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

Wednesday, May 27, 2020

Feats for Feet!

Here are some feats for characters who are light on their feet! (The text in this post is released under the Open Game License and it may be reproduced in accordance with its terms. Copyright 2020 Steve Miller.)

… BUT DON'T FALL DOWN [General]
You're hard to knock and keep off your feet..
   Prerequisite: Dexterity 15
   Benefit: If you fail an attribute check to resist a trip attempt, you may roll a Reflex saving throw (DC14) to avoid being tripped. Further, standing up from a prone position is a free action. 
   Normal: Standing is normally a move-equivalent action.

BACKWARDS AND IN HEELS [Ninja Cutie, Sister of Bastet]
Not only do high heels not slow you down, they make you deadlier!
   Prerequisite: 3rd level, Dex 14, Cha 14
   Benefit: When wearing high heels, except for stiletto heels, the character gains a +2 bonus to all the following skills: Balance, Bluff, Climb, Jump, Move Silently, and Perform (dance).

BACKWARDS AND IN STILETTO HEELS
[Ninja Cutie, Sister of Bastet]
Whether you have them on your feet or in your hands, you make stiletto-heeled shoes as dangerous as the knife they are named for.
   Prerequisite: Backwards and in Heels feat
   Benefit: When wearing stilettos, you gain a +2 bonus to Diplomacy and Intimidation skill checks. Additionally, you wield a stiletto as a melee weapon that deals a based damage of 1d6 points.
   Special: When this feat is selected, the character automatically gains Exotic Melee Weapon Proficiency (stiletto heel shoe) as a bonus feat. Additionally, the character can wield two stiletto-heeled shoes at once without any penalties if she possesses the Two-Weapons Fighting feat.



DANCING QUEEN [Fast Hero, Bard, Fighter, Rogue]
You can dance, you can fight!
   Prerequisite: Perform [dance] 2 ranks
   Benefit: The character practices mixed martial arts. Add 1/2 of the character's ranks (round down) in the Perform [dance] skill to all melee attack rolls.

FEETS DON'T FAIL ME NOW [General]

Running away is something you're good at.
   Prerequisite: Run, Dexterity 13
   Benefit: You are not subject to attacks of opportunity, nor flanking attacks, nor loss of Dexterity bonuses, when retreating from melee combat or other situations where they might occur, so long as you are moving at your base speed or higher.

(Thanks to L.L. Hundal for these!)

Friday, May 22, 2020

A new release, now at DriveThruRPG!

It's been a while since we've produced an actual product. That changes today! For A Song and a Dance is now available at DriveThruRPG, and it can be yours for... well, whatever you feel like paying for it.


The content of the product was all inspired by popular music and Christmas songs. Much of it originally appeared here on the blog, but it has been revised to a greater or lesser degree based on feedback from readers or the players in L.L. Hundal's game group.

Here's a list of the songs and artists that inspired the material in For a Song and a Dance, along with the type and amount of content they gave rise to:

Clothes of the Dead by Bongos, Bass, and Bob: Radom Tables to Generate Clothes Found in Thrift Stores.
Daddy Cool by Boney M: One Talent Tree (Five Talents)
Dancing Queen by Abba: One Feat
Dude Looks Like a Lady by Aerosmith: One Feat
I'll Be There by The Escape Club: One Character Template
Jingle Bells: One Magic Item
Little Drummer Boy: One Artifact, Two Magic Items
Never Gonna Give You Up by Rick Astley: One Talent Tree (Four Talents)
Safety Dance by Men Without Hats: Two Feats
Sharped Dressed Man by ZZ Top: Six Artifacts
Simply Irresistible by Robert Palmer: One Feat
We Three Kings: One Feat, One Magic Item

And, just because, here are videos for some of those great songs that we've not yet featured here on the blog...

Aerosmith's "Dude Looks Like a Lady":

Robert Palmer's "Simply Irresistible":


and finally...

The Escape Club's immortal "I'll Be There":

Please check out For a Song and a Dance at DriveThruRPG... and let us know what you think of it. We'll be here.

Sunday, April 12, 2020

The Necklace of Harmonia (for the d20 System)

We now return to the secretive world of the Amazons with a description of the legendary Necklace of Harmonia. It has been lost to the Amazons for millennia, and if player characters come into possession of it, they might gain them as powerful allies or deadly enemies.


THE NECKLACE OF HARMONIA
The Necklace of Harmonia was given by the goddess Harmonia as a gift to an Amazon who fell in love with an outside male, Cadmus, the first king of the ancient Grecian city-state of Thebes, and left her people behind to be with him. The necklace was meant to bring her health and happiness and for a time it did... but she was eventually assassinated by a cult of sorcerers in revenge for Cadmus slaying the water dragon they worshipped. They stole the necklace, and, although Cadmus had every member of the cult and their families hunted down and killed, it was never recovered.
   The Necklace of Harmonia has for centuries been a much-sought after treasure, because it is rumored give any woman who wears it eternal youth, beauty, and good fortune. However, the reality has been quite different for those who have found themselves in possession of it: They have come to swift and brutal ends, or have vanished without a trace... and the necklace has always gone missing again.
   The Necklace of Harmonia is crafted from gem-encrusted gold and shaped like two serpents with their tails intertwined and whose bodies are draped around the wearer's neck, with their heads meeting below the jugular notch. If inspected with detect magic, it radiates faint transmutation and abjuration magic.



Powers of the Necklace of Harmonia
The rest of the text in this post is released under the Open Game License and may be reproduced in accordance with its terms.
   Standard Powers: A female who ages in the fashion similar to that of a typical human wears the Necklace of Harmonia for at least 8 hours every day from one full moon to the next sees her physical age gradually reverse itself a year. The continues until she is physically 27 years old. She remains this age until she stops wearing the Necklace of Harmonia for the time between two full moons, at which point she begins to age normally again.
   A female who wears the Necklace of Harmonia as described above, gains a +2 bonus to all saving throws and initiative rolls, as well as a +4 bonus to all Charisma-based skill checks.
   Amazon-Specific Powers: When worn by an Amazon, the Necklace also grants immunity to attribute- and level-draining attacks, spells, and spell-like effects from any creature who isn't a literal god--a divine being with the ability to grant spells to followers and so on.
   For Amazons who possess the True Love feat, the saving throw and initiative roll bonuses are extended to the identified object of her affection. Additionally, that person will age more slowly so long as the Amazon wears the Necklace of Harmonia, aging only 1 year for every 10 that pass. (To activate this effect, the Amazon must offer a prayer to Harmonia under a full moon. The target must be aware of the Amazon's desire and willing to have his life extended.)



   Drawbacks: For an Amazons, there are no drawbacks to the Necklace of Harmonia, so long she does not blaspheme against Harmonia or Harmonia's parents, intentionally betrays an Amazon or Consort, or intentionally betrays someone she has said she loves and who has been a loyal lover and friend to her in return. In such a circumstance, the Amazon loses all benefits from the Necklace and is immediately subjected to a curse that imposes a -4 enhancement penalty on attack rolls, saving throws, ability checks, and skill checks. The curse remains in effect until the Amazon atones for her transgressions and begs forgiveness from both Harmonia and the person she betrayed.
   When a non-Amazon wears the Necklace of Harmonia, she must roll a successful Fortitude save (DC18) or lose the benefits of the Necklace. Additionally, she is subjected to a -2 penalty to all Charisma checks, as well as automatic Hostile reactions from NPCs in any situation that might warrant it. These curses remain until she prays to Harmonia for forgiveness and passes the Necklace onto another person, or until she gives the Necklace to a representative of the Amazons. No matter what, she will never enjoy the benefits of the Necklace ever again.
   If a non-Amazon who is gaining benefit from the Necklace of Harmonia intentionally betrays someone she has said she loves and who has been a loyal lover, she loses all benefits of the Necklace and immediately ages 1d20 years. Every hour thereafter, she must roll a successful Fortitude save (DC22) or age 1d20+10 years.
   This rapid aging persists until the woman atones for her transgressions and gains forgiveness from the person she betrayed. If the aging is stopped before she dies, the woman still remains aged. If not stopped, the aging continues, causing the body to rapidly decay and eventually turn to dust.

Wednesday, April 1, 2020

In Observation of April 1st...

A d20 System feat like no other....

MOE OPTIONS [General]
When you wake up in the morning, you are blessed with a supernatural benefit granted by the Three Great Spirits of Nyuk-Nyuk-Nyuk.
   Benefit: Roll 1d6 once per day and consult the table below. The character gains the indicated benefit until he or she goes to sleep that night or is dropped below 0 hit points.
   1-2. Damage reduction 10 for injuries suffered from unarmed attacks and blunt weapons.
   3-4. Successful unarmed attacks deal no damage, but instead you poke the opponent in the eyes, blinding them for 1d2+1 rounds.
   5-6. When in the company of at least two other PCs, the character may force all opponents to make Will saves (DC5+your character level) at the beginning of an encounter. Those who fail the saves are confused for 1d2+1 rounds. This is a standard action.


(All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2020 by Steve Miller.)

Wednesday, March 4, 2020

Bessie Love and the Magic Mirror

Although she is now all but forgotten, Bessie Love was a celebrated movie star and household name during the 1920s. Her most important role, however, was that of a crusader of against supernatural evil--the Love Bug!
   From 1925 through 1950, Bessie faced off against cultists, lycanthropes, vampires, elder gods, and evil sorcerers and witches. The full extent of the debt the world owes her will probably never be known, but one of her more dangerous encounters took place in 1928 when she squared off against a wizard who was trying to enchant massive amounts of people by embedding spells in motion pictures.
    As Bessie (in Love Bug guise) broke into the wizard's lair, she came upon a magic mirror that drew her into a pocket dimension behind the glass where she had to defeat an exact copy of herself, or forever be trapped while the copy of her took over her life in the outside world. Bessie was victorious, and not only did she free herself from the mirror realm, but 17 other men and women who had fallen victim to the mirror's magic over the past two centuries... and several of those liberated helped her slay the wizard and set his magic films ablaze.
   Bessie took the mirror as a souvenir, and it hung in her home until she passed away in 1986. It was not present when the executor took control of her estate and it was presumed stolen. The mirror remains missing. (In truth, the mirror was taken by an angel that had been trapped in the mirror and who was freed along with the others when Bessie Love broke the enchantment on it by defeating her mirrored foe.)


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Here's some RPG content (good for just about any version of D&D) inspired by Bessie's adventures, as has become our habit in these quarterly posts. The rest of the text in this post is released under the Open Game License, and it may be reproduced in accordance with its terms. Copyright 2020 Steve Miller.

RANDOM MAGIC MIRROR GENERATOR
Use these tables to generate magic mirrors in treasure hoards or the lairs of villains. Roll 1d6 against the tables below

MIRROR TYPE
   1. Handheld
   2-4. Wall Mirror
   5-6. Full-length Mirror

MIRROR ENCHANTMENT
   1-2. Reflection answers one question per day (as legend lore spell).
   3. Reflections of items in front of it, no further than three feet away, seem to glow if they are magical (as detect magic, three times per day).
   4. The reflection shows the true form of a being concealed behind an illusion, or in a different from due to natural, spell-based, or item-based shapeshifting or polymorphing abilities. If the being is a natural shapeshifter, but is presently in the primary form (such as a lycanthrope in her human shape), the reflection shows secondary shape.
   5. A demonic (1-3) or angelic (4-6) trapped in the mirror can, once per day, unerringly reveal the location and condition of a single person. The request has to be specific--"Where is the six-fingered man who killed my father?" or "Where is the fairest person in the land?".
   6. Anyone who sees his or her reflection in the mirror without saying a password is immediately sucked into a pocket dimension behind the glass. Here, they must fight exact copies of themselves, except the duplicates are utterly ruthless and irredeemably evil. If the duplicate wins, the real character is trapped in the pocket dimension while the mirror-spawned copy takes his or place in the world. If the real character wins, he or she is given the option by the powerful spirit (demonic 1-3, angelic 4-6) to either release those trapped in the mirror or to become its new master and enjoy eternal life and youth so long as at least one person is trapped in the mirror every 50 years.
   The mirror functions like result #4 for the master, as its enchantments are powered by a spirit trapped inside it.



Tuesday, February 18, 2020

Random Childhood Generator (for the d20 System)

If you to add a little more substance to player character backgrounds, add this to the character generation process in your d20 System games, immediately after the character's stats, and have the players roll 1d8s against the tables below. It gives players starting points for coming up with details, and it gives each character slightly different attributes at the beginning, beyond those outlined in the standard rules.

RANDOM CHARACTER CHILDHOOD GENERATOR


WHERE DID YOU SPEND YOUR CHILDHOOD? (Roll 1d8)
   1. In a traveling circus/carnival. (Gain 2 ranks in Acrobatics or Bluff or Sense Motive.)
   2. On the family farm, or on the family fishing boat. (Gain Endurance as a bonus feat )
   3. Traveling with your family as seasonal farmhands or temporary laborers. (Gain +1 Strength or +1 Constitution.)
   4. Helping around the family autoshop (Gain 2 ranks in Repair or Cautious as a bonus feat.)
   5. In a small town, with your loving middle-class parents. (Gain 2 ranks in a Craft or Perform skill of your choice
   6. With abusive, violent parents. (Gain Endurance or Stealthy as a bonus feat)
   7. With Con Artist parents. (Gain Trustworthy as a bonus feat).
   8. In a monastery or boarding school, as the child of teachers there. (Gain Educated or Studious as a bonus feat.)

HOW DID YOUR ADVENTURING CAREER START? (Roll 1d8)
   1-2. Ran away from home.
   3. Fell in with a bad crowd that came to a bad end.
   4-5. Your parents vanished mysteriously.
   6. You fell in love with someone your parents couldn't stand and eloped with him or her.
   7-8. You joined the army (or some other armed group that wields authority in many places), and the experiences you had made it so you feel like you can't go home again.

--
(The text is released under the Open Game License and may be reproduced in accordance with it. Copyright Steve Miller 2020)

Saturday, February 15, 2020

Amazons & Artifacts for the d20 System

There's a new Wonder Woman movie coming out in June, and we here at NUELOW Games are really looking forward to it! While scheduling some anticipatory posts at Shades of Gray, our Head Honcho Steve Miller found himself getting ideas for a number of d20 System rules... and here they are! (And yes, this has been probably been done before... and it will probably be done again!)



WHO ARE THE AMAZONS?
The Amazons are a secretive matriarchy that, since the time of Atlantean dominance on Earth, have lived and thrived in a series of interconnected pocket dimensions scattered across the globe. They were devoted allies of the Olympians in the war against Atlantis. When the Olympians withdrew from Earth, they rewarded the staunch support of the Amazons with the hidden communities in which they thrive to this day.
   The cities of the Amazons are inhabited almost entirely by women, and most of them are so ancient that they witnessed first hand the Great Wars between Atlantis and the Olympians. There is roughly one male per 150 females in Amazonian society, and most of these males reside in and guard the points where the Amazon enclaves intersect with the rest of the world or connect to each other.
   Amazon society is a meritocracy where knowledge and skill is respected and valued above all else. It is, however, also a strict matriarchy where only women can hold positions of political power, and all decisions are made by the Queen and her Council of Mothers. Due to the male-dominated nature of most civilizations that have surrounded the Amazon cities, their men have, more often than not, served as go-betweens and ambassadors to the outside world. (The words "male" and "female" does not exist in the Amazon language; females are Amazons while males are Consorts.)
   When within their cities, male and female residents both are un-aging, physically immune to the passage of time. When in the outside world, however, they age and die at the rate of any normal human being.
   Amazons have kept up with the world as it developed and evolved outside their enclaves for thousands of years, adopting the best they found into their own culture. In most areas, their science and technology is equal to the most advanced on Earth, while in some areas they are more advanced.
   The rest of the text in this post is released under the Open Game License and may be reproduced in accordance with its terms. (As is usually the case in these parts, this material is designed with d20 Modern in mind, but it easily adaptable to other versions of D&D.)



NEW RACIAL TEMPLATE: AMAZON
During character creation, a player may choose to be an Amazon by adding the following template (with GM permission, of course).
   Prerequisite: Female Human
   Benefit: May choose Amazon feats in place of class bonus and starting feats. +1 Strength, +1 Constitution. The character is automatically fluent and literate in Amazon, as well as a number of additional languages equal to her Intelligence bonus.


NEW RACIAL TEMPLATE: CONSORT (Male Amazon)
During character creation, a player may choose to be an Amazon by adding the following template (with GM permission, of course).
   Prerequisite: Male Human
   Benefit: May choose Amazon feats in place of class starting and bonus feats. +1 Strength, +1 Charisma. The character can automatically speak, read and write Amazon, as well as a number of additional languages equal to his Intelligence bonus.


NEW STARTING OCCUPATIONS
The following starting occupations are available for Amazons and Consorts.

Amazon Ambassador
These members of Amazon society are trained to deal with the outside world. They frequently dwell away from the hidden Amazon enclaves. They are equal parts ambassadors (to those who are aware of the existence of the Amazons) and spies (to keep the Amazon leadership appraised on what is happening in the outside world.
   Prerequisite: Consort Racial Template, Age 20+
   Skills: Gain a +1 bonus to all Charisma-based skill. Gain an additional bonus to Sense Motive skill checks equal to your Charisma. Choose three languages that the character is able to speak, read and write.
   Bonus Feat: Choose two feats from the following list. Attentive, Confident, Deceitful, Diligent, Defensive Martial Arts, Endurance, Favored of Harmonia, Foresight, Investigator, Light Armor Proficiency, Persuasive, Specialty Martial Artist, Stealthy.

Amazon Healer
These individuals serve as doctors, nurses, medics, and even sometimes mystical healers. They are only rarely found outside Amazon enclaves, and always on a specific, short-term mission when they are.
   Prerequisite: Amazon or Consort Racial Template, Age 16+
   Skills: Gain +1 bonus to all Wisdom-based skills. with Heal becoming a permanent class skill. (If it is already a class skill, gain 2 ranks.)
   Bonus Feat: Choose two feats from the following list. Faithful, Favored of Artemis, Confident, Defensive Martial Arts, Light Armor Proficiency, SelflessSpecialty Martial Artist

Amazon Scholar
These are keepers of knowledge and history in Amazon society. They help everyone remember the past, so they can build a better future. Depending on their areas of expertise, they may spend more time away from the Amazon settlements than in them, oftentimes working with the ambassadors to gather or analyze specific information.Like the Amazon Ambassadors, they spend a good deal of time outside
   Prerequisite: Amazon or Consort Racial Template, Age 16+
   Skills: Gain a +1 bonus to all Knowledge-based skill checks. The character can Read/Write Ancient Greek script, Ancient Norse runes, and Ancient Egyptian hieroglyphics.
Bonus Feat: Choose three feats from the following list. Diligent, Dodge, Educated, Endurance, Investigator, Favored of Artemis, Light Armor Proficiency, Specialty Martial Artist,

Amazon Warrior
The are the most honored members of Amazon society.
Prerequisite: Amazon Racial Template, Age 16+
Skills: Gain +1 bonus to all Strength-based skill checks.
Bonus Feat: Choose two feats from the following list. Acrobatic, Combat Martial Arts, Combat Reflexes, Confident, Endurance, Educated, Favored of Ares, Foresight, Light Armor Proficiency, Specialty Martial Artist,

Art by Sergio Santos

AMAZON FEATS
When gaining feats, Amazons (male or female) may pick ones from the following list in addition to the selections from character classes. The character must still meet all prerequisites before a feat can be selected.

Existing Feats
Acrobatic, Alertness, Athletic, Diligent, Educated, Exotic Weapons Proficiency, Faithful, Fortune Telling, Light Armor Proficiency, Martyr, SelflessSpecialty Martial Artist, Stealthy


New Feats
The Favored of... feats are meant to reflect that the character special--and perhaps even personal--connection to the gods who are patrons of the Amazons. Players who wish to select one or more of these feats at character creation should be encouraged to explain how the character came to the attention of the god or goddess. (Maybe we'll create a random table at some point to help you along, since we love doing those here at NUELOW Games!)

Favored by Ares [Amazon]
You have a special relationship with Ares, and he has granted you a special power.
   Prerequisite: Amazon or Consort Racial Template
   Benefit: You have divine favor as a spell-like ability. Your effective caster level is your total character level, and you may use the ability a number of times per day equal to your Charisma bonus.

Favored by Athena [Amazon]
You have a special relationship with Athena, and she has granted you a special power.
   Prerequisite: Amazon or Consort Racial Template
   Benefit: You have resistance as a spell-like ability. Your effective caster level is your total character level, and you may use the ability a number of times per day equal to your Wisdom bonus.
   Special: Unlike the actual spell resistance, this effect cannot be made permanent.

Favored by Artemis [Amazon]
You have a special relationship with Artemis, and she has granted you a special power.
   Prerequisite: Amazon or Consort Racial Template
   Benefit: You have calm animals and purify food and drink as spell-like abilities. Your effective caster level is your total character level, and you may one, the other, or both, a total number of times per day equal to your Constitution bonus.

Favored by Harmonia [Amazon]
You have a special relationship with Harmonia, and he has granted you a special power.
   Prerequisite: Amazon or Consort Racial Template
   Benefit: You have message as a spell-like ability. Your effective caster level is your total character level, and you may use the ability a number of times per day equal to your Charisma bonus.

Favored by the Muses [Amazon]
The Nine Muses have watched over you since childhood, and they granted you special gifts.
   Prerequisite: Amazon or Consort Racial Template
   Benefit: Gain a +1 bonus to all Perform skills.
   Special: You may summon a specific Muse for assistance without suffering the initial 500XP drain.
   (For more d20 System rules and information about the Nine Muses, click here.)

Foresight [Amazon]
You have the ability to see a fraction of a second into the future.
   Benefit: You gain a permanent +2 adjustment to all initiative rolls.

Art by Bruce Timm


ARTIFACTS OF THE AMAZONS
When the Olympians departed Earth, the three whom the Amazons had provided the greatest service to--Ares, Artemis, Athena and Harmonia--each gifted them with a powerful artifact. These items are kept in a shrine, deep beneath the Queen's palace Themiscyra, the oldest of the Amazonian enclaves. They are considered the greatest treasures of the Amazons. In the more than 10,000 years since their creation, the items have only been removed from their shrine four times, each time to defend the world against grave danger.

The Bracers of Artemis
These golden armguards only provide benefits to a character with the Amazon racial template. They give the wearer a +2 bonus to AC/DR. In addition, if the wearer has initiative, she can take a full round action and deflect any incoming ranged attacks specifically targeted at her. She can even deflect attacks that otherwise might be unavoidable, such as the bolts of a magic missile spell, a lightning bolt, or a ray of disintegration.
   The wearer of the bracers may also deflect ranged attacks directed at other characters within melee range by taking a 5-foot adjustment in their direction and standing between them and the incoming projectile or spell.
    Drawbacks: None for Amazons and Consorts. If a non-Amazon (a character who doesn't have either the Amazon or Consort racial templates) wears the Bracers of Artemis, he or she must roll a Fortitude save every time projectiles are deflected. If the saving throw fails, the character is knocked to the ground and stunned for 1d4 rounds.

The Diadem of Athena
A sturdy piece of golden headgear that is inset with rubies and a five-pointed star symbolizing Athena grants its wearer a +2 bonus to all mind-affecting magic and spell-like abilities and effects.
   The wearer can also use the Diadem of Athena as a thrown weapon, with a +2 magical bonus to hit and damage (Weight 1 lb; Damage 1d4+2 (small), 1d6+2 (medium); Critical x2; Type bludgeoning; Range Increment 30 ft. (projectile); Category ranged; Proficiency simple weapon.). The diadem can strike a number of targets equal to the wielder's attack bonus. The targets must be declared when the character throws the diadem, and a separate attack roll is required for each target). The diadem unerringly returns to the hand of person who threw it at the end of the round, or falls to the ground near his or her feet if the character is unable to catch it for some reason.
   It is possible for someone to grab the diadem from the air using the snatch arrow feat (or other abiltilies), but if the attempt is successful, the character who caught it suffers 2d6+2 points of electrical damage (DC22 Fortitude save for half).
    Drawback: None, but the item confers no magical bonuses nor protection to non-Amazons (characters without the Amazon or Consort racial templates). It likewise does not function as a magical thrown weapon
.
The Shield of Harmonia
This front of this bronze buckler is decorated with symbols that resemble snakes and lightning bolts twisting around each other and a five-pointed star. In addition to the normal features of a buckler, the Shield of Harmonia grants the user an additional +4 bonus to all saving throws made against poisonous or acidic gasses and damage-dealing area of affect spells.
   Drawbacks: None, but the item confers no magical bonuses nor protection to non-Amazons (characters without the Amazon or Consort racial templates).

The Sword of Ares
This short sword was forged from an otherworldly metal that is so black its blade seems to absorb light rather than reflect it. When wielded by an Amazon or Consort, it is a magic weapon with a +4 bonus to-hit and damage. In addition, as the sword is first drawn during an encounter, the wielder may use fear as a spell-like ability against a number of targets equal to his or her Charisma bonus. The effective caste level is equal to the wielder's total character level.
   Drawbacks: When non-Amazons (characters without the Amazon or Consort racial templates) use the Sword of Ares, they must roll a successful Will (DC12) save each time they deal damage to a target. If the roll fails, the wielder is blinded. The character remains blind until subjected to a remove curse (cast at 20th level), or a wish spell.

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If you enjoyed this post, please check out some of our actual products, for sale at DriveThruRPG, or perhaps even leave some comments below. It will encourage us to make more (or to fix things you don't like about what we've already done)!


(Wonder Woman is Copyright and TM by DC Comics/Warner Bros and is used without permission.)

Sunday, February 9, 2020

From the School of Typomancy...

Here's a spell from the little-known School of Typomancy. Spells of this nature are generally discovered when game designers and writers type too fast and/or don't bother proof-reading text before letting editors see it

LIGHTNING BLOT (1st level, Bard, Sorcerer, Wizard)
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area of Effect: 10 ft radius
Effect: Burst of light and static electricity
Duration: Instantaneous
Saving Throw: See below
Spell Resistance: Yes

Creatures within the area of effect must roll Fortitude saves or suffer 1d3+1 point of electrical damage and be dazzled for one minute. If the saving throw is successful, the targets suffer no damage, but all their hair stands on end as they are subjected to extreme static electricity. This persists for ten minutes or until they touch another person or being, inflicting 1 point of damage upon the person touched, and suffering 1 point themselves. (If the touched being rolls a successful Fortitude save, it suffers no damage.)



The text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2020 Steve Miller.

Thursday, January 23, 2020

Bessie Love and the Shawl of the Babushka

During the 1920s and early 1930s, Bessie Love was a popular movie star. Away from the adoring public, however, she led a secret life as the superhero Love Bug and defended Earth against supernatural evil. During her adventures, she collected a number of magical treasures. One of these was the shawl of the babushka. In this post, we reveal another of Bessie's secret adventures while describing this unique magical item in terms of the d20 System rules.


THE SHAWL OF THE BABUSHKA
In 1946, Bessie Love (in her guise of the Love Bug) battled Baba Yaga to save children abducted from a village in eastern Ukraine. At the end of that adventure, she walked away with a shawl that Baba Yaga had woven and enchanted for her most loyal servants. At one time, 13 of these were known to exist; two were destroyed during the encounter that Love had with Baba Yaga and three witches, but ten more may still exist. The secret to making this item is known only to Baba Yaga
   The shawl of the babushka is a triangular piece of cloth that is roughly 3 feet wide and 7 feet in length. If subjected to detect magic, it radiates faint transmutation magic.
    The fabric is a red so deep that it is almost black. It is embroidered with flowery patterns in bright yellow and blue and green, but if those patterns are carefully studied (1d6+2 rounds) and a successful Knowledge (Arcane) skill check is rolled (DC20), it becomes apparent that mystic symbols of demonic origin are concealed in harmless-seeming floral motif. The purpose of the symbols isn't clear. (Only high-ranking demonlords and Baba Yaga herself know the meaning of the symbols, but see below for more.)



Powers of the Shawl of the Babushka
When worn, a shawl of the babushka grants the following protections and powers to its wearer:
   *Immunity to normal hot- and cold-weather conditions. The wearer is comfortable in the hottest and coldest places on Earth.
   *Immunity to be located by any magical means, except through the personal and direct actions of a god.
   * +4 bonus to saving throws made to resist damage from elemental magic.
   * Use charm person as a spell-like ability at 20th-level effectiveness twice per day.
   There is one final power that is not revealed by identify or anything short of a wish spell. It can only be explained by Baba Yaga, a demonlord, or learned through experimentation.
   * Become one of three different human females: A plump and friendly-seeming old woman; a bent, boney, hag-like old woman; and an extremely attractive young woman. Although the character using this ability retains all of his or her own statistics, levels, and class abilities, this transformation does not register as a magical one; for as long as the character wears the shawl, he or she is the woman that he or she has chosen to be. Aside from a vague similarity in facial features (Spot check of DC18 for anyone to notice), there is nothing else to give away the character's transformation. The transformation remains in effect until the character is no longer wearing the shawl.
   The transformation is brought about with a successful Willpower saving throw (DC12) and a full round action. Until the character realizes that there are three different forms that can be adopted, the woman that he or she changes into is rolled randomly on the following table:

Random Shawl Transformation (Roll 1d6)
1-2: Plump Old Woman
3-4: Withered Old Woman
5-6: Beautiful Young Woman


Drawbacks of the Shawl of the Babushka
The shawl of the babushka is a magic item made by Baba Yaga specifically for her most loyal human minions, typically witches. Wearers to whom she has gifted it wouldn't necessarily view these effects as "drawbacks".
   * Whenever the character uses the charm person spell-like ability, the GM rolls 2d6+1. On a roll of 4 or 13, Baba Yaga gains the ability to see and hear everything the character does for an hour, even if the shawl is immediately removed. She also knows exactly where the character is located.
   * Whenever the character transforms into one of the female forms, the GM rolls 2d6+1. On a result of 13, the character is physically replaced by a succubus for 1d4+2 hours. While the character is trapped in the demonic plane, no harm will befall him or her, but he will be warned against trying to cross Baba Yaga, as well as being offered the opportunity to gain the Chosen feat as a bonus, or otherwise makes offers to tempt the character to serve them. (Even if the character refuses all offers, the demons will always be cordial and polite to the temporarily planeshifted character; they will even happily explain everything about the shawl and its powers.
   The interaction with the demon generally takes place in a richly appointed, parlor with comfortable couches and easy chairs. If the character is rude or aggressive, the demons try to remain friendly and polite but they will leave him or her alone if the character persists. If the character attacks them, he or she is immediately transported to a sweltering, dark void for the duration to the swap.



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All text in this post is presented under the Open Game License and may be reproduced in accordance to its terms. Copyright 2020 Steve Miller.

Wednesday, January 8, 2020

The Cupid Sex Swap Caper

Here's a campaign subplot, and new magical item, to help GMs get ready for Valentine's Day. This material should be useful for any D&D variant, ranging from the good old D&D Rules Cyclopedia, through AD&D, all the various d20 System iterations, and maybe all the way up to D&D Fifth Edition. (All text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2020 Steve Miller.)


Cupid's insane sister, Himera, has trapped him in a pocket dimension, and she has taken over as the Spirit of Love. She wants to move up from mere minor entity to full-fledged god, and she is appearing to characters with Charisma scores of 16 or better, and Wisdom scores of 12 or better, with an offer: "Promise to be loving and kind to those who deserve kindness. Promise to defend and protect romantic lovers wherever you find them. Promise these things, and I will give you power and make you a Soldier in my Army of Love."


When a character agrees to be a Soldier in the Army of Love, a silver chain with a heart-shaped ruby pendant appears around his or her neck. The necklace cannot be removed, and, although it does not radiate magic, it is an artifact that grants its wearer the following abilities:
    * +5 bonus to hit with all bows, all bows and missiles they fire are treated as if they are enchanted weapons
    * Use charm person as a spell-like ability a number of times per day equal to the character's Charisma bonus. The character's total levels is the caster level.
    * If the amulet is flipped around so it hangs down between the character's shoulder blades, if the character utters the command word "It's the Power of Love", a pair of ghostly wings appear on his or her back that function as a feather fall spell cast at 20th level. The spell effect is limited to the character, although he or she can share the effect with one other creature (up to Medium-size) if it is embraced tightly.

Himera will continue to appear to the character from time to time, sometimes offering helpful hints in solving whatever problems the character and his or her allies are currently facing, and other times she will ask that assistance be provided to star-crossed lovers under dire threat.
    When the character next gains a level, Himera appears to him or her and demands that the character become a Priest/Cleric/Mystic (or whatever class casts divine magic in your campaign). If the character refuses, he or she, and close friends, allies, and others he or she cares about, are transported to the pocket dimension where Cupid is imprisoned. They must then help the actual Spirit of Love escape from captivity and put his sister back where she belongs.
    Even if the character chooses to become a priest of Himera, at some point he or she is bound to do something that offends the capricious entity and will find him- or herself banished with all their friends and loved ones to Cupid's prison.

Thursday, October 31, 2019

Bessie Love and the Gourdians

In 1928, during her time fighting supernatural evil as The Love Bug, actress and secret warrior in the battle of good vs. evil, Bessie Love liberated a Gourdian from enslavement by an evil necromancer. She posed with him for a portrait, and he visited her and her family every Halloween for the rest of her life.


Bessie Love and "Gourdon", the Gourdian she befriended.

THE GOURDIANS
Tens of thousands of years ago, during the height of the Atlantean civilization on Earth, a misfired experiment in pushing the boundaries the Aeromancy and Biomancy magical disciplines flooded a pumpkin patch with magic and brought into existence a whole new species of beings. The Atlanteans named them "Gourdians" and the beings didn't really care what others referred to them as, so the name stuck.
   Most of the Gourdians exist in a non-corporeal state, drifting through the boundaries between this universe and parallel realties, as well as this plane of existence, the spiritual realms, and the dimension that the Witchkind call home (generally considered part of the Realm of Fairies). They appear like floating, ghostly pumpkin with feet and occasional hats. They also manifest spindly arms with three-fingered hands when they need to wave or give someone the middle finger. Their faces appear as if they were carved out of their surface and it appears like there is a bright light glowing within them.
   Once a year, when the dimensional veils are weakened during the time some mortals describe as October 30th through November 2nd, the Gourdians cross over onto the Earth plane. While here, they are semi-corporeal, and they can interact with our world to a limited extent.


GOURDIAN STATS AND ABILITIES
* Gourdians appear in groups of 3d4-2.
* Gourdians have a base Intelligence, Wisdom, and Charisma scores of 8, but each increases by 1 for each Gourdian that is assembled together (to a maximum of 18).
* Gourdians have 1 rank in all existing skills (attribute bonuses apply when appropriate).
* Gourdians are treated like 12th-level Fast Heroes (Rogues) for puroses of saving throws and attack rolls.
* Gouridans have 12 hit points. When reduced to 0 or less, they do not die, but instead become non-corporeal and are banished back to the spaces between dimensions.
* They can lift objects using the telekinesis spell, as a spell-like ability, at will. The can also use telekinesis offensively twice per day, four times on October 30th through November 2nd.
* When non-corporeal, Gourdians cannot be harmed nor can they do anything but observe their surroundings. They are invisible except to true seeing spells and spell-like abilities. They cannot be harmed in this state, except with a wish spell... and the only thing that can be done is that they must be wished out of existence.
* Gourdians can use fear as a spell-like ability twice per day, four times on October 30th through November 2nd.
* Gourdians can use planeshift as a spell-like ability twice per day, four times on October 30th through November 2nd.
* Gourdians have a permanent true seeing ability, and they can look into any dimension adjecent to the one they are currently in.
* Gourdians can cast bless or curse as spell-like abilities twice per day, four times on October 30th through November 2nd.
* Gourdians may grant a worthy person up to three wishes on October 31. (They usually do this for those who have sacrificed a great deal to to good deeds, or who combat evil against all odds.)
* Gourdians may initiate mental contact with any intelligent being that is within their lines of sight. The target hears a distant whisper, and the GM is to ask if the target chooses to listen. They can carrying on a mental conversation with a willing target for as long as 13 minutes, making themselves automatically understood in the target's native language. Only one Gourdian can be in contact with a target at a time, and they can only contact a single individual at a time. Unwilling targets may roll a Will save; if the save is successful, the Gourdian still makes contact but can only communicate for three minutes.
   Gourdians usually contact people they want to help, warn, or, in the case of evil beings who have incurred their wrath, terrorize... but sometimes they just want to chat or tell jokes. (They love telling bad jokes.)


One of the Witchkind, who is not amused by this Gourdian's jokes


GOURDIANS IN PLAY
Gourdians like spending time on Earth, especially on Halloween. Although they usually just hang around the Witchkind, they will sometimes roam far and wide, helping heroes and making life difficult for villains.
   Gourdians can be trapped using a special variant of the lesser planar binding spell and a specially prepared lamp (oil-burning or one that takes a candle). A single Gourdian can be trapped in a lamp, and the person who trapped it can force it to use its spell-like abilities on targets he or she specificies until the Gourdian has been forced to use three wishes. If the Gourdian is commanded to harm an Atlantean, one of the Witchkind, or other Gouridans, it is freed and will attack the person who trapped it. The Gourdian can also be liberated if the lamp holding it is smashed or targeted with dispel magic. A freed Gourdian will offer to grant wishes to the person who freed it.

Wednesday, October 16, 2019

The Balls of Yog-Sogoth

The Balls of Yog-Sogoth are a pair of perfect spheres of a smooth, white, semi-translucent crystaline substance. One can be comfortably cradled in the palm of an average adult male human's hand. Each glows softly with a white light that originates from the orb's center. Legend holds that the balls were dropped from the elder god Yog-Sogoth itself, and so they are highly sought after by the cults devoted to the various aspects of the entity. No one really knows their true origin, however.

A cultist handling a Ball of Yog-Sogoth

POWERS OF THE BALLS OF YOG-SOGOTH
If subjected to a detect magic spell, the Balls of Yog-Sogoth radiate faint alteration and divination magic. No other magic short of a wish spell will reveal any additional information about the mysterious spheres. Seekers of knowledge must discover the power of the balls through their own experimentation, or by recovering and reading sacred scrolls possessed and jealously guarded by obscure cults, or perhaps an Immortal or two.
   To use the Balls of Yog-Sogoth, a user must old them in their hands. The balls function in different ways, depending on whether a user is handling one or two of them.
    One Ball: While cradling a single of Yog-Sogoth's balls, the character will receive a mental image of a magical item that is in his or her possession, or in the possession of a friend or ally. The charcter comes to know everything about the item as if he or she had cast an identify spell upon it. It takes 1d6 rounds for the vision to materalize. Once the user has realized this use of a ball, he or she can mentally picture specific items and gain information as if he or she had cast identify upon them.
   Drawback: For each item past the first that the user identifies within a 72-hour period, there is an increasing chance (10% on the second item, 30% on the third item, 50% on the fourth item, 70% on the fifth item, 90% on each additional items) that the user will collapse into a deep coma that lasts 1d6+1 days. Upon regaining consciousness, the character must roll a Fortitude save (DC18) or feel weakened to the point of suffering a -4 penalty to Strength and Constitution scores for 24 hours.
   Two Balls: While holding one of Yog-Sogoth's balls in each hand, the character can either envision a historical figure well-known contemporary figure, or someone with whom the character is personally acquainted, be it a friend or foe. After concentrating on the mental image of the person for 1d6+1 rounds, the character receives one of the following vividly detailed visions, as if he or she was present for the events and experienced them as the person did. (Roll 1d6 to determine which kind of vision.)

   1. The happiest moment of the person's childhood.
   2. The proudest moment of their youth.
   3. Their greatest achievement during their lifetime.
   4. The place the person felt most comfortable/spent most of their
        leisure time (if dead); where the person will be in exactly one day
        (if alive).
   5. The place where the person spent/spends the most time with the person
        they loved/love the most, as well as who that person is.
   6. The single event or secret that the person wants to keep hidden forever.

   Drawback: If the user tries to have more than one vision within a 72-hour period, there is an increasing chance (10% on the second vision, 30% on the third vision, 50% on the fourth vision, 70% on the fifth vision, 90% on each additional vision) that the user will collapse into a deep coma that lasts 1d6+1 days. Upon regaining consciousness, the character must roll a Fortitude save (DC18) or feel weakened to the point of suffering a -4 penalty to Strength and Constitution scores for 24 hours.
   Each additional vision within the 72-hour period is determined randomly, just like the first. If the same scene is rolled more than once, the user sees it from a different angle, perhaps even experiencing the scene as someone else did/does. Each reiteration reveals new details.

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All text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 Steve Miller. (If you find this material useful or interesting, please purchase some of our actual products. It will encourage us to make more!)

Sunday, October 6, 2019

Tin Foil Hats and More for the d20 System

In 1954, the Soviet bloc and NATO cooperated on first repelling, and then covering up, an alien invasion of Earth. The aliens' main weapons were telepathy-based, and they were able to make humans see what they wanted them to see. Although the aliens were defeated, the world's militaries and intelligence organizations couldn't be sure they had been driven off the planet completely, so they worked to create means by which their troops and operatives could keep from falling victim to the aliens mind-effecting powers, or to see through them even after falling sway to them.

With the immediate threat averted, however, cooperation between the two military alliances soon faltered, and it ceased completely when it was discovered that the Soviet military had been infiltrated by the aliens and that the enemy was undermining the effort to invent countermeasures. Many of their top scientists NATO--led by Britain and the U.S., with assistance from Japanese scientists--had better luck, and created two different types of devices to defend against the aliens: Psychic Blockers (codenamed "Tin Foil Hats" and Ocular Filters (codenamed "Cheap Sunglasses").

NATO's anti-alien devices were manufactured in labs located in a remote corner of what is referred to as Area 51 in Nevada. Their method of creation, and the fact they even were being created and given to chosen military personnel and intelligence operatives was such a carefully guarded secret that when a mishap with Atlantean technology in 1983 caused the building housing the lab and all in it to be shifted to another dimension, the knowledge of their existence was all but lost.

The surviving aliens of the 1954 invasion attempt have been trying to find and destroy the remaining devices, as they attempt to soften humanity for the day when another full-forced invasion is launched, while the U.S. government has been trying to reclaim and protect the devices.


PSYCHIC BLOCKER ("TIN FOIL HAT")
The Tin Foil Hat comes in two different varieties: one that can be subtly shaped and fit inside (or over) other headgear, and one that looks like the crude and cartoonish, tin-foil hat from conspiracy theory jokes. (The first variety was made in the government labs at Area 51, while the other was made by a researcher who went rogue and decided the general public needed to warned about the psychic aliens and given the means to protect themselves. From 1978 through his death in 2019, he made and distributed an unknown number of these while living life on the run from both government agents and aliens.)
   Although both varieties appear to be made from tin foil, they are made of a special material, the formula for which was lost when the secret lab was dimensionally shifted.
   When worn, the Psychic Blocker grants a character enhanced protection to all mind-effecting magic, mind-effecting  spell-like effects, and mind-effecting psychic or psionic powers. When targeted with such abilities or spells, the wearer gains a +6 bonus to the Will save to resist. If no saving throw would normally be allowed, the character may roll a Will save with a +3 bonus to resist.


Type (and Number) of Psychic Blocker Found
Psychic Blockers are usually located in abandoned government safehouses, hideouts for aliens or human traitors working with them, or among the possessions of dead friends (who passed away under mysterious circumstances, or simply of old age) or defeated foes. Roll 1d10 the following table to see what kind of Psychic Blocker, as well as how many, is found by the player characters.

1d10 Result      Type of Blocker      Number Found
1                       First Variety            1
2                       First Variety            1d6
3                       First Variety            1d6+1
4-6                   Second Variety        1d6+2
7-9                   Second Variety        2d6+2
10                    Second Variety        3d6-1



OCULAR FILTER ("CHEAP SUNGLASSES")
These appear to be normal sunglasses that are made in styles that were popular in the 1960s, 1970s, or up until the mid-1980s. The lenses, however, are made with materials derived from alien technology that was recovered from their wrecked ships.
   When worn, the character can see all things as they actually are. With a Spot skill check (DC8) the wearer of sees though illusions generated by magic or psychic sources, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, and sees the true form of polymorphed, changed, or transmuted things. Creatures who can shapechange, like certain supernatural beings, will be surrounded by a vague, faintly glowing shape of their natural form, or their most commonly used alternate appearance. The range of the ocular filter is the wearer's line of sight. They will also reveal the true appearance of beings and items in photographs, broadcasted signals, or in films.
Number Found and Styles of Ocular Filters Found 
Ocular Filters are usually located in abandoned government safehouses, hideouts for aliens or human traitors working with them, or among the possessions of dead friends (who passed away under mysterious circumstances, or simply of old age) or defeated foes. Roll 1d10 the following table to see what kind of Psychic Blocker, as well as how many, is found by the player characters.

1d10 Result      Number Found and Style
1                       1d3 1960s
2                       1d2 1960s, 1d2 1970
3                       1d3 1970s
4                       1d3 1970s, 1d3 1980s
5-7                   1d3+1 1970s, 1d3+1 1980s
8-9                   1d2 1970s, 1d6+1 1980s
10                    1d2 1960s, 1d6 1970s, 1d6+3 1980s


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All text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 Steve Miller. (If you find this material useful or interesting, please purchase some of our actual products. It will encourage us to make more!)

Wednesday, October 2, 2019

Of Love and Muses (and Vengeance): d20 Muses and Erinyes

Bessie Love began her acting career in 1915, after her Mom told her to get a job. D.W. Griffith, at Biograph Studios, first gave her a couple small parts, but she struck a chord with audiences and her star rose quickly. She spent the next 15 years playing bubbly, energetic, and adventuresome young ladies. As sound arrived to film, Love was aging out of her signature roles, and her Hollywood career began to fizzle. She moved to England in the mid-1930s where she continued to act on radio, stage, and later, television.

Bessie Love in Greece, 1938
(Photo by Dr. Henry W. Jones, Jr.)
But, as revealed in this post and this post, Bessie Love was more than just an actress: She actively battled the forces of occult evil for 25 years, from 1925 through 1950.

During one of her adventures, in 1938, Love stopped the fascist government of Greece from gaining control of the Muses and channeling their powers to corrupt the creative urge of humans across the world. The Muses were so grateful for Love's intervention that they now often wear her form when appearing before petitioners and those exceptional people to whom they wish to offer gifts and inspiration unbidden. It was also at that time that she came into possession of the ritual through which a random or specific Muse can be called and asked for assistance.

SUMMONING A MUSE
There are two rituals for summoning a muse. They are essentially the same, but one involves an extra where a summoner (who must also be the petitioner--the person who is seeking the Muses's assistance) can name the specific Muse he wishes to call to him. Both versions of the ritual are detailed on a scroll that dates back to the days of Ancient Greece.
   On the version of the rituals recovered by Bessie Love, notes scribbled in modern-day Greek on the back of the scroll state that either version should only be performed every ten days. "Performing either more frequently will result in total failure, or always call E.," the note concludes.

Summoning a Random Muse
Using ink mixed with the blood, sweat and tears of a creative person or performer, the petitioner must write his or name on fabric or paper that has been carried close to the skin of an artist or performer for at least three days (this does not need to be the same person the blood, sweat, and tears were collected from).
   The petitioner must take the inscribed item to a place where creative or intellectual activities of creation or sharing take place, such as a theater, art studio, or university lecture hall. Muses may also be summoned on the slope of Mount Elikonas where the original temple to Zeus stood in ancient times, or anywhere on the island of Melos. (All these places are considered sacred by the Muses.)
    Once at the intended summoning location, the petitioner must burn the item while reciting the following words:

Oh, beautiful Spirit of Creation!
I ask you to spark within me a fire!
I ask you to let the light of Inspiration burn through the night!
Come, beautiful Spirit of Creation!


Ourania the Muse, as she appears in modern day
  This incantation must be spoken loudly 1d6 times while the item is being consumed by the flames. Then, what appears to be a slender young woman appears, forming instantly from the faint tendrils of smoke twisting in the air. She says that she has been called by the drive to create and that she will help if she can.
   The summoner gains a base +1 bonus to all Craft, Knowledge, and Perform skill checks made for three days after the Muse was called, with the benefit expiring as the sun sets on the third day. Specific Muses grant the summoner additional benefits detailed below. (These expire at the same time as the base benefit.)
   A random Muse answers the petitioners call in the simplest form of the ritual. Unless asked, she does not reveal her name, nor spell out what boons she is granting the petitioner. To see which Muse appears and what benefits she grants the petitioner, the GM rolls a d10 on the following table:


d10 Roll/Muse     Benefits Granted
1. Calliope           +4 bonus to all Diplomacy, Knowledge (Law),
                             and Craft (Writing) skill checks.  +2 bonus to
                             Will saves to resist Fear effects.
                                Calliope sometimes wears a crown.
2. Clio                  +4 bonus to all Research, Knowledge (History),
                             Perform (Guitar/Plucked Stringed Instruments)
                             skill checks.
                                 Clio usually appears holding a book.
3. Erato                +4 bonus to all Seduction, Sense Motive, and
                            Craft (Writing) skill checks. The bonus on
                            Craft (Writing) increases to +6 if the character
                            is writing romantic poetry or lyrics.
                                Erato usually appears carrying a lyre.
4. Euterpe            +4 bonus to all Diplomacy, Investigate, and
                             Perform (Wind Instruments) skill checks.
                                Euterpe usually appears carrying a flute.
5. Melpomene     +4 bonus to Bluff, Diplomacy, and Perform (Act)
                            skill checks. +4 bonus to all saving throws and
                            attack rolls while fighting on behalf of those
                            who live on the Isle of Melos.
                                 Melpomene usually appears carrying a combat
                            knife and wearing a Tragedy mask (which she
                            removes before speaking to a petitioner).
6. Ourania           +4 bonus to Knowledge (Astrology),
                            Knowledge (Astronomy), and Navigation
                            skill checks.
                                Ourania appears wearing a gown that glitters as
                            if it were made of stars and carrying a small globe
                            of the planet Earth.
7. Polymnia        +4 bonus to Craft (Music), Craft (Sculpture),
                            Knowledge (Mathematics), Knowledge (Religion),
                            and Perform (Song) skill checks.
                                Polymnia  usually appears carrying a lyre.
8. Terpsichore    +4 bonus to all Knowledge and Perform (Dance)
                           skill checks. The bonus on Knowledge skill checks
                           increases to +6 if the skill check is being made to
                           pass the knowledge onto other characters.
                               Terpsichore usually appears wearing a laurel
                           wreath on her head and carrying a harp.
9. Thalia             +4 bonus to Knowledge (Mathematics),
                            Craft (Structural), Craft (Writing/Art),
                            Perform (Comedy) skill checks. The bonus on
                            Craft (Writing/Art) increases to +6 if
                            the work is humorous in nature. +1 bonus to
                            attack rolls when wielding a scythe or sickle.
                               Thalia appears wearing a Comedy mask, which
                           she removes before speaking with the petitioner.
                           She also often carries a club painted in bright,
                           cheerful colors.
10. Erinyes         +4 bonus to Bluff and Intimidate skill checks,
                           as well as a +2 bonus to all attack and damage
                           rolls. However, after the three days have passed,
                           if the summoner has harmed or killed innocent or
                          defenseless sentient beings within three days
                          prior to calling the Muses, or while enjoying the
                          benefits of the summoning, the summoner will be
                          subject to a curse that imposes a -4 penalty on all
                          attack rolls, ability checks, skill checks, and
                          savings throws. The curse can only be lifted with
                          a miracle, wish, or if the summoner specifically
                          calls upon Erinyes by following the steps detailed
                          below. (Erinyes is not one of the Muses, but rather
                          a goddess of vengeance who enjoys answering
                          calls for of those other entities, posing as them,
                          and then cursing and forcing atonement out of
                          those she feels have escaped punishment for
                          misdeeds.)

Summoning a Specific Muse
The ritual and preparation needed to summon a particular Muse is similar to what is described above, with the following differences: The petitioner writes the name of the Muse he or she wishes to summon above his or her own name, and replaces "Spirit of Creation" in the first and last lines of the spoken incantation with the Muse's name.

Calliope, after being rescued by Bessie Love in 1938
   Once the specific Muse appears, the petitioner is immediately drained of 500XP, the spiritual cost of demanding that a divine being manifest in the presence of a mortal. In addition to benefits the Muse grants upon appearing, she will also answer up to seven questions relating to arts, sciences, creation, and specific artists, performers, and scientists. (The number of questions that will be answered equals 1d6+1, with an additional questions equal to the petitioners Charisma bonus, to a maximum of seven.)
   In addition to knowledge and the temporary blessings, a specific summoned Muse can also be asked to grant the petitioner one of the following permanent benefits, for a price:
   *Gain Educated, Investigator, Skill Focus, or Leadership as a bonus feat.
   *Make a single Craft, Knowledge, or Perform skill a permanent class skill.
   *Gain a permanent +1 increase to Wisdom or Charisma attribute (maximum of three increases for each attribute, and the attribute cannot be raised of 19; the Muses don't want too much competition from mortals)..
   As soon as the Muse grants the petitioner's request, he or she is drained of 1,000XP.
   Whether a character is wishing to summon a specific Muse, or is requesting a permanent benefit, the experience point cost cannot cause the character to drop below his or her current level.
   If the 500XP drain would bring about a level loss, no points are drained. The GM should roll on the table above to see what Muse (or if Erinyes) appears.
   If the 1,000XP cost would bring about a level loss, no points are drained. The Muse tells the character that she feels he or she is not ready to fully appreciate the gift being asked for, but that she may give it in the future.
   The summoned Muse may also ask the petitioner to undertake a quest, or may offer additional assistance if the petitioner is engaged in a struggle she considered important. Some Muses may lend the character an artifact to use for the duration of the quest or struggle. The item is returned to the Muse once the quest is over, or the danger has passed. (These artifacts, and conditions surrounding their use, are detailed in this post.)
   If the petitioner agrees to undertake a quest for the Muse, the 500XP lost during original summoning are immediately regained. This is the only way the XPs taken by the Muses can be restored (other than through the normal methods of earning additional experience points).

Multiple Summoning Attempts
Despite the note on the scroll recovered by Bessie Love in 1938, the ritual to call the Muses can be performed by the same petitioner with possible success as frequently as often as every four days. It's only with a ten-day period between summonings that there is a high likelihood of actually calling a Muse.
   If less than three days go between summonings or summoning attempts, the call will always fail.
   If there are between 4 and 9 days between summonings, the GM must roll 1d10 against the following table to see the results.

1d10    Result of Frequent Summoning Attempts
1-2.       Failure. The Muses and Erinyes ignore the call.
3-8.      Erinyes answers.
9-10.    Roll on the Summon a Random Muse table

Summoning Erinyes
Calling upon Erinyes is not something that is recommended by mystics, occultists, or any sane individual. She exists to first and foremost to punish the wicked, and anyone who purposefully calls upon her will either find themselves a target of her punishment, or an instrument of search to avenge those who have been wronged. The one possible exception would be for someone who has been subjected to her curse while she was posing as another goddess, as asking her directly to lift the curse may be the easiest option.
   There is a base 90% chance that an attempt to call Erinyes will be successful. That chance increases by 1% for each additional person who takes part in the ritual (91% for two individuals, 92% for three, 93% for four, and so on).
   Those who wish to summon Erinyes, must write her name on a piece of paper, parchment, or thin piece of bark in their own blood. They must then wrap this document around a weapon that they have used against a sentient being, or which has been used by a sentient being against them. The item must then be placed into a fire, and the summoners must chant Erinyes' name with increasing volume 2d10+2 times. At the moment the goddess appears, the fire explodes upwards and is instantly snuffed out and replaced with thick, acrid smoke with swirls and coalesces into the manifestation of the goddess. The weapon and the material is was wrapped in are completely consumed, taken by the goddess as an initial offering.
  

A manifestation of Erinyes
    When directly called upon, Erinyes wastes no time with pleasantries, but immediately demands to know why those who have called her think they are worthy of her attention (or mercy, if they have been cursed by her).
    If she finds the answer lacking (if it's too arrogant, or if an attempt is made to deceive her, for example), she glares silently and with obvious disgust at those who called her and then dissolves into smoke. If those who summoned her aren't already cursed, for the next three days, they suffer a -2 penalty to all skill checks, saving throws, and attack rolls (with the effect ending at sundown on the third day, or following a miracle or wish).
   If Erinyes finds the characters worthy of her, her response depends on why she has been summoned.
   If she is being called to aid in a quest for revenge: She will answer four questions that the summoner believes will provide help in bringing about the revenge being sought. She will warn those who summoned her that revenge may not satisfy their thirst for justice, and that that if they are not careful, they may themselves become the monster they seek to slay. If summoners do not subsequently seriously pursue their attempt to gain revenge, she will subject them to the curse described in the result for rolling a 10 on the table for summoning Muses in the Summoning a Random Muse section.
   If she is being called to lift a curse on one or more of those who have summoned her: The summoners are charged with bringing a murderer or other criminal who has caused suffering to justice. Here are some suggestions for missions that Erinyes may task characters with. She lifts her curse as soon as characters agree to undertake her mission of vengeance, as well as granting them the temporary blessings described in the result for rolling a 10 on the table for summoning Muses in the Summoning a Random Muse section. If the characters do not subsequently engage in serious efforts to complete Erinyes' mission, the curses all who summoned her, as described on the table.


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All text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2019 by Steve Miller.

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