Tuesday, April 9, 2013

G is for Ghost Spotter and Ghost Whisperer


Today's offering for the A to Z April Blogging Challenge is another pair of ghost-related d20 System feats from Dave Mendez and Steve Miller. All text in this post is Open Gaming Content and is published under this license. If you wish to reuse this material, please give credit and copyright acknowledgement to NUELOW Games and Steve Miller.

GHOST SPOTTER [General]
You can see things that otherwise can only be heard by captured by electronic photography/videography.
   Prerequisites: Wisdom 15.
   Benefit: With a brief moment of concentration and a sucessful Spot check (DC 10), the character can see ghosts with the naked eye. The higher the skill roll total, the clearer the character can the ghosts. This can be two-edged sword, as the sight of particularly gruesome ghosts may force a Fear check
Special:

GHOST WHISPERER [General]
You have a knack for convincing ghosts to "move on" or otherwise behave.
   Prerequisite: Charisma 15, Diplomacy 2 ranks, Ghost Spotter
   Benefit: The character gains a +4 bonus to Bargain and Diplomacy checks when speaking to ghosts and other incorporeal beings.

Monday, April 8, 2013

F is for the Fount of All Wisdom



Continuing the A to Z April Blogging Challenge with another tidbit for use in your OGL d20 System RPG sessions. All text in this post is Open Gaming Content and is published under this license. If you wish to reuse this material, please give credit and copyright acknowledgement to NUELOW Games and Steve Miller.

The Fount of All Wisdom (By Steve Miller)
On a windswept plateau, high in the mountains that marked the northeastern border of the falled kingdom of Reylar stands a decaying, sprawling complex of temples. These buildings are so ancient that not even Reylar's earliest historians knew who built them or the names of the gods who smile down at explorers from wallcarving and giant statues. The only facts known is that Reylar's first Warrior-King rose to power with wealth and magical artifacts gained from the catacombs and hidden temples in the maze-like tunnels beneath the structures, and that for centuries that followed, adventurers who braved the wilderness and scaled the forbidding mountains also returned with great wealth.

Although the main treasure troves of the ruins have long since been emptied, occasional small rewards can be had by those who explore them, mostly in the form of gear recovered from the bodies of less skilled explorers. Such trinkets are not why modern adventurers and explorers make the long and deadly journey to reach the ruins--the come in search of the legendary Fount of All Wisdom,.Reportedly located deep within the tunnel complex below the ruins, those who drink from it gain wisdom possessed by the gods themselves. But gaining such insight carries with it possible price--the weak-minded are unable to handle divine wisdom and they are driven hoplessly mad.

OGL d20 System Rules
The Fount of Wisdom consists of a large marble basin and three life-sized, highly detailed statues of human females--one representing a young girl, one representing a full-grown woman, and one representing an old woman--pouring neverending streams of crystal clear water from tilted goblets in their hands.

Each character can drink four times from the fount in a lifetime--once from each individual stream and once from the basin. The proper order to drink is from the basin, from the young girl, from the full-grown woman, and finally the old woman. Drinking out of order counts as one of the four time, but it gives no benefit other than slaking a character's thirst. When used in the proper sequence, characters can gain random benefits (or drawbacks) as described on the following tables. Each table is keyed to a d6 roll. Benefits and drawbacks are permanent, unless otherwise noted, and they stack with other results from using the fount.

Effects of the Basin
1. No effect.
2. Survival becomes a permanent class skill.
3. Listen becomes a permanent class skill.
4. Sense Motive becomes a permanent class skill.
5. +1 to Wisdom attribute.
6. +1 to Strength or Constitution attribute; player's choice.

Effects of the Young Girl
1. Character becomes 2d6 years younger, with any appropriate age-based attribute adjustments 
     occurring instantly.
2. Roll again on Effects of Basin table. If result has already occurred, no effect.
3. +2 permanent bonus to Listen skill checks.
4. +2 permanent bonus to Sense Movie skill checks.
5. +2 permanent bonus to Handle Animal skill checks.
6. +1 to Wisdom attribute.

Effects of the Grown Woman
1.Character loses 1d3 Charisma attribute points, round up.
2. Roll again on the Effects of the Basin table. If the result has already occurred, no effect.
3. +1 permanent bonus to Listen checks.
4. +1 permanent bonus to Sense Motive checks.
5. +2 permanent bonus to Spot checks.
6. +2 to Wisdom attribute.

Effects of the Old Woman
1. The character is subject to a permanent confusion spell effect. Only a healing artifact or a god itself can
     restore the character to normal.
2. Roll on the Effects of the Grown Woman table, If the result has already occurred, no effect.
3. Roll on the Effects of the Basin table. If the result has already occurred, no effect.
4. Whenever the character rolls a successful critical attack, he must roll a Will save (DC30) or fall victim to the effects of the hideous laughter spell (as if cast by a 20th level caster),.
5. The character instantly ages 2d6 years, with any modifiers to attributes applied immediately.
6. +4 to Wisdom attribute.

Friday, April 5, 2013

E is for Ectoplasmic Dominator and Dampener


Today's A to Z April Blogging Challenge offers a couple of feats that fit in nicely with the horror feats presented here a couple of weeks ago.

A thanks goes to Dave Mendez, a long time friend of NUELOW Games, for his contribution today. If you want to contribute something as we work our way through the alphabet with RPG tidbits, email us at stevemillermail@gmail.com.

All text in this post is Open Gaming Content and is published under this license. If you wish to reuse this material, please give credit and copyright acknowledgement to NUELOW Games and Steve Miller.


Ectoplasmic Dominator (By Steve Miller)
Incorporeal beings are weaker when attempting to attack you. This ability comes from your brave spirit that ensures you're not afraid of ghosts.
   Benefit: You gain a Defense Rating or Armor Class bonus of +2, and a +2 bonus to Fortitude and Will saves against attacks made by incorporeal beings.

Ectoplasmic Dampener (By Dave Mendez)
Incorporeal beings are slightly weaker when you are nearby due to your grounded personality.
   Prerequisite: Ectoplasmic Dominator, character level 5+.
   Benefit: The character and all allied creatures within 15 feet gain a +2 bonus to Defense Rating or Armor Class, and a +2 bonus to Fortitude and Will saves against attacks made by incorporeal beings/ These bonuses stack with all others.


(If you like those feats, you might also like our ghost-centric Advanced Class, the Ghostmaster. Click here to check it out (and perhaps even buy your own copy).

Thursday, April 4, 2013

D is for Direscents


Today's entry in the "A to Z Blogging Challenge" is a bit of a cheat. It's a description of magical plants that's been revised from a piece written a decade ago. (There may be a second, all-original item posted later too, and if you want to participate, send an item to stevemillermail@gmail.com.)


All text in this post is considered Open Gaming Content and is published under this license. If you wish to reuse this material, please give credit and copyright acknowledgement to NUELOW Games and Steve Miller.



Direscents (By Steve Miller)

Direscent plants are a genus of deadly, flowering vines often found in the vicinity of alchemist's laboratories, sorcerer's homes, and certain temples devoted to gods whose portfolios include aspects relating to unspoiled wildernesses.

The origin of these plants is disputed, with some records claiming the direscent varieties are the result of a magical botany experiment gone wrong, while others hold them to be the creation of the goddess Fahlarene, the Guardian of Wild Places. Even the most dedicated scholars have been unable to discern the truth, Fahlarene as usual can't be bothered with petty questions from scholars and other civilized folk, so it is not likely that the true origin of direscents will ever be known to mortals.

The plants are recognzied by their large pitcher-shaped flowers and broad pollen fronds hanging from the center of the flowers. (Picture a flower somewhere between a lily and a tulip.) On average, there are 1d6 blooming flowers within each square foot of direscent patch. The plant's magical origins first became suspected when people noticed these flowers bloomed on bimonthly cycles, even through winter, if the beds were kept exposed to the sun. In fact, many towns planted direscents without knowing the dangers because they wanted flowering plants in their gardens or along their fences all winter. Still, the plant's hardiness aside, the dangers from the flowers lie in the pollen fronds.

All the direscent varieties have a dark green, ground crawling stalk with waxen leaves similar in shape to a cloven hoof. The stalks crawl along like ivy, sometimes covering the exterior of a tower, hanging over roof edges, and creating a curtain of vines, etc. These stalks are tough, and require at least 3 points of slashing damage to sever them. Even if severed, direscents root where they fall, if possible, and they can spread and carpet whole areas.

Further, any human or humanoid skin (any flesh without scales, a thick hide, or heavy fur protection) that comes into contact with the oily leaves or stalks of a direscent becomes irritated and breaks out in a rash. While not fatal, if left untreated by washing with soap or treating with a cure disease, the affected skin breaks out into minor blood boils and the afflicted person suffers a high fever (onset time 1d8 hours, lasting for 2d12 hours; 1d4 points of subdual damage during affliction).

Lastly, the oils on direscent leaves and stalks have a deteriorating effect on leather. While leather gloves can be used to protect one's hands from their effects, the oils react with the curing agents in leather products and render the leather rotted and useless within 48 hours of contact. Leather armor lasts slightly longer, but within 96 hours, said armor is likewise rotted at any point of contact with the plants' oils.

Three primary varieties of direscents exist, known by color and by various colloquial names assigned by their effects. Note that direct contact with the plants shakes loose the pollen in a 10-foot diameter cloud in that round and the cloud expands an additional 10 feet in each direction the following round. Also, if wind or other forces are used to shake pollen loose, the pollen's most dangerous effects are only viable within 25 feet of release from the plant. Any pollen drifting farther away from the plant is too widely spread to cause more than a mild skin irritant without any measurable game effects.

Orange Direscent / "Flamebloom": While most direscents do not compound their effects, the orange flower does. If exposed to the pollen from less than a dozen flamebloom, the living being must make a Fortitude Save at DC 14 or fall comatose for 2d12 hours. However, if a being comes into contact with pollen from more than 12 orange flowers, the Fortitude DC becomes 18; if successful, the victim suffers the comatose fever as above, but if it fails, the victim's skin erupts in flames. The pollen and skin oils react violently and inflict 1d8 points of fire damage. GMs can mitigate or expand this damage depending on the amount of skin exposure on a victim (deal with clothing and exposed skin using the Cover rules).

Red Direscent / "Stenchrose": This flower is the most dangerous of the direscents, as any living flesh that comes into contact with its pollen has its pheromones and base scent grossly magnified. While most humans would only notice a rise in the person's normal body odor, anything with a sensitive nose -- such as those creatures having the Scent feat -- would be able to detect or track this person easily. Hiding and other attempts at remaining unnoticed are reduced by half, and any attempts to track said victim increase by 50% as well. The person's scent remains escalated for 3d12 hours, even after immersion in water. The only antidote to this is an alcohol bath, which can wash away the pollen-impregnated skin oils. For quick on-the-road fixes, it takes the contents of three full wineskins to totally wash away the pollen on a Medium-size humanoid.

Purple Direscent / "Mage-bane": The pollen of the purple direscent immediately acts as an allergen upon any physical contact (Fortitude save at DC 12 or the victim is treated as being stunned, due to sneezing, coughing, watering eyes, etc. for 2d4 minutes) but also has hidden dangers for any spellcasters, divine or arcane. Exposure to the mage-bane pollen also forces a Fortitude save at DC 14 to avoid blindness and severe itching for 2d4 hours.

Beyond these effects, the hidden danger is that if this second save is successful, the first spell cast by the victim causes the pollen to conduct the energies away from the casting and disrupt the spell. Any spell cast within 3d12 hours of exposure has a 50% chance of total failure versus normal spell activity. This fine pollen can be washed away by alcohol, like the red direscent pollen above. (Some wizards are said to be cultivating black direscents to increase the lethality of the purple bloom's pollen, hoping to make magic feedback on the caster or force any active magic to be disrupted by the pollen. Luckily, such plants are only rumors, not yet reality.)

Cultivating Direscent Plants

Characters who wish to cultivate direscent plants have to harvest and transport their own plants. Few merchants carry actual direscent seeds or live plants, as followers of Fahrlarene have been known to curse those who do as these nature priests hold the plants sacred.

Direscent plants grow low to the ground and spread in patches, like strawberries. They can survive in virtually any climate where there is at least one inch of precipitation per year and plenty of sunshine. The grow best in mineral-rich soil, but have been known to take root anywhere they receive direct sunlight for at least two hours every day.

While direscent plants bloom all year, their stalks only grow during the warm months. Careful cultivation can expand a direscent patch by 10 square feet per growing season in arctic climes; 25 square feet per growing season in temperate climes; 50 square feet per growing season in subtropical and tropical climes; and five square feet per growing season in a desert environment.

The growth of the plants can be hastened by druids or through the use of appropriate magic and skills. Direscents respond to such activities as normal plants would.

Direscent Pollen as a Weapon

The glass vials that are used to collect and store direscent pollen can be used as grenadelike weapons. In larger cities, arms-merchants who cater to adventurers or less-than-honorable fighting men and women sell vials of direscent pollen for use as ranged weapons. The vials have the same range as a throwing dagger. They typically sell for 100 gp each. The potency of the pollen fades after six months unless magically prepared or treated. Still, one vial, depending on the rarity of direscents in the area, could sell for much more than the price given above.

Wednesday, April 3, 2013

C is for Cudgel of Peace




Here's today's entry in our month-long A to Z Blogging Challenge series. If you want to participate by providing an item of your creation,, drop us an email at stevemillermail@gmail.com with your own original creations.

All text in this post is considered Open Gaming Content and is published under this license. If you wish to reuse this material, please give credit and copyright acknowledgement to NUELOW Games and Steve Miller.


The Cudgel of Peace (By L.L. Hundal)
The kingdom of Reylar had for most of its long and bloody history been ruled by the Warrior-Priests of Vom, God of war and wealth, and they had made the kingdom rich through raids and conquest. But when several neighboring lands united their forces and conducted a unified invasion of Reylar, the final chapter of the kingdom's bloody history was written.

As the last of his temples were consumed by fire, a weeping Vom found refuge in the simple home Shim, godess of agriculture and the seasons, She convinced the broken god to turn what had been the symbol of his priesthood's power into a tool that would ensure the survival of the remaining Reylar by turning them from the path of war and revenge to one of peace and cooperation. This created perhaps some of the strangest "cursed" weapons to ever come into existence.

OGL d20 and OpenD6 System Stats
A cudgel of peace appears to be a flame-blackened club that is filigreed with gold and platinum that provides a +4 bonus to attack and damage rolls when wielded. However, the moment its wielder chooses a target to attack, all creatures within a 30-foot radius must roll Will saves with -2 penalties or fall victim to an effect similar to a permanent  charm monster spell  Creatures so effected view everyone under the spell as their dearest friends and allies and will under no circumstance continue to fight against them.


Tuesday, April 2, 2013

B is for Bridget's Whip


It's April 2, so here's B for the A to Z April Blogging Challenge. (NUELOW Games isn't an official participant, but we're playing along anyway!)

Here's another artifact for use in OGL d20 and OpenD6 system games. If you want to participate, drop us an email at stevemillermail@gmail.com with your own original creations.

All text in this post is considered Open Gaming Content and is published under this license. If you wish to reuse this material, please give credit and copyright acknowledgement to NUELOW Games and Steve Miller.



Bridget's Whip (By Steve Miller)
Lady Bridget of Fairwater Crossing was an evil and twisted woman who enjoyed inflicting pain almost as much as she enjoyed being subjected to it. The day she beat a maid who was much-loved among the other servants to death, the rest of the staff put an end to her as well. Whether she died shrieking or laughing, none could say, but as the butler struck the killing blow with the silver-covered handle of her bullwhip he thought he saw insane glee in her eyes.

The servants looted the house of its valuables and scattered to the four winds. The butler kept the whip and eventually became infamous as a particularly brutal leader of a gang of bandits. The end he eventually came to was very similar to that of Lady Bridget--he was slain by his own underlings after they got tired of taking the brunt of his sadistic ways. Almost every person who has possessed Bridget's Whip over the decades has some to a similar violent end.

OGL d20 and OpenD6 System Stats
This black and silver bullwhip radiates magic and appears to give a +2 bonus to damage. In truth, the weapon deals double damage on a successful hit (roll normal whip damage and multiply the result by two). In addition, whenever the whip inflicts maximum damage, it inflicts such a deep and terrible gash that the target loses 1 hit point per round following until he receives first aid or magical healing.

Drawbacks: Whenever a character wields Bridget's Whip, he or she must roll a Will save with a Difficulty of 15. If the saving throw fails, the character immediately becomes a gleeful sadistic maniac who goes out of his or her way to torment helpless people and animals. Whenever he or she encounters a character who is higher level, that character must roll a Will check with a Difficulty of 18. If the check fails, the higher level character will become dedicated to destroying the wielder of the whip

Monday, April 1, 2013

A is for Amaterasu's Cloak


Although we're not an official participant in the A to Z Blogging Challenge, we here at NUELOW Games will nonetheless partipate by posting a different item for use in d20 System, d6 System, or ROLF! RPGs every Monday - Saturday this month, or until we run out of letters in the alphabet. (If you want to participate, drop us an email at stevemillermail@gmail.com with your own original creations.)

All text in this post is considered Open Gaming Content and is published under this license. If you wish to reuse this material, please give credit and copyright acknowledgement to NUELOW Games and Steve Miller.

Amaterasu's Cloak (Design by Steve Miller)
Reported to having been spun on the loom of the sun goddess Amaterasu, this cloak of fine golden threads, and rich red and orange silks was first discovered floating on a sea in the aftermath of a wild winter storm. When draped over the shoulders of a medium-sized humanoid, it gives the wearer the ability to channel the power of the sun itself.

D20 System and D6 System Stats
This artifact has two effects that each can be activated by the wearer once per day through an act of will. (One former owner was known to say "Here Comes the Sun" when activating the cloak, but that was just a personal flourish.)
:
Effect 1: Radiate sunlight, illuminating up to 120 feet area around him or her. Creatures who are weakened or harmed by sunlight suffer as if they are exposed to the actual sun. This effect lasts for three hours or until dismissed by the wearer.

Effect 2: Radiate intense heat that deals 4d6 points of damage to creatures within melee range, 2d6 points of damage to creatures within a 10 feet radius, and 1d6 points of damage to creatures more than 15 feet away but within 25 feet. Easily flammable objects and substances catch fire within 15 feet of the wearer's location.

Drawbacks: As soon as the character wears the cloak, he or she begins to suffer from night blindness. All attacks and detail-oriented actions at night are subject to a +4 modifier to difficulty ratings in both the D20 System and D6 Systems. Even if the character stops using the cloak, the night blindness persists until he or she personally returns to cloak to its rightful owner--Amaterasu herself.