Showing posts with label Design. Show all posts
Showing posts with label Design. Show all posts

Saturday, August 8, 2020

Monster of Folklore: Sun Drake

Large dragon, unaligned

Armor Class 13 (natural armor)
Hit Points 51 (6d10+18)
Speed 20 ft., fly 80 ft.

STRDEXCONINTWISCHA
19 (+4)10 (+0)16 (+3)5 (−3)12 (+1)6 (−2)

Skills Perception +4
Damage Resistances cold, fire, necrotic, poison, force, slashing
Damage Immunities piercing, radiant
Damage Vulnerability lightning
Senses darkvision 60 ft., passive Perception 14
Languages --
Challenge 6 (2,300 XP)

Solar Wings. The drake's wings alternate with the passing of day & night.
  • Day. The wings glow with the brightness of a bonfire.
  • Night. The wings take the form of a cloak of shadow, granting advantage on Dexterity (Stealth) checks against those using eyesight. During this time, the wings are not functional for flight.
  • Dusk/Dawn. A dim glow on par with a torch, maintaining flight requires concentration.

Actions
Multiattack. The sun drake makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage.
Claws. Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.
Stinger. Melee Weapon Attack +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much on a successful one.

Lore
More commonly known in the Sword, the region of sandy dunes in the Anauroch, these creatures were originally the chosen of At'ar the Merciless. They have become rare and reclusive since the rise of Amaunator, having chosen to spend much of their time sleeping.

Reflecting the sun, their wings shine brightly during the day and turn into a cloak of darkness during the night. Cloud cover does not change this, which makes sun drakes uncomfortable with storms during the day, strongly preferring to not leave whatever shelter they've found. Retaining their original patron's blessing, their hide cannot be pierced, not even by the rays of the sun. Their weakness to lightning is a sign of Kozah's punishment for At'ar's infidelity.

When active, sun drakes are commonly scavengers, attracted to sites of death and carnage.

Monday, May 11, 2020

[Petals & Thrones] Session 3.5: Goblin Ambush & How It Happened

Session III + 1/2
This has been a short session due to the alignment of real-life responsibilities, so we didn't get much done.

After having paid for the hirelings and set out for the sahuagin forces Sir Caspar spoke of, they didn't get far before running into an ambush of three bugbears and at least half a dozen goblins. It was a brutal fight. Both Selpora & Ribbles were fully taken down, and while the bugbears were ultimately taken down, every single goblin escaped with their hides intact. What helped was that for that entire fight, which the goblins entered and exited from Stealth at least twice each, I rolled an average of 16 on their checks. Worried, they went ahead and took a short rest to get everyone standing again and assess the situation.

Addendum
Now, for those who have experience with 5E, it has been commented that there are no concrete rules for handling Stealth on the whole. Sure, there's the skill check for it, Perception, and Passive Perception. But there's precious little in the way of when the check can be made, what can be expected to modify the results, etc. For that, I have been using the following rules:



Perception
Passive Perception 10 + Wis mod, max 10 unless proficient in Perception
Alert Status - If you designate yourself as Alert, you must designate what you are specifically keeping an eye out for; enemies, secret doors, strange behavior in a crowd, etc. Any time you roll Perception, you are guaranteed a minimum result. To remain Alert, you must not engage in activities that require concentration; conversation (quick battle shouts are fine), fighting, casting, maintaining concentration on spells, etc.
  •     Low Alert 10 + Wis mod + proficiency (if applicable)
  •     High Alert 10 + Wis mod + proficiency modifier (even if not proficient)
Low Alert is only applicable if you don't expect an immediate threat, such as being on guard duty. High Alert is when it's known that your target is afoot, such as hostile goblins receding back into the underbrush.
Complementary senses that aid in detection, such as tremorsense, increase all of these minimum values by +3. Effects that grant (dis)advantage adjusts these minimums by +/-5 as usual.

Stealth
To perform a Hide action, you must have some amount of cover or be within an area that is obscured, relative to the creature(s) you are hiding from. If you do not know the creature is there, then your check is made at disadvantage. If you are invisible, you may forgo movement to gain advantage on Stealth checks, and have the option to hold your breath to add your Proficiency as a stacking bonus to your Stealth check for the round.
Cover If you have cover, you enjoy a minimum Stealth result. Effects that grand (dis)advantage adjust this value by +/-5 accordingly; such as loud sounds or the enemy is able to be directed by someone else that can see you.
  • Half Cover 8
  • 3/4 Cover 12
  • Total Cover 16
Credit: Grit & Glory. I cannot take credit for designing these rules. I found them online through an outside source and have applied them here. The resource is handy for ideas, though I feel the product as a whole can be overly detailed and difficult on an adventuring party.

Wednesday, April 29, 2020

Belldrone: A Tavern's Silencer


Artist: Aleksandar Ignatov

Designed by Draco Hallacan, a former adventuring wizard who turned to running a drinking hole called the Wight House, the Belldrone is a novelty of convenience. It's primary function is to manage the noise level in a tavern to a comfortable level. Draco's belldrone has become the de facto mascot, its light-emitting clapper having been adapted to adjust the colours generated and allowing for a dazzling performance.
It's been a popular design, and has seen variations made in taverns across the realms.

For a PDF of these stats, go < HERE >

Tuesday, March 10, 2020

[Volaire, Pathfinder E6] Ishtarian Serpents

In Volaire, fiends do exist, but they are considered rare threats. Cultists can pool their resources and ritually summon energies from dark dimensions, but imps are among the most powerful fiends they can pull wholly into our dimension. It's generally more efficacious to use said energies to corrupt an extant being, generally a beast, as sentient minds don't react well to such corruption. Operating in such a manner over the span of years can twist the environment, leaving traces in the land itself. Over the span of generations, the uninterrupted work of dark cultists on a large scale can pollute entire ecologic regions.

The planet Unas is a world where rampant, uncontrolled channeling of extraplanar energies had gone unchecked for a century by a corrupt government who ignored the existential threat. The Moon Gate of Quag Keep, once the gleaming jewel of the system, was disrupted by a rival faction in an attempt at sabotage; resulting in a domino effect in an already magically unstable region that opened what is known as a Hellmouth, a permanently torn rift in space. The larger a Hell Mouth, the more powerful the fiend that can fit through. The Hell Mouth of Ishtar is the largest known in the Tapestry, and one of several such entities that came through is what is colloquially known as the Ishtarian Serpent. Academics call it a Thethtu.

O flower heart hides within a serpent’s face!
The gate is barred! Smash the door, shatter the bolt.
Life becomes death. Death becomes life.
  • Cataclysm of Quag Keep, Epistle of Milo
Thethtu are exceptionally dangerous fiendish serpents; between five & six feet wide and roughly a hundred feet long. Most dangerous is Thethtu venom, which will enslave escalating loyalty to the serpent, animating their corpse if they die while it courses through their veins. As zombies are accrued, they move about like ants in service to their queen; protecting the serpent and its territory, seeking living creatures to subdue and drag to the serpent for conversion, etc.

Thethtu, Ishtarian Serpent [CR 6]
Gargantuan outsider (evil)
Init +1; Senses DV 60’, Notice +6; Spd 40’, 40' climb (compression); Reach 20’ (30’ tail)
hp 68 (5d8+45); AC 19 (+12 nat, +1 Dex, -4 size); SV Fort +13, Ref +2, Will +3
Immune mind-affecting; Resist cold/fire 10; DR 5/good; SR 11
Melee bite +10 (2d8+11 plus poison), tail slap +5 (1d4 nonlethal plus trip)
Stats 33.13.29.-.14.6; BAB +3; CMB +18; CMD 28 (cannot be tripped)
Skills Climb +19, Notice +6, Stealth +0
Ishtarian Poison (Su) When exposed to the poison, the victim must make a DC 21 Fortitude save or be unable to attack the Ishtarian serpent, effectively charmed. Every round afterward for the next minute, another Fortitude save must be made or the condition will progress. Failing a second time results in the victim being fascinated by the sight of the Ishtarian Serpent. Failing a third time results in the victim being dominated to serve the serpent for 1d4 hours. If the creature dies while under the effects of this poison, then their body is immediately animated as a zombie with the instinct to serve the serpent.

Thursday, March 5, 2020

Fiendish: A Delve into Conlang

As a general rule of thumb, especially in fiction, artificial languages are unnecessary. The audience's limited exposure can rarely tell whether you put something together in a day with basic rules or spent a decade painstakingly constructing a new language down to incorporating historical borrowings and vowel shifts. This isn't to say you shouldn't put any thought into your constructed language, because zero effort conlang can be random and jarring. Something internally consistent and about a level deeper than what the audience will interact with is sufficient to make your fantasy language look superficially complete.

It is from that mindset that I am now doing conlang with the vulgar tongue of demons. This is a language spoken by fiendish inhabitants that possess many of the same morphological traits of humans as it pertains to communication; lips, tongue, a perception of time following the arrow of entropy, etc. Deal-making is also a major facet of their culture. Beyond this, I'm not planning on any deeper world-building of demonic culture, since I plan on this being applicable for multiple settings that use the above archetype.

Grammar

Fiendish sentence structure is Subject - Object - Verb. English follows SVO. An example of SVO is "Sam ate oranges," while SOV is "Sam oranges ate."

Grammatical Case

Fiendish conjugates its vocabulary pretty heavily. Objects aren't so much "gendered" as they are informing of the financial/hierarchical relationship. The object of a sentence is conjugated based on its relationship with the subject of the sentence, while the subject of the sentence is conjugated based on its relationship to the speaker. In the right context, this same conjunction is used in the ablative & allative cases (generally "wish to sell" & "wish to procure," respectively). As a good rule of thumb, apply the appropriate suffix to any noun. Appending -way or -ai to someone's name is an excellent way of indicating that the speaker is used to speaking in the tongue of demons.
-una  Neuter
-way  Lender, Seller, Owner, Allative
-ai  Debtor, Buyer, Owned, Ablative
-wan  Instrumental (tool)
-kuna-  plural

Subject Pronouns

First person subject pronouns (I, we) are generally not voiced, and are presumed when no other subject pronouns are used in the sentence.
Qan-  2nd person subject pronoun (you)
Pay-  3rd person subject pronoun (they)

Verb Tenses

Same principle as above. Take the verb and append it appropriately based on the tense. Fiendish cares about whether reporting of a past event is first or second-hand information (third+ hand is grouped here).
-ni  present
-chu  present (negative)
-sqani  past (reported)
-rqani  past (experienced)
-man  past (negative; would have)
-saq  future
-chik-  plural (allies)
-chi-  plural (minions)

Verbs

T'urpu-  to stab
Mikhu-  to consume (and add to yourself)
Lik’i-  to consume (without adding to yourself)
Impuwistu-  to invoice
Khuya-  to love
Qunqu-  to forget
Iñi-  to believe, accept as true

Nouns

sach'a (perennial), saca  large woody plant
-micun  food-bearing (temptation; eg apple)
-hamp  food-bearing (protective; eg oak)
q'illay  kanina coin
qullqi  price
asnu  gullible fool
michi  goblin

Sample Sentence

Qanai t'urpusaq  I will stab you (vengeful connotation)
Michikunauna asnuai mikhuchiksqani  Goblins ate, from what I know, the moron.

General Phrases

Haykai’k-[case]  Welcome!
Maypi [noun]?  Where is the [noun]?
Yanapayk-[case]!  Help! (-ai gives connotations of "my kingdom for a horse!", -una is more typical, -way is more prideful/assertive)
Wuynas diyas-[case]  Good morning!
Chu No. Adding grammatical case is only when being formal, especially in transactional context.

Friday, February 7, 2020

[Volaire] Government


Sgobbe Leon (♂ Kobold)
Current Rao of Volaire

Rao
Chief executive officer & ultimately the most important public figure of Volaire. The Rao presides over the most important committees, sets the agenda, & acts as the chairman of the city. Numerous restrictions are placed on the person assigned to the position - the Rao cannot discuss business or even read official correspondence except in the presence of the Advisory, a six-member team appointed by the Civil Council that represents each of the districts of Volaire. The Rao's entire family is barred from civil service, with limited exceptions after the Rao's death (life-time appointment). The Rao is not allowed to own foreign property, & their estate is in fact audited upon death.

Civil Council
The ultimate deliberative body & seat of legitimate power is the Civil Council. It is composed of approximately three thousand adult males from the aristocratic families of Volaire. This Council appoints & elects its population into other, smaller government bodies.

Senate
Its 60 members are a mix of appointments by the Civil Council & outgoing senators, & serves as the chief legislative body of Volaire.

Lower Senate
Comprised of council heads, appointments from outgoing senators, ambassadors, & military commanders that are 250 people strong. Day-to-day operations typically only see half of this number, and only 60 are necessary to make quorum. This group predominantly handles administration, committee appointments, & oversight.

Magistrate
Executive positions assigned by the Lower Senate, these people are charged with regulating industry, enforcing sumptuary laws, auditing other offices, & so on. A magistrate & its office is typically a short-lived affair; lasting anywhere from three months to three years. Once its term is over, a new one is formed by the Senate.

High Lords of Sciolo
A shadowy body, originally comprised of twelve members elected by the Senate for non-consecutive terms each lasting one year. It was officially disbanded over seventy years ago, but its authority remained, ultimately acting as the true power. Its members include the Rao, the Advisory Board, the Ashe, & heads of three of the most powerful merchant families in Volaire. The High Lords are responsible for important financial decisions for the city, form the leadership of the secret police (both foreign & domestic), & are able to override any other part of the government. This body does not & can not oversee or manage everything done by the Volarian government, but it is the final arbiter of its policies & are behind nearly all of the shadowy moves of the government.

Friday, January 24, 2020

[Volaire] Languages of the Tapestry

D&D assumes a default linguistic standard of racial tribalism. Walking into a village, you would expect it to be an "Elf village" or a "Goliath village," and this was how D&D presented the setting - in 1977. Since then, the presentation of randomly generated communities are no longer homogeneous tribes, but comparatively much more metropolitan. Your enemy warcamp will have orcs, hobgoblins, and kobolds.

While Volaire is exceptional in its racial demographics, the setting as a whole absolutely supports a diverse distribution of races. People are culturally raised in and subsequently identify with their community more than their species. An orc raised in Volaire finds more familiarity and understanding with a fellow Volarian elf than he does with an orc from one of the Soltsa worlds. Subsequently, languages are instead separated by cultural groups.


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Common/Mondrian: The lingua franca for travelers throughout the Mondrian system.

Athasian: A complex language, with heavy variation based on spatial context; there's a literal linguistic difference between their indoor and outdoor voices. This is known by the people of the planet Athas, and cannot be fully spoken by those without telepathy.

Laadan: Primary trade language of the Greater Fratol Co-Prosperity Sphere, an expansionist empire with a strong dueling culture. Not on friendly terms with the Mondrian system, except for Volaire, who are more concerned with profit.

Tir'Su: Language of nobility & scholars for the Grand Visory, who are economically entwined with the Fratolian Sphere.

Qualith: The braille-like written language of the now-shattered Illithid Empire.

Zakhod: Trade tongue of the Soltsa, a series of dark colony worlds who retained a fair bit of autonomy even when they were under the control of the Illithid Empire.

Utu: The language of academia with the Sikato Church and the Celm Faith, the two being different enough to notice, but not enough to meaningfully preclude understanding from the other side.

Ichtacan: Language of the scholarly moons of Ichataca, allies of the Grand Visory.

Vulgar Tongue: Not a single language, but a catch-all term for the local language of whatever community is encountered, including isolated races/tribes who have not developed the means to leave their world. Volarian is a vulgar tongue, but its relevance/prominent is obvious in a campaign set in Volaire.
  • Volarian: Commoners of Volaire and its colonies.
  • Speronese: Commoners of Speron, a Mondrian nation with a love for masks.
  • Kanei: Indigenous tribes of Mondria's moon.
Vulgar tongues tend to use the same alphabet/script as their local trade tongue, other than Kanei, which uses its own unique script. Contrariwise, each of the major trade tongues listed above use their own alphabets other than Ichtacan, which uses the same as Utu.
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Secret Messages

The purpose of language is to ease the conveyance of information. For many situations, this is too easy, and thus hurdles have been instituted by various people to make certainly only people they want get the information. There are numerous ways for communication to be shrouded, and can easily be the subject of an entire sourcebook. Suffice it to say, a single blog post is not a sourcebook, and so I will only provide a few samples for surreptitious communication.

Obscure Script: A catch-all term for ciphers created for use between spies of Volaire, and in fact, there's a secondary meaning behind which cipher is used to encode a piece of text. In 5E, each cipher can be cracked with an Intelligence check, the DC listed with the cipher below. It is known among the spycraft community of Volaire that Comprehend Languages is an absolute key against obscure scripts, & therefore knowledge of this spell is closely guarded/monitored by multiple factions. It is not unheard of for courier to be assassinated simply for transporting a written copy of the spell, & wizards who are overly open with their use of the spell are a short-lived phenomenon.
  • Sunlight (DC 7): A low-effort cipher more often than not used to keep messages from being read over your shoulder or to make a message look more important than it actually is.
  • Semaphore (DC 14): Used for surreptitious communication within the Armament, Volaire's star ship construction district.
  • Trick (DC 20): Popular among the arcane, this cipher uses sigils and scripts normally reserved for use in spellbooks, seeing use throughout the Mondrian system. What makes this cipher unique is that it can be read with read magic.
  • Vinegar (DC 15): Used by those who feel their messages are getting intercepted.
  • Lily (DC 12): Popular among lovers, it is exceptionally common to douse the message in a particular scent to serve as the key.
  • Habit (DC 18): Predominantly used by members of the clergy, especially between the numerous monasteries of Volaire.
  • Scicolo Major (DC 25): The personal cipher of the Rao, established for use in personal correspondence with foreign officials, and is reset to a new key with every new Rao. Named after a famed cryptographer, and is known for being nearly impossible to decipher. Even with the key, it's a DC 5 Intelligence test if you don't have a cipher disc (specialized cryptography tool).
  • Scicolo Minor (DC 18): The cipher used by secretive agents of the Volarian government, a different key being used within each city district.
Learning an obscure script is a simple matter of picking it up from your background or making the associated check past the DC.

Code: Whether it's Thieves' Cant or a prearranged list of code phrases/words with specific meanings, this method is proof against comprehend languages. It does require either foreknowledge of the specific code, via memorization between the two parties or a written primer that can be referred to, depending on the code's complexity. Of course, an understanding that code is being used can be inferred through keen social awareness (5E's Insight or 3.X's Sense Motive, opposed by Deception & Bluff respectively).

Telepathy: This method of communication is remarkably effective, so long as your target is within range. The hindrance in its use is social, as people who are known telepaths (especially Athasians) are severely distrusted & frequently barred from even entering various establishments.

Friday, January 17, 2020

[Volaire] City of the Stars

Fueled and fed and fought over by a hundred worlds, dozens of species gather to live, work, compete, love, and finally die. The shining jewel of the Rings of Mondria, the asteroid cluster of Volaire sees countless ships sail in from other stars. A swirl of plots, factions, and sedition that leaves even the hidden cults’ heads spinning. Tattooed paladin wizards enforce the will of the Sikato Church, spies trade secrets between merchants and clergy and nobles alike, and orcs scrawl anti-telepath slurs on buildings. Adventurers come, drawn by Volaire’s wealth and the factions at play for power and influence. It is a place where there is much opportunity for a sharp blade, a quick mind, as well as constant danger.



What is Volaire? Volaire is the focal city for a custom fantasy setting where travel across the Tapestry is an integrated trait of society. Aboard flying ships, ala Spelljammer.

What is the Tapestry? It is the setting's colloquial term for outer space. I feel it's important that the in-universe natives don't use the term "space" because their space isn't our space.

How is space not space? Because it's not empty! This is a fantasy setting, with wizards and dragons, so physics is already on vacation. In Volaire, physics largely follows the same rules, except the phrase "nature abhors a vacuum" is taken to its logical extreme. The entire void between worlds is, generally, breathable atmosphere.

Can a bird fly to the moon? Depends. African or European? But more seriously, probably not. I'm not changing the distances between celestial bodies, so it's still literally hundreds of thousands of miles between a planet and its moon. Your typical bird is likely to die of starvation.

What about gravity? Ah, now there's a question with some weight to it. Gravity isn't changed in this setting, broadly speaking. Obviously it's adjusted a little to handle the atmosphere. You otherwise still experience microgravity in orbit, orbital mechanics of planets largely follow the same rules, people jump farther on smaller worlds, etc.

What rules/system does this setting use? Strictly speaking, the material I'm providing is system-agnostic, but it was originally designed for a the E6 variant of D&D 3.X. So while it can be used with essentially any fantasy system, it will experience some internal inconsistencies the farther you stray from the original. So, while it's absolutely compatible with 5E, adjustments need to made around the fact the setting (for PCs) does not allow for planar travel, interplanetary travel & interplanetary communication, and resurrection magic is unavailable.

Planar Travel is probably the most important restriction. The setting allows for summoners and warlocks to function, so calling upon the other planes for energy or even minions is permissible. But exploration should be about going to other planets, not other dimensions.

Related to the fact exploration in the setting should be about going to new worlds, interplanetary travel is equally verboten. Even spells such as teleportation circle should not allow for distances past a world. I would allow for major infrastructure projects to create something analogous to star gates, but those should be considered major architectural projects just to be able to reach that planet's moon, maybe another planet within the same solar system if you're wanting a particularly large work. At the minimum, neither Volaire nor its host planet Mondria have any such gates.

Interplanetary communication was presumed unavailable in its original design, barring physically going to said planet with the message in your hand. Now, it can certainly be introduced, as I've done in my own campaign as a major plot point, but it's presence would be considered disruptive to the status quo. It's not something that should be introduced casually.

Cheating death with resurrection magic is probably the most flexible restriction on this list. The core conceits of the setting do not hinge on its absence, so any restrictions would be to enforce the narrative weight of death. I would personally use something akin to what's been used in Critical Role.

Wednesday, October 9, 2019

[3.X] Tomb of the Doomed One: A Sidequest


Tomb of the Doomed One

Regdar leans against the stone wall, sliding down it until he sits in defeat against the masonry. "How much farther does this lich's dungeon run? Ye told me the Doomed One's tomb was a small one. I swear, if I have ta fight one more dire rat..."

"Quiet Regdar," hushed the tall elf, his bald head slicked from humidity of the corridors, "...I already told you that we have not reached his tomb yet, this is merely the remains of his city we traverse. The entrance to his tomb should be just around this..." Glaur mumbles off just as his head peeks around the corner.

"Blast yer premonitions Glaur, did ye see another lass pine fer her true love?" Propping himself up by his axe, Regdar stands and strides to face the stammer's cause. It seemed a courtyard, with a small monument in the center of the entrance to the Doomed One's tomb, the slick moss draped over the ruined city. It was dry however, at the border to the tomb's entrance itself, cobwebs drooped across. The skeleton of a glabrezu lay just within the confines of the tomb's entrance, it's pincers outstretched before it, and heavy grooves line themselves out and into the courtyard; as if the tanar'ri were dragged back in.

Physical Description: The Tomb of the Doomed One is to be the final portion of an otherwise fully active dungeon of the DM's choice, with the expected dangers already overcome by the party. By all appearances, this is your typical dungeon tomb, full of traps and immortal guardians waiting to destroy any who dare to violate its sanctity. However, the dungeon itself is in ruins. Traps lay in open disrepair, inspection revealing that many of the components rotted from the inside. Golems, fiends, and normally eternal creatures who seek not food nor sleep are all destroyed. Their remains in positions of defeat, as if they had begun to wither from the inside and could do nothing to fight.

Catalyst/History: Long ago, there was your typical master of the arcane who took over his city with an iron fist. Seeking immortality, he turned to the powers of lichdom, and as time passed, he spent less time ruling in person, leaving the duty to his minions. For sanctuary, he built a tomb in the center of the city, his studies conducted within the bottom of the dungeon. It was built as a maze to confuse any intruders that attempted to disturb him, and many a trap was built to further eliminate adventurers. As time went on, his city fell into ruin, but the lich had long since given up the desire to rule and only sought to study and stop intruders. His dungeon became more dangerous, and famous for its supposed treasure within.

Untold numbers of adventuring parties have attempted to storm the dungeon and obtain the treasures within. But time after time, yet another team of intrepid adventurers went into the dungeon only to meet their end. The dungeon had become infamous for its dangers, and the rumours of its treasure only inflated with it. Thus, the deaths continued in their horrible fashions. However, all things must end, and the toll of deaths grew too great for adventurers to risk venturing forth.

Something happened since that time though. The souls of the adventurers lost within the dungeon are countless, and their pain great. Eventually, the collective wrath of the parties lost got too great for even the lich to contain. Limitless, formless wrath rose up and took its vengeance upon both trap and guardian. Nothing survived, and even the lich was sundered. However, their lost lives remain unfinished, and remnants of the horrors seen within the dungeon remain. Some of the spirits are still trapped, reliving their last moments while the ruined traps retain a palpable horror to them.

Alignment: Neutral Evil is the dominant alignment. Unfettered wrath and angst from the lingering spirits that died within, combined with the feelings of loss and hopelessness make the dungeon feel like one has entered a microcosm of the Gray Waste of Hades. In fact, the crushing despair and agony from the spirits of the slain adventurers continue to weigh heavily on the psyches of any who enter, as listed below for long-term effects.


Rumours: Gather Information (DC 25) will reveal the historical elements of the tomb (Bardic Lore DC 20), as far as why the tomb was constructed and its bloody history. The fact it's now dead and haunted is not a fact known to anyone by this point. Information of historical value can be gleaned through the writings found in various situations (particular binding circles, bloodied transcriptions of someone's last words, etc), but the age of the place as well as deterioration will require a Decipher Script (DC 25) or so to understand.


Encounters: Many of the encounters of this dungeon are more flavour descriptions, as is shown by a few examples below. The order they are encountered in is up to you, as the actual layout of the dungeon is fairly freeform. In order to prevent the dungeon from being too much of a good thing, as it were, it is suggested that you try not to have too many more encounters such as these.

  • A room with a handful of stone golems, either broken in half or significant portions fallen off. Attempts to examine the remnants show that they are mere sandstone, crumbling in the adventurer's hands like sand.
  • A plain hallway with a pit in the center, the trap door swinging loosely open. Those that look for the first time at the bottom the pit trap will see a still living person impaled upon a barbed spike, blood flowing and arm reaching for the person who looks. Any who attempt to climb down and get a closer look will find the vision changing, and see that it is actually an old skeleton with a locket wrapped around its hand (its image aged into obscurity)
  • Coming upon a closed iron door, a careful rogue will find a swinging scythe trap. But whether he attempts to disarm it or the party trips it, the result is the same. The scythe will come out of its slot, and fall to the ground, the metal rusted from the inside.
  • Screams bellow from the room ahead, those that look see a vampire holding a battered human mage that only screams. The vampire leans against the wall, releasing a green cloud that causes the human's face to break into boils, eventually the screaming stops due to swelling in the throat. If the party tries to open the door fully to stop the vampire, the scene will change, and the vampire will be alone and leaning against the wall, face withered and eyes glazed over with lifelessness.
  • Several of the spikes on the broken traps still have their poison on them. The centuries of neglect have caused them to fester and mutate, becoming small spore colonies of several types of disease, Slimy Doom being the most dangerous among them. Feel free to include a lone colony of yellow mold in one of the broken pits or in the corner of a room where a fungoid monster used to be.


In order to spice up the dungeon, more active remnants of the horrors from before remain...

  • Before the encounter, have the party make a Will save such that only one is likely to succeed at. Entering an otherwise empty room, a creature of a CR roughly 7 higher than the party's average level enters through a secret door. The creature, immune to fire, will set off a trap that fills the room with flames that damage the party for about 2d6 per round, on top of the attacks the creature will levy forth upon the party until all have fallen (along with much boasting of its supremacy). The party will then awaken, realizing the encounter to be only a quasi-real illusion that deals subdual damage. If one of the party members either makes the save or was is immune to illusions, then they get to watch the party scream at nothing and fall unconscious.
  • A slightly more vibrant room, there will be a tough monster remaining, attacking the party (roughly CR = party level + 3 or 4). However, 2 rounds into the fight, the damage will be revealed as fake (not even subdual damage) and the monster will get attacked by the collective spirit of dead adventurers from prior forays. Blue soul-stuff seeps from the masonry cracks, surrounding the creature and pulling it against the wall. Faces of wrath can be seen in the ephemeral smoke while they howl, causing the creature's ears to bleed while it's vital force is seen drained away until it lies motionless. The room's colors will fade to the usual color, and the drained creature will remain, almost totally untouched from the moment it was destroyed in the vision.


Treasure: The actual treasure of the dungeon is the lich's stash, famed and coveted by all of the adventurers that dared to enter and failed horrifically. It has, of course, been exaggerated in value, but remains of some significance to the party. Once to the bottom of the dungeon tomb, they will find a lich seated in a formerly lavish chair before its desk, its face one of horror and the body 'lifeless'. If they disturb the lich at all, soul-stuff (see last example encounter above) will rise from the body of the lich as if smoking. Its body will jerk artificially to face the party, and speak a cryptic riddle, sounding like a chorus of thousands speaking in unison.

You can use whatever is appropriate here, but it is suggested for the room to have astrological diagrams covering the walls and the riddle be "Born with the world, destined to live as long as the world, and yet never five weeks old.". The mechanism to uncover the treasure will be where the moon should be, as it is intentionally removed from the diagram. Thus, you need to figure out both the riddle and make a Knowledge (astronomy) check (DC 15). As most will not have ranks in astronomy, Knowledge (the planes) can be substituted at a +5 to the DC.

The actual treasure itself should be a variety of nonmagical, yet lavish, scepters, jewels, and velvet bags with diamond dust. All of these items are components for the various spells of the lich (jade circlet, etc), and are worth in total equal to the average treasure award for an encounter roughly 4 higher than the average party level. For example, a level 6 party will find 7,500gp worth of treasure.

The lich's tomes and spellbooks have been destroyed with him, due to age. However, a couple golden medallions are inscribed with highly complex geometries and symbols, containing encoded spell script. Learning spells from here are as from a normal spellbook, only the DC is +10 due to complexity.

Long Term Effects: This is a quality few adventuring parties will experience, but if they attempt to stay too long within it, they might succumb to the mental horror of the dungeon tomb. In a manner similar to the Gray Waste of Hades, every day spent within the dungeon requires a Will save (DC 10+total number of days in tomb). Failure will result in the player's mind being crushed beneath the weight of horror, pain, agony. His eyes will become dead, his mannerisms will be paranoid (as if the tomb was still active), and attempts to leave the dungeon tomb will cause blue soul-stuff to rise from the cracks and consume the character.

Monday, September 21, 2015

[3.X] An Argument Against 5th Level Commoners

Fully fleshed NPC classes, such as the aristocrat or commoner, are a bad idea. This is obviously within the context of D&D 3.X, but the argument can feasibly be applicable to any level-based RPG.
By the nature of the beast, a level 3 Expert is better than a level 1 Fighter; more and better skills, higher base attack bonus, better saving throws, better gear, etc.
Games such as D&D posit that PCs are individuals who matter at the beginning of their career (level 1), and this is something that even ‘gritty’ settings do in practice if you look at the adventures described. This is something inherent in the genre.
This facet will be countered if you do not simultaneously posit that third level Experts are uncommon; and tenth level Commoners absolutely must be highly rare. If your typical man on the street is a plurality of levels higher than you, even with a sub-optimal class like the Expert, then your PC begins play as their cohort or squire. When orcs invade the town, you do not send out the PCs, you send out Billy the Roof Thatcher. The party of combines their martial training, bardic music, and mystic knowledge to augment the raw power of Dread Thatcher Billy.
Sure, your PCs will eventually be better than the majority of NPCs, at like level 6 or something. I strongly doubt your players are interested in roleplaying the years of apprenticeship and character building to be better than the guy who flips the switch for the Bat Signal (only it’s a guy with a trowel instead of Batman).
Now, rallying the peasants into a force that can fight back Team Evil is certainly cool, but that’s a completely different message from “Billy’s wife, Mary, can beat up your entire party with a wooden foot.”
What this means is that NPC classes need to exist on fewer levels. There is no reason for there to even be such a thing as a 10th level warriors or 6th level commoners. Simultaneously, NPC demographics need to be weighted strongly for the bottom levels.
In a personal plug for my own 3.X games, I have dumped the Warrior and Adept NPC classes as written for homebrew versions that are only five levels long and are implicitly faster to design than a PC class. The Commoner class doesn’t exist, and PC-races without class (hah!) get by with a single racial hit die and a simple list of ‘templates’ based on their livelihood. I will admit, due to time and such, I have not made a final decision on how to handle the replacement of Experts and Aristocrats.

Wednesday, September 9, 2015

[3.X] How Not to Be Seen



This is a set of house-rules for stealth, which has traditionally been poorly written in d20 systems. Originally, this was designed for use in my Arcana Evolved campaign, but it remains applicable in regular 3.5, Pathfinder, etc. Please understand that I am not necessarily saying your game has bad stealth rules, but the official rules in your book are bad; which is a distinct difference not many notice, which itself is amusing in this context. The rules as written are bad, but it's essentially a guarantee that your campaign does not use them strictly as they are written, and in many cases you might not even realize house rules are in effect. This set up is technically the same process, but I feel having the caulking be clearly visible so consistency is better maintained.


Skill Changes

Hide & Move Silently are merged into one skill, Stealth. Spot & Listen are merged into one skill, Notice (Perception for Pathfinder). Modifiers originally tied to just Spot or Listen apply to Notice, using the greater of the two, so long as the sense can be used; so Spot bonuses do not apply against invisible targets, thunderstones negate Listen bonuses, etc.


Dice Resolution for Observer and Stealther

Stealth is rolled once for the entire scene. Taking a standard action gives the full result plus modifiers for one round. A move action gives the same result with a -5 penalty for the round. With just a free action, this penalty increases to -10. After a character is spotted from stealth, they are permitted a single reroll to their Stealth for the scene. 

Observers are presumed to be constantly taking a free action to "Take 0" on Notice, which gives a Notice result equal to their bonus. When they Observe, a move action, they get to roll normally for that round. An observer will only roll once for the entire scene, using the same result for all further Observe actions. They are permitted a single reroll to their Notice for the scene after they fail to beat the Stealth by 5 or less.


Compare results to the point-of-view of any potential observer. Stealth is impossible against someone directly observing you until line of sight is broken (or the Bluff check for a distraction to dive for cover). Changes to the DC based on the circumstances apply instantly, and can make a stealthy subject change to noticed by the observer. 


Effects of Stealth

Until the subject is noticed, the observer is unaware and flat-footed to the subject. If conditions change to make the observer aware, they remain flat-footed until the end of the action. Multiple attacks from a full-attack action do not all get the bonus (just the first); though if it's the start of combat for the observer, they remain flat-footed until their action as normal.



Modifiers

Notice ModifierObserver Status 
-1 per 10'Distance*
-10/1ft thicknessWall 
-5Closed door 
-5Distracted, full conversation or using standard action 
-5Intense sensory input (spotlight in face) 
-10In combat, Asleep 
-20Pinpoint subject with total concealment 
+10Observe, subject without cover or concealment 
+4Observe, knows who to look for 
-3Observe as swift action

*Distance
Modifier
Environment for Subject
x1/3Daylight
x1/2Bright Light
x2Darkness
x1/2Outdoor Terrain
x1/2Flat/Exposed Terrain

Stealth ModifierSubject Status 
-5Moving greater than half speed 
-20Attacking, running, charging 
-30Attacking observer 
+20Total concealment 
-20Carries light source, auto pinpoint 
+/-2Favorable/unfavorable conditions 

If a subject has total concealment, such as invisibility or no line of sight with the observer, then an observer can only roughly know their direction; pinpointing will give the precise square. If the subject is completely immobile, including no breathing, then the bonus from total concealment increases by +20 and the observer requires an observe action along with a 10 point penalty to their own stealth attempts. 

Use common sense applications toward sensory bonuses, such as bonuses to Spot not applying while asleep. 


Beyond Sight & Sound


Ripping off Pathfinder, Notice can be used for senses beyond Spot/Listen. However, the standards use a human baseline, which is rather abysmal and therefore doesn't require the level of detail the others do. If a sense is acute enough to be a special ability, like a bat's blindsense or a beast's scent; then they can use it as a normal sense (out to the range limit) with a +8 bonus. 

DCDetail 
-10Stench of rotting garbage 
0Smell smoke 
10Determine if food is spoiled 
25Sense a burrowing creature underneath you 
15+caster levelIdentify the powers of a potion through taste


Shadowrunning


Sometimes the entire party needs to infiltrate a location, and some of them are incompetent at this. With a -5 penalty, all allies within 30' who follow the stealth leader uses the leader's roll before situational modifiers (such as size, actions, etc). 


Alternatively, everyone can make individual Stealth checks as appropriate, and the leader reduces his own check to boost their allies. For every 1 point their result is lowered, every ally within 30' gains a +2 bonus. The recipient's check cannot exceed that of the person taking the penalty.