Showing posts with label NPC. Show all posts
Showing posts with label NPC. Show all posts

Saturday, July 23, 2022

D&D Wandcraft: The Wand Stalker

Return to Wandcraft:

Part 1: Initiative, Deflecting, Disarming, Wands’ Natures
Part 2: Wand Allegiance, Improvement, Attitudes
Part 3: Pliability, Requirements, Preferences, Affinity
Part 4: Otherworldly Wands
Part 5: Wand Making, Setting up Shop, Fame and Fortune
Part 6: Wand Makers Character Class Abilities
Part 7. Wandcraft: Guilds & Brotherhoods


This creature fell victim to a magic jar spell centuries ago. The perpetrator is an ancient wand named Veneer of Aldor Blistimorio. She had reached self-awareness when her maker bestowed upon her a splinter of his soul. She became orphaned decades later when her evil owner died in a far-flung dungeon. Unsatisfied with her vulnerable shape, Veneer cast a magic jar spell upon Aldor’s ring. A doppelgänger named Sahāru Darkminstrel stumbled across the ring and promptly put it on, only for its mind to switch places with Veneer’s. Satisfied that she could still cast magic, Veneer learned to coexist with Sahāru’s living body. The vacuous wand and the ring holding Sahāru’s mind were carefully hidden, after which the host and its visitant spirit departed.
            The victim lived on for more than 100 years during which Veneer’s mind learned how to do what a doppelgänger does best. To fortify Sahāru’s body and prevent it from aging, Veneer endeavored to capture others of her kind and devour their enchantments. Each time Sahāru breaks a wand, it inhales its magic and becomes ever more powerful. Wand makers using their detect wand and eldritch perception abilities near the host would sense Veneer’s presence as a wand, even though her native device lies hidden in a far-away dungeon. It is the reason she secured an amulet preventing magical detection.

Sahāru of Veneer: AC –5 (unarmored), HD 30, MV 90’ (30’), AT 1 bite or +2 dagger of slicing, Dmg bite d12 + venom or see Equipment below, Save as MU22/19; Size M—Int 19, Cha 16 (in human-like form), ML 8, AL Chaotic Evil (OSR Chaotic). Age: 200+ years. Faith: None.
            Abilities: Shape-changing as a doppelgänger. Paralyzing venom (–3 penalty to saves; lasts 2d4 turns). Level 9 thieving skills (except backstab). Immune to mind-affecting magic. Detects wand and exerts eldritch perception as a wand maker level 22/19. Spellcasting up to 6 spells of any level per day cast as a level 22/19 wand maker (see From Apprentice Wand to Artifact in Pt. 2); double-casting one spell up to level 5 once per hour as a mercury wand (see Otherworldy Wands in Pt. 4). Telepathy 192 miles radius. Telekinesis at will cast as a MU14. When draining wand magic, the doppelgänger regenerates +3d6 hp per wand rating and permanently earns +1 HD per wand rating. While possessing Sahāru’s body, Veneer crosses a new experience threshold with every 5 new HD the host earns.
            Equipment: +2 dagger of slicing (kills with a critical hit unless the victim saves vs. Death in which case the dagger inflicts triple damage); amulet of protection against scrying and magical detection.

Aldor’s Wand: +5 wand. Length: 13 inches. Shape: Crooked (curvy handle). Texture: Organic (shifting swirls). Adornments: Pommel, tip, and an intersecting ring made of cinnabar. Core Components: Shard of a chimera’s goat horn; red dragon blood; a splinter of Aldor’s spirit. Material: Semi-solid mercury. Finish: Untreated. Pliability: +1 (Dexterity); Requirement: Inert for an hour after double-casting. Preference: Chaotic or shape-shifting spellcasters. Affinity: Illusion, metallic winding.
            With Veneer’s Mind: Intelligence 19, telepathy, telekinesis, detect wand, eldritch perception, autonomous spellcasting, double-casting (see Sahāru’s abilities, earlier).

Unintended Consequences: Aldor was a minion of the Blood Circle. His colleagues harvested his soul in a ritual after they found out he had passed. When they sensed a sliver was still missing, they searched for his wand, intending to release the remaining spirit fragment so their dark endeavor could be fully completed. They eventually found his remains long after his death, but not the wand or the ring. Another party is looking for the wand as well: the red dragon Eldur, whose blood had been used to enchant the device without his assent. Eldur, an ancient and far more powerful being now than he was when Aldor tricked him into sampling his blood, wishes to destroy the wand, and if aware of Veneer’s existence as Sahāru, would hunt down the doppelgänger as well. If unable to achieve his goals, Eldur may turn his wrath upon the whole of the Blood Circle. The vacuous wand ended up in the possession of Master Jarny Valdezar, a wand maker from the Star Shadow guild. He seeks to reunite Veneer and her native device, seeking Prestige from this achievement. The ring found its way to the left hand of Auria Liquescent, a telepathic sorceress who fell in love with the curious mind trapped inside. Thoroughly beguiled by his poetic and musical skills, she now searches for Sahāru Darkminstrel’s stolen body. The ring itself is one of delusion that delights in making its owner believe it holds a feather falling dweomer, the very reason Master Aldor Blistimorio died when he attempted to use it.

Saturday, October 20, 2018

Masters & Commanders Pt. II

Captain-at-Arms Wu Yuntai: AC 1 (unarmored), Lvl 8 elf (in other D&D versions a Fighter/Magic-user Lvl 8/8), hp 36, MV 120’ (40’), AT 1 sword +1 (right hand, expert proficiency), Dmg 2d8 sword, Size M—Str 16, Dex 14 (Agt 14/Dex 10), Con 15, Int 16, Wis 13, Cha 12, ML 11, Saves as fighter, NP 4*, AL Neutral (“Lawful Neutral” in other game versions). Faith: none established. Credentials: none. Apparent Age: mid 30s. Ancestry: elven; unknown origins. (*) NP: see note on Notoriety Points in the previous article.

Abilities: 
         Magic-User Spellcasting—L1 x3, L2 x3, L3 x2, L4 x2.
         General Skills—Set #1 Army Commander (no penalty) incl. Bravery (Wis), Horse Riding (Dex), Intimidation (Int), Knowledge of Palace Intrigue (Int), Leadership (Cha), and Military Tactics (Wis); Individual Skills incl. Alertness (Dex), Knowledge of Falconry (Wis), and Quick Draw (Dex).
         Weapon Proficiencies—basic proficiency with dagger, longbow, and staff; expert proficiency with sword. Commander’s Rating—(14) Good (see Skyship Saving Throws).

Spellbook: L1—Analyze, Charm Person, Detect Magic, Light*, Magic Missile, Protection from Evil, Read Magic
         L2—Detect Evil, Detect Invisible, Levitate, Locate Object, Phantasmal Force
         L3—Dispel Magic, Fireball, Protection from Normal Missiles
         L4—Remove Curse*

Equipment: Breastplate of defense AC4, sword +1/+3 vs. dragon kin, ring of protection +2 (holding his hair), rod of bolts (1 charge), potion of healing.


Rod of Bolts: This weapon is a standard piece of equipment for marines aboard the Star Phoenix. The ship’s artificer is responsible for recharging these items after they are used. Each can release one half-strength lightning bolt (thus, 3d6 damage per bolt) per encounter. Although rarely true, as many as 20 marines (also referred to as “airvaliants” in Meryath) make up the ship’s full complement, plus their commander. A squad of a dozen is more common, often split between the ship’s fore and aft sections. A full concentrated broadside can be devastating, however, marines are trained to avoid aiming at the same point—rather, their bolts typically fan out in order to stop an enemy crew from boarding. Once the rods are discharged, marines revert to normal swordfight. The rods almost never receive more than a charge each to limit damage should one fall into the wrong hands. Marines are personally responsible for their rods, and are instructed to destroy them if at risk of being seized by an enemy.

Airvaliants (11-19): AC 6 (leather), Lvl 2 fighters, hp 10-12, MV 120’ (40’), AT 1 sword or bolt, Dmg 1d8 sword or 3d6 bolt, Size M, ML 10. Weapon Proficiencies: sword, dagger, pike, light crossbow.

Sergeant-at-Arms (1): AC 3 (chain mail), Lvl 3 fighter, hp 20, MV 120’ (40’), AT 1 sword +1 or bolt, Dmg 1d12 sword or 3d6 bolt, Size M—Str 16, Dex 13 (Agt 13/Dex 9), Con 13, Int 10, Wis 11, Cha 12, ML 9, AL Neutral (or “Lawful Neutral” in other game versions). Faith: Istra*. Credentials: none. Apparent Age: early 40s. Ancestry: Human; Meryath. Weapon Proficiencies: basic proficiency with dagger, pike, and light crossbow; “skilled” proficiency with sword. (*) +1 to hit vs. Draconic knights.

Master Artificer Ebben Rugwittle: AC 5 (unarmored), Lvl 9 magic-user, hp 23, MV 90’ (30’), AT 1 dagger +1 (right hand, expert proficiency), Dmg 2d4 dagger, Size S—Str 11, Dex 17 (Agt 14/Dex 15), Con 12, Int 17, Wis 10, Cha 13, ML 10, Saves as magic-user, NP 2*, AL Neutral (“Chaotic Neutral” in other game versions). Faith: none established. Credentials: none. Apparent Age: late 40s. Ancestry: gnomish; unknown origins. (*) NP: see note on Notoriety Points in the previous article.

Abilities:
         Magic-User Spellcasting—L1 x3, L2 x3, L3 x3, L4 x2, L5 x1.
         General Skills—Set #1 Skyship Engineer (no penalty) incl. Knowledge of Machinery (Int), Knowledge of Physics (Int), Skyship Engineering (Int), Ship Building (Int); Individual Skills incl. Craft (Weaver, Int.), Craft (Seamster, Int), Profession (Ship Chandler, Int).
         Weapon Proficienciesbasic proficiency with sling; “expert” proficiency with dagger. Commander’s Rating—(13) Good (see Skyship Saving Throws).

Spellbook: L1—Analyze, Floating Disc, Hold Portal, Structural Appraisal, Detect Magic, Light*, Magic Missile, Protection from Rot, Protection from Rust, Read Magic, Restore Charges
         L2—Azimuthal Lock, Detect Evil, Detect Invisible, Knock, Levitate, Locate Object, Mirror Image, Restore Wood, Wizard Lock
         L3—Artificer’s Blinding Flare, Artificer’s Mending Brace, Create Air, Dispel Magic, Fireball, Lightning Bolt, Invisibility 10’ Radius, Smother Conflagration, Unyielding Cord
         L4—Clothform, Dimension Door, Ice Storm/Wall of Ice, Remove Curse
         L5—Spectral Sail, Dissolve, Woodform

Equipment: dagger +1/+3 vs. incorporeal beings, shoe buckles of defense AC6, ring of catnapping (20mn of sleep count as a full hour of rest).

Restore Charges
Range: Touch
Duration: Permanent
Effect: Refills depleting magical items.

         This handy spell enables the artificer to restore spent charges to certain magical items, such as wands, staves, rods, and others previously devised to require charges. The artificer must memorize the original enchantment’s spell. The restoration then duplicates the memorized spell’s effect, restoring charges to one item or distributing them to a group of identical items in close contact. The number of duplicated charges is equal to the artificer’s experience level divided by the memorized spell level (round up). When done, both the source and restoration spells are used up.
         Ship Artificer Rugwittle restores charges to the marines’ rods of bolts, revitalizing 3 items per spell (up to 9 per day conceivably, more if the DM allows trading a higher level spell for a lower level one). To remain “legit” with established rules on enchanting magical items, the cost of recharges still remains in force. This includes spell components or, in Rugwittle’s case, Oil of Seith, which can be substituted for normal ingredients in the Calidar universe (see CC1 “Beyond the Skies” for details on Seitha, page 205). This oil takes up less space than common spell components, a desirable quality within a skyship’s limited confines. Coincidentally, the cost of Seitha is exactly the same as what established game rules suggest (see Rules Cyclopedia, page 252).

Azimuthal Lock
Range: Touch
Duration: Permanent
Effect: Restricts an object’s movement.

         This spell is part of the enchantment process of a sailing skyship’s hull. It helps restrict its movement to its hull’s centerline, without which the skyship would otherwise drift with the wind. The movement restriction isn’t absolute, attesting to the fact that sailing skyships do drift to some degree, depending on the strength of cross winds, much like a seagoing vessel.
         The spell can be cast on any single object with the same effect. The artificer determines exactly along what axis the recipient should move. For example, if cast on a sword, it could to made to move freely in a direction aligned with its blade. Physical strength would otherwise have to be applied to alter its direction (which would be the function of the helm on a skyship). Any single point of Strength can either rotate an Azimuthal Lock +/– 10˚ or push the recipient sideways by a foot, per hour. So, 10 characters with an 18 Strength would need six minutes to rotate it 180˚ or push it 18’ sideways (+/–5˚ per combat round or 6 inches sideways). Perfectly ridiculous but it’s fantasy so get used to it.
         The spell can affect a single object fitting within a foot-large sphere per experience level of the artificer. Multiple spells are needed to affect a larger object, like a skyship. Two Azimuthal Locks can be cast on a same item at different angles, essentially locking it in place until dispelled

Monday, October 15, 2018

Masters & Commanders Pt. I

In the first of the articles intended to convert Star Phoenix crew members to D&D BECMI, I had detailed Captain Isledemer d’Alberran. Here’s the shyship’s first mate, Enna Daggart. She was first described in CAL1 “In Stranger Skies,” page 110, for Pathfinder. If you haven’t read the first article, click here for details, and familiarize yourself with Calidar’s peculiarities. Reminder: weapon damage listed here reflects the Weapons Mastery Table (Rules Cyclopedia, pg. 78-79).

"Black Lily" (Credit Unknown)
First Mate Enna Daggart: AC 4 (unarmored), Lvl 9 swashbuckler, hp 50, MV 120’ (40’), AT 1 cutlass +1 (right hand, master skill), Dmg 3d6+3 cutlass, Size M—Str 14, Dex 15 (Agt 15/Dex 12), Con 15, Int 15, Wis 14, Cha 14, ML 10, Saves as fighter, NP 3*, AL Neutral (or “Lawful Neutral” in other game versions). Faith: none established. Credentials: none. Apparent Age: 30s. Ancestry: human; unknown origins. (*) NP: see note on Notoriety Points below.

Abilities: 
         General Skills—Set #1 Airship Commander (no penalty) incl. Aerial Navigation (Int), Leadership (Cha), Piloting (Dex), Deck Weapons (Int), Skyship Tactics (Wis), and Weather Sense (Wis); Set #2 Swashbuckler (–2 penalty) incl. Acrobatics (Agt), Alertness (Agt), Bravery (Wis), and Quick Draw; Individual Skills incl. Bargaining (Cha), and Horse Riding (Agt).
         Weapon Proficiencies—basic proficiency with daggers, light crossbows, and ballistae; master proficiency with cutlass. Commander’s Rating—(16) Expert (see Skyship Saving Throws).

Equipment: Cutlass +1/+3 vs. sea & sky pirates, bracers of armor +3, earring of airmanship (+2 bonus to basic sailor skill checks), two-way scroll of communication (connected with Capt. d’Alberran’s), potion of healing.

Ship Master Arabesque Starward: AC 2 (armored), Lvl 9 cleric, hp 35, MV 120’ (40’), AT 1 barbed spear +2 (right hand, “skilled” mastery), Dmg 1d6+3* spear (20/40/60), Size M—Str 12, Dex 16 (Agt 13/Dex 16), Con 11, Int 14, Wis 17, Cha 16, ML 10, NP 3*, Saves as cleric, AL Lawful (or “Lawful Good” in other game versions). Faith: Istra (Meryath). Credentials: none. Apparent Age: 30s. Ancestry: elven; unknown origins. (*) NP: see note on Notoriety Points below. (**) The spear’s barbs do an extra point of damage.

Abilities: 
         Clerical Spellcasting—L1 x3, L2 x3, L3 x3, L4 x2.
         General SkillsHealer Set (no penalty) incl. Alchemy (Int), Herbalist (Int), Healing (Int), Knowledge of Poisons (Int); Navigator Set (no penalty) incl. Aerial Navigation (Int), Leadership (Cha), Mapping/Cartography (Int), Weather Sense (Wis); Chaplain Set (–2 penalty) incl. Ceremony (Wis—Istra), Persuasion (Cha), Singing (Cha), Storytelling (Cha). 
         Weapon Proficienciesbasic proficiency with sword, longbow, dagger; “skilled” proficiency with barbed spear. Commander’s Rating—(15) Good (see Skyship Saving Throws).

Clerical Details: 
         Cult Symbolred hibiscus on a hand-size silver disc, usually worn as a medallion. 
         Hated Foes—Draconic knights, Queen Sayble of Draconia
         Cult Benefits: +1 bonus to attack rolls and damage against hated foes; Sacred Animal—Kiwi or giant kiwi.

Equipment: Barbed spear +2, chain mail +2, bezoar stone (+2 bonus to Alchemy skill checks when making poison antidote), potion of healing.

Faiths in Calidar: Particular attention was paid to the costs and benefits of divine faith. CC1 “Beyond the Skies” brings to life scores of gods, organized pantheons, their historical timelines, and ancient legends. It details how this affects cult followers and their clerics. A key feature is the Divine Favor, a single-use magical feat granted to the faithful proving worthy of their deities’ trust. Displeasing a godly patron may also result in a Divine Wound. CC1 spells out much about the interactions among deities and between rival pantheons, defining motivations and politics among clerics, temples, and orders of knights—and therefore, how to role play characters, from unrepentant heathens to fanatical zealots. Arabesque’s Hated Foes are just an example. Though Calidar features gods, they are in many ways similar to the D&D Game’s immortals.

NP—Notoriety Points: They are a feature of the World of Calidar (CAL1 “In Stranger Skies,” page 86). The concept of Eternal Glory revolves around the general idea that one isn’t truly dead until forgotten by all, meaning that heroes never die while tales of their deeds are told in homes, taverns, theaters, or books. In other words, one might be thought to be immortal when achieving legendary status. The magic of Calidar springs from its World Soul. If an idea is strong enough, this World Soul can bring into existence such things as gods or the most horrid of creatures—all it takes is the beliefs of many. Legends can be most powerful on Calidar. One manifestation of this concerns heroes who, after reaching a certain Notoriety, become epic heroes or fabled scoundrels, and cease to age. If they progress even further, they may indeed attain demigodhood (or become demons). This philosophy is strongest in Meryath, an extravagant kingdom where the cult of heroes permeates much of its local culture, economy, laws, and politics. Indeed in the eyes of many an adventurer in Meryath, joining the Star Phoenix’s crew offers the prospect of quick Notoriety despite a life fraught with perils and probable death.



As regards Calidar's present Kickstarter, the announcement was made official about the next project to produce kits translating the series system-agnostic stats into the D&D Game's Fifth Edition (subject to copyright and OGL limitations.) Along the same line, additional kits may follow to accommodate earlier versions of the game, by way of existing OSR systems. These will be free PDF releases and/or low-cost POD booklets.

Saturday, September 29, 2018

Capt. Isledemer d'Alberran

             Now that skyship spells have been described in detail and general skills improved, I present you with detailed stats for the captain of the Star Phoenix, developed for D&D BECMI game mechanics. There were personal interpretations on my part, since I started from the original Pathfinder material published in CAL1 “In Stranger Skies.” Ideally, I’d like to see all this translated into D&D 5th edition—alas, I’m not familiar with this new system. Any volunteers among the Calidar fans, do let me know!
             Unlike the official D&D game, Calidar’s system-neutral stats differentiate between Body Agility (Agt) and Manual Dexterity (Dex). Dexterity affects hand-eye coordination and therefore ranged weapon bonuses and precise actions like disarming traps. Agility governs Armor Class bonuses and movement-related feats like climbing, dodging, or horse riding. These stats are listed according to the original intent, but they can be combined as a single Dex score for simplicity (if in doubt, use the best score).
             Calidar books commonly describe NPCs as multi-classed. Isledemer is both a fighter and a magic-user. Since Basic D&D mechanics don’t lend themselves to multi-classing, assume the character splits gained XPs between the two experience progression tables. 
             Finally, Calidar wands produce protective magic used to parry direct attacks (either physical or magical). These wands' primary purpose is otherwise to help with spellcasting; they don't generate specific magical effects. Click here for details on this approach.

Digital Art / Drawings & Paintings / Fantasy ©2013-2018 ElifSiebenpfeiffer.

Skyship Captain: AC 3 (unarmored), Lvl 12 swashbuckler/sorcerer, hp 40, MV 120’ (40’), AT 1 spell or 1 rapier +2 (left hand, expert skill) and 1 personal wand +2 (right hand, parry only), Dmg by spell or 2d8+2 rapier, Size M—Str 13, Dex 16 (Agt 16/Dex 11), Con 14, Int 17, Wis 13, Cha 15, ML 10, Saves as fighter, AL Neutral (or “Neutral Good” in other game versions). Faith: none established. Credentials: none. Apparent Age: 30s. Ancestry: human; unknown origins.

These stats were updated Oct 10 (in red). Mea culpa. I was using the wrong conversion chart. Those listed in CAL1 "In Stranger SKies" had been altered to work with Pathfinder as best as I can figure. The ones above come from my original 2013 draft. I had to dig around for that.

Abilities: 
             Spellcasting—L1 x4, L2 x4, L3 x4, L4 x3, L5 x2, L6 x1
             General Skills—Set #1 Airship Commander incl. Aerial Navigation (Int), Leadership (Cha), Piloting (Dex), Skyship/Magical Engineering (Int), Skyship Tactics (Wis), and Weather Sense (Wis); Set #2 Swashbuckler –2 incl. Acrobatics (Agt), Alertness (Agt), Bravery (Wis), and Quick Draw (Dex—esp. his magical wand); Individual Skills incl. Alternate Magic (Int), Court Etiquette (Cha), and Horse Riding (Agt). 
             Weapon Proficiencies—two-handed combat (wand/rapier as an expert) and basic proficiency with daggers and light crossbows. Commander’s Rating—(16) Expert (see Skyship Saving Throws).

Equipment: Personal wand +2, rapier +2, ring of protection +1, hat of defense AC 6 (if lost, it reappears at his feet later on), boots of equilibrium (+3 bonus to Agility), two-way scroll of communication, potion of healing.

Spellbook: L1Analyze, Structural Appraisal, Booming Voice, Detect Magic, Find the Wind, Hold Portal, Light*, Magic Missile, Protection from Evil, Protection from Rot, Protection from Rust, Read Languages, Read Magic, Sleep, Triangulate, Ventriloquism.
             L2Captain’s Jinx, Continual Light*, Detect Evil, Detect Invisible, Helmsman’s Glory, Helmsman Helping Hand, Invisibility, Knock, Locate Object, Phantasmal Force, Phantasmally Displayed Figments, Restore Wood, Sky Sight, Web, Wizard Lock.
             L3Air Anchor, Artificer’s Mending Brace, Create Air, Dispel Magic, Fireball, Fly, Hold Person, Protection from Normal Missiles, Smother Conflagration, Unyielding Cord, Wizard’s Tail.
             L4Artificer’s Unseen Shield, Clothform, Dimension Door II, Remove Curse, Cloudscreen (see below), Wizard Eye.
             L5Captain’s Instant Skiff, Contact Outer Plane, Dissolve, Hold Monster, Spectral Sail.
             L6Artificer’s Hold Distortion, Invisible Stalker, Projected Image.

Cloudscreen*
Spell Level 4: (School of Invocation)
Range: Own vessel
Duration: 1 hour + 1 Turn per experience level
Effects: Produces a large cloud

             Captain d’Alberran created this spell as a way to mask his skyship from view. The invocation brings into being a large, opaque cloud or a fog bank about twice the size of the Star Phoenix. From the inside, it appears merely as a fine mist. The dweomer travels with the ship, regardless of atmospheric conditions. It is indistinguishable from natural clouds when moving along with them at prevailing wind speed. The effect may end when dismissed by the caster or dispelled. The reversed version of the spell clears all clouds, vapors, fog, smoke, and dust within a 500 yard radius.

Swashbuckler Heroes
             Although not entirely within the bounds of laws or chivalric codes, these romantic heroes generally focus on matters of honor, justice, and courage with a flair. In addition to a set of related skills offered earlier (click here for details), a swashbuckler hero living aboard a skyship should enjoy the following benefits:
  • ·      Sword fighting without penalty on a rolling/pitching deck
  • ·      +1 Bonus to hit when fighting with a rapier
  • ·      Immunity to fear of heights (click here for details) and air sickness
             On the other hand, such a hero does not typically wear protection beyond leather armor; magic items other than armor are otherwise acceptable. Therefore, shields, helmets, chainmail, and plate armor are not acceptable items.


©2018 Bruce A. Heard. All Rights Reserved.