twenty feet away, far enough for the magic to slowly refill him; he is torn, he wants to know what happened to the obelisk, but is afraid of going too near again. What happened to the obelisk guardian - the angelic figure that protects the holy site? The well, unlike everything else here is full, and in good condition. The large wooden front doors are in terrible condition, and they can easily make their way through.

Going into the large open room, it has huge pillars on the sides, a large rectangular pool filled with abysmally dirty water and half-decayed corpses, and six cages, one filled with Carcass Undead and three with skeletal ones. The upper ceiling has beautiful art, but now much it is in very poor condition, some of it still stands out, showing the beauty of the forest and the many creatures within it. Allfray states that this was a place of worship, but probably not a temple.

Allfray the cleric bashes one of the undead in a cage, and after a moment it slowly regrows. This is what the cleric was afraid of, the undead would regenerate...they could release them from the cages, but it was better for now to keep them inside. Virgil knows the stories of pools often being the primary receptacle of offerings, where coins and gems often dropped in, payment to the spirits. He throws small marbles into the pool, as they land in the water, a large grey coloured tentacle breaks the surface, and sway along the top. The size of the tentacle betrays the pool size, it looks too large to be here, Virgil steps back.

Towards the back of the room, a large ripped curtain still barely holds up, with two doors near the back corners. They take one of the doors, which has a small hallway heading towards half a dozen, tiny private rooms, similar to the priestly rooms Allfray lived in at his complex. All of them were stripped of anything personal, but everything was carefully removed, remarkably clean. It strikes the team, that the entire area is very clean, no dust, no debris a very sterile environment. Some of the other items found was a set of stairs heading down, another set heading up along with a Knight-like statue holding a purple sword and shield (purple is associated with Casna, god of Order.)

They eventually find a fresco, a carpet painting, with a background of an obelisk with many wonderous creatures on it, behind it is a blue metal door, but no apparent key-hole or other opening latch. Virgil tries to open it, but as he does a vaguely humanoid face appears within it, asking him what he wants. No answer he gives placates the door guardian but it is more receptive to Allfray the cleric's request to open. The door opens and the group sees a small room with a two foot tall obelisk, a small pool and a hooded humanoid - who grabs a weapon at their sudden appearance.

The two sides speak, tersely at first, as the lone figure is unsure of them. After a moment he removes the hood to show her jackal headed face, she is a Jackalla, a figure renown for keeping ritualistic burials in the city within the mortuaries known as the Towers of Silence. In wilder areas they are respected for their undead hunts, for destroying the vile beasts. She explains that she like others of her kin are waiting for the presence of the Aspect of Unliving, to destroy. Others of her kin are nearby, and will help. When asked what they are doing in the Burial Crypts, Virgil tells her they are seeking a Sword of Ice. The Jackalla explains they are far from the first group to seek it, but they like the others will probably fail, as it is hidden within the crypts, but even her kin are unable to find it. When asked what will happen, she explains that this is the warning that many of her kin believe will release the Aspect into this world, and when that happens, she will take it down.

The cleric vows that they won't provide the Ice Sword to Savvo their patron, but they still want to find the item. When asked if the has any proof that could implicate Savvo, with the Japethian Knights, she doubts it, as she doesn't have enough proof for a legal court but the Anubian Knights generally don't bother with courts, as they simply find and execute their quarry. But if they could get him arrested, her kin would be very happy as they have long suspected him of dark dealings. So too the Casnian Knights of Order, but they are strict disciples of law, great allies of both the Quannian and Anubian Knights. When asked why the fey would work with such a figure, the undead hunter laughs, the fickle fey care little about honour or law, while not evil, they are chaotic and self-centered, useful allies but only for a task or two, they have their own intentions.

Allfray asks if she can go with them, to find the Ice Sword. She agrees, introducing herself as Voshimma, Guardian of the Zare.  Since nighttime is approaching, she recommends them staying in her room, as the more powerful spirits are active at night, but the physical ones are roaming all day long.  She leads them to the set of stairs which goes down into a series of crypts and mass burials. Periodically she explains some will have undead emerge, while her people are unsure of which, some of the crypts have tunnels that lead out of the building. 

They first make a circle around the lower area, Voshimma explains that this was originally a crypt for animals, but it was eventually changed to a humanoid burial due to ongoing battles. None of the crypts are permanent, as the bodies as per custom are laid to rest for twenty-five to fifty years, then sealed within a longer internment spot. Her people didn't begin the process, but are maintaining it, as custom is so important. Virgil mentions about the subtle temperature changes, which Voshimma is unsure about, he takes the team back to the stairs heading down, poking around, finding a false panel...opening up into a small, tight passageway. (after I had prepped the dungeon maps, grrr.)

Opening the area up, they go through, the Jackalla is quite surprised, all of the secret areas should have been sealed. In a few moments they find a ladder tree, and make their way down. Even before getting down, they see the movement of soldiers, four skeletal figures heading towards them. The cleric shows their holy symbol calling upon his faith to return the undead to eternal sleep, as the bright light emerges, two of the skeletons are held at bay. Voshimma runs forward, their black scimitar already out, smashing the two other undead abominations, this was her people's calling, this was what they lived for, this was what she had trained for and there were no one better at this task than her kin. Once there are no other active undead mobile, the cleric relaxes, and concentrates, and takes back the turning energy, regaining the used turning. At the same time, the rest of the party demolishes the two previously turned undead.

The tunnels are rough, and cut out of the natural stone, very unlike the crypt they came from. The passageway heads in both directions, they choose to go east and head towards a curve in the passage. As the rogue and jackalla head thru, they must immediately dodge as sharp, rock-like beings are dropping down, trying to pin them. They get through, and see the upper corner is filled with these rock beasts. Though injured, they can smash the piercer rocks to ensure safe passageway. They go around and see what is on the other side of the corridor, except they pay more attention to the sides, and walk slowly, carefully along the walls to not disturb the natural rock beasts that are again at the top of the roof. As they move past they see the passageway loops around, and on the other side, a large red pool, both the rogue and Jackalla realize this is a pool of blood, thirty feet across, about ten feet wide.

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)