Showing posts with label OGL. Show all posts
Showing posts with label OGL. Show all posts

Friday, December 20, 2024

NUELOW at Christmas: Day Twenty


THE SIX ARTIFACTS OF SANTA CLAUS
For a number of centuries, a set of related magical items believed to be the property of Santa Claus has been changing hands and drifting through the underground market for supernatural items. Only rarely have they been collected in one place, and it is the goal of many collectors to own all six items in the set. Some, like Brigid the Christmas Dragon, want to acquire them so they can return them to Santa as a present, but most want the bragging rights.
   Below, we present the Six Artifacts of Santa Claus as viewed through the lense of the d20 Game System. (The descriptions of the six items are released under the Open Game License and may be reproduced in accordance with its term.)



Giant Candy Cane of Peacemaking: This giant candy cane functions like a great hammer and deals 1d12 non-lethal bludgeoning damage. There are no bonuses to hit or damage rolls, but a target that is struck must make a successful Wisdom saving throw (DC22) or be frozen in place. The target is aware of everything happening around them, but unable to move in any way other than to breathe. The target is held in place until the wielder of the candy cane releases him or her from the enchantment (with a standard action), until dispel magic with a 20th level effectiveness is cast on the target, or until 12 hours have passed from the moment the target failed the Wisdom saving throw.

Santa’s Bag of Christmas Gifts: This is a bag of holding with 600 lbs. of weight available. Gifts can be taking out of the bag as a free action. The gift is always something the person it is intended for wants or needs.

Santa’s Boots: These heavy black boots paradoxically provide the wearer a +4 bonus to Stealth skill checks, at will the wearer can choose to leave no tracks in snow. The boots resize to fit whoever puts them on.

Santa's Hat: This red, fur-lined bobble hat appears like one of the most iconic symbols of Christmas. It grants the wearer the ability to unerringly identify the current location of a being whose true name is known to him or her, as well as the place that being considers its home.

Santa's Overcoat: This red long coat provides the wearer immunity to natural cold temperatures or from getting cold from being wet. When fully buttoned, Santa's Overcoat also grants a +2 bonus to AC/DR, +1 bonus to most saving throws, and a +4 bonus to saving throws made to resist air- water- and cold-based spell-effects and spell-like abilities.
   Santa's Overcoat is made for a tall, broad-shouldered, corpulent man, but it adjusted slightly if a smaller person wears it... but it still appears to be ill-fitting on anyone but Santa himself.


THE TRUTH ABOUT THE ITEMS
In reality, the six items described in this article were actually made by Brigid the Christmas Dragon because she wanted to fill in for Santa Claus if he ever needed help. The items were stolen from her original lair in France, on Christmas Eve of 1792 when it was penetrated by revolutionaries as the Reign of Terror was taking shape. She has been trying to recover them ever since, not because she necessarily wants to give them to Santa, but because she thinks he will laugh at them if her creations were ever put side by side with the spectacularly wondrous magical items he uses to deliver gifts and happiness all around the world.

Wednesday, December 18, 2024

NUELOW at Christmas: Day Eighteen

Dozens of centuries ago, a red dragon who is known as Brigid fell in love with the human winter festivals that eventually became Christmas. She continues her love affair with Christmas, and she has taken to spending some of her time creating magic candles that she secretly places in places where people of good cheer and kindness gather. Humans, when they notice them, have taken to referring to these mysterious magic items as candles of peace.
 

Brigid also uses the candles herself, placing them all over the part of her lair that is visible to humans. She sometimes invites heroes (such as the player characters) and disadvantaged children to spend all of Christmas Eve waiting up for Santa with her... and there's a 1d6 chance that he shows up slightly before dawn to visit with his biggest and oldest fan and those she think are worthy of getting gifts from him.

The rest of this post is presented under the Open Game License, and it presents rules for candles of peace for use in the d20 System and D&D compatible games.

Candle of Peace
Candles of Peace are found in churches and shrines to good-aligned deities. No one knows how they are created or by whom. They just seem to appear in dark corners  bundles of 2d4+4, on random festival days for the deity a given shrine, church, or temple is devoted to. If subjected to detect magic, candles of peace radiate faint auras of divine magic, but nothing more specific can be determined. Roll 1d6 to determine what color the candles are: 1-2 red; 3-4 white; 5-6 green.
   When lit, a candle of peace provides a +2 bonus to Will saves to resist fear effects, and a +2 bonus to Fortitude saves to resist disease, venoms, and poisons (magical and non-magical) within a 10-foot radius and sight of the candle's flame. Each candle can burn a total of 48 hours before completely expended. It can be lit and extinguished any number of times during that period. (Each time it is lit, the GM can assume that a minimum of 1/4 of an hour  of burn time is spent.)
   A candle of peace cannot be wet or submerged in water to work. It can be used to ignite flammable materials and substances. It can be extinguished by any means that would extinguish a normal candle.
   Up to four candles of peace can be lit at the same time and their benefits will stack, for a maximum bonus of +8. They cannot be more than 4 inches apart for the bonuses to stack. The radius of the effect never expands beyond the 10-foot radius.



Best Holiday wishes from your friends at NUELOW Games! Here's Mike Oldfield's fabulous version of "Silent Night" to help set the mood!




Sunday, December 15, 2024

NUELOW at Christmas: Day Fifteen

There exists among us people who are touched by the Spirits of Christmas at birth. As children, they seem extra kind and extra cheerful (especially around the Holidays). When they turn 16, the Spirits visit the individual and offer them a chance to become a Santa's Helper.

Santa's Helpers
A pair of Santa's Helpers

 

SANTA'S HELPER 
(d20 System rules, presented under the Open Game License. Copyright 2024 by Steve Miller)
During character creation, the player declares that his character chose to become a Santa's Helper. (This can also be rolled randomly if the GM prefers; the character is a Santa's Helper on a roll of 001 on percentile dice.)
  In addition to all standard class abilities and bonus feats, a Santa's Helper gains the following abilities for two days out of the year, December 24 and 25.
  Joy of Fellowship: The character and his closest allies (other PCs for example) gain a +1 bonus to all saving throws, attack rolls, and skill checks.
  Spellcasting: The character may cast a number of spells from the following list a number of times per day equal to his Wisdom + Charisma bonus. He casts the spell by making a gesture (such as twitching his nose or winking, with no other components required): Animal Friendship, Detect Thoughts, Disguise Self, Fabricate, Knock, Nondetection, Passwall, Telekinesis.
   Bonus Feat: The character adds Naughty or Nice to the selection of available bonus feats. The ability gained from this feat is available all year long.
   Drawback: A Santa's Helper is expected to be kind and helpful to all but the most naughty and outright evil beings. If he or she is mean or violent toward an innocent, friendly, or harmless target, he or she instantly loses his mystical status and all benefits that come with it..
   Special: If Santa requires assistance in delivering gifts to good children, or if there's a particular threat that is stopping him from visiting an area that requires the sort of skills and attention that only a player character can bring to bear, he or she is asked to spring into action. (Hopefully, the other party members will go along to help the Helper!) 

Wednesday, December 11, 2024

NUELOW at Christmas: Day Eleven

'Tis the Season for Feats... and these should appeal to d20 System gamers wether they love of hate Christmas! (All feats in this post are presented under the Open Game License.)

CHRISTMAS CAROLER [General]
Your musical talents and skills as a performer increase during the Christmas Season, even more so when you are performing, or performing to, Christmas music.
   Prerequisite: At least 1 rank in two or more Perform skills.
   Benefit: From December 15 through January 5 each year, you gain a +4 bonus to all skills related to dancing, singing, and playing instruments. The bonus is increased to +6 if your performance involves Christmas music.
   Special: During the rest of year, the bonus from this feat is +1, but it applies to all varieties of performances involving music in one way or another.from this feat apply to all performances is reduced to +1.

Fake Lindsey Sterling (made at OpenArt.a.i.)

GRINCH [General]
You are adept at stealing that which might bring others joy.
   Benefit: From December 15 through January 5, you gain a +4 bonus to all Disable Device/Traps, Hide, Move Silently and Open Locks skill checks made to steal gifts, packages, and holiday decorations.
   Special: During the rest of year, the bonus gained from this feat is +1.

HOLIDAY WARRIOR [General]
Whether you're pro-Christmas ("there's a war on Christmas!"/"I am insulted that you wished me Happy Holidays!") or anti-Christmas ("your cultural appropriation of the trappings of dead pagan religions offends me"/"I feel violated by your Christmas decorations!"), you are a brilliant at ruining everyone's good mood and holiday cheer.
   Benefit: Whenever the character is within 30 ft. of Christmas decorations, or other items related by Christmas, or someone brings up anything related to Christmas or wishes him or her "Happy Holidays!", you gain a +4 bonus to Intimidate skill checks, as well as a +2 bonus to all melee attack rolls. You also impose a -2 penalty on Morale checks. The effects last until the character leaves the area.
   Special: The benefits of this feat can also apply to Easter, Kwanza, Yom Kippur, Ramadan... any major holiday during which others want to have fun or enjoy each other's company and fellowship that the character wants to ruin. In such cases, the player merely needs to say that he or she is applying the Holiday Warrior benefits to the holiday in question.


KRAMPUS [General]
The naughty had better watch out!
   Prerequisite: Naughty or Nice
   Benefit: You gain a +3 bonus to attack and damage rolls against targets identified using the Naughty or Nice feat. In addition, any spells or spell-like abilities uses agains the target function at one level higher than the character's actual caster level.

SELFLESS [General]
You are ready to support those in need.
   Benefit: Give up one of your character's actions. Designate another player. The character under that player's control gains a +4 bonus to the next d20 roll made. You may use this ability as many times each round as you have actions.
   Special: When this feat is chosen, gain 2 character points that must be spent on skills immediately.

TIDINGS OF COMFORT AND JOY [General]
You spread joy and cheer.
   Prerequisite: Wisdom 12, Charisma 14
   Benefit: Take a full round action to make a Concentration check (DC8). For the duration of the next encounter, all other PCs and allied NPCs present when you make the check gain a +2 bonus to all saving throws and morale checks.
   Special: The bonus is increased to +4 for present PCs and NPCs who join together and sing a Christmas carol (or other campaign-setting appropriate song of a similar nature) while the skill check is being made. Skills checks of Perform (sing) (DC4) are needed to stay on key.

--
And to keep the Christmas Spirit building among all of you out there, here's a great video (with even greater music) from violinist/dancer Lindsey Sterling. (We think she may have the Christmas Caroler feat...)


Monday, December 9, 2024

NUELOW at Christmas: Day Nine

Psychostick and NUELOW Games want to help supercharge your Christmas Spirit with this Rammstein parody. Or... maybe not. You be the judge!


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(Our resident Christmas Aficionado, L.L. Hundal, said. "Are you kidding me?!" when she first started watching. Then she began to laugh. Christmas Cheer Unlocked!)

The Members of Pyschostick wish you a happy Christmas!

And speaking of Christmas Cheer, here's something that's offered for you enjoyment under the Open Game license and it can be reproduced according to its terms.  Copyright 2024 by L.L. Hundal and Steve Miller.

Bobble Hat of Christmas Good Will (for d20 System games)
This unique artifact radiates a faint magic aura from December 1 to January 5. During this time, it causes the wearer to radiate cheerful Christmas energy--but there is a price to pay should he or she abuse the status as an incarnation of the Christmas Spirit.
     d20 System Game Mechanics: Grants the wearer a +2 bonus to all Charisma-based skill checks. In addition, the wearer gains a +1 supernatural modifier to AC/DR and a 1 point per die of damage dealt by an attack, because those that would harm the character are hesitant to do so. If the wearer uses Bluff or Diplomacy skills to defraud or cause trouble for another person, all benefits of the Bobble Hat of Christmas Good Will are lost and the character comes under a curse that results in a -4 penalty to all Charisma-based skill checks. The only way the curse can be removed is through the power of a god, or by the character giving a Christmas gift to his most hated enemy, as well as giving away the Bobble Hat of Christmas Good Will to a more worthy owner.

Sunday, December 8, 2024

NUELOW at Christmas: Day Eight

Today we present d20 System game statistics for a pair of Christmas artifacts that reportedly gained their power from the birth of Jesus Christ. 




The Little Drummer Boy's Drumsticks (aka the Drumsticks of Bethlehem)
These appear to be a set of well-used drumsticks carved from oak wood. When they are checked for magical aura (though the use of spells, devices, or abilities), they radiate faint abjuration magic or a divine nature.
   Powers: Reported to have been touched by the Christ Child and his mother days after his brith, these drumsticks are a single artifact in two parts. When separated, they have no apparent magical function. Each stick radiates magic, is seemingly indestructible, and can used as improvised piercing weapon that deals 1d2 points of damage. While the item can be considered an enchanted weapon at +1 level, it does not grant bonuses to hit or damage.
  When the sticks are carried by the same person, he or she gains a +1 bonus to all saving throws. He or she gains a +6 bonus to all Perform (drums) skill checks when using the Drumsticks of Bethlehem. Once per day, the character may designate a target and cast a sleep spell upon it while playing the drums using the drumsticks.
   Drawbacks: Whenever carrying the Drumsticks of Bethlehem, the character must roll a Will save (DC18) whenever idle, or near a cute baby. If the save fails, he or she is gripped by an urge to start using the drumsticks on any available surface. If there is a snare drum available, the save is against DC24).
   Destruction: The Drumsticks of Bethlehem can only be destroyed by being tossed into the fires of Hell itself.


The Little Drummer Boy's Drum (aka The Drum of Bethlehem)
This item appears to all inspection to be a well-used and extremely well-made tabor-style snare drum. It does not appear to be magical, but attempts to break or destroy it fail. The word "Bethlehem" is painted onto the drum's head in Aramaic script.
   Powers: When a character with 5 or more ranks in Perform (drum) plays it, he or she gains a +10 bonus to any related skill checks. If the performance is done using the Little Drummer Boy's Drumsticks, the bonus increases to +15. Additionally, the performer can designate one target within 60 feet to be subjected to an affect similar to a sleep spell. The target receives a Will save equal to the character's Perform (drum) skill check. If the saving throw fails, the target falls into a magical slumber that lasts a number of hours equal to the character's total Perform (drum) skill. (The first power--the bonus to the Peform skill--is evident to both the user and those witnessing the performance, The second power is only evident if an identify spell, or similar means, is used to examine the drum while it is being played with the Little Drummer Boy's Drumsticks.
   Drawback: None.
   Method of Destruction: The Little Drummer Boy's Drum loses all enchantment if its head is pierced with one of the Little Drummer Boy's Drumsticks. It can then be destroyed without problem.
   Note: Despite its name, this drum is not the one that legend holds was present in the manger where Jesus Christ spent his first few nights on Earth. It was created in 1612 by Maltorn MacRae, a Scottish wizard who had come into possession of the Little Drummer Boy's Drumsticks and desperately wanted a drum worthy of those precious items. If someone should damage the Drum, it can be repaired using MacRae's original enchantments... if his book of notes describing them can be located.

And, to close out today's post, a nifty arrangement of one of my favorite Christmas tunes.


All text in this post is presented under the Open Game and may be reproduced in accordance with its terms. Copyright 2024 Steve Miller.

Wednesday, December 4, 2024

NUELOW at Christmas: Day Four

Every December. the Spirit of Christmas roams the land, touching bottles, cartons, and jugs of eggnog, imbuing them with magic of the Holiday Season beyond that which the beverage already possesses. This article describes this special eggnog in terms of the d20 System and how you can bring it to your game.

Stay Noggy, my friends.
"Stay Noggy, my friends."


EGGNOG OF POWER FOR THE d20 SYSTEM!
Whenever a character comes into possession of a container full of eggnog during the Holiday Season, the GM rolls 1d20. On a result of 20, the eggnog has been touched by the Spirit of Christmas! (All other results mean the eggnog is not enchanted, but still super-tasty.
   But! If the eggnog has been enhanced by the Spirit of Christmas, the GM rolls 1d6 to discover what magic powers are granted those who drink a cup of that container. Upon rolling, the GM consults the following list:

   1. Eggnog of Cheer that grants +2 bonus to morale checks and +2 bonus to Charisma-based skill checks.
   2. Eggnog of Might that grants +1 to melee and unarmed attack rolls and damage, and a +2 bonus to all Strength-based skill checks.
   3. Eggnog of Fortitude that grants a +2 bonus to all Fortitude saves and Constitution-based skill checks.
   4. Eggnog of Christmas Harmony that makes everyone within a 60-foot roll a Will save (DC30) or lose all desire to fight, but instead join together and sing Christmas songs. If one person is attacked (say by someone who has made a successful Will save), then all those under the influence of Christmas Cheer will turn upon the attacker.
   5. Eggnog of Christmas Partying that grants a +4 bonus to all Perform (Dance) and Perform (Sing) skill checks, as well as the ability to point out that someone is standing underneath a sprig of mistletoe without being slapped or kicked in the groin.
   6. Eggnog of Generosity that fills consumers with the desire to bring happiness and security to others in this Christmas season. They can do anything from donate to charities to taking the fight to the mobbed-up slumlords.

A typical container of eggnog contains 8 cups and a character must drink at least one cup to benefit from the Christmas magic. The effect lasts for 24 hours and cannot be dispelled by anything short of the power of a god.
   Once a container of Eggnog of Power has been opened, it spoils within 1d10 days. If a character drinks spoiled eggnog, he or she must roll a Fortitude Save (DC18) or become very ill, suffering -4 to all attack rolls and skill checks for 24 hours. If the save is successful, the penalty is only -2.

THE EGGNOG RANDOMIZER
If the GM wants to make the magic eggnog even more mysterious and unpredictable, roll 1d6 on this table whenever a PC drinks magic eggnog this holiday season.

   1. The character feels extra cheerful, gaining a +4 bonus to all Charisma checks.
   2. Roll on the Eggnog of Power table above.
   3. The character is seized by a sudden hatred of the holidays, gaining a -2 to all Charisma checks.
   4. Roll on the Eggnog of Power table above.
   5. The effect lasts for 48 hours.
   6. Roll twice on the Eggnog of Power table; the character gets both indicated benefits. If the same result is rolled twice, the character gets the indicated benefit with no changes or adjustments.

(The preceding text is released under the Open Game License. Copyright 2024 Steve Miller )

---
And here's some multicultural Christmas music that'll get almost everyone into a proper mood!

Tuesday, December 3, 2024

NUELOW at Christmas: Day Three

The Christmas-hating mad scientist Dr. Stephen Nicholas and his faithful assistant Holly have unleashed their latest scheme to destroy the Season of Good Will and Cheer--cursed candy canes!

Christmas Art by Richard Sala

Using ancient rituals and Atlantean magi-tech, they infused thousands of candy canes with dark magics that places those who consume them under a curse. These candy canes have been mixed in with non-cursed ones and will soon be distributed all across the United States and Canada!

Will the heroes be able to stop this evil, or will Dr. Nick and Holly finally meet their evil goal?!

(The rest of this post is released under the Open Game License, and the text may be reproduced in accordance with its terms.)

CURSED CANDY CANES
The Cursed Candy Canes can be distinguished from normal candy canes, because they emit a faint magical aura of an undeterminable type or school. Characters with a natural ability to detect magic, or those using spells or magic items to do the same, can identify the Cursed Candy Canes.
   The magic of the Cursed Candy Canes is only active from the stroke of Midnight at the beginning of December 1 to the final moment of January 5. 
    The following tables determine the size of a cursed candy cane and what effect it has on the character who consumes it. These rules are suitable for use with all d20 System games, as well as all OSR game systems.
   First, roll on "Size of Candy Cane" and then roll to determine what curse it bestows upon those who consume it.

Size of Candy Cane (Roll 1d10)
1-8. Mini Candy Cane (must be completely consumed for curse 
       to take effect)
7-10. Regular Candy Cane (only half needs to be consumed for curse 
       to take effect; can be split between two characters)

The Curses (Roll 1d10)
1.  The character can only communicate by singing Christmas songs 
      and carols.
2.  The character becomes enraged whenever he or she hears music 
     and attacks the nearest person for 1d4+2 rounds.
3.  The character's teeth begin to rot rapidly and they all fall out within
     1d6+2 days.
4.  The character can't sleep. Whenever he or she closes her eyes, terrifying 
     visons gigantic, semi-humanoid sugar plums oozing a strange, sparkling 
     substance haunts him or her.
5.  Whenever the character sees an image of Santa Claus, or someone 
     dressed in a Santa outfit, he or she is terrified and must flee the area 
     at maximum movement rate. The character remains terrified for a
     a number of rounds equal to 10 less his or her Wisdom bonus.
6.  The character must naked whenever he or she stands or passes below
     mistletoe.
7.  The character becomes semi-insubstantial, appearing ghostly and 
     translucent. The character does not need to eat or drink, is immune to 
     all harm, but cannot pass through solid matter.
8.  The character becomes a werewolf whose transformation is triggered by
     the physical presence of a decorated Christmas Tree. The transformation 
     lasts until the next sunrise.
9.  The character becomes a vampire, but needs to consume 1/2 gallon of 
     eggnog each day instead of blood. Just like a vampire's need for blood, 
     the character has an insatiable desire for eggnog. If he or she does not 
     consume enough eggnog, the character suffers a temporary loss of 
     1 point of Strength and 1 point of Intelligence until the hunger is cured.
10. The character becomes enraged whenever he or she sees a wrapped 
      wrapped Christmas present. He or she must destroy the presents. 
      The rage lasts until the presents are all destroyed. The character attacks 
      anyone who tries to prevent the destruction.

ENDING THE CURSE
A curse can be ended by a bless or remove curse spell cast upon the sufferer by a 12-level caster (or from an item or scroll with the same power-level), or if the sufferer eats 1 pound of Fruitcake over the space of 30 minutes. The curse also ends automatically at the stroke of Midnight on January 5th, the end of the Twelve Days of Christmas.
   (For victims of #3, the curse may feel like it becomes worse: Their teeth grow back over the next 1d6+3 days, with severe pain as the baby teeth grow, fall out, and are replaced by a new set of adult teeth.)

Monday, December 2, 2024

NUELOW at Christmas: Day Two

Santa knows who's been bad... and he's had enough of their sh*t!


How does he know? It's a combination of three things: A natural ability, magic spells, and an ancient artifact. Today, we translate Santa's natural ability to know who's been bad or good into d20 System game mechanics!

(The rest of this post is presented under the Open Game License and may be reproduced in accordance with its terms.)

OGL d20 SYSTEM FEAT: NAUGHTY OR NICE
You can tell someone's bad or good by just looking at them.
   Prerequisite: Intelligence 12, Wisdom 12
   Benefit: As a standard action, you may look at a living person or being and immediately know if they have good or evil intentions toward you, your allies, or innocent beings. (This does not necessarily reflect their alignment--if the d20 System variant you are using includes the alignment mechanic--but rather what the moral ramifications of their immediately past or near-future actions will be. 
   You may use this this feat a number of times each day equal to your Wisdom bonus.  
   Targets must have Intelligence and Wisdom scores of at least 4 for the ability of this feat to be effective. Spells and abilities that prevent scrying or other divination magic or spell-like and supernatural powers also impede this feat. The target appears "nice" when studied.
   Special: This feat is considered a "minor power feat" for the purposes to acquiring superpower talents.

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

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).

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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.