Showing posts with label We Three Kings. Show all posts
Showing posts with label We Three Kings. Show all posts

Monday, December 3, 2018

Christmas is Coming!

'Tis the Season for Percussion Magic!



A few years ago, we posted some "Little Drummer Boy" inspired artifacts (the Drum of Bethlehem and the Drumsticks of Bethlehem). We're returning to the percussion theme, using the neat music in the video above as our inspiration.
   To read up on tabla drums, click on this link. Watching the video above should give you a good idea however. Basically, a set of tabla drums (known just as "tabla") is at least two drums, a daya (right drum) and a baya (left drum). The daya carries the main melody while the baya provides the bass.
The portions of this post from "The Magical Tabla Drums" to the end are presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2018 Steve Miller.


THE MAGICAL TABLA DRUMS
There are an unknown number of magical tabla drums in the world. No one knows how they are created, nor who creates them, but numerous wise men have claimed that they are gifts to the world from Saraswati, goddess of music and knowledge, bestowed either as rewards to worshipers and musicians who have impressed her, or as sources of reassurance and comfort during trying times. The music of the drums are rumored to strengthen the powers of holy men and women, cure the sick, and fill warriors with the strength and prowess of war gods.
   Magical tabla drums are always found in sets consisting of 1d4+2 daya and 1d2 baya. They rarely radiate any form of magic (only 1%  chance) and when they do, it is always of a weak, undeterminable type. The function of the drums can only be determined by playing them. If a set is broken up, the magic is disrupted.
   A silence spell centered upon the characer playing the tabla will negate the drums' effects and totally disrupt their magic. Characters who were within range of the drums' magic must roll successful Will saves (DC10+caster level) to retain the benefits of having heard the music (see below for details).

The Tabla of Comfort and Joy
When a skilled musician plays a tune on these drums--with a successful DC12 Perform (percussion instrument) skill check--all who can hear the music within a 60-ft radius become immune to negative mind-effecting magic and spell-like effects, such as fear spells or illusions designed to frighten or cause other forms of distress. Divine spells cast with the intent of heal, comfort, or otherwise make targets feel better or more cheerful, function at two caster levels higher than the actual caster.
   The effect of the tabla start after two rounds of the mucician player, and remains in effect for a time equal to the total amount played after the musician ceases. (If the musician plays for 10 minutes, beings within a 60-foot radius enjoy he drums benefits for 20 minutes.)

The Tabla of Protection and Celebration
When a skilled musician plays a tune on these drums--with a successful DC15 Perform (percussion instrument) skill check--all who can hear the music within a 60-ft radius feel invigorated and gain a +1 bonus to all saving throws, as well as a +2 bonus to Armor Class/Defense. Characters also gain a +8 bonus to Perform (dance) skill checks, whether they have ranks in the skill or not.
   The effect of the tabla start after two rounds of the mucician player, and remains in effect for a time equal to the total amount played after the musician ceases. (If the musician plays for 10 minutes, beings within a 60-foot radius enjoy he drums benefits for 20 minutes.)

Saturday, December 1, 2018

Christmas is Coming!

Let's kick off the month with a great version of a favorite Christmas song here at NUELOW Games, "We Three Kings." The video is even better.




And here's a feat by in case you want to play/include a Magi or three in your d20 System games! (The rest of this post is released under the Open Game License, and the following material may be reproduced in accordance with its terms. Copyright 2018 Steve Miller.)


READ THE STARS [General]
You can find guidance in the stars, both metaphorically and literally.
   Prerequisite: Intelligence 12, Wisdom 12.
   Benefit: By spending 1d3+1 hours studying the night sky, making notations, and comparing the results to a series of charts and diagrams, the character can gain any of the following benefits once per day.
   Momentous Destination: The stars reveal a prophecy that states you are to travel to a distant location where you will have a fateful encounter that may have world altering consequences and bring you great riches or power or knowledge, or all of the above. The direction in which you must travel is made clear, but the exact location to which you must travel and how far away it might be is not. (Note: The destination can be a town, a ruin, a dungeoun, or stable on the outskirts of a small town. It can be anything, really, where the GM has the next big adventure planned, or even the locaton of climax of the current adventure... because getting there is half the fun!)
   Smooth Travel: The stars reveal the easiest route to take while traveling toward a momenteous destination for one day of the journey, eliminating any overland movement penalties due to terrain type. You gain the benefit of a successful Survival skill check.  If the character doesn't have access to a map of the region, a Navigation or Survival skill check (DC15) to gain this benefit.
   Seer: The stars reveal if you are within a day's journey of the momenteous destination. You may also use the effects of the augury spell as if cast by a cleric of your total character levels.