Showing posts with label d20 System. Show all posts
Showing posts with label d20 System. Show all posts

Sunday, September 25, 2022

A new spell for d20 System Games: Mystic Pogo Stick!


Mystic Pogo Stick is a 1st-level spell that was originally devised for inclusion in the forthcoming book Mystic Moot and his Magic Snoot. However, it was decided that it didn't quite fit the source material, so it was cut. (We also got rid of listing Mystic Chopper and Mystic Limousine as spells that can be cast using Mystic Body Parts, like a snoot.)

The following text is released under the Open Game License and it may be reproduced in accordance with its terms. Copyright 2022 by Steve Miller.


MYSTIC POGO STICK

Conjuration (Creation)
Level: Arcane (Sor/Wiz) 1
Components: V, S
Casting Time: 1 minute
Range: 0 ft.
Effect: One or more quasi-real pogo sticks
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

You conjure a quasi-real pogo stick. The pogo stick can be used only by you or the one person for whom you specifically create the stick. A mystic pogo stick looks like a pogo stick covered in glitter and swirled, bright colors, but you can make it appear more mundane or spectacular as you wish.

The mystic pogo stick has a hardness of 5, and 20 hit points +1 hit point per caster level. If it loses all its hit points, the mystic pogo stick disappears. A mystic pogo stick has a top horizontal speed of 20 feet per caster level, and can propel the user up to 5 feet vertically per caster level into the air; an initiative modifier of +0, and a maneuver modifier of +1.

Users can leap onto raised areas using a mystic pogo stick, landing upright and able to successfully continue bouncing along on the stick upon making a successful Reflex save (DC10) upon landing. If the saving throw fails, they lose all actions for the rest of the round, but may choose to resume traveling on the pogo stick the following round. A character on a mystic pogo stick can take no actions other than bounce along while he or she is traveling, but if he or she has the Dodge, Improved Dodge, and/or the Mobility feat, the benefits gained are doubled.

Generally speaking, the mystic pogo stick only functions effectively on dry, hard, flat surfaces, such as pavement or flagstones. If used on wet surfaces, or packed earth, cobblestones, and other hard but uneven surfaces, the horizontal movement rate is decreased to 10 feet per caster level and the user must make a successful Balance skill check (DC12) each round of travel or the pogo stick slips and the character falls prone, suffering 1d4 points of damage and loses all actions for the following round.

The mystic pogo stick gains certain powers according to caster level. Its abilities include those of pogo sticks of lower caster levels.

   3rd Level: The mystic pogo stick can travel on wet or uneven surfaces without a reduction in movement rates (vertical or horizontal) without the need for skill checks.
   4th Level: You may now conjure up to 3 mystic pogo stick.
   5th Level: The mystic pogo stick can bounce across sandy, muddy, or even swampy ground without difficulty or decrease in speed.
   6th Level: You may now conjure up to 5 mystic pogo stick.
   7th Level: The mystic pogo stick can bounce across water as if it were firm, dry ground.
   8th Level: You may now conjure up to 7 mystic pogo stick.
   9th Level: The mystic pogo stick can ride in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. The phantom chopper cannot take off and fly. It can only ride horizontally across the air. After 3 rounds in the air, the pogo stick falls.
   10th Level: You may now conjure up to 9 mystic pogo sticks.
   11th Level: As the 9th level power, but the pogo stick can move across the air for 6 rounds.



Wednesday, September 21, 2022

The Miraculous Magic of Mystic Moot (d20 Magic Body Parts)


We've got another comics/rpg product in the works. This one will collect most of the "Mystic Moot and His Magic Snoot" stories by the great Basil Wolverton in one place. It's massive amounts of goofiness delivered in four-page doses, and it might even be the perfect comic to read with the little ones to feed their interest in comics! And what's even better? It will feature all-new, ever-before-seen cover art by the great cartoonist Stan!

Who is Mystic Moot, you ask? Well, let's hear from the man himself, along with Wolverton providing a little background!


Along with the comics, there will be some d20 System rules that will let your characters have magic body parts, just like Moot. (There may even be some ROLF! content... it's been a while!)

Meanwhile, here's a little bit of a preview. It's part of the Magic Body Parts rules. If you have feedback on this preview, we'd love to hear it. (You don't need to tell us if you think it's silly, and has the potential for all sorts of stupid antics in-game. We know. It's the Way of Mystic Moot.)

The rest of this post is released under the Open Game License and it may be reproduced in accordance with its terms. Copyright 2022 Steve Miller.

MAGIC BODY PARTS BASICS
Every person (perhaps every being) is born with a magic body part. Through this very special point of their physical form, beings can naturally channel magic, without the need for strange phrases and doo-dads, and bits of precious metals. By thinking about, gesturing with, or touching the magic body party, and simultaneously wishing for a specific effect, the person can cast spells as if he or she was a sorcerer or a priest.

Further, if the character is a sorcerer or a priest (or gains spell-casting abilities from other talents or feats), he or she adds Magic Body Part spells to the total spells that can be cast each day. The Magic Body Part spells are tracked on a separate list, as they are their own unique group of spells.

While everyone has a magic body part, not everyone has the ability to use it. The powers of the magic body part can be discovered in a variety of ways--during a moment of extreme danger or pleasure, or from gurus wise in the ways of magic body parts. Even when a person becomes aware of their magic body part, it takes dedication and practice to fully master its potential. (The spells that can be powered trough the magic body part are limited in scope and variety when compared to other spellcasting disciplines and methods, but the advantage is that no specific material, somatic, or verbal components are needed, and the person can invoke a spell anytime and anywhere he or she wants.)

A character's magic body part can be determined at creation, or it can be "discovered" later as the character gains levels and progresses through a campaign. Players whose characters have identified their magic body parts can either specify what that part is (the nose, the right ear, the left middle finger, the chest, and so on) or roll on a random table that will be included in NUELOW Games' Mystic Moot comics/rpg product.

The player may choose the character's magic body part, but the GM may overrule the choice if he or she feels it is not in step with the tone or maturity level he or she wants in the game.

The character's mastery of his or her magic body part is represented in the game mechanics and rules by a feat and a talent tree. The feat and talent trees are available to all character classes in games where they are allowed by the GM.

 

MAGIC BODY PARTS: FEATS AND TALENT TREES
Once the character becomes aware of his or her Magic Body Parts, magic can be channeled through them, creating spell effects from the Magic Body Parts spell list. The Magic Body Part feat forms the foundation of the ability while the talents reflect the character's advancing mastery of his or her power.

Magic Body Part Feat [Minor Power, Supernatural]
You are able to channel magic through a specific part of your body and create limited spell effects.
   Benefit: With a standard action and a successful Willpower saving throw (DC13), you may cast a 0-level Magic Body Part spells a number of times per day equal to your character level. Caster level is equal to the character level. If the spell fails, you may retry the following round.
   Special: If you touch the magic body party while channeling magic, or thrust it forcefully in the direction of a target, the Willpower saving throw is DC10.
   This feat serves as a prerequisite for superpower talent trees.

Magic Body Part Talent Tree
These talents reflect a character's mastery of his or her magic body part.
   Magic Body Part Mastery (Basic): The character may cast 1st-level and 2nd-level Magic Body Part spells, in addition to 0-level Magic Body Part spells. The total number of Body Part spells the character may cast per day increases to twice his or her character level. All other rules for casting body part spells remain as described in the Magic Body Part feat.
   Prerequisite: Magic Body Part feat.
   Magic Body Part Mastery (Comprehensive): The character may cast 3rd-level and 4th-level Magic Body Part spells, in addition to 0- through 2nd-level Magic Body Part spells. The total number of Body Part spells the character may cast per day increases by an amount equal to his or her Charisma bonus, in addition to the existing total. All other rules for casting body part spells remain as described in the Magic Body Part feat.
   Prerequisite: Magic Body Part Mastery (Basic).
   Magic Body Part Mastery (Epic): The character may cast 5th-level and 6th-level Magic Body Part spells, in addition to 0- through 4th-level Magic Body Part spells. The total number of Body Part spells the character may cast per day increases by an amount equal to his or her Charisma bonus, in addition to the existing total. All other rules for casting body part spells remain as described in the Magic Body Part feat.
   Prerequisite: Magic Body Part (Comprehensive).
   Magic Body Part Mastery (Legendary): The character may cast 7th-level and 8th-level Magic Body Part spells, in addition to 0- through 6th-level Magic Body Part spells. The total number of Body Part spells the character may cast per day increases by an amount equal to his or her Constitution bonus, in addition to the existing total. All other rules for casting body part spells remain as described in the Magic Body Part feat.
   Prerequisite: Magic Body Part (Epic).


MAGIC BODY PART SPELLS
[They will be in "Mystic Moot and His Magic Snoot" -- coming soon from NUELOW Games!]


Wednesday, July 20, 2022

Bessie Love and the Crown of Eternal Mastery

We once again provide a glimpse of a time when Bessie Love (as part of her secret battle against supernatural evil) perhaps saved the world... but at the very least took a powerful magic item out of malicious hands. As per usual, we translate the item into roleplaying game terms via the d20 System.

 
Bessie Love

On Halloween, 1928, Bessie Love had her first of many encounters with evil-doers trying to harness magic and enchanted artifacts left behind after the fall of ancient Atlantis. She prevented a necromancer from harnessing the powers of the Gourdians, and, in doing so, came into possession of the Crown of Eternal Mastery. She even wore it to a Halloween Party that night--where she accidentally gained some insight into its powers. (Bessie found herself to be a better dancer than she had ever been before, as well as feeling more limber and dexterous while waring the Crown. She took this to mean that it enhanced a person's agility and dexterity. She failed to imagine the full power of the item, and she put it away in her collection of magical artifacts without ever realizing the truth.)

THE CROWN OF ETERNAL MASTERY
This is a large, elaborate headdress that consists of a caul that's covered with a complex and tangled arrangement of gemstones and pearls on strings or set into delicate platinum frames.  It represents the pinnacle of magical craftsmanship based in a fusion of the now-mostly forgotten Atlantean magical disciplines of Biomancy and Technomancy. It absorbs all knowledge and skills possessed by someone who dies while wearing it, allowing others to later access and use it as if it was their own. Each pearl contains the sum total of experience and knowledge possessed by a person who has passed on. Each gem houses not only a person's knowledge and experience but their personality as well.
   If it is subjected to methods that reveal magical auras, the Crown of Eternal Mastery is revealed to be imbued with powerful magics of an undeterminable variety. If the character attempting to analyze the item's magical aura is a skilled at creating enchanted items, he or she can make an Arcane Lore or Spellcraft skill check (DC18) to determine that there are faint undercurrents of abjuration and necromantic magic in the otherwise alien emanations.

Using the Crown of Eternal Mastery
When worn, the Crown of Eternal Mastery provides the wearer with a +2 bonus to Will saves. Additionally, the character can gain bonuses to skill checks and attack rolls for a limited time.
   Unless the character somehow gains access to ancient Atlantean means of determining the functions of magical items, the Crown of Eternal Mastery will initially seem to function at random. Whenever the character wearing the Crown makes an attack roll or skill check, the GM should roll against the following table. The character gains the indicated bonuses for the duration of the encounter; until another skill check is made; until the character falls unconscious or goes to sleep; or for six hours. The GM decides which of the three options makes the most sense in the context of when the item is triggered.
   The bonuses provided by the Crown stack with all other bonuses. The bonuses do not count for purposes of damage resistance against non-magical weapons.

d20 Roll    Result
1                +4 bonus to all Strength-based skill checks.
2                +2 bonus to all Strength-based skill checks,
                  +2 bonus to all melee attack rolls/melee damage rolls.
3                +4 bonus to all Dexterity-based skill checks
4                +2 bonus to all Dexterity-based skill checks,
                  +2 bonus to all ranged attack rolls.
5                +4 bonus to all Constitution-based skill checks.
6                +4 bonus to all Intelligence-based skill checks.
7                +6 bonus to all Craft skill checks.
8                +4 bonus to all Wisdom-based skill checks.
9                +4 bonus to all Charisma-based skill checks.   
10              +6 bonus to all Perform skill checks.
11              +4 bonus to attack/damage with bladed melee weapons.
12              +4 bonus to attack/damage with blunt melee weapons.
13              +4 bonus to attack/damage with thrown weapons.
14              +4 bonus to ranged attack rolls.
15              +8 bonus to all Knowledge skill checks.
16              +8 bonus to all Perform skill checks with instruments.
17              +8 bonus to Acrobatics and Perform (Dance) skill checks.
18              +8 bonus to Hide and Move Silently skill checks.
19              Roll twice on this table, ignoring and re-rolling additional
                  results of 19. Gain both benefits.
20              Gain instant knowledge of the purpose of the Crown
                  and how to properly use it.

Whenever the character is under one of the benefits of the Crown, he or she feels like some unseen presence is there, watching. The GM should also secretly roll 1d6. On a "6", the character hears a faint voice, a barely audible whisper that is so faint the character can't hear what is being said. The third time the character hears the voice, he or she is finally able to discern the words: The voice is explaining how to use the Crown of Eternal Mastery.

Using the Crown of Eternal Mastery Properly
The character wearing the Crown of Eternal Mastery may attempt to invoke its powers once per round. To do so, the character takes a standard action, and the player rolls a Willpower saving throw (DC11). If the roll is successful, the player declares which of the following benefits the character gains:  
   * +4 bonus to all attack rolls, and a +4 bonus to all skill checks under the physical attributes (Strength, Dexterity, Constitution).
   * +4 bonus to all attack rolls, and a +4 bonus to all skill checks under mental attributes (Intelligence, Wisdom).
   * +4 bonus to all attack rolls, and a +6 bonus to all skill checks under the Charisma attribute.
   * +6 bonus to all Demotions, Disable Device, Hide, and Move Silently skill checks.
   * +8 bonus to all Knowledge skill checks.

The bonuses lasts for six hours, or until the character chooses another set of bonuses. The bonuses also end if the character falls unconscious or goes to sleep while wearing the crown. (See "Drawbacks of the Crown of Eternal Mastery", below, for more.)
   If the Will saving throw to properly activate the Crown's benefits fails, the GM rolls on the table of random bonuses.

Drawbacks of the Crown of Eternal Mastery
If the character falls unconscious or goes to sleep while wearing the crown, one of the personalities in housed in the gems takes control of the character's body. The character retains all physical attributes (Strength, Dexterity, Constitution), but the Charisma attribute is temporarily reduced by 2 points. Mental attributes (Intelligence and Wisdom) are replaced by those of the controlling spirit. The possessing spirit has access to all of the player character's memories and skills, as well as well as its own. The spirit is motivated primarily by a desire to keep the player character safe and help him or her to succeed. (Whether the GM plays the character while it is inhabited by a different spirit is up to the GM.)
   If the player character dies while wearing the Crown of Eternal Mastery, his or her spirit is instantly absorbed into one of the Crown's gems and is added to the preserved knowledge and skill mastery preserved within it.

Destroying the Crown of Eternal Mastery
Any method that will destroy a normal magic item will destroy the Crown of Eternal Mastery. However, 1d6+2 angry ghosts emerge from the Crown and attack those who are attempting to destroy it. 

--
All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2022 by Steve Miller. 

Wednesday, June 15, 2022

Bessie Love and the Mist Maiden's Kit

It time for us to reveal another chapter in the secret life of actress/adventuress Bessie Love. As is our habit, we translate the magical artifacts she encountered during this adventure in d20 System roleplaying game rules.

Bessie Love

--

 In October of 1928, Bessie Love traveled to Seattle, WA. She was her way to what was rumored to be the most haunted lighthouse in the world on Devastation Point, but the night her train pulled into the Seattle station, a series of brutal murders began. Someone was stabbing and mutilate young, beautiful, and free-spirited women... someone who seemed to simply dissolve into the rain or mist after performing the hideous deed. The killer eventually claimed eight victims and became known as the Seattle Creeper.

Love eventually tracked and defeated the killer, discovering that she was a librarian whose fiance had cheated on her with several women and then jilted her at the altar. The woman had a vast amount of arcane knowledge, which she used to acquire a trio of stealth-enhancing artifacts collectively known as the Mist Maiden's Kit, and then went on her murder spree. 

After defeating the murderous woman, Love added the artifacts to her collection. She would, on occasion, use the Mist Maiden's Kit during her investigations since its potential drawbacks were minor and more inconvenient than dangerous. 


Bessie Love, Flapper
Bessie Love wearing the Mist Maiden's Kit

d20 SYSTEM RULES
The rest of the text in this post is released under the Open Game License, and it may be produced in accordance with those terms. 

The Mist Maiden's Kit
In 1924, a young couple, Carlton Jamieson and Lisa Svensen decided to become "rum-runners" and smuggle illegal liquor from Canada and across Lake Erie. The couple already ran an "underground railroad" that smuggled criminals and other people on the run across the Lake Erie from Cleveland and into Canada, so was a small thing for them to expand into a new and lucrative area.

Carlton and Lisa were both from families who were long-time practitioners of sorcery and they used their arcane knowledge to facilitate their smuggling ventures, be they transporting humans or booze. Lisa had crafted a number of items that augmented stealth while Carlton enchanted their boat to travel more quickly and quietly across the waters. Although young, Lisa was already renowned for her ability to transform or conceal items or beings, and had earned the nickname "The Mist Maiden." (It was a small irony that Lisa was an expert at stealth magic, since she loved being fashionable and loved being the center of attention.)

Sadly, the couple's magic was no protection when hardcore gangsters decided they wanted to take over their operation, and killed Carlton while sinking the boat. A heartbroken Lisa used her magical gifts to take revenge on those who murdered her beloved. She used the same magical tools that had once helped her avoid detection while smuggling to gain access to those who murdered Carlton and execute them.

When the last man involved with the murder was dead, Lisa wished that she could be reunited with Carlton, and she dissolved into mist, leaving behind only the stealth-augmenting artifacts she was wearing--the Galoshes of Stealth, the Raincoat of Protection, and the Rainhat of Hiding. Each of the three items have a magical effect when worn, but their individual magical auras combine to provide the wearer with the ability to dissolve herself and all things worn or carried into vapor and then later reversing the process.

The Galoshes of Stealth
This is a pair of tan rubber overshoes that can be fastened to protect the wearer's calves as well. (During the 1920s, it was fashionable for young women to leave their galoshes unfastened, with the tops either folded or flapping loose.)
   The Galoshes of Stealth protects the wearer's feet (and lower legs, if properly fastened) from any liquid she might step in, up and including lava. Additionally, the wearer can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.

The Raincoat of Protection
This is a black-trimmed, tan raincoat that's covered in a delicate, floral pattern that conceals the magical runes powering the item's enchantments. The pattern matches that on the Rainhat of Hiding.
   The Raincoat of Protection grants the wearer a +2 to AC/DR, as well as a +4 bonus to saving throws made to resist effects and damage from element-based spells and abilities. Finally, once it is brought out of the rain, it is immediately dry and clean.

The Rainhat of Hiding
This is a black-trimmed, tan rainhat that's covered in a delicate floral pattern that conceals the magical runes powering the items enchantments. The pattern matches that on the Raincoat of Protection.
   The Rainhat of Hiding grants the wearer a +4 bonus to all Hide skill checks and a +4 bonus to Move Silently checks. The bonuses are lost if the wearer intentionally calls attention to him- or herself, such as making an attack, a loud noise, or waving around a flashlight or bright object. The bonuses can be restored if the character can duck out of view of watchers.
   Like the Raincoat of Protection, this item is immediately dry and clean once it is brought out of the rain.



Combined Powers of the Maiden's Kit
When worn together, the three items give the wearer the ability to turn into a cloud of fine mist that is roughly the same shape and size as the character when wearing the Maiden's Kit. In order to transform, the wearer must take a full round action to will herself to assume a misty form, and make a successful Willpower saving throw (DC8). If the check fails, another attempt can be made the following round.
   Once transformed into mist, the character gains the following benefits:
   * Gains +20 bonus to all Hide checks when outside in the dark, and a +10 bonus if inside in the dark. If someone were to  Is completely undetectable through normal means when in mist or fog.
   * Can do anything a cloud of mists can do, such as flow through a crack under the door or a window. The character leaves a very faint trail of moisture.
   * Can move across the surface of water at the same movement rate as if on solid, even ground. (The character cannot enter the water, however.)
   * Immune to physical attacks, but also cannot make attacks or cast any spells, defensive or offensive.
   * +4 bonus to all saving throws against effects and damage from magical and supernatural attacks.

The transformation ends if the character loses consciousness, is subjected to an anti-magic field, dispel magic (at a 20th-level caster strength), or takes a full round action to will herself back into a solid state with a successful Willpower saving throw (DC12). If the Willpower roll fails, the character remains in her misty state for 1d12+2 hours before finally becoming solid again.

--
For a complete index to all of Bessie Love's adventures that have been revealed here at Shades of Gray, click here.

Sunday, May 29, 2022

New Feat: Divide by Zero

Here's a feat for use with the NUELOW Games superpowers d20 System rules, or just for the hell of it in particularly crazy games. (Well, even when used as a superpower, it probably works best in particularly crazy games...)

All text in this post is presented under the Open Game License, and it may be reproduced in accordance with its terms. Copyright 2022 Steve Miller.

DIVIDE BY ZERO [Meta-Gaming, Minor Power]
Nothing is impossible. NOTHING!
   Prerequisite: Lucky feat
   Benefit: Whenever you fail a d20 roll (attack, saving throw, or skill check), you may reroll by announcing to the DM that you are doing so.
   Special: There are two outcomes from invoking this feat.
   If the re-roll is successful, treat it as a critical success (when appropriate). You gain a +1 bonus to all d20 rolls for the rest of the game session.
   If the re-roll fails, you (and possibly the other player characters) suffer one of the following random consequences. (DM's choice/creation or random selection by rolling 1d8 from the following table.)
   1. Your character suffers a -1 penalty to all d20 rolls for the rest of the game session.
   2. Your character suffers a -2 penalty to all d20 rolls for the rest of the game session.
   3. Your character's shadow disconnects from him or her. At the beginning of the next round, the shadow solidifies into a exact copy of the character, with the same attributes, hit points, skills, and combat abilities. All gear and equipment is copied as well. This shadow-being immediately attacks the character from which it sprang. It does not stop until it or the character is defeated (below 0 hit points), at which time it dissolves with a shriek of frustration and pain.
   4. Your character's shadow disconnects from you at the end of the encounter and become an independent creature. Until you manage to recover it, you will cast no shadow.
   5. Your character no longer cast a shadow, nor does he or she have a reflection. This condition persists for 1d6+1 days.
   6. Your character's reflection in mirrors has a 50% chance of emerging from the mirror and attacking him or her if no one else is around. This mirror image of the character has  the same attributes, hit points, skills, and combat abilities. All gear and equipment is copied as well. This being attacks the character until it or its target is defeated (reduced below 0 hit points). It then it explodes into hundreds of mirror fragments, with a dying shriek of frustration and pain, and inflicts 1d4+1 points of damage upon . This condition persists for 1d6+1 days.
   7. All PCs and major NPCs present during when the failed re-roll was made, and who are alive at the end of the encounter, are subject to a -2 penalty to all d20 rolls until they unite to seek out the Monkey King at the center of Reality. All living characters must undertake this journey together, or none will be liberated from the curse by the Monkey King.
   8. The character's physical form changes. Roll on this table to determine determine the character's new sex and on this table to determine his or her new race.




Sunday, May 22, 2022

Spirit-Infused Coffee for the d20 System



An ad for "spirit-infused coffee" appeared in Steve Miller's Facebook feed. Although he KNEW what was meant by it--coffee augmented with the flavor of bourbon, tequila, or some other form of hard liquor--an idea for an adventure scenario popped into his head. Although the game mechanics included are for the d20 System, we believe that this idea is easily adaptable to any RPG.

(And if the roastery that inspired this post comes along and recognizes the modified image of their product that we appropriated for this post--please don't us!)



THE MYSTERY OF THE DEADLY COFFEE
An Adventure Idea by Steve Miller

THE BEGINNING
A sudden rash of violent murders against either random people, coworkers, or family members, is plaguing the city and slowly spreading across the nation. If the murderer is taken alive, he or she claims to have no memory of what happened. The only common thread is that Spirit-Infused Coffee (a medium-roast made from Arabica beans) has been found in the home or workplace of the killers. Standard analysis of the coffee shows no toxins or unexpected ingrediencies. Even if it is banned from stores, there's no way to stop the firm from offering it via mail order, and their legal team crush anyone who tries to interfer with the selling of the coffee. In fact, the claims that it might be driving people to murder becomes the motivating factor for TikTok Challenges.

WHAT'S GOING ON?
The coffee is literally infused with spirits. Demons are summoned during the roasting process, and they are literally cooked into the beans, and those who drink the coffee are extremely likely to fall victim to demonic possession.


EFFECTS OF DRINKING SPIRIT-INFUSED COFFEE
Roll 3d6 against the following table to determine what happens to those who drink the Spirit-Infused Coffee:
   3. Nothing but a pleasant caffeine jolt.
   4-5. Characters become overly horny and will be on a constant hunt for sexual partners. When advances are rebuffed, they must make successful Will saves (DC13) or attack the target of lust.
   6-7. Characters constantly desire food and drink, and it has to be high quality. When denied, or served bad food, the characters must make successful Will saves (DC13) or attempt to kill anyone who is perceived as standing in the way of a desired meal.
   8-9. Character must roll a Will save (DC13) whenever they are around cash or in shops. If the saving throw fails, they attempt to steal the money or some valuable item from the store. Anyone who tries to stop them is violently attacked.
   10-11. Characters stop going to work and instead just lounge about their homes all day, sleeping whenever possible. If the coffee is consumed at work, they must make successful Will saves (DC13) or immediately stop work and just be lazy. Anyone who tries to get them to stop sitting around is violently attacked.
   12-13. Once per hour characters must roll WIll saves (DC13) or be filled with homicidal rage against the nearest, most obvious target. (If it's someone or something in some sort of media, the characters must seek that person or place out). The rage lasts until the target is eliminated, and will grow to encompass anyone perceived as being between the characters and their ultmate target.
   14-15. Characters who see someone displaying obvious wealth, someone who is physically attractive, or who may simply just be enjoying a good time with friends, must roll Will saves (DC13) or violently attack that person. They will also attempt to steal whatever valuables the target is carrying. (This could be mugging, or a mass-killing, depending on the situation.)
   16-17. Characters become extremely self-satisfied and filled with pride over everthing they they do. They will constantly brag about themselves and demand recognition and praise. They must roll successful Will saves (DC13) if anyone denies their greatness, or violently attack the offender.
   18. Nothing but a pleasant caffeine jolt.

The evil spirit that has been infused into the coffee drinker remains in his or her body for six days, or until a Will save is failed. During that time, the coffee drinker cannot be possessed by other demons, no matter how much of the spirit-infused coffee they might drink. The coffee drinker will have only the haziest of recollections of the time he or she was possessed, and will remember nothing once he or she turns violent.

ENDING THE THREAT
It will be up to the PCs to discover the true nature of Spirit-Infused Coffee and stop the spread of evil! They will have to get into the roastery and destroy the ritual site, and kill the demonologist behind the scheme. If their IDs are discovered during this process, they will find themselves hounded by the law firm (who are literally devils' advocates), even if they avoid any consequences from the authorities.

--
All text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright Steve Miller 2022

Monday, February 28, 2022

Coming Soon: 'The Original Peacemaker'!

We're finalizing a new release that's been on-again, off-again since 2017 or so. (While this can be said of most of our planned releases lately, this one has been more-so than some of others.)

Given that there's a TV series currently headling the Peacemaker, we figure the time is now or never to  time to bring out THE ORIGINAL PEACEMAKER! It will collect half-a-dozen early Peacemaker tales by the character's creators, Joe Gill, Pat Boyette, and Dick Giordano and feature new d20 System content. We hope this first release will be the first of two volumes.

By way of a preview, here's draft material of some of the d20 System content that will be in the book first book. The art with this post is an unfinished draft of the cover for the projected second volume in the series, as well as panels from the comics, taken from raw scans. (As per usual, they'll be cleaned up a bit and in black-and-white in the actual book.)


 
NEW EQUIPMENT
Here are d20 System rules for some of the more unique items in the Peacemaker's armory, . All are the product of Christopher Smith's singular genius, and he will only share them with his most trusted allies.

BRAINWAVE AUGMENTATION HELMET
During his brief association with NASA, Christopher Smith had the opportunity to study some alien technology that had been recovered on the Moon. The device, which looked like a chair, allowed a person sitting in cause it to rise into the air and slowly float in whatever direction the user wished. the person in the chair could also cause small items to float in the air and even bring them to him or her, or cause them to float toward targets. 
   Smith managed to reverse engineer and miniaturize the portion of the alien device augmented human brainwaves to grant limited telekinetic and telepathic powers. He encased his invention in the helmet he wears as the Peacemaker. 
   Although the helmet appears solid, it can be collapsed into an almost flat state (just three inches in depth) and can easily be concealed in a briefcase, for example.
    Using the Brainwave Augmentation Helmet: When wearing the Brainwave Augmentation Helmet, the user can make a Willpower saving throw to either use telepathy to project thoughts to a single target within line-of-sight, use telekinesis to manipulate small objects, or fire the laser built into the front of the helmet.
   When a would-be user puts on the helmet for the first time, he or she feels like someone just crushed his or her head with a rock. The character must roll a Fortitude saving throw (DC12) or become unconscious. If the character wears the helmet for three full rounds (with a successful DC12 Fortitude save required each round), the pain stops as immediately as it began, and he or she is now attuned to the helmet and may wear it without difficulty going forward. If he or she became unconscious or removed the helmet, the process must be repeated. 
   Projecting Thoughts: The character wearing the Brainwave Augmentation Helmet must specify the target to whom thoughts are to be sent. As a full round action, upon making a successful Willpower saving throw, the character may then transmit a statement, question, or command to the target. The target hears the character's voice in his or her head, in the target's native language. The difficulty of the Willpower saving throw is DC4, with +2 added for each word sent, and +2 added for every 20 feet of distance between the sender and the target. The player must specify the message before the roll is made, and if the saving throw fails, the target does not hear the thoughts. 
    The user of the helmet can try to send messages to a target as many times as he or she wishes, with a new Willpower save required for each attempt. The target does not typically receive a saving throw to resist, but if he or she is aware of what's happening and does not want to give the user access to their head, the target's Wisdom bonus is added to the user's Willpower DC.
   Manipulating Small Objects: As standard action, the user of the helmet can flip switches, pull triggers, turn handles, or do any other manipulation of small objects within his or her line of sight. He or she can also lift small objects and cause them to float slowly in the air in whatever direction he or she wills, so long as he or she concentrates on the object.
   To use the telekinetic powers granted by the Brainwave Augmentation Helmet, the wearer must specify an object and an action. Then, he or she must roll a Willpower saving throw (base DC2, with +2 added for every 5 feet of distance between the user and the object, as well as an additional +2 for every 5 pounds of weight).
   Firing the Helmet Laser: As a free action, the user must aim the laser by looking at the target and then fire it by making a successful Willpower saving throw (base DC0). The user must then take a standard attack action and roll a ranged attack to see if he or she successfully hits the intended target. 
   The wearer can choose to just fire individual shots or cause sustained damage. The laser has a range increment of 10 feet, and it deals 3d6 points of damage (energy/piercing/heat) per shot, or 3d6+6 damage (energy/piercing/heat) per round if the damage is sustained. It also causes metal s The user can take no other actions while inflicting sustained damage with the helmet laser, and if he or she suffers damage or otherwise is subjected to a condition that can cause distraction, he or she must make a successful Concentration skill check (DC12+damage suffered) or the laser stops working. The character can attempt to reinitialize it the following round.
   To use the helmet laser to maximum efficiency, a character must possess the Exotic Weapon (Helmet Laser) feat. Otherwise, he or she suffers a -4 penalty to the ranged attack roll.



JETPACK
Peacemaker's jetpack is a marvel of miniaturization, and, is once again one of Christopher's unique inventions. It consists of a small backpack and fuel cells capable of producing powered flight for up to 6 hours. A character equipped with a jetpack can hover in place and fly at a maximum speed of 80 feet per round (good maneuverability). The speed is reduced to 40 feet if the user is Encumbered (such as if carrying another person or some heavy object).
   With the flick of a switch, the jetpack can be reset to propel the Peacemaker under water at speeds up on 40 feet per round.


  
PLIABLE BODY ARMOR
The Peacemaker's helmet and uniform are made from an ultralight, absorbent material invented by Christopher Smith. It feels like cotton when worn, but provides protection from normal bullets fired by handheld firearms, as well as limited protection from explosives and other damage from kinetic energy sources.
   The Pliable Body Armor does not increase a character's Defense Rating, but instead reduces damage from projectiles, explosions, and falls by 3 and converts additional damage (up 20 points) to non-lethal damage. 
   The Pliable Body Armor may be worn under regular clothing or even other types of armor. It is not breathable, however, so characters who wear it for extended periods in extreme temperature conditions will have to make Constitution attribute checks (DC11, with the difficulty increasing by +1 for each check). The character becomes Fatigued after the first failed check, and Exhausted after the second. The character becomes Unconscious after the third failed check.


STUN PELLETS
Identical in shape and size to regular bullets, and compatible with firearms of the appropriate caliber, these turn lethal weapons into non-lethal ones. This special ammunition is the creation of Christopher Smith, and he typically carries at least one firearm or magazine loaded with this type of round so he may disable rather than kill his opponents.
   When a living target is struck by a stun pellet, he or she suffers 1 point of damage, plus an amount of non-lethal damage equal to whatever the standard lethal damage would be (subject to Damage Reduction, if any). If the damage reduced the character to 0 hit points or less, he or she becomes Unconscious. Otherwise, the struck character can take no actions for the rest of the round, other than to fall prone to the ground.



NEW FEATS
The following feats can be added to the Charismatic Hero and Smart Hero bonus feats lists if they are included in a campaign.

EXOTIC WEAPON PROFICIENCY: HELMET LASER [General]
You have mastered the thought-controlled laser in the Peacemaker helmet.
   Prerequisite: Base Attack Bonus +1
   Benefit: You make ranged attack rolls with the helmet laser normally.
   Normal: Attacks with the helmet laser are made with a -4 penalty.
   
MILITANT PACIFIST [General]
You don't start fights, but you sure will try to finish them.
    Prerequisites: Charisma 14, Negotiator feat, Diplomacy 4 ranks
    Benefit: When you declare you wish to use this feat, you automatically give up initiative for the encounter, except for the following actions: 
    You must reveal yourself to potential foes, confronting them openly and free of any cover. While facing them head on like this, you must offer your foes a chance to resolve the conflict peacefully. If they choose to not take you up on the offer, you  gain a +4 bonus to hit and damage rolls, and a +2 bonus to DR/AC for the duration of the encounter.. 
    The GM may call for a Bluff or Diplomacy skill check to see if your effort to convince the enemy to resolve matters peacefully  is successful or not. If any of your allies attack the enemy while you are trying to take to them, you automatically fail, and still lose initiative.
    This feat can only be used against creatures with Intelligence of 4 or better.



Tuesday, November 2, 2021

The Truth?! Can you handle The Truth?!

Here's a feat for the characters who know the truth is out there, and who can find it in the most unusual places by connecting dots and finding patterns that no one else can connect or see! (The material is released under Open Game License and may be reproduced accordingly... if They will allow it. Copyright 2021 Steve Miller.)


 
CONSPIRACY THEORIST [General]
Just because they're not out to get you, doesn't mean they want to keep you from revealing the Truth!
   Benefit: Gain +2 bonus to all Bluff skill checks and Gather Information skill checks. The bonus increases to +6 on Bluff checks made when explaining why your conspiracy theories are true... because you Want To Believe.
   Special: Suffer a -2 penalty to all Sense Motive skill checks. The penalty increases to -6 when you're dealing with another character that also possesses the Conspiracy Theory feat.


Also, while we're providing links, here's an evil for the conspiracy-busting PCs to investigate and stop: THE VEGAN DEATH CONSPIRACY!



Sunday, October 24, 2021

The Hushpuppies: Magical Shoes of Death for the d20 System!

The Hushpuppies are a pair of magical shoes of unknown origin. They seem harmless enough, but they are actually deadly weapons that are known to have been used to assassinate three heads-of-state, nine crime bosses, and five accordion players since their first known use in 1959.




The Hushpuppies
These magical, light brown and black soled Hush Puppy shoes radiate faint Transmutation magic. They resize themselves to the feet of any adult humanoid who wishes to wear them. 

After being worn for 48 hours straight and then removed, the Hushpuppies transforms into a pair of hellhounds that breathe poisonous gas. (For each additional 12 hours they are worn before removal, the gas becomes more deadly.)

The hellhounds have standard statistics, aside their gaseous breath weapons. Each hound can breath once per round, expelling a highly noxious cone of gas with a range of 10 feet that deals 2d6+2 points of damage; 1d6 is added to the damage roll for each additional 12 hours the soes are worn. Characters exposed to gas may roll Fortitude saving throws (DC13) to suffer only half damage. The hellhounds will attack and attempt to kill anyone who is within a 30-ft radius of where they appeared, when they appeared. Unless commanded to pursue a possible victim, they will ignore anyone who moves beyond the 30-foot radius before they attack him or her.

The person who wore the shoes is immune to the poisonous gas, but must roll a Will save (DC15) on the round he kicks off the shoes and they transform. If the save is successful, the wearer may command the hellhounds for ten minutes. If the saving thrown is unsuccessful, the wearer will eventually come under attack. If the hellhounds are still alive at the end of that time, they vanish in puffs of odoriferous smoke. A Hush Puppy shoe remains where a hellhound once stood.

(The text in this post is released under the Open Game License and may be reproduced in accordance with it. Click here for details. Copyright 2021 Steve Miller)

Wednesday, September 15, 2021

Amazonian Artifacts: Death's Embrace

This post is the latest in our d20 Amazons post series. You can read the first one here, and you can see all of them by clicking on the "Amazons" tag at the bottom of this post.
   Although written with the d20 System in mind, these rules are easily adaptable to other, similar roleplaying games.

THE THREE PARTS OF DEATH'S EMBRACE
The exact origin of the three artifacts (which some Amazon historians refer to collectively as Death's Embrace) are unknown. Some say they were created in response to amorous fairy creatures in the British Isles and vampires in the Balkan mountains. Others say they were a gift from Athena to an Amazon who had caught the eye of Zeus.

Each of the three artifacts that make up Death's Embrace provide the wearer with magical benefits or protections, but when worn together by an Amazon, they resonate with each other to provide a collective enhancement.
   Each of the three items radiate faint magic of an indeterminate type, but that magic seems to grow more powerful if the items are brought together.


THE CUPS OF SWORDS
This piece of equipment is worn on the character's chest, but it does not provide any bonus to AC or DR. The Cups of Swords consists of two, felt-lined metal cups, linked by a small chain that is worn across the wearer's chest and fastened around her by two lengths of adjustable chain and a clasp. A 10-inch long blade projects from each cup.
   Benefits: The Cups of Swords grants the wearer a +2 bonus to all d20 rolls (attacks, attribute checks, skill checks, and saving throws) when grappling. Unless otherwise specifically stated, any successful pin means the opponent has been pulled close to the character's chest and impaled by the cups of swords, suffering 2d8+2 points of damage each round the pin is maintained.
   The Cups of Swords is considered a +2 weapon. The blades are made of magically-strengthened silver. The 2d8+2 stated above includes the bonus.
   Drawbacks: None, except the Cups of Swords and its fastening chain must be in contact with the wearer's skin or the +2 bonus to d20 rolls while grappling is lost.


THE MASK OF REVEALING CONCEALMENT
This dark green mask covers the upper-half of the wearer's face and flares to upward-facing points on either side. 
   Benefits: When held to the wearer's face, it attaches magically to his or her skin. As long as the wearer is alive, the mask can only be removed willingly by the wearer, or through the use of dispel magic, cast at 20th level or higher. (The mask could also be torn from the wearer's face with a successful Strength attribute check [DC22], but that would tear both skin and flesh from the wearer that w but see Drawbacks for what happens if such a violent act is undertaken.)
   When the mask is worn, it provides  +1 bonus to all Bluff, Hide, Move Silently, Search, Sense Motive, and Spot skill checks.
   In addition, the wearer may spot beings who possesses shapeshifting abilities by merely looking at them. The wearer must specify a target, take a standard action to look at it, and make a Will saving throw (DC11). If the save is successful, the character will see a faint, multicolored glow around the target indicating that it is a shapeshifter. The wearer doesn't know what type of being the target is, whether the form it is wearing is its natural form or not, or anything other than it has the natural ability to change between one or more forms.
   Drawbacks: Once applied to a wearer's face, the mask can only be removed if the wearer wishes to remove it and takes a standard action and makes a successful Will save (DC8). The mask can also be ripped or cut from an unwilling wearer's face. This causes 5 hit points of damage and leaves the one-time wearer with a scarred and disfigured face, as well as a 25% chance of suffering damage to his or eyes that causes blindness. This brutal act gives the character a -2 modifier on Charisma-based skill checks if his or her face isn't covered when interacting with NPCs.
   Whoever removes the Mask of Revealing Concealment from its wearer through brutal means is cursed, since the Amazons still retain a favored status among the now-remote Olympians. The brutalizer suffers a -4 penalty to all attack rolls, saving throws, and skill checks until the mask is returned to the reigning Queen of the Amazon and the character has gained the forgiveness of the person he mutilated.


THE NECKLACE OF SAFETY
This large necklace consists of 20 unevenly shaped strips of silver and platinum on a pair of linked silver chains.
   Benefits: The wearer gains a +2 enhancement bonus to AC/DR and saving throws made to resist mind-altering drugs and environmental effects, as well as mind-affecting magic and spell-like abilities. (When appropriate, these bonuses stack with those gained from the Cups of Swords.)
   Drawbacks: This bonus does not stack with any bonuses gained from enchantments on items that must be worn or carried by the wearer.





COMBINED MAGIC OF DEATH'S EMBRACE
When all three items are worn together, Death's Embrace, the wearer enjoys the following benefits:
   *All bonuses to saving throws, skill checks, and AC/DR increase to +4. (Those from the Cups of Swords and others stack when appropriate.)
   *The Cups of Swords is considered a weapon of +4 enchantment.
   * The wearer inflicts a minimum of 2 points of damage with any melee or unarmed attack that is successful (regardless of damage reduction or immunities).

--
All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2021 by Steve Miller.

Monday, August 9, 2021

RPG-a-Day #9: The Medium


In response to today's RPG-a-Day keyword, an idea presented itself that we may already have covered in other products--sort of like the time when we accidentally re-did our idea for a magic Pho shop but with a few added menu items because we forgot we'd already had and done that idea--but here's a d20 System feat and a talent tree intended to model the idea of medium or spirit channeler who uses those talents as an adventurer or some stripe of action hero.

As with many posts here at the NUELOW Games blog, this post contains strictly first draft stuff. It flowed literally from Steve Miller's brain, through his fingers and the keyboard, and onto the blog. Any opinions or feedback you care to over are welcomed!

(All text from this point forward in the post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2021 Steve Miller.)


THE MEDIUM
The Medium is a character who channels sprits of the dead, accessing their skills and knowledge as he or she needs it. The Medium is never possessed by the spirit, but is instead guided by it. Characters become Mediums in one of two ways, but they basically function the same and gain their abilities through the same feat and talents.

First Type of Medium
This Medium is born. For his or her entire life, there have been "invisible friends" and whispers on the winds that have been lending help and encouragement during hard times, and cheering the character on during times of success and joy. These voices and invisible friends are beings who followed the character into this world at birth, and they have been watching over him or her ever since. As the character has grown, the bonds with the spirits have persisted and perhaps even grown stronger. This Medium is a character who possesses the Medium Beginning Occupation.

Second Type of Medium
This type of Medium arises from a near-death experience. As a hero's soul returned to his or her body from beyond the edge of death, someone or something entered this plane, too. This spirit (or perhaps even several spirits) now exists to help and support the hero. This helpful spirit is represented by the Spirit Guide feat.



NEW STARTING OCCUPATION: MEDIUM
For as long as you can remember, the spirits have been your constant companions and friends. Now, they help you as you embark upon a life of daring and danger.

Medium
Mediums include professions such as clergy, psychics, sideshow performer, investigator, and life coach.
   Prerequisite: Age 15+, Wisdom 12
   Starting Skills: Pick two of the following skills as permanent class skills. If the skill selected is already a class skill, the character gains a +1 competency bonus on checks while using that skill. Decipher Script, Gather Information, Knowledge (arcane lore, history, theology and philosophy), Sense Motive, or add a new Speak Language.
   Starting Feat: You gain Spirit Guide as a bonus starting feat.
   Special: You add the following feats to those you can gain when advancing in levels in your character class. Danger SenseForesight, Fortune Telling, Selfless


NEW FEAT: SPIRIT GUIDE
A bodiless being--a kind soul, a nature spirit, or some being entirely--watches over the hero and help and supports him when needed.

Spirit Guide
You can call upon a helpful spirit (or spirits) in times of need.
   Prerequisite: Medium starting profession or near-death experience (must have fallen below -1 hit points).
   Benefit: Specify a skill that the hero either has at least 1 rank in, or which can be used untrained. Gain a +4 bonus to all skill checks for the duration of the encounter or time period during which you are using the that skill, as your Spirit Guide lets you tap into its expertise. Your spirit guide will aid you a number of times per day equal to the hero's Wisdom bonus.
   Special: Once per day, you may call upon your Spirit Guide to allow you to create spell effects identical to one of the following spells: Daze, Mage Hand, Message, Prestidigitation, or Resistance. The spell effect as if from a spell by caster of the hero's character level.
   This feat is a prerequisite for the talents from the Guiding Spirits Talent Tree.


NEW TALENT TREE: GUIDING SPIRITS
While the Spirit Guide feat represents a hero's main spirit guide, the talents on this tree represent other spirits that are helpful to the hero and that share their power and knowledge with him or her.
   Spirit of Defense: You gain a +4 bonus to DR/AC for the duration of a number of combat encounters each day equal to your Wisdom bonus.
     Prerequisite: Spirit Guide feat
   Spirit of Might: You gain a +4 bonus to damage and attack rolls for the duration of a number of combat encounters each day equal to the hero's Wisdom bonus +2. This bonus stacks will all other, regardless of source.
     Prerequisite: Spirit Guide feat
   Spirit of Magic: You may cast a number of 0- 1st-, or 2nd-level spells from the Divination school equal to your Wisdom bonus each day. These spells are added to any amount of spells you can cast from class benefits, feats. or other traits. 
  Prerequisite: Spirit Guide feat

 


Thursday, August 5, 2021

RPG-a-Day #5: Throne

Continuing with the RPG-a-Day Challenge... while detailing another trophy from the Love Collection.

THE THRONE OF JUDGE MARSTON THE MERRY
In late 1927, silent movie star Bessie Love, in her secret life as a warrior against supernatural evils, squared off against and defeated a cult leader who not only trying to recruit Hollywood studio bosses to his twisted cause, but also tried to eliminate Bessie before she became a threat to his goals--and that was his mistake. From the ruins of his hideout, Bessie and an ally salvaged the ridiculously high-backed upholstered chair he had sat in while commanding his followers. Due to the presence of arcane symbols subtly included in the design of upholstery, Bessie was certain the chair held powerful magic. Although it radiates very faint magic, 
   Bessie was not able to discern the chair's purpose until after she had moved to England, where an occult historian recognized the chair as the creation of Judge Edward Marston, a judge from a rural part of Northern England who lived from 1802 to 1873. He held his judgeship from 1844 through 1860. Common history records him as a fair-minded man who put the law ahead of such things as wealth or accidents of birth and the social status and clout that came with it, as well as a man who enjoyed parties--both hosting and attending. Secret histories record him as a skilled artificer, who created, among other things, objects to help him excel as a lawyer and judge. Few details are known about his creations, and even fewer are known to still exist. (Aside from the chair, Marston is known to have created a magic gavel and judge wig, the purpose of either of which is unknown.)
   The Throne of Judge Marston the Merry was so nicknamed by close friends. Marston first created it when he was named judge, and he always sat in it while presiding over his court and passing. After he retired, he reupholstered the chair, and it then sat at the head of the banquet table in his manor's great hall--and just as he had presided over his court from it, he spent the rest of his life celebrating with his friends from it. 
   Marston died childless and his will divided his holdings and property among 12 different families of close friends or individuals he thought worthy. It is unknown how the Throne of Judge Marston the Merry ended up in the United States, let alone in Hollywood.
   Bessie Love initially had kept the Throne with most of the artifacts and magical souvenirs she collected during her adventures, but once it had been determined it was basically harmless, she moved it to her dining room.

Powers of the Throne of Judge Marston the Merry
When a character is seated in the throne, he or she gains a +10 bonus to Sense Motive skill checks, as well as a +10 bonus to Fortitude saves made to resist all resist all toxins and poisons.

Drawbacks of the Throne of Judge Marston the Merry
None.

Bessie Love, seated in the Throne of Judge Marston the Merry

After the Throne of Judge Marston the Merry became a fixture in Bessie Love's dining room, the small-framed Bessie delighted in having drinking contests with men and women who should be able to keep their liquor far better than she (because, as the saying goes, if you're not cheating, you're not trying). She would also tend to question suspicious characters in that room, while seated in the chair.
   After Bessie Love's death in 1987, the Throne of Marston the Merry returned to the United States and it presently stands in the study of a New York City-based mystic who is known as the Sorcerer Supreme.

Wednesday, August 4, 2021

RPG-a-Day #4: Weapon -- The Sword of Judgement

For the fourth installment of the 2021 RPG-a-Day month-long event, the theme is "Weapon" so here's a magic sword that's thematically related to some previous posts here at the blog, such as The Awakened: Blessings in Disguise. As with most of the posts in this series, this post is pure 1st draft material, so any feedback you care to offer is appreciated and may be used to guide future revisions.





THE SWORD OF JUDGEMENT 
The Sword of Judgement is one of several artifacts of unknown origin that have appeared and disappeared throughout human history. It is a broadsword with a blade that's just short of 4 feet in length, with a hilt that appears like flared wings, and a hilt that is made so the weapon can be wielded one- or two-handed.
   The Sword of Judgement is rumored to have been wielded by one of the Seven Archangels and to have fallen to Earth when that mighty being perished during the titanic battle between the Heavenly Host and those who joined Satan's rebellion against God. The fact that the blade is etched with script that has defied all translation and the mighty powers of the sword seem to support this notion.
   When drawn, the symbols etched on the blade light up with a reddish glow. At the end of the second round of combat, the blade seems to catch fire and transmute into a solid fiery beam. The process reverses itself when the last foe has surrendered or been slain

Benefits of the Sword of Judgement
This is a +4 weapon that deals base damage of 1d8+4 and gives the wielder a +4 bonus to attack rolls. Targets struck with an attack roll of a Natural 20 burst into flames that burn for 4 rounds. The target suffers 1d8 points of fire damage each round until the duration expires. The fire can only be extinguished by submerging the target in holy water for a full round.
   If the target is struck with another attack roll of a Natural 20, they burning duration is extended by an additional 4 rounds. If the target goes below -10 hit points while burning, his or her body crumbles into ash and cannot be resurrected by any means except through the direct intervention of a god or an extremely carefully worded wish spell. A burning target must roll a successful Fortitude save each around (DC12) to suffer only half damage.
   If wielded against an evil god, a devil, a demon, or a cleric who serves and evil god, the sword's attack and damage bonus increase to +8.
  The wielder of the Sword of Judgement gains a +4 bonus to Diplomacy skill checks and a +4 bonus to Intimidate skill checks.

Drawbacks of the Sword of Judgement
The wielder must never strike the first blow with the sword, unless they are moving to defend an innocent being who is under attack. Instead, the wielder of the Sword of Judgement must allow them to surrender or to attack him or her first; the wielder of the Sword of Judgement is permitted to parry the incoming attack or disarm the attacker. If an opening blow is parried, or an attacker disarmed, the wielder of the Sword must again allow the attacker to surrender. Only once blood has been drawn can the wielder attack without penalty.
   If the wielder of the Sword of Judgement strikes the first blow in combat, he or she must roll a Fortitude save (DC14) or suffer 1d4+4 points of fire damage. For the duration of the combat, the Sword only grants a +2 bonus to attack rolls and no bonus to damage.
   If the wielder of the Sword accepts the first blow and/or didn't attack a surrendering foe, the wielder of the Sword of Judgement rolls initiative and and engages in combat as normal, gaining all the benefits listed above.



(All text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2021 Steve Miller. All rights reserved.)

Monday, August 2, 2021

The Lighthouse at Devastation Point

We've turned an old map of a lighthouse into an adventure location. This is strictly first-draft material, going from the brain, to the fingers, through the keyboard, and onto the screen. Feel free to leave comments and suggestions. 

Generally speaking, the content in this article is usable with any roleplaying game system, although there are some specific references that are for the d20 System, or other systems that resemble or are based on D&D. 



DEVASTATION POINT AND THE LIGHTHOUSE
For centuries, ships crashed upon the jagged coastline near Port Defiance, and no approach was more dangerous than that near Devastation Point. After the lighthouse was built, the number of ship wrecks subsided, but then that structure and the windy promontory upon which it stood became the center of strange deaths and disappearances.
   Lighthouse keepers committed suicide, killed their families, or were themselves killed by their wives. Entire families disappeared without a trace, sometimes with signs of violence having been done, other times it looked as if they were in the middle of a normal day and just walked out, leaving all their belongings behind. Further, as time passed, more and more tales of hauntings and mysterious happenings in and around the lighthouse.
   Many attempts have been made to identify and eliminate or put to rest the evil spirits or ghosts that haunt the lighthouse and the promontory--and a growing number of paranormal investigators have died or vanished during these attempts. Other psychics and ghost hunters have seen their reputations destroyed or careers ended when they've declared the lighthouse free of ghosts, only to have the hauntings resume and more lives be lost.

THE HAUNTING OF DEVASTATION POINT
Devastation Point Lighthouse is a focal point of necromantic energy that is drawn here through two sources--a dark artifact that was incorporated into the housing of the lighthouse's refractor; and the restless spirits of a coven of sirines who were murdered as construction began on the lighthouse.
   The eddy of magical energy is so strong that not only is there a very good chance that anyone who dies within the walls of the lighthouse, the residence attached to it, or within 10 meters of the structure in any direction, will join the many ghosts that haunt the place. Similarly, until the ghostly sirines are destroyed and the artifact removed from the lighthouse, the hauntings will never cease.

THE HAUNTINGS IN GENERAL
The following apply to all the hauntings in the lighthouse and attached structure, as well as the immediate surroundings:
  * The hauntings occur between sunset and sunrise, or when the fog is so thick that visibility is less than 5 feet.
   *. Each room in the structure has 2-3 hauntings. The haunting, or lack there-of, in any given room on any given night, is random. Sometimes, multiple hauntings may overlap in the same room. Entities may pursue the living from the rooms they are first encountered in, resulting in a battle against an increasing number of hostile spirits. The GM can roll a check for a haunting each time a new investigator enters a room, or he can just roll when the first or last one enters. A roll should be made whenever an investigator comes or go from any given room.
   * If spirits and ghosts in the lighthouse and its immediate surroundings are destroyed or otherwise exorcised, they may return on the night of the next full moon.
   * The only hauntings in the lighthouse proper are on the ground floor and on the upper and lower galleries at the tower's upper levels. Climbing the tower, however, presents dangers as well.
   * The restless spirits of three regular sirines and the sirine priestess who led them haunt a cave deep below the promontory. It is only visible from the ocean's surface when the tide is at its lowest.


SPECIFIC HAUNTINGS
Roll 1d4 to see what hauntings paranormal investigators or ghost hunters encounter while exploring the Devastation Point Lighthouse and immediate surroundings between sunset and sunrise, or during heavy fog. Creatures always vanish after being defeated, no matter how solid they seemed. They same is true of any damage they did to their environment--although damage done by investigators to the house remains. If a spirit is exorcised or destroyed, and rolled again, it is treated as a "Nothing" result. Creatures always vanish after being defeated, no matter how solid they seem 

THE RESIDENCE
This two-story structure is attached to the Lighthouse. It can be accessed through the Front Door (see Front Door and Vestibule) and through the door on the side of the Oil House (see Oil House). Both doors are locked, and they keep relocking on their own volition, unless the investigators break them outright.

The Immediate Surroundings (Ground Level)
1-2: Nothing.
3: The faint sounds of several female voices, harmonizing a haunting tune.
4. Characters must roll Will saves (DC8). If failed, they feel as if something is watching them. They also think they catch a flicker of light from the top of the lighthouse tower.

The Front of the Residence (Ground Level)
1. Nothing.
2. Spot skill check (DC5). They see movement in the widow above the main entrance.
3. The faint sound of children's laughter is heard from somewhere inside the house.
4. The sound of a concertina is heard from within the residence, and lights glow faintly in all visible windows. The music and glows stop as soon as the front door is opened.

The Front Door and Vestibule  (Ground Level)
1. Nothing.
2. The Front Door must be forced (Strength check DC11) or broken down.
3. The Front Door locks itself, as soon as investigators leave or enter.
4. There is a bright yellow oilskin hat and coat hanging on a hook. They are sprayed with blood. They vanish when touched.

The Hall  (Ground Level)
1. Nothing
2. One of the investigator's thinks he sees someone darting up the stairs. Another thinks he heard the sound of the person's footsteps.
3. The sound of a man and a woman happily chatting, intermingled with the sound of knives and forks on dinnerware heard from the left (the "Dining Room").
4. The sound of a woman sobbing is heard from the right (the "Parlor").

The Dining Room  (Ground Level)
1. Nothing.
2. A ghostly man and woman in their 20s, dressed in 19th century garb are having dinner. If approached, they attack the investigators. They are ghosts. If left be, the scene fades after 1d4 minutes.
3. A ghostly family of a father, mother, and two young boys, dressed in early 20th century garb, are having dinner. If approached, they solidify into ghouls and attack. If left be, the scene fades after 1d4 minutes.
4. The faint sounds of a man and woman arguing, while a young child cries, are heard. If an investigator uses magic or technology to examine the room, two poltergeists attack.

The Parlor (Ground Level)
1. Nothing.
2. A strong smell of pipe smoke and faint sounds of men chatting is in the air. This persists for 1d4 minutes, the fades away.
3. The sounds of rhythmic creaking can be heard from the room above. After 1d4 minutes, a woman is heard crying out, then all sound stops.
4. A woman in 19th century garb is sitting in an easy chair, sobbing with her face in her hands. If approached or otherwise disturbed, she turns into a banshee and attacks.

The Kitchen (Ground Level)
1. Nothing.
2. A mouthwatering smell of delightful food is strongly in the air. After 1d2 minutes, investigators must roll successful Fortitude saves (DC11) as the odor suddenly turns foul and rotten, or be sickened for 1d4 minutes.
3. 1d4+2 knives appear spinning through the air. They deal 1d4 points of damage each and have a +2 bonus to attack rolls. Each knife goes inert after two successful hits on investigators.
4. A ghastly scene of a battered, blood-soaked woman in a torn slip, who is shrieking as she chops with a meat cleaver at a prone man in dark clothes. Both are in their mid-30s. She is a ghost and attacks any investigator who approaches her. She has a +4 attack bonus against male investigators. The scene fades after 1d4 minutes.

The Sitting Room (Ground Level)
1. Nothing.
2. A creaking sound is heard from the ceiling, as if someone is pacing around in the room above.
3. Investigators must make Will saves (DC8). Those who succeed feel like there's a presence in the room. watching them. Those who fail are filled with blind rage toward the male character standing nearest to them. They attack that character with murderous intent for 1d4 rounds, after which they fall unconscious. When they revive, they don't remember what they did.
4. A bearded man sits in an easy chair, reading a fairy tale to three young girls who are seated in a halfmoon shape on the floor in front of him. If approached, they solidify into ghouls and attack. If left be, the scene fades after 1d4 minutes.

Oil House (Ground Level, structure that connects the residence to the lighthouse)
1-2. Nothing.
3. The room feels strangely hot. There's a faint smell of something burning that grows stronger over a couple of rounds. Then the door to the outside bursts open and a man on fire, screaming and flailing, bursts in, promising to take the investigators to Hell with him. He is a small fire elemental.
4. There's a sudden crash overhead and a muscular man in a lighthouse keepers uniform comes crashing through the ceiling. Investigators near the center of the Oil Room must roll Dexterity attribute checks (DC13) or take 2d4 points of damage from the impact of the falling body and debris. The body, the wreckage, and the damage to the roof and ceiling vanish after 1d4 rounds, but not the injuries to any investigators. Characters gain a cumulative +4 bonus to the Dexterity skill check each time they experience this haunting.

Hall (Upper Level)
1. Nothing
2-3. A body plummets past the window facing the lighthouse tower, crashing onto and through the Oil House roof with a terrible sound of breaking wood and tearing flesh and bone. If the investigators look out the window or run downstairs to check the damage, it's as if nothing happened.
4. The sound of clapping and someone playing a hurdy-gurdy while a woman sings "What Shall We Do With a Druken Sailor" drifts up the stairs from below.

Bed Room (Upper Level)
1. A damp and musty smell grows strong in the room. Investigators in the room must roll successful Will saves (DC12) or suddenly be underwater and feel like they are being dragged deeper into the depths. They must immediately roll successful Fort saves (DC14). The investigators who failed the Will saves find themselves in the room, just as suddenly as they felt like they were in the water. They are soaked to the skin with salt water, any electronic equipment carried is damaged beyond repair, but  otherwise they are fine. Those who failed Fort saves suffer 1d4+2 points of damage and are sickened for 1d4 rounds while they cough up sea water. The whole process barely takes a round. The room and everyone else in it remain dry. (Characters may avoid the affect of this if it is rolled additional times by leaving the room as soon as the air stars to grow musty and damp. Cruel DMs can roll initiative for the effect and the players, to see if they manage to escape.)
2. A bare-chested young man stands with his back to the room, gazing out the window. He is a ghost, and if approached he attacks the investigators. He fades away after 1d4 rounds otherwise.
3. A young woman in a gauzy nightgown stands with her back to the room, gazing out the window. She is a ghost, and if approached she attacks the investigators.
4. A couple is having sex in the bed, causing it and the floor to creak. They get increasingly loud in their excitement. After 1d4+2 rounds, they start to melt into brackish water, soaking the bed and the floor. If approached or otherwise disturbed, they turn into small water elementals and attack the investigators, soaking the room. One round after the couple melts or are slain, the room is perfectly dry again.

Room (Upper Level)
1-2. Nothing.
3. The mutilated bodies of two young boys lay in a bloody, tangled mess on the floor. If disturbed, they animate and attack as half-strength Ghouls. If left alone, they fade away after 1d4 rounds.
4. Three girls in their late teens, wearing old fashioned nightgowns sit around a small statue of some strange creature. They are holding hands and chanting. If the scene is viewed for more than 1d4+1 rounds, witnessing investigators must roll successful Will saves (DC12) or become filled with such intense and overwhelming fear that they must flee the building. They must roll successful Dexterity checks (DC18) or tumble down the stairs and suffer 2d4+2 points of damage. If the chanting girls are approached, they turn into succubae and attack. If left alone, they fade away within 1d4+2 rounds.


 

THE LIGHTHOUSE
As previously mentioned, the Lighthouse has few hauntings, but is possessed by a different sort of supernatural danger. 
   It is accessed through a doorway in the Oil House, and a circular staircase allows investigators and ghost hunters to climb to the Lower Gallery and Upper Gallery at the top of the tower. 
   As the stairs are climbed into the tower, characters pass five landings. They must roll Will saves at each one. At the first landing, the Will save is DC8. Each time a Will save is failed, the DC increases by 2, so if all five Will saves are failed, the final roll is at DC18.
   With each failed saving throw, climbers feel an increasingly level of self-doubt and a feeling that whatever they want to try to achieve in life will always fail. At the same time, they have a feeling that if they make it to the top of the lighthouse, maybe there can be hope yet. (If players wonder, GMs shouldn't hesitate to let them know that thoughts like these are not typical for their character--well, unless the character has been an emo with self-defeatish tendencies up to this point.) 
   If the character fails the fifth Will save, they are consumed with the idea that there is no point in living anymore and that they must end it all by leaping off the top of the tower. The character climbs all the way to the Upper Gallery where he or she may roll one final Will check (DC14) before leaping to their near-certain doom of 10d6 points of damage. 
   If another player character tries to stop the despairing investigator at any time on the way up the tower, he or she immediately snaps out of the spell and realizes that something was affecting his or her mind and emotions. Additional Will saves must still be made as described above (with the base reset to DC8), but even awareness of the influence the lighthouse has on those who climb it does not negate it.
   The saving throws only have to be made during an ascent. Characters may safely descend from the top of the lighthouse via the stairs... assuming the gallery ghosts don't get them...

Lower Gallery (Lighthouse)
1. Nothing.
2. A grizzled old man in a lighthouse keeper's uniform stands and looks out over the sea. If left alone, he fades away after 1d4 rounds. If approached, he turns into a Gargoyle and attacks.
3. Three girls in their late teens, dressed in 19th century clothing, stand side-by-side at the railing, looking out. If left alone, they fade after 1d4 rounds. If approached, they turn into Harpies and attack.
4. A young man and woman, dressed in early 20th century garb, are arguing and fighting. The man declares that if he will kill her before he will let her leave. If the characters watch the scene unfold, the struggle results in the man and woman falling over the railing and disappearing. If anyone tries to intervene, the couple attacks the would-be mediator. They are Ghosts.

Upper Gallery (Lighthouse) 
1. Nothing
2. The upper gallery shudders and creaks and shakes and bends beneath the investigators feet. They must roll Reflex saves (DC11) or tumble from the Upper Gallery to the Lower Galler, suffering 1d6 points of damage. If this occurs more than once, additional Reflex saves are DC8.
3. The lamp suddenly blazes to life, turns and sweeps a powerful beam of light across the investigators. Each person on the Upper Gallery must roll a Fortitude save (DC15) or be blinded. The blindness lasts for 2d4 days, during which the impacted characters' eyesight gradually returns to normal. Blind characters who attempt to climb down the steep stairs of the lighthouse must descend at 1/3 their normal movement rate and roll five different successful Dexterity checks (DC8), one for each landing. A failed save means the character has tripped and fallen down a stretch of stairs, and suffers 2d6 points of damage. If the character tries to descend at his or her normal movement rate, the Dexterity check is at DC14.
4. As the result of 3, but the light is also searing hot. Characters who fail their Fortitude saves suffer 1d6+2 points of heat damage.

THE SIRINE CAVE
At some point, we'll reveal something about these placce and the creatures that haunt it, too, as well as how to break the curse on the Devastation Point Lighthouse.

WHAT ABOUT THAT "DARK ARTIFACT"?
Oh, we'll almost certainly get to this one soon. Perhaps it'll even be Bessie Love who recovers it...

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