This is the first of a pair of posts that tie into our Atlantis-rooted products, like Secrets of the Witchkind and Love Witch. The posts stand on their own, however.
THE CODEX OF DOOM: LETHAL LORE
The Codex of Doom is an ancient tome originally created by Atleantean sorcerers as an addition to Atlantis's magical arsenal. It was deemed too dangerous by the Triumpharate of Poseidon to be left in mortal hands, yet it was too imbued with too much magic to be destroyed. Instead, it was hidden away in a cavern, in a region on the far northern shores of Greenland that was then covered by a perpetual storm.
The creators of the Codex and their allies were unhappy with their masterpiece being so consigned to oblivion, and they feared a day would come when their descendants would need the magic contained within it. They hid maps to the Codex's resting place throughout the Atlantis and its far-flung colonies. Several of those maps have survived to modern times, just waiting for those brave enough and power-hungry enough to retrieve the Codex of Doom.
The maps mark two locations on what appears to be a highly stylized map of the Earth with different coastlines on some continents and a large island in the Atlantic Ocean where none exists today--Atlantis.
The first location is that of the Cave of the Codex, where the Codex of Doom has been placed. The second is quite literally at the the other end of the world, as it shows a location on the South Pole where something called the Time Cube can be found. Notations on the maps indicate the Time Cube will transport the person holding it to one of six locations, one of which is the Cave of the Codex.
GETTING TO THE CAVE OF THE CODEX
The Codex is in a cave, located at the end of a fjord between Cape Morris Jessup and North Station. It can be reached by rappelling down a steep cliff-face from the landward side, or sailing int the fjord from the ocean side, and taking the last of the trip. But there's the magical storm to deal with.
Unless there's already bad weather in the area, the area seems safe to approach, but once the characters are within two miles of the cave, a violent ice storm suddenly forms around them. Within moments, the temperature drops to lethal sub-zero levels and the water in the fjord turns to solid ice almost instantaneously, trapping any ships. Even the mightiest of ice breakers will find itself flash-frozen in the fjord. Eventually, the ice will crush any ships so trapped and cause them to sink to the bottom.
Characters exposed to the storm suffer 1d4+1 points of cold damage per round (Fort save for half, round up) until they find shelter. The only natural shelter in the area is the Cave of the Codex). Magical protection from cold negates the damage.
Visibility in the storm is reduced to near-Zero. Characters that aren't tethered to each other must roll Survival skill checks (DC19) to not be separated from each other. Survival skill checks (DC15) are also necessary to continue in the right direction to reach the cave. Attempts to climb down the cliff-face to the cave require the appropriate gear as well as Climb skill checks (DC15).
THE CAVE OF THE CODEX
The mouth of the cave is ten feet wide and seven feet high, and it provides shelter from the raging ice storm. It narrows to a natural tunnel that is roughly six feet wide and six feet high. This tunnel winds its way in total darkness,sloping slightly downward until is opens into a round, obviously carved cave that's 13 feet in circumferance with a dome-shaped ceiling that's 13 feet from the floor at its highest point. The floor, walls, and celling are At the center of the cave, a massive, closed tome rests on a reading stand that is fixed to the cave floor--appearing as if it was carved from the rock itself when the cave was formed. The book is the Codex of Doom.
As soon as the first character enters the cave, they trigger the guardians, who have remained dormant under the snow on the shore outside. These guardians, the frozen and cursed corpses of those who have previously tried and failed to acquire the Codex, come shuffling down the tunnel, intent on adding the party to their number. Use ghoul stats, but all damage inflicted is cold-based, including the paralysis. There are two guardians per party member.
Guardians of the Codex [Ghouls] (OGL Content)
There will be details on the Codex of Doom itself and the Time Cube in "The Codex of Doom (Part Two)", coming soon to this blog! In the meantime, here's the song that inspired this post (and the one to follow.)
Open Game Content: The Guardians of the Codex are Open Game Content and may be reproduced in accordance with the Open Game License. The rest of this post is defined as Product Identity. Copyright 2018 Steve Miller. Special Thanks to Alestorm for the inspiration. (And, yeah, we know where their inspiration for the song came from. I will echo that in the next post, but am also going in a different direction.)
Showing posts with label Alestorm. Show all posts
Showing posts with label Alestorm. Show all posts
Monday, April 16, 2018
Wednesday, December 27, 2017
How is the Vacation in Mexico Going to be Ruined?
Here are adventure seeds for an RPG campaign in a modern setting.
What Ruins the Mexican Vacation?
The player characters are hoping for a nice relaxing vacation in sunny Mexico... but, being that they're player characters, things aren't going to be so relaxing. What harshes their mellow this time? (Roll a d12 against the list below.)
1. A drug cartel decides to force them into being "mules" and won't take no for an answer.
2. An old enemy hiding South of the Border recognizes a party member and thinks they're after him or her.
3. An old enemy who's been hiding South of the Border recognizes the party and approaches them with a request for help against 1-3)slavers posing as 'coyotes', 4-6) a drug cartel that's trying to force him to help them by kidnapping someone he loves, 7-9) the corrupt officials that have been shielding him, but who are now involved in things so horrible he wants no part of it, 10-12)discover what is going on at a secret base in the desert and why the Native Americans living nearby are vanishing.
4. Space aliens are using the resort the characters are staying at a front for their unholy experiments on humans.
5. A waiter familiar with the PCs (possibly through an old enemy) approaches them asks them to rescue his sister from a nearby cult compound. The cult is being run by 1-3) rogue CIA operatives conducting mind-control experiments, 4-6) an ancient Olmec vampire, recently awakened and working on restablishing his vampiric powerbase, 7-9) space aliens, who are replacing humans with duplicates in preparation for an invasion, 10-12) a druglord who is testing a new product that has the unfortunate side effect of turning users into werewolves.
6. Mole People begin their invasion of the surface world at the resort the PCs are saying at (use kobold stats). Naturally, they are led by a sexy human queen (or hunky human king) who takes a fancy to a party member.
7. Cultists in nearby Mayan ruins are performing a ritual that will summon mighty demons to cleanse Central American of everyone without pure Native American blood.
8. A friend of the party is abducted and held for ransom by 1-2) a cartel boss, 3-4) an old enemy of the party, 5-6) renegade CIA agents, 7-8) 'coyotes', 9-10) a mad scientist, 11-12) Cultists.
9. A mad scientist is attempting to create President Trump's border wall with 1-3) strange chemicals in the water supply, 4-6) mind control rays, 7-9) a stolen alien spaceship and its energy shield techology, 10-12) summoning and enslaving the ancient Oltec gods.
10. Renegade CIA agents want to force the party into taking down 1-3)a terrorist ring, 4-6)a drug cartel, 7-9)corrupt officials coordinating cross-border crime, 10-12)a cult that is infiltrating CIA stations throughout Central and South America.
11. A local priest approaches the party and asks them to recover a relic that has been stolen from his church by a local drug boss.
12. Roll two more times, re-rolling duplicate results. Both indicated things ruin the party's vacation.
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Tuesday, December 2, 2014
Possibly the greatest song ever written! (And some RPG rules)
The band is Alestorm. The song is "Drink."
We live each day like there's nothing to lose,
But a man has needs and that need is booze.
They say all the best things in life are free.
So give all your beer and your rum to me!
We are here to drink your beer
And steal your rum at a point of a gun
Your alcohol to us will fall
'Cause we are here to drink your beer!
d20 OGL BOOZING RULES
Here's are some quick and dirty rules for using alcohol in your d20 OGL Modern games. Like everything in RPGs, this is an effort to model fantasy, not reality. You should always drink responsibly, alcohol is addictive and shouldn't be treated lightly... and so on, and so forth, blah-blah-blah.
All text in this post from this point forward is presented under the Open Game License.
Drinking and Getting Drunk
During one hour, a character may consume a number of alcoholic beverages equal to 1/3rd his or her Constitution score. For each drink after that requires a requires a Constitution check (DC 12 + 2 per additional drink) with any racial or other bonus against poison modifying the roll. Each failed check means 1 temporary damage to your Dexterity and Wisdom scores, and a -1 penalty to your Constitution for the purpose of resisting the effects of further drinks. If your Wisdom or Constitution scores are reduced to 0, you pass out.
For each failed check, you also suffer a -1 penalty to all melee attack rolls.
Once the character fails his or her first Constitution check, he or she is considered to be "under the influence." This state persists until all damage to ability scores has been regained. (Note that alcohol is a poison, so spells that neutralize poison can end the effects of alcohol early and restore lost attribute points more quickly.)
Damage to ability scores from alcohol is recovered at the rate of 2 per hour during which the character doesn't drink any alcoholic beverages, or after "sleeping it off." The penalty to attack rolls is reduced at a rate of +2 each hour..
Upon waking up after getting drunk enough to have his or her attribute scores drop below their full values, the character make a successful Fort save (DC18) modified by any racial or other bonus against poison). If the saving throw fails, the character suffers a -2 penalty to all attack rolls and skill checks for 1d3+1 hours.
BOOZEHOUND TALENT TREE
This talent tree is for hard-drinking characters of any class.
Drink Like a Fish: For each drink after the prescribed maximum (see Drinking and Getting Drunk), the character rolls a Fort save (DC12 +1 per additional drink) instead of the Constitution check.
Hold Your Liquor: You can consume a number of alcoholic beverages equal to 1/2 your Constitution score before you need to start rolling checks (instead of the usual amount equal to 1/3rd of your Constitution score).
Mean Drunk: When under the influence (See Drinking and Getting Drunk), you hit even harder than you do when you’re sober. You gain +1d6 bonus to damage inflicted with melee and thrown weapons.
You may select this talent more than once. Each time it is chosen the damage bonus is increased by 1d6, to a maximum of +5d6.
Prerequisite: Any one Boozehound Talent
Drunken Master: Instead of suffering a -1 penalty for each failed attribute check or saving throw to resist the influence of alcohol, you gain a +1 bonus to melee attack rolls.
Prerequisite: Any one Boozehound Talent
We live each day like there's nothing to lose,
But a man has needs and that need is booze.
They say all the best things in life are free.
So give all your beer and your rum to me!
We are here to drink your beer
And steal your rum at a point of a gun
Your alcohol to us will fall
'Cause we are here to drink your beer!
d20 OGL BOOZING RULES
Here's are some quick and dirty rules for using alcohol in your d20 OGL Modern games. Like everything in RPGs, this is an effort to model fantasy, not reality. You should always drink responsibly, alcohol is addictive and shouldn't be treated lightly... and so on, and so forth, blah-blah-blah.
All text in this post from this point forward is presented under the Open Game License.
Drinking and Getting Drunk
During one hour, a character may consume a number of alcoholic beverages equal to 1/3rd his or her Constitution score. For each drink after that requires a requires a Constitution check (DC 12 + 2 per additional drink) with any racial or other bonus against poison modifying the roll. Each failed check means 1 temporary damage to your Dexterity and Wisdom scores, and a -1 penalty to your Constitution for the purpose of resisting the effects of further drinks. If your Wisdom or Constitution scores are reduced to 0, you pass out.
For each failed check, you also suffer a -1 penalty to all melee attack rolls.
Once the character fails his or her first Constitution check, he or she is considered to be "under the influence." This state persists until all damage to ability scores has been regained. (Note that alcohol is a poison, so spells that neutralize poison can end the effects of alcohol early and restore lost attribute points more quickly.)
Damage to ability scores from alcohol is recovered at the rate of 2 per hour during which the character doesn't drink any alcoholic beverages, or after "sleeping it off." The penalty to attack rolls is reduced at a rate of +2 each hour..
Upon waking up after getting drunk enough to have his or her attribute scores drop below their full values, the character make a successful Fort save (DC18) modified by any racial or other bonus against poison). If the saving throw fails, the character suffers a -2 penalty to all attack rolls and skill checks for 1d3+1 hours.
BOOZEHOUND TALENT TREE
This talent tree is for hard-drinking characters of any class.
Drink Like a Fish: For each drink after the prescribed maximum (see Drinking and Getting Drunk), the character rolls a Fort save (DC12 +1 per additional drink) instead of the Constitution check.
Hold Your Liquor: You can consume a number of alcoholic beverages equal to 1/2 your Constitution score before you need to start rolling checks (instead of the usual amount equal to 1/3rd of your Constitution score).
Mean Drunk: When under the influence (See Drinking and Getting Drunk), you hit even harder than you do when you’re sober. You gain +1d6 bonus to damage inflicted with melee and thrown weapons.
You may select this talent more than once. Each time it is chosen the damage bonus is increased by 1d6, to a maximum of +5d6.
Prerequisite: Any one Boozehound Talent
Drunken Master: Instead of suffering a -1 penalty for each failed attribute check or saving throw to resist the influence of alcohol, you gain a +1 bonus to melee attack rolls.
Prerequisite: Any one Boozehound Talent
Alestorm: Heavy Metal Pirates & Boozehounds |
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