Saturday, December 14, 2024

NUELOW at Christmas: Day Fourteen

The text in today's post is released under the Open Game License and may be reproduced in accordance with it. Copyright 2024 by Steve Miller.

MAGICAL CHRISTMAS COOKIES
A powerful person (rich, well-connected, a sorcerer, sorcerer-related, or just with access to magic), or perhaps even Santa himself, has gifted the player characters with a tin of magical Christmas cookies. Each type of cookie has a different effect (described on a piece of parchment in the tin), and it lasts for 8 hours or until another cookie from the tin is eaten. Each type of cookie is separated from the others by a thin sheet of paper.


    Danish Vanilla Wreaths (8 in the tin): +4 bonus to Bluff and Diplomacy skill checks. Ability to understand all Scandinavian languages.
    Gingerbread Santas (8 in the tin): +4 bonus to Move Silently and Hide skill checks. Ability to fall from up to 10 ft. and suffer no damage.
    Russian Tea Cakes (8 in the tin): +4 bonus to Gather Information and Intimidate skill checks. Ability to understand Russian.
    Shortbread Cookie (8 in the tin): +1 to all saving throws.
    Sugar Cookie Jesus (8 in the tin): Heal 1d6+1 hit points with a touch, up to a number of times equal to Wisdom+Charisma bonuses.
    White Christmas Chocolate Chip (8 in the tin): -2 damage from all elemental sources.

Although the cookies are the main attraction, but tin itself is also mildly magical. It keeps any food items placed within it fresh and edible without a need for refrigeration. The food items will still spoil at their normal rate.

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Friday, December 13, 2024

NUELOW at Christmas: Day Thirteen

Sometimes, Santa needs a little help making his rounds on Christmas Eve. Sometimes, it gets so bad that even his regular staff of Helpers can't provide enough support. During these times, Noelle Candy, one of Santa's Helper's who specializes in Helper Recruitment & Training, reaches out to suitable candidates to serve as temporary workers to get the job done.

One of Santa's Helpers
Noelle Candy, Santa's Recruitment Specialist


In 2023, she reached out to several... well... beings on the Naughty List that she knew wanted to made amends for past dark deeds. They performed so well that she's invited them back for this year. So, if Santa can't make it to your house, one of these special hires will.

One of Santa's Helper
Marvin the Zombie Master, an Undead Necromancer Who's Changed


 





One of Santa's Helper
Garry Loop, a Werewolf Who Got Bit by the Christmas Spirit

One of Santa's Helpers
The Grim Reaper, Trying to Rehabilitate his Reputation


One of Santa's Helpers
Jason Vorhees, Hoping to Kill Some Naughty Kids

Roll 1d6 against the tables to see how present delivery goes on Christmas Eve.

WHO BRINGS PRESENTS TO THE PC's HOME?
1. Santa, the Big Man Himself
2. Noelle Candy
3. Marvin the Zombie Master
4. Garry Loop the Werewolf
5. The Grim Reaper
6. Jason Vorhees

WHAT HAPPENS IF THE PCs CONFRONTS THE GIFT-BRINGER PEACEFULLY?
1-2. He or she wishes them a 'Merry Christmas', asks where the milk and cookies are.
3. He or she flees without leaving presents.
4. He or she gives the PCs a one-shot blessing, giving them a +4 bonus to a single die roll.
5-6. He or she grants them a benefit specific to the Gift-Giver until next January 6.
       Santa: Grants a +2 bonus to skill checks involving being stealthy.
       Noelle: Grants a +2 bonus to skill checks involving eliciting loyalty.
       Marvin: Grants a +2 bonus to damage dealt to undead foes.
       Garry: Grants a +2 bonus to damage dealt to lycanthropes.
       The Grim Reaper: Grants a +2 bonus to resist illness and infections.
       Jason Vorhees: Grants a +2 bonus to attacks and damage rolls.

WHAT HAPPENS IF THE PCs CONFRONTS THE GIFT-BRINGER 
WITH HOSTILITY?
1-2. He or she tries to flee without leaving presents. If pursued, he or she 
       fights back.
3-4. He or she drops all the gifts and flees. 1d4 hours later, 20 armed elves 
        show up to retrieve the gifts, fighting the PCs if necessary. The initial
        gift-giver will fight back if pursued.
5.     He or she will fight to the death if necessary. 1d4 hours later, 20 armed
        elves arrive to avenge the Helper.
6.     He or she tries to reason with the PC and resolve the confrontation
        peacefully. If that fails, he or she will fight to the death if forced to.

Thursday, December 12, 2024

NUELOW at Christmas: Day Twelve

It's Christmas Eve and nothing is stirring in Mira's house. The only sound is her singing softly to herself, as she sits at the dining room table, holding a bottle containing a curious pulsing spark...


Last Christmas, 
I gave you my heart 
But the very next day, you threw it away 
This year, to save me from tears 
I've captured your soul in this bottle...

Soul Bottles
Originating in ancient Atlantis, Soul Bottles, and the secret of their creation, has been preserved by the Witchkind and a small number of Immortals. Generally speaking, they have been used to either imprison the souls of evil beings so they will never return to trouble the living, or to preserve the soul of someone who has unfinished business in this world but who ended up severely injured or deathly ill and was sure to die before his time. Once in a while, they are used for more nefarious or personal reasons, such as Mira capturing the soul of the man who broke her heart.

Creating a Soul Bottle
The most basic component of a soul bottle is, as the name suggests, a bottle. It must be a sturdy bottle made of glass that either has a stopper or screw-top lid that seals tightly. If the bottle is too fragile, it will be shattered by the raw energy of the soul; or if the bottle doesn't seal tight enough, the soul will escape its containment. In both cases, the soul is lost to the Mortal Realm and has moved onto its next stage of existence.
   Once a bottle has been selected, the person enchanting it must keep it close to his or her person (within melee range) for 13 days. Then, the bottle must be left in the open air from sundown to sunrise for the three nights of the Full Moon. This will complete the basic enchantment on the bottle, and it is now attuned to the person who wishes to place a soul within it.
   Next, the bottle must be prepared to house a specific soul. This can be the same person who began the process or someone completely different; but the person working on the bottle at this stage must know the intended target personally. For 21 days, the person preparing the bottle must gather all his or her tears that are wept while thinking of their relationship with the target between sunrise and sunset. The tears can be the result of anguish, joy, or hate-filled rage, or any other emotion that the enchanter feels toward the target.

Using a Soul Bottle
Once the tears have been collected, the bottle must be given to the intended target, by the person who prepared it to hold the soul. As soon as the target touches the bottle, the magic begins to paralyze his or her body. Moments later, as the target collapses, his or her soul rushes into the bottle. The bottle must then be immediately sealed, so the soul doesn't escape.

The Fate of the Body and Soul
The target's body is left in a coma and will eventually die if special measures aren't taken. If the captured soul is released from the bottle, it returns to its body. If the body is dead, the soul moves onto the Afterlife and whatever reward or punishment it has earned (or to reincarnation, or whatever fate awaits those who die in the world).
   The soul can also be drawn into a specially prepared body that's been created through spellcraft or cloning technology, using the original body from which it was drawn as raw materials.
 

Wednesday, December 11, 2024

NUELOW at Christmas: Day Eleven

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

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

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

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

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


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

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

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

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


Tuesday, December 10, 2024

NUELOW at Christmas: Day Ten

They both show up in your house, uninvited...

They both love making lists...

They both know who's been naughty or nice...

And they both love cookies!

Santa and the Grim Reaper... Best Friends!

Is it any wonder they're besties?

Monday, December 9, 2024

NUELOW at Christmas: Day Nine

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


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

The Members of Pyschostick wish you a happy Christmas!

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

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

Sunday, December 8, 2024

NUELOW at Christmas: Day Eight

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




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


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

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


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