Thursday, August 5, 2021

RPG-a-Day #5: Throne

Continuing with the RPG-a-Day Challenge... while detailing another trophy from the Love Collection.

THE THRONE OF JUDGE MARSTON THE MERRY
In late 1927, silent movie star Bessie Love, in her secret life as a warrior against supernatural evils, squared off against and defeated a cult leader who not only trying to recruit Hollywood studio bosses to his twisted cause, but also tried to eliminate Bessie before she became a threat to his goals--and that was his mistake. From the ruins of his hideout, Bessie and an ally salvaged the ridiculously high-backed upholstered chair he had sat in while commanding his followers. Due to the presence of arcane symbols subtly included in the design of upholstery, Bessie was certain the chair held powerful magic. Although it radiates very faint magic, 
   Bessie was not able to discern the chair's purpose until after she had moved to England, where an occult historian recognized the chair as the creation of Judge Edward Marston, a judge from a rural part of Northern England who lived from 1802 to 1873. He held his judgeship from 1844 through 1860. Common history records him as a fair-minded man who put the law ahead of such things as wealth or accidents of birth and the social status and clout that came with it, as well as a man who enjoyed parties--both hosting and attending. Secret histories record him as a skilled artificer, who created, among other things, objects to help him excel as a lawyer and judge. Few details are known about his creations, and even fewer are known to still exist. (Aside from the chair, Marston is known to have created a magic gavel and judge wig, the purpose of either of which is unknown.)
   The Throne of Judge Marston the Merry was so nicknamed by close friends. Marston first created it when he was named judge, and he always sat in it while presiding over his court and passing. After he retired, he reupholstered the chair, and it then sat at the head of the banquet table in his manor's great hall--and just as he had presided over his court from it, he spent the rest of his life celebrating with his friends from it. 
   Marston died childless and his will divided his holdings and property among 12 different families of close friends or individuals he thought worthy. It is unknown how the Throne of Judge Marston the Merry ended up in the United States, let alone in Hollywood.
   Bessie Love initially had kept the Throne with most of the artifacts and magical souvenirs she collected during her adventures, but once it had been determined it was basically harmless, she moved it to her dining room.

Powers of the Throne of Judge Marston the Merry
When a character is seated in the throne, he or she gains a +10 bonus to Sense Motive skill checks, as well as a +10 bonus to Fortitude saves made to resist all resist all toxins and poisons.

Drawbacks of the Throne of Judge Marston the Merry
None.

Bessie Love, seated in the Throne of Judge Marston the Merry

After the Throne of Judge Marston the Merry became a fixture in Bessie Love's dining room, the small-framed Bessie delighted in having drinking contests with men and women who should be able to keep their liquor far better than she (because, as the saying goes, if you're not cheating, you're not trying). She would also tend to question suspicious characters in that room, while seated in the chair.
   After Bessie Love's death in 1987, the Throne of Marston the Merry returned to the United States and it presently stands in the study of a New York City-based mystic who is known as the Sorcerer Supreme.

Wednesday, August 4, 2021

RPG-a-Day #4: Weapon -- The Sword of Judgement

For the fourth installment of the 2021 RPG-a-Day month-long event, the theme is "Weapon" so here's a magic sword that's thematically related to some previous posts here at the blog, such as The Awakened: Blessings in Disguise. As with most of the posts in this series, this post is pure 1st draft material, so any feedback you care to offer is appreciated and may be used to guide future revisions.





THE SWORD OF JUDGEMENT 
The Sword of Judgement is one of several artifacts of unknown origin that have appeared and disappeared throughout human history. It is a broadsword with a blade that's just short of 4 feet in length, with a hilt that appears like flared wings, and a hilt that is made so the weapon can be wielded one- or two-handed.
   The Sword of Judgement is rumored to have been wielded by one of the Seven Archangels and to have fallen to Earth when that mighty being perished during the titanic battle between the Heavenly Host and those who joined Satan's rebellion against God. The fact that the blade is etched with script that has defied all translation and the mighty powers of the sword seem to support this notion.
   When drawn, the symbols etched on the blade light up with a reddish glow. At the end of the second round of combat, the blade seems to catch fire and transmute into a solid fiery beam. The process reverses itself when the last foe has surrendered or been slain

Benefits of the Sword of Judgement
This is a +4 weapon that deals base damage of 1d8+4 and gives the wielder a +4 bonus to attack rolls. Targets struck with an attack roll of a Natural 20 burst into flames that burn for 4 rounds. The target suffers 1d8 points of fire damage each round until the duration expires. The fire can only be extinguished by submerging the target in holy water for a full round.
   If the target is struck with another attack roll of a Natural 20, they burning duration is extended by an additional 4 rounds. If the target goes below -10 hit points while burning, his or her body crumbles into ash and cannot be resurrected by any means except through the direct intervention of a god or an extremely carefully worded wish spell. A burning target must roll a successful Fortitude save each around (DC12) to suffer only half damage.
   If wielded against an evil god, a devil, a demon, or a cleric who serves and evil god, the sword's attack and damage bonus increase to +8.
  The wielder of the Sword of Judgement gains a +4 bonus to Diplomacy skill checks and a +4 bonus to Intimidate skill checks.

Drawbacks of the Sword of Judgement
The wielder must never strike the first blow with the sword, unless they are moving to defend an innocent being who is under attack. Instead, the wielder of the Sword of Judgement must allow them to surrender or to attack him or her first; the wielder of the Sword of Judgement is permitted to parry the incoming attack or disarm the attacker. If an opening blow is parried, or an attacker disarmed, the wielder of the Sword must again allow the attacker to surrender. Only once blood has been drawn can the wielder attack without penalty.
   If the wielder of the Sword of Judgement strikes the first blow in combat, he or she must roll a Fortitude save (DC14) or suffer 1d4+4 points of fire damage. For the duration of the combat, the Sword only grants a +2 bonus to attack rolls and no bonus to damage.
   If the wielder of the Sword accepts the first blow and/or didn't attack a surrendering foe, the wielder of the Sword of Judgement rolls initiative and and engages in combat as normal, gaining all the benefits listed above.



(All text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2021 Steve Miller. All rights reserved.)

Tuesday, August 3, 2021

RPG-a-Day #3: Feat Ideas from Key Words

Here are some d20 System feats inspired by the key words for the third RPG-a-Day prompt. (I may be doing this wrong, but if you have comments or thoughts, feel free to share.)


These feats are strictly 1st-draft material that flowed straight from my head and onto your computer screen. Any comments you wish to make are welcomed. (All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2021 Steve Miller)

Grounded in Reality [General, Smart Hero]
You naturally form a strong mental image of your surroundings and are hard to fool by illusions and similar trickery.
   Prerequisite: Situational Awareness feat
   Benefit: By foregoing initiative (automatically going last in a combat, or taking a full round action), the character gains a +2 bonus to Will saves to resist illusions and all mind-effecting magic and environmental effects or creature abilities. This bonus stacks with other Will save bonuses. 
   Additionally, when re-entering a room or otherwise limited space that he or she has previously been in (even for just a moment), the character may instantly notice curious changes, like pictures on the walls changing, or furniture now standing at a different angle, or one bust of a matched set on a mantle that was there before but is now gone. The GM rolls a secret Spot check (base DC11, with any environmental modifiers that seem appropriate) for the character to notice, and then points out the possibly adventure-relevant or other curious changes in the space. 
   The character (or his or her allies) must still use other appropriate skills--such as Search or Research--to determine exactly what is going on in the area. The character with this feat gains a +2 bonus to skill checks related to the search, while granting all allies searching +1 bonuses to their skill checks.

Risk Assessment [General, Fast Hero]
You can quickly determine how dangerous a situation is and adjust accordingly.
   Prerequisite: Situational Awareness feat
   Benefit: At the beginning of a combat encounter before initiative is rolled, or before making a skill check to undertake a dangerous non-combat action, the character may take a full round action to evaluate the situation and carefully study opponents and surroundings. The character gains the full benefit of his or her Defense Rating during this round, and may take 5-foot adjustments to seek cover from ranged attacks if necessary. During this time, the character is observing foes and evaluating their skill levels and combat tactics, or performing an extra careful analysis of the risky action he or she is about to perform.
    If in a combat situation, the character rolls imitative at the beginning of the next round. The character gains a +2 bonus to all attack rolls, saving throws, and skill checks made  for the rest of the combat encounter.
   If the character was evaluating the circumstances under which to perform a non-combat action, the character gains a +4 bonus to whatever the main skill check for the action is, as well as a +2 bonus to any skill checks that are immediately related to the action 

Situational Awareness [General, Fast Hero]
You are keenly aware of your surroundings and any lurking threats.
   Benefit: Gain a +2 bonus to all Listen, Move Silently, Search, and Spot skill checks.


I suppose one can say these feats belong to the Situational Awareness group. Perhaps there's an idea for a little product collecting new and existing feats and perhaps a couple talent trees in that. (Something along the lines of Feats of Seduction and Subterfuge or Feats for Those Who Carry a Badge.)