Monday, June 15, 2020

The Amulet of Leng (for the d20 System)

Scattered across the world, are many artifacts that are legacies of ancients gods who ruled over long-dead civilizations in bygone eras; or that have been carried here from other dimensions by the dread beings that dwell in them. One such item, which was stolen from the Dreamlands by the Witchkind, and which many have sought because they either wish to harness its power or to return it from whence it came, is the Amulet of Leng.

THE AMULET OF LENG (for the d20 System)
Carved from a piece of green jade, this circular amulet is roughly four inches across and half an inch thick. It is usually found attached to a leather thong or sturdy silver chain so that it can be worn around a being's neck.
    The front side of the Amulet of Leng features a winged, sphinx-like creature with face that combines both human and wolf-like features; the eyes and forehead human, but the nose and mouth are snout-like and vicious fangs protrude from it. The back of the amulet is engraved with the image of a humanoid skull with an abnormally large cranium. Beneath that image are three symbols that appear vaguely Chinese in origin, but the meaning of which can only be discovered through magic (such as a read languages spell) or a Arcane Lore / Knowledge (Arcane) skill check against a DC22 for each of the three symbols. (From left to right, the symbols mean Time, Immortality, and Annihilation.)
   If examined through means that reveals magical properties of an item (via spell or devices), the Amulet of Leng registers a strong aura of protection and summoning enchantments. Its exact functions cannot be determined through any means short of a wish spell, or by direct communication with a god-like being.

Powers
When claimed and then worn by a sentient being, the Amulet of Leng provides the following protections to the wearer.
   * Immunity to aging, from natural or magical sources
   * Complete immunity to damage from all blunt or edged weapons, as well as missiles and falling damage. (Natural weapons, such as claws and fangs, are not covered by this effect.)
   * 50 percent reduction of damage suffered from spells and other magical sources.
   * 25 percent reduction of damage suffered from natural environmental sources, such as vacuum, extreme heat and extreme cold.


Drawbacks
The Amulet of Leng only bestows its magical protection on characters who have claimed it as their own, either by receiving it as a gift, purchasing it, stealing it for their own use, or looting it for their own use. The protections gained from Amulet of Leng only last for as long as it is worn. Once removed, the wearer once again ages at the normal rate, suffers full damage from attacks, and so on. 
   The great benefits of the Amulet of Leng are outweighed by hidden dangers. They are as follows.
   * Every time the wearer goes to sleep, he or she has dreams of large wolf-like creatures, apparently made partially of flames, roaming an alien landscape dotted with ruined towers. The character feels like the creatures are searching--hunting--for something. As time passes and dreams continue, the character in the dream comes to the realization that they are looking for the Amulet of Leng. The character must roll a successful Fortitude Save (DC15) upon waking, or be fatigued during the day (per the Condition). Spells may be memorized or recovered as normal.
   * The GM keeps a running total of how much damage the character would have suffered if he or she had not been wearing the Amulet of Leng. Once that damage is equals or exceeds an amount that would have killed the character, the character is filled with a sudden, paralyzing fear and cannot take any more actions that round. He or she must roll a successful Will save (DC22), or be set upon by 1d3+1 Hellhounds (with maximum possible hit points)--the Hounds of Tindalos.
   The Hounds emerge from different corners in whatever area the character is in, one at a time in successive rounds until all our present. Each Hellhound rolls initiative on the round it arrives, and attacks the wearer of the Amulet. They only attack other characters if they come to the defense of their target. (If the character is outside, the Hounds emerge from angles made by branches, rocks on the ground, or other natural conditions.)
   If the wearer survives the attack of the Hounds, the Amulet is "reset" and the GM starts a new running total of hit points avoided. The new tally starts at -10, so the character can suffer "free" damage.
   If the wearer does not survive the attack, one of the Hounds tries to grab the Amulet with its fiery jaws and tear it from around the wearer's neck, but as soon as it and other Hounds dissolve into wisps of smoke and seem to evaporate. The Amulet of Leng remains with the mangled corpse.
   * When the character who has claimed and worn the Amulet of Leng takes it off, he or she must roll a Will save (DC18). He or she is filled with a sudden, indescribable dread and hears the sound of wolves howling in the distance. No one else can hear this sound.
   If the saving throw was successful, the character instinctively knows that unless he or she puts the Amulet of Leng back on, certain death is coming. If he or she does not put the Amulet back on within two rounds, 1d3+1 Hounds of Tindalos arrive and attack as described above. If he or she puts the Amulet back on, he or she hears a mournful wolf-howl fading into the distance.
   If the saving throw failed, the character is paralyzed with overwhelming fear for 1d2+1 rounds. Hounds of Tindalos begin to arrive at the end of first round and attack as described above. They continue to arrive, one at a time on successive rounds to a maximum of 8, until the possessor of the Amulet is dead, or until someone has put it on. If the possessor dies without wearing the Amulet, a Hound snatches it up and takes it with it when the Hounds dissolve into smoke and vanish.
   If the possessor of the Amulet of Leng took it off and survives the attack of the Hounds, he or she is free of the Amulet's magic... at least until he or she decides to wear it again.

Safely Removing the Amulet of Leng
A character can only safely remove the Amulet of Leng while submerged in the legendary Pool of All. While submerged, the character must make a Fortitude save (DC22). 
   If the save is successful, the character has a vision of a shadow-draped figure that offers him or her the opportunity to join the ranks of the Immortals or to leave the Pool as he or she entered, but free of the Amulet's magic. Whether the character chooses to be transformed and become an Immortal or not, he or she emerges with the Amulet of Leng in hand and free of its magic. 
   If the save fails, the character is transformed into an Immortal, as per the regular effects of the Pool of All, but is still liberated from the Amulet of Leng.

Destruction
While on this plane, the Amulet of Leng cannot be destroyed. It must be returned to the Dreamlands from whence it was stolen. Once there, it can be shattered with an magical weapon with a +1 or better enchantment.

--
The text from the "Powers" heading" through the end of the section labeled "Destruction" is released under the Open Game License. It may be reproduced in accordance with its terms. Copyright 2020 Steve Miller.

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.