Showing posts with label SnW. Show all posts
Showing posts with label SnW. Show all posts
Monday, April 29, 2019
An Announcement!
For my 666th post(!) I thought I’d announce something...
Prepare to delve the ultimate dungeon... NIGHTWICK ABBEY!
Built by by blood thirsty knights and mad demoniacs, the abbey has been a place of dread for the people of the Dark Country. The inhabitants of the abbey would ride out to terrorize the living and desecrate the dead. But now they too are dead...
...BUT THE ABBEY LIVES! It calls out to the creatures of darkness and animates the corpses of those who died within. It hungers for power. It hungers for blood. IT HUNGERS FOR YOU!
EXPLORE a living dungeon whose walls move to trap those inside!
FACE the unliving horrors of the abbey, including the Piteous Worm, the Bleeding Baroness, and even Great King Death himself!
WIN fantastic treasures including a sword made from a shard of God!
OR DIE in the shadow of the Great King of Hell, Armadeus!
Nightwick Abbey is a megadungeon and supplement covering the first three levels of the infamous megadungeon, its monsters, and character options for the Swords and Wizardry White Box.
ARE YOU READY TO DIE IN A HOLE?!
Coming to tables in 2020.
Tuesday, April 16, 2019
Karslish Hexes
I wrote some hex descriptions for if I ever run a game in Karse (specifically the area around Nindol). I have rendered the stats as if I was writing it for Swords and Wizardry because that provides an easier starting point. I can come up with an easy effect in S&W and then if I want to run it later in 5e I have some idea what I need to convert.
XXXX A Dragon of Lust (9HD, Aged) lairs on top of a hill where a castle once stood in the days of Rutha or Brutus. The Lady Worm, as she is called, has both the phallic qualities typical of a dragon of lust and exaggerated feminine characteristics - breast, lips, eyelashes - not normally found in reptiles. She will claim that a kiss from a handsome man will save her from a terrible curse, but in reality it causes a Save vs Death effect to any who try. In a great chamber under the castle ruins she has trapped a number of young knights whose combined ransom is equal to 2500sp.
XXXX In this lonely part of the Tulgey Wood is Guyborne the Slayer’s Camp. Guyborne is a bounty killer (4HD, Leather Armor) of some renown and dresses in the front part of a tandem horse costume. It is said that he once worked as part of a duo, but that his back half committed a crime and he slew him for the bounty. Currently he has 50gp buried in a shallow pit covered with leaves, poached rabbits over a fire, and a sword that is +1/+3 vs bandits Named Robber Ripper, and an elixir of greater invisibility.
XXXX This ruined castle is called Hobgoblin Hall. It was built by a warlock long ago and there are said to be twisting passages beneath filled with undead and demons. More importantly to the locals, a group of goblins have set up here, though it is unclear whether they lair here because of the name or if it’s named that for their lair. They are 41 in number, 30 regular goblins (15 with max hitpoints and horns), 10 hobgoblins, and one great goblin (as bugbear). They have 50sp, a suit of plate they cannot wear, and a cabochon crown worth 250sp.
XXXX A small barrow acts as the home of 24 elves. They are gaunt, lank, and swollen of head. They wield blunted bronze greatswords as though they were sharp as steel. They have a locked chest with 2500cp. They can fish coins out with their spindle fingers but have lost the key. They will attempt to chase off any who come near, and will moan and howl like ghosts.
XXXX Deep at the bottom of the Salt Salt Sea is the City of the Orknies. 500 Orknies swim with the bodies of dead children while their ghosts cry for their parents.
XXXX The Outlandish Knight keeps his drowned brides in a sea cave here.
XXXX A great stone container (perhaps from the time of the Star Lords) lies just off the coast, too submerged to see without the light of the moon - for the sun never shines undimmed on Karse. The container vomits forth a great number of boneless things (3 HD, AC as Chain but from mush, immune to normal weapons unless first slashed with Holy Water). And these wash ashore occasionally to bother the residents. During the day they can only survive 2d6 hours before they dry out in the sun. Should the container be closed or destroyed, the boneless things will send no more.
XXXX This village of 200 people is strangely absent from both maps and politics of the surrounding country. Whenever outsiders enter, the villagers pretend to be mad to drive away interlopers. It has kept the kings and the sheriff’s men from collecting taxes. If a man should observe them without being observed, they will act as normal people.
XXXX A group of Ram-Men Raiders live in an longship they have upturned to serve as a house. It seems to have contaminated the water, making about 100’ of the water into a pool that turns men into beastmen. In the part of the boat that is submerged in the water there is a red gem worth 1000sp, but deeply cursed if placed in water. The raiders are led by a 4 HD beast-ogre.
XXXX A foolish monk chained himself up in a boat and cast it into the sea from the monastery in Hex XXXX. He believes he has landed in the Land of Milk and Honey and nothing will disabuse him of this notion. He will remark on how similar the Land of Milk and Honey is to his home and claim it is miraculous. If taken to the monastery, he will merely be aghast at how similar it is and at no point recognize it is the one he left from. The brothers there, for their part, will express astonishment at how the God of Law would wash up another brother identical to the one who cast himself into the sea, upon the shore.
XXXX This river is blocked up by the Guzzlin Worm, a dragon of gluttony (8 HD, Old), who drinks it down and kills anyone from the nearby village who tries to stop him. Inside his stomach are 200 golden fish, each worth 1gp.
XXXX In a great sinkhole “lives” an undead giant (As Stone Giant but with the immunities and life drain of a Wight) who was cast in here by Brutus himself. His face is an awful rictus and his skull splintered when he crashed giving him the appearance of a crown. In his hole he has 500sp in cattle, and the plate of 2 knights who have tried to defeat him.
XXXX A set of standing stones are very close together, with barely enough space for a man to pass between them. Locals call them “the Wanking Stones” for they appear uncannily like men in a circle jerk. They are, in fact, old imperial knights who attempted to jerk off in front of a witch and she turned them to stone.
XXXX An elfish knight (4HD) in shinning +1 plate and with a +1 lance and sword, guards a bridge atop a unicorn. He challenges any who would cross to a duel. An enchantment lies upon him that any who has accepted his challenge cannot strike him. However if one tries to cross without accepting he will not oppose them. If he should be attacked without the challenge being formally accepted, he will fight viciously but be able to be struck.
XXXX A ruined coach house serves as the home of the dread giant Headless Jack (stats as Frost Giant). Jack once had two heads, but Rutha the Conqueror took off one with the Sword in the Serf.* Now he has one great and mournful head and one neck stump. He wears iron chains which burn his skin (though do no damage) due to some curse laid upon him by Rutha’s witch of a wife. Any who hear Headless Jack’s Mournful wailing must make a saving throw or “get the shits” as the locals say. Any who have this have disadvantage on all rolls until they have a full day of rest. A save must be made only once per encounter. Headless Jack has no treasure of his own but his remaining head is worth 5000sp if brought to an official of the king.
XXXX A strange, fox-headed man (4 HD, armor as leather) sets snares for small animals. The snares only ever catch babes, which he shoves in a sack, presumably to eat later. The babes come from the village in hex XXXX, and they are trapped in the snares by magic. Returning the babes home would gain a reward of 1000sp.
XXXX A small island lies where this river enters the Tulgey Wood. During the day or under the light of the full moon, the shining image of a grail may be seen in a small set of ruins from the shore. About the shore are what appear to be 6 Coracles, but they are actually giant turtles (2 HD, AC as Chain), with deceptively shaped shells. They will wait for men to climb and appear to swim out to the lake only to dump their passengers into the swift flowing river to drown them. They will also attack any potential victims with their wicked beaks. The grail in the ruins has been painted on with some golden paint, but it cannot be removed while retaining its value; however, a drowned victim of the turtles has a more or less fresh suit of plate that could be fished up with some difficulty.
XXXX A 10th level sorceress in the guise of a pheasant is attempting to evade a 12th level sorcerer who is currently in the guise of a man, but may change to follow her. The sorcerer will ask if the characters have seen a pheasant passing nearby. If they confirm they have, the pheasant will take flight from bushes nearby, turning into a nightingale in the process. The sorcerer will change into a bird too and the twain will be lost in a great flock of songbirds. Should they say they haven’t seen the pheasant, the sorcerer will pass by and the sorceress will return to her form as a lady and offer to enchant one item they have to have a +1 bonus.
XXXX A parrot, rarely seen outside the warmer climes of the Desert Lands or the Land of a Thousand Idols, is flying about a copse of trees. It tells a tale of a woman who murdered her lover when he said he must part. The woman’s description matches a dame who lives in a nearby village.
XXXX The ghost of a lost knight hovers about his harness - nothing else of his body or belongings remain. He asks that the harness be taken to his lady love in Hex XXXX. If presented with the harness, the woman will begin to weep. The ghost will then appear. She will rush to greet him, tears in here eyes. The ghost will indicate not to touch him, but she will kiss him anyway and in that moment die. Should the characters witness this they will automatically succeed their next three saves against death effects.
XXXX A knight, who calls himself Le Chevalier Etrange, stands among a group of standing stones. He wears a comical suit of plate with a carved mustache and glasses. He offers his magic sword to any who can perform a list of impossible tasks (drink the ocean, tame a questing beast, lift a castle on your shoulders, etc.). If he is asked to do it to prove it can be done, he will hand over the +1 sword without a fuss. If attacked he will reveal his true form as a Knight of Ozgin.
XXXX A set of two stone giants on enormous horses are jousting with trees for lances and a set of standing stones for lists. Their enormous horses could be sold ad breeding stock for 2250sp.
XXXX Three giant vultures (3HD, armor as leather and shield) peck at the body of a dead knight. They occasionally lift their head to talk about the sorrow of his failed quest, and one even weeps for the knight’s lonely lady love. The knight’s plate armor is in good condition, if you could chase the vultures off.
XXXX A small hut serves as the home of a witch known as the Mother of Toads (9th level magician). She seeks companionship, despite her bloated, hideous form. She will cast Charm Person on the character with the highest charisma. The spell, as cast by her, also makes the victim perceive her many hideous deformities as perversely sexually exciting. Her hut also contains her spellbook and a 8 potions (randomly determined by the referee).
XXXX In the ruins of a great hall, larger than any built by man, the old King of the Giants (Stone Giant, max HP) is trapped. The roof has collapsed upon him, and the great beams have formed a right angled cross, which keeps him from rising. He will offer eternal servitude if he is freed, but he is a liar and a cheat and will be a terror upon the country if loosed. His treasure was stolen out from under him long ago.
XXXX A group of 12 reavers from the Northern Islands (1 HD chain armor, small shields, spears, bows, 12 arrows) ride gaunt ponies. They are lead by a lord (4 HD) and are looking for a village that lies on a different island. They are too proud to ask for directions, and soon they will starve.
XXXX A group of peasants have lit candles around the body of this knight who perished while questing. Trauma on the knight clearly show where bits have been cut off (apparently both pre and posthumously) for relics. His belongings are too rusted to be useful, though some of his bits have clearly been stolen and replaced with fakes.
XXXX The island of Yesleg Mon was once the home of the dread sorcerer Nilrem. Now his hollowed out cave is home only to 3 rawheads who occasionally go to the mainland to eat naughty children, when the wind blows their lies the right way. They have about them 3 scrolls of 5th level spells (randomly determined by the referee) and a golden rod, 6 feet in length, worth 1000sp.
XXXX This rocky island is the home of Eucastes (9 level Fighter who can cast 1st level spells), King of the Pirates. He has a crew of 50 men for his small warship, and acts like a lord over the hundred peasants he tries to make make food on this rocky hellhole. He often raids with his men inland. He has a spellbook (Written in Crowleyan) with every 1st level spell in it, as well as a hoard worth 2000sp, and a +2 Longsword. One of his companions, sometimes called the Old Man, is actually a demonic lieutenant of Armadeus who will gate themselves away if trouble should occur.
XXXX The ruins of a tower, all crumbled and fallen, show both evidence of fire and of great pressure, as though a fiery serpent squeezed it until it collapsed.
XXXX An elf in the guise of a handsome monk hunts in the woods with his 3 blinkdogs (who appear as bloodhounds). He will challenge characters to games of chance involving catching game and then use his blink dogs to cheat. If killed, he will have no treasure on him (even treasure the characters gave him while betting).
XXXX A woman lives in a lone manorhouse - the fields about are empty of peasants and her servants are missing. In her cellar she has trapped 12 knights that she is starving. She believes them responsible for her husband’s death because a knight of Armadeus in the guise of her husband’s wraith has convinced her of this.
XXXX A small peat bog is home to 3 Boggy-men.
XXXX A village of about 100 men and women is ignored by those who live around it and is on no maps. Everyone in the village is flush red and covered with boils, signs of the Red Death. However they function fine and seem perfectly healthy otherwise. Interacting with them or any of their possessions will prompt a save as though one had come into contact with the Red Death’s miasma.
XXXX A small stockade serves as the home for One-Eyed Dwardie (4 HD, Plate) and his band of 133 men. Each of his men is blind (and suffers penalties associated) and Dwardie is their king. To join his band one must give up both eyes. He is also known to take the eyes of captives, which he keeps in a great cauldron. This cauldron is used by a witch (level 3 magician) to cast divination spells. He has amassed 1000sp in goods.
XXXX This “abandoned” manor house now serves as the hideout of the Fallton Boys (each level 4 Fighting Men who can also use thieves’ skills). They are all of noble blood but are butchers and sociopaths without compare. There is a 30% chance when encountered they have 30 men with them, but they may have alienated these men so that they have fled to nearby parts to rat them out. They have 1000sp in a chest smothered in contact poison (save or die).
XXXX A group of 30 forlorn ex-serfs hides in the woods. They were tired of serfdom and have fled here to avoid the toils and punishments associated. They originally wanted to act as bandits, but 10 dead serfs later they realized they aren’t cut out for it. Now they pray to Old Gods whose names they long ago forgot that death will come to them swiftly.
XXXX A giant cross serves to mark an area of sanctuary in this otherwise uninhabited countryside. A rogue (level 4) will not take his arm hands off the cross for fear of knights that hang around within sight and await to kill him during the day. At night he climbs up the cross to avoid wolves and other beasts that come to eat him. He has not eaten in several days. The knights will pay 500sp for his capture and delivery to them, but both parties refuse to say the man’s crimes.
Wednesday, November 12, 2014
Serve the Master!
Dark Masters
The only true Way to Power is to submit oneself to the will of a Dark Master. While this means the loss of one's Will, many see it as superior to scrounging in the dirt for arcane secrets and being limited by the Laws of Reality.
Summoning
To make a pact with with a Dark Master, one must first summon it into the World. The rituals for this are usually and unfortunately very simple, but they only have a percentage chance of succeeding equal to the supplicant's Charisma + Level. After it has first been summoned, the caster may call the Dark Master again at double this percentage chance.
Summoning is a dangerous process. The supplicant must roll a d20 under their Wisdom score in order to have accurately prepared the protective wards necessary to survive contact with a Lord of the Pit. If they fail to do so they are either dragged to the Pit or hideously transformed, depending on the nature of the Master. For example, Armadeus takes men in a puff of greasy, sulfurous smoke while the Horned One turns them into mindless deer-men.
When making a pact, the supplicant must submit to the Service required by the Master. This is not to be done lightly, but once a Lord of The Pit is summoned they rarely leave without their pound of flesh.
In addition to making pacts, summoned demons may also teach spells. This requires a sacrifice the total HD of which must be equal to three times the level of the spell or a sinister task created by the referee with the campaign in mind.
Entering into a pact changes the character's alignment to Chaotic automatically, if it was not so already. Being taught a spell changes the character's alignment to the next alignment towards Chaotic, so Lawful characters become Good, Good characters become Neutral, etc.
Anti-clerics may not enter pacts as the Dark Masters are already the source of their Power.
Pacts
Here are the mechanics for the three most common pacts witches and sorcerers are likely to enter into in the Dark Country.
Armadeus
Armadeus is the master of secrets, shadow, and in some texts the Undead.
Service
The supplicant must write his Secret Name in Armadeus's Black Book in order to receive the Power. Once he has done so, he will automatically fail his saving throw against any effects caused by the demons in Armadeus's twenty and seven legions.
Level 1 (Prestidigitator)
The supplicant receives a familiar in the form of a black cat with piercing green eyes. Once per day, the familiar will reveal the location of a hidden thing to the supplicant.
The familiar spirit may also be dismissed to search for the Secret Name of any creature. This process takes one full day for Chaotic creatures, one week for Evil ones, one month for Neutral creatures, and one year for Good creatures. There is only a 50% chance of success with Neutral creatures and a 25% chance for Good creatures. The familiar will never learn the name of a Lawful creatures.
If the supplicant learns the Secret Name of a creature in this fashion, any saving throws made by the creature against effects caused by the supplicant are at a -4 penalty.
Level 6 (Magician)
The supplicant may retreat into his shadow once per day, becoming two dimensional and immune to non-magical weapons during this time. While in this form he cannot attack or manipulate three dimensional objects, but he only has a 2 in 6 chance of being noticed by those who did not see him transform. To exit this state, the supplicant must make a saving throw. On a success, they emerge from their shadow. If they fail, they must remain in their shadow for a full day. After three failures, the supplicant is stuck forever as a shadow and becomes an NPC with the statistics of the shadow described in the S&W Monsters booklet.
Level 11 (Wizard)
The supplicant may use their knowledge of a person's - but not a creature's - Secret Name to enthrall them. To do this, they must make eye contact with the person and the person must make a saving throw at the -4 penalty conferred by knowing their Secret Name. If they fail they are in the thrall of the supplicant until Dispel Chaos is cast on them. If the supplicant should die and the person is still enthralled, the victim will seek to resurrect the supplicant in any way possible.
The supplicant may have up to two thralls +/- their Charisma modifier.
Crapoad
Crapoad is the Father of Toads and Font of Blasphemies.
Service
The supplicant must accept a toad into his throat. This toad will exist parasitically off the supplicant, and thus the supplicant will require twice the amount of food and water normally needed by humans. If this diet is not met, the supplicant shall not gain any benefit from natural healing.
In addition to this increased need for food, any time a spell is cast by a Cleric in the sight of the supplicant, the toad will belch a hideous blasphemy that has a percentage chance of negating the spell equal to the supplicants Charisma score.
Level 1 (Prestidigitator)
The supplicant gains a toad as a familiar. This is not the same toad that lives in his throat. Once per day this toad will reveal the location of any text the supplicant can describe, including a spell scroll.
Level 6 (Magician)
Once per day the supplicant may see through the eyes of any toads within the five mile hex they currently are in. In doing so they automatically find any locations, persons, or creatures that are outside, assuming the weather is amenable to toads. While searching in this way, the supplicant's body is in a catatonic state. A saving throw is required to exit this state. After three failed saving throws the supplicant's mind is switched with that of a toad and he is sent to wander among the bog as his body hunts for worms and flies to eat.
Level 11 (Wizard)
The supplicant may "silence" a cleric by causing any utterance - including attempts to cast spells - to come out as some hideous blasphemy or heresy. This requires eye contact and the sign of the evil eye to be made at the cleric, at which point the victim gets a saving throw. The effect lasts until a successful save dispels it, with a new save allowed every sunrise or until Remove Curse or a similar spell can be cast.
The Horned One
The Horned One is the Master of Beasts and of the Lusts of Men and Women.
Service
The supplicant must submit to the Horned One's hideous advances, After the initial pact is made, all of the supplicants hit die are rerolled until a lower number is achieved. This becomes the new HP total for the supplicant until they gain a level. There is also a 30% chance the supplicant, regardless of gender, becomes impregnated with 1d3 devil-men as describe in the post on the Horned One.
The supplicant must renew the pact every year at a Black Sabbath held on Candlemass Eve. When this occurs the HD are again rerolled, though only once and the lower of the two HP totals is taken, meaning their may be no change. There is also, again, a 30% chance of becoming host to 1d3 devil-men.
Level 1 (Prestidigitator)
The supplicant gains a black goat as a familiar. This goat, at any time, may lead the supplicant to the nearest community of beast-men, devil-men, witches, or werewolves. This is easy as these often cohabitate. These beings will also know the supplicant as a friend.
The familiar also speaks the secret language of beasts, and once per day will translate for the supplicant. He will under no circumstances teach this language.
Level 6 (Magician)
Once per day, the supplicant may summon 2d6 hit die worth of beasts or beast-men - the type of which is determined by the refree and the number of which is determined by the hit die. These creatures attack anyone in the immediate area of the caster. The supplicant, and anyone aligned with him, must make a saving throw or be assaulted themselves. Good and Lawful characters always fail these saving throws. Once their quarry has been slain, they will return from whence they came.
Level 11 (Wizard)
The supplicant may, once per day, turn 2d6 hit die worth of persons into beasts or beast-men, caster's discretion. There is no limit to the HD affected, but a saving throw is allowed.
Marks
In addition to the other traits gained through pacts, each Dark Master makes its Mark on the supplicant. This becomes more pronounced as the supplicant levels. The individual marks are omitted from this post in order to prevent the Nightwick playgroup from metagaming.
Tuesday, May 14, 2013
Tyre
Tyre is old. It was already old when the well-greaved Achaeans butchered the sons of Troy. Its purple has died the the robes of kings since the bald rulers of Uruk battled the bearded men of Akkad. Some even say that before men dwelled on the Earth, that gods made their home where its walls now stand. It is here, the sorcerers of the East say, that man first took fire from those divine giants.
Though it is old, it is not invincible. Though the purple men of Tyre have long given their children to their horrid fire god, their city has been sacked times beyond counting. The Pharaohs of Egypt and their rivals the Hittites destroyed it numerous times, as did the kings of Assyria and Babylon. Alexander utterly ruined the city, and his successors squabble over it to this day.
The current city is a bizarre mixture of Greek and Eastern architecture, a perverse reflection of its Seleucid overlords. A Greek now resides in the palace of the King-Priests of Moloch. They call him a Satrap, a term that is as foreign to the people of Tyre as it is to the Greeks who rule it. Its markets are filled with goods from the Pillars of Hercules to the Indus. A hundred tongues are spoken within its walls, koine being primarily used to facilitate trade between the conquered and their conquerors.
The city has much to offer adventurers, rogues, and mercenaries. The satrap is always looking for men to help quell the brigands that constantly maraud further inland. Many wealthy sorcerers make their homes in the shadow of the Purple City’s temples, and of course the ruins said to lie below their city are rumored to be beyond the imagining of mortals.
A Typical Group of Adventurers in Tyre
Player characters are assumed to come from outside of the city. They are likely Greeks, or perhaps Romans. Such characters may either be Fighters or Magicians. These work as per their description in the Swords & Wizardry White Box, though Magicians must learn new spells either from scrolls or from a tutor of some sort. Additionally, a number of character types are described below that are also available if the character meets the appropriate requirements.
Barbarian
Requirements: Str 15+, Dex 13+, Neutral or Chaotic Alignment
Benefits: When wearing light or no armor and either alone or in a group of other barbarians, a barbarian surprises opponents on a 1-3 on a 1d6. They may also follow tracks and spot traps in the wilderness on a roll of 1-2 on a 1d6. This increases to 1-3 if in a forest and 1-4 if in either Gaul or Germania, depending on the homeland of the Barbarian.
Character Advancement: Barbarians may reach any level as a Fighter or up to level 4 as a Magician. They may advance higher if their Wisdom is 16 or greater.
Immortal
Requirements: Int, Wis, and Dex 13+; Lawful Alignment
Character Advancement: Immortals advance as both fighters and magic users, splitting experience between each class. They must decide which class they will be at the beginning of an adventure and will remain that class for the remainder of the adventure. They may only learn spells from their strange cult of fire and water - which is distinct from the fire god of the Phoenecians.
Spartan
Requirements: Str and Dex 13+, Con 16+, Lawful or Neutral Alignment
Benefits: Spartans with an ally at either their left or right flank gain a +1 bonus to AC. In addition, anything that would allow an adjacent ally to gain a free strike at a target, such as the opponent fleeing in terror, grants the Spartan a similar attack - but only if he is using a spear. Spartans cannot use this ability if their ally gains the attack through using Follow Through.
Character Advancement: Spartans may only advance as Fighters.
Most adventurers spend their early careers in Tyre’s undercity, though many of these careers are cut short by the horrors that lurk within. While the undercity is a great, sprawling labyrinth it is ultimately divisible into a number of distinct areas. Some of the most well known to adventurers - either because they are comparatively well trafficked or because of the numerous legends that surround them - are described below.
Catacombs of Mot
The people of Tyre worship many strange gods that horrify the Greeks and the Romans. Mot is one of them, and his worship was outlawed after Antigonus reconquered the city. The catacombs are his most sacred shrine, but their location remains undiscovered by authorities. Unlike normal catacombs, whose purpose is to preserve the dead, these were meant to provide food for Mot’s slavering ghoul-priests. It is said that much of the wealth of the cult was stored within as well.
The Thieves’ Tunnels
This network of tunnels was built by the people of the city over a long period in order to offer a retreat during the sieges that so characterize Tyre’s history. They network is now so complicated that even those who regularly use them only know but a small portion of the twisting tunnels. During times of peace, it is primarily utilized by the various criminal gangs that plague the city - though even Seleucid authorities have figured out this trick and sometimes send patrols into the depths. It is rumored that a long tunnel connects the island portion of the city to the mainland, but no explanation is offered as to why Alexander did not find this and make use of it instead of building his causeway.
The Tomb of the Black Pharaoh
While the ultimate fate of Nephren-Ka, the infamous Black Pharaoh, a demon who ruled among men, is unknown, some sources believe that he died during a battle in what is now the mainland portion of the city. These sources state that the people of Egypt feared interring their king in their homeland, for they thought that his presence would taint the Nile and cause the water to thicken and become a foul toxin. Instead, they made for him a tomb on the spot where he died, and buried his war loot with him in hopes that his ghost would not follow them back to Egypt.
The Vault of the King-Priests
This is believed to be the holy of holies for the Phoenician god Moloch - a baleful god of fire and hate. It is said that the King-Priests that ruled in the days before Alexander took all of the wealth from their conquered enemies and smelt it into huge statues depicting their god as a fiery bull. Thus there is supposedly one of these statues for each people the Phoenicians defeated in battle, of varying size based on the amount of wealth those people carried with them.
The Treasure-House of the Gods
It is believed that in the deepest parts of the undercity, there lies a great cache of treasure and weapons created by the gods during their wars with the Titans. However, few have made it to the depths where the Treasure-House can allegedly be found, and fewer still have any idea what sorts of things are contained within.
Many strange cults exist within Tyre, and these are often a source of new spells for magicians. A magician may only be a member of one cult at a time, and therefore may not learn spells belonging to another cult. The list below should not be considered exhaustive, since
Artemis
Goddess of the hunt, the Moon, and fertility, Artemis has taken on a number of strange aspects since the Greeks made contact with the peoples of the East. She is typically depicted as a woman with many rows of breasts, and some of her statues are known to lactate during cultic rites.
Asclepius
Son of Apollo and god of the healing arts, Asclepius possesses a small temple in Tyre. His cult is surprisingly popular despite the modest size of the aforementioned temple, and many a cockerel has its throat cut in his honor.
Dagon
Dagon is a strange sea-god venerated by the Phoenicians. Unlike Melqart (see below), the Greeks do not conflate Dagon with their god Poseidon. Dagon is a god of fish, darkness, and decay and his spells and cultists reflect this.
Melqart
Melqart is the god of the city of Tyre, though the Greeks assert that he is none other than Heracles, who made his way to the Levant during one of his labors. The spells normally associated with him are protective, but he does have some of a more savage nature.
Moloch
Baleful god of fire and human sacrifice, Moloch is the chief god of the Phoenicians. These people give up their children to his horrid fires, a practice which horrifies other peoples - though it is especially sickening to the Romans.
In addition to these cults, a number of sorcerers exist who may also provide spells; however, they rarely do so without a price. The most famous two in the city are, of course, Ningauble and Sheelba; however, the Scarlet One, He of the Thousand Mouths, Ajaxos the Mad and a hundred others make their homes within the city.
Wednesday, April 10, 2013
Demi-Humans of the Wilderlands of Swords and Deviltry
The Wilderlands as presented in 3e had a number of demi-humans that appeared as normal humans except with funky colored skin. I’m going to be keeping them because I still have a few oddly colored minis in my box. “Common” versions of these - which are essentially humans descended from these demi-humans - are made using the normal rules for humans. “True” versions are made using the rules below.
Altanians
Altanians are a strong and hardy race that gave their name to Barbarian Altanis. Their skin is a deep red, and they commonly appear in slave markets throughout the Wilderlands. It is said by some that the blood of demons courses in their veins.
Altanian Abilities
Ability Prerequisite: Altanian characters must have both a Strength and a Constitution of 15 or greater.
Character Advancement: Altanians may reach any level as a fighter or rogue. They may only advance as high as 4th as a druid, but may advance further if their Wisdom is 16 or greater.
Weapon and Armor Restrictions: Regardless of class Altanians are not trained in the use of any armor higher than chain.
Blood Rage: An Altanian may enter a rage for 1d6 rounds. During this period they gain +2 to to hit and damage rolls and -2 to AC. They can only attack with melee weapons in this state and will not allow opponents to flee and will not accept surrender. Regardless of how many rounds are left, the effect ends when combat is over.
Stealthy: Altanians who are not in a blood rage suprise opponents on a 3 in 6 instead of the normal chance. Note that this does not ignore the normal penalties incurred from carrying lightsource in a dungeon.
Saving Throws: Altanians use the saving throws of their chosen class.
Avalonians
Avalonians are descendents of a mating between a northern elf and a human. This occurred so often in the North that they now have a substantial population. Due to their elf heritage, their skin is a pale blue and their hair is either platinum blonde, white, or silver.
Avalonian Abilities
Ability Prerequisite: Avalonians must have a Intelligence of 13 or greater and a Constitution of no higher than 9.
Character Advancement: Avalonians may reach up to 6th level as a Fighter, and may advance further if their Strength is 16 or greater. They may advance without restriction as a rogue or magician.
Keen Detection: Avalonians can detect secret doors on a 1-2 regardless of their class. If they are a rogue their chance to find secret doors increases by 1, but may not go higher than 5.
Saving Throws: Avalonians gain a +2 to saves made against cold and charm effects.
Languages: Avalonians begin play knowing both Common and Elven.
Ghuls
Ghuls are humanoids with transparent skin that haunt the northern parts of the Wilderlands. They delight in the taste of human flesh, but they can put this aside long enough to have fairly stable relations with humans. While many live in semi-nomadic tribes, there are some who dwell in cities and a few have even made a living as wizards and scribes.
Ghul Abilities
Ability Prerequisite: Ghuls must have a Constitution of 18 and a Charisma of no higher than 9.
Character Advancement: Ghuls may advance up to 6th level as a fighter and 4th level as a magician, though they may advance beyond this if their Strength or Intelligence is a 13 or greater, depending on class. Ghuls may advance as a rogue without restriction.
Weapon and Armor Restrictions: Regardless of class, Ghuls may not wear armor heavier than leather - which is always in the form of a harness.
The Hunger: Once per day, Ghuls may spend a full round eating human flesh. If they do so, they gain regeneration 1 for the next 1d6.
Stealthy: Regardless of class, a Ghul’s surprise chance is 1-3.
Saving Throws: Ghuls possess the saving throw bonuses of their chosen class.
Viridians
Viridians are descended from the great fish-god Armadod-bog. Their skin is a bright green and their hair is universally black. They are few in number today, with most being members of the family of the World Emperor. They are often known to bear scars along their back, since they scourge themselves in apology to their god for not being more fish-like.
Viridian Abilities
Ability Prerequisite: Viridians must have a strength and intelligence of greater than 12.
Character Advancement: Viridians advance as a blend of fighter and magician using the table below. Viridians with an intelligence and a charisma of 18 may use the magician spells per day chart instead of the one below.
Viridian Advancement
XP
|
Level
|
HD
|
ST
|
0
|
1
|
1
|
14
|
5,000
|
2
|
2
|
13
|
10,000
|
3
|
3
|
12
|
20,000
|
4
|
3+1
|
11
|
40,000
|
5
|
4
|
10
|
80,000
|
6
|
5
|
9
|
160,000
|
7
|
6
|
8
|
320,000
|
8
|
6+1
|
7
|
640,000
|
9
|
7
|
6
|
1,280,000
|
10
|
8
|
5
|
Weapon and Armor Restrictions: Viridians may use any weapon and wear any armor, but must have a free hand to cast spells.
Spell Casting: Viridians may cast a number of spells based on the chart below. Viridians with an intelligence greater than 15 gain an extra first level spell per day. Otherwise, they function identically to a Magician.
Spells Per Day
Viridian Level
|
Level 1
|
Level 2
|
Level 3
|
1
|
--
|
--
|
--
|
2
|
1
|
--
|
--
|
3
|
2
|
--
|
--
|
4
|
2
|
1
|
--
|
5
|
3
|
2
|
--
|
6
|
4
|
2
|
--
|
7
|
4
|
2
|
1
|
8
|
4
|
2
|
2
|
9
|
4
|
3
|
2
|
10
|
4
|
4
|
3
|
Saving Throws: Viridians gain a +2 to saves made against magical effects.
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