Wednesday, April 24, 2013

Q is for Quest Stones


Here's another entry in the A to Z April Blogging Challenge--will we make it to the end of the alphabet before the month runs out? Does anyone care? Today's offering is presented in its entirety under the Open Gaming License. If you chose to reproduce it, please give credit and copyright acknowledgement to Steve
Miller and NUELOW Games.

Quest Stones (By Steve Miller)
The fist-sized, basalt stones are engraved with the marks of the sorcerers and wizards who originally created them. Commonly used in the ancient Kingdom of Lodareno, they would be given to messengers and hirelings dispatched for specific missions. So long as the minion stayed on task, he would receive magical aid, but if he strayed from his assigned purpose, a dire curse would fall upon him. Once the assigned task is successfully completed, the stone loses all magic.
   Caches of these stones are occasionally recovered by explorers and tomb robbers venturing into the crypts of Lodareno. Modern arcane researchers have yet to uncover the means by which the stones were created, so each discovered cache becomes a highly sought commodity for government and criminal organizations alike who want to insure extra dedication and loyalty among operatives.

OGL d20 System Stats
The magic of a quest stone takes effect when a character accepts it as part of an agreement to perform a task for a superior or an employer in exchange for payment or other reward. So long as the character works toward his assigned goal, he enjoys a +1 bonus to all skill checks, attack rolls, and saving throws.
   If the character spends more than a day on activities not related to his assigned duty, he loses the previously described bonus and is subject to a -2 penalty to all skill checks, attack rolls, and saving throws. Once the character returns to his assigned task, the penalties are lifted, but he must remain focused for another full day before the bonus is restored.
   Discarding the stone does not lift its effect upon the character; only the completion of the task, formal release from it by the person who assigned it, or a dispel magic cast at a 24th level effectiveness can do that.

Tuesday, April 23, 2013

P is for Paula's Apron Strings


And we continue to design our way through the alphabet here at NUELOW Games, as part of our bumbling, stumbling unofficial participation in the A to Z April Blogging Challenge. This post is presented under the Open Gaming License, with the text under the header "OGL d20 System Game Rules" being Open Gaming content. Enjoy!

Paula's Apron Strings (By Steve Miller)
Paula Noreville was one of America's premiere coven leaders of the 1950s and early 1960s. From behind the facade of the perfect housewife, she led her band of witches and warlocks to victory against dark forces time and again. But for all the good she did, Paula was a domineering woman whose kind smiles and mom-and-apple-pie attitude also concealed a pathological need to have absolute control over everyone in her life.
   Paula dominated her coven and family with clever and sugar-coated psychological manipulation and the occasional application of an oven mitt-covered iron fist. As her children grew into adulthood, rebelled against her, and eventually struck out on their own, she resorted to magic in order to guarantee they would never be far from her control.
   Using the strings from her favorite apron, Paula created two unique magic items, one for each of her children. They consist of two matched sets of three-inch light blue strips of cloth cut from the apron's strings and enchanted. She hid one string in each of her children's homes and whenever she held its counterpart, the child was compelled to return home to Paula, no matter where they might be in the world.
   Paula was eventually murdered by her son after, presumably, he discovered how she had been interfering with his life. His own family had been killed shortly in a car crash after his wife decided to follow him on one of his sudden trips back to his childhood home.

OGL d20 and OpenD6 System Rules
Paula's Apron Strings consists of a matched set of two light blue strips of cloth, each 2 inches in length, They radiate faint Summoning and Necromantic magic. The user hides one of the strings in the home of the target. When he or she holds the counterpart and concentrates on the target for a full two minutes, the target is filled with an overwhelming need to the user's home and to help him or her with whatever challenges that might be facing her.
   The target can ignore the urge, but for each day of not making an effort to travel to the user, the target suffers a cumulative -1 penalty to all skill checks and attack rolls. The progression of the penalty can be stopped for a single day by target phoning or writing and sending a letter to the user, but existing penalties are not removed and it continues to grow the next day.
   The only way to be released from the bond of Paula's Apron Strings is for the target to find the one in his home and return it to the user who hid it there. The user need not willingly accept it from the target, but he or she is free of the magic once this step has been taken.

Drawback: The target of Paula's Apron Strings gradually comes to loathe the user. After being compelled three times, he or she holds a level of resentment equal to a character that has been misused while under the influence of a charm person spell. After six times, the target so dislikes the user that only the Apron Strings can even make him or her think about the user. After 12 times, the target so hates the user that a small provocation will cause him or her to become violent toward the user.

O is for Ot's Armband of Faithfulness


Here's another magic item for use in your RPG games. It's published under this license, and everything in this post (except the graphic) is Open Gaming Content. Please give acknowledgement to Steve Miller and NUELOW Games if you decide to republish it,.

Ot's Armband of Faithfulness (By Steve Miller)
Three of these delicate gold armband are known to exist, each engraved with the symbol of Ott, They were created by Mongolian shamans during the years 800-1300. C.E. Ott is the Mongolian goddess of marriage and fire, and these items are reported to make the bond of marriage unbreakable between a husband and wife. Once one spouse makes a gift of an armband of faithfulnesss, neither of them can betray the other without dire consequences.
   One of these items was originally been owned by Borte, the wife and true love Temujin, the Mongol emperor known as Genghis Khan. Legend holds that she insisted it be used to bond her and Temujin together after she was abducted and raped by members of the Merkit tribe, because she wanted to know her husband would never doubt her love and faithfulness to him. Although Temujin never doubted her, he acquiessed to her demand.

OGL d20 System Game Mechanics
Once an armband of faithfulness is exchanged between duly married partners, the giver and receiver are both subject to a powerful curse that can only be lifted by the goddess Ot herself. The curse manifests itself in two different ways:
   The recipient feels a compulsion to wear the armband at all times and could be said to feel naked without it. If the character should ever attempt to betray his or her spouse, all skill checks or saving throws involved are subject to a -4 penalty. When the betrayal is complete, any characters actively taking part in the action must roll a successful Will save (DC23) or be filled with a homicidal rage that only subsides when the recipient is dead. If the save is successful. the characters are filled with disgust and loathing for the recipient.
   The giver suffers no ill effects until he or she commits an act of betrayal against the Recipient. The moment the act is complete, the character immediately bursts into fire that cannot be extinguished, suffering 6d6 points of damage. The character continues to burn for three more rounds, suffering 4d6 points of damage, 2d6 points of damage, and finally 1d6 points of damage. If the character drops below 0 hit points, his or her body dissolves into a fine ash from which no resurrection is possible. If the character lives, he or she is horribly disfigured and crippled, immediately suffering a 10-point reduction to Strength, Dex, and Charisma attribute scores (to a minimum of 1).

OpenD6 System Game Mechanics
Once an armband of faithfulness is exchanged between duly married partners, the giver and receiver are both subject to a powerful curse that can only be lifted by the goddess Ot herself. The curse manifests itself in two different ways:
   The recipient feels a compulsion to wear the armband at all times and could be said to feel naked without it. If the character should ever attempt to betray his or her spouse, all difficulty levels are adjusted by +8. When the betrayal is complete, any characters actively taking part in the action must roll a successful Willpower check against a difficulty 23 or be filled with a homicidal rage that only subsides when the recipient is dead. If the save is successful. the characters are filled with disgust and loathing for the recipient.
   The giver suffers no ill effects until he or she commits an act of betrayal against the Recipient. The moment the act is complete, the character immediately bursts into fire that cannot be extinguished, suffering 6d6 points of damage. The character continues to burn for three more rounds, suffering 4d6 points of damage, 2d6 points of damage, and finally 1d6 points of damage. If the character drops below 0 hit points, his or her body dissolves into a fine ash from which no resurrection is possible. If the character lives, he or she is horribly disfigured and crippled, with Strength, Dexterity, and Attractiveness (if used) immediately being reduced to 1D each.

Monday, April 22, 2013

N is for Nadia's Needle


We're limping along with the A to Z April Blogging Challenge here at NUELOW Games. If we get to Z before the end of the month, I think we will have done good, given what's going on. That said, here's N (a little late, but here it is!) This item is presented under this license and everything in the post, except the illo and the paragraph labeled "The History of Nadia's Needle", is Open Gaming Content.
   This item is usable for any RPG that features magic items.

Nadia's Needle (By Steve Miller)
This item is a small sewing needle with an inch of silvery thread  run through the eye. It radiates faint magic of an indeterminate nature, which has caused many treasure seekers to overlook it while looting this or that hoard, or to discard it when it appears to be useless.
   However, this item, a camel can literally pass through the eye of the needle.When stuck into a flat surface--such as a door, wall, or floor--the needle becomes the center of a faintly glowing blue circle with a 7-foot in diameter. It is invisible to anyone further than 6 inches away from it. The circle is actually a short-range dimensional portal that allows up to four living beings (along with any gear that will fit through the opening) to pass through to the area on the other side before it closes. The needle stays embedded in the original surface, and the portal ceases to exist immediately after the needle is removed or the fourth living creature passes through it.
   The Needle is also rumored to have a second use--the ability to close portals to the City of Silver Towers, home to a pantheon of evil gods. This has not been confirmed, however.

The Background of Nadia's Needle
The true origin of Nadia's Needle is unknown. It draws its modern name from its most recently known owner, Nadia Tokareva. She was a young Soviet agent active in Germany during World War II who used the Needle as part of efforts to help those hunted by Nazis to escape to safety. Later, as the Cold War came into effect and she came to understand how tyrannical the Soviet government was, she became a double agent for the Western powers and helped people escape from East Germany and elsewhere behind the Iron Curtain. Nadia vanished without a trace in 1962 after reporting to a contact in the CIA that she was setting out to investigate what she believed to be a secret military facility codenamed Silver Tower.

Friday, April 19, 2013

M is for Mary Jane



 Today's entry in the A to Z April Blogging Challenge celebrates the the legalization of pot in Washington State. While no one here at NUELOW Games actually smokes the Whacky Weed (although apparently L.L is apparently one of the slang terms for marijuana), we don't mind those who do. So long as they treat their habits like drunks treat theirs and stay the hell away from their cars while high/stoned/bombed/whatever.

So here's a pre-generated character for use in a ROLF! battle scenario--Mary Jane, the Mistress of Mellow.  (A perfect foe for her would be the Tee-totaler featured in ROLF!: St. Patty vs. The Snake.)

Mary Jane, the Mistress of Mellow (By L.L. Hundal)
The mysterious dark-tressed Mary Jane has been a tireless crusader for the right to get high and mellow whenever and whereever ever since she first appeared in a cloud of sweet-smelling smoke and her green-and-yellow superhero outfit in Seattle's Pioneer Square. Her greatest foes are Buzzkill, Frigid Fanny, and the Tee-totaler.

Mary Jane (Female)
(aka Mary Jo Verde)
Brawn 21, Body 15, Brains 7
Traits: Busty, Martial Arts Master, Nimble
Combat Maneuvers:  Basic Attack, Furious Fists, Disarm, Dodge, Strike Pose, Spelling (After Me, Mellow Haze).
Important Items Worn/Wielded: Superhero Outfit (Armor. Absorbs up to 2 points of damage).

New Spelling
Mellow Haze: The Speller causes a pale green gas to form over the battle area. All characters must roll Brawn ATT checks or lose the will to fight. Unless attacked, they will leave the battle area in search of something to snack on. Characters so effected are removed from the battle scenario and considered defeated.

(This post is  Copyright 2013 NUELOW Games and Steve Miller, but permission is granted for duplication for personal use,)

Thursday, April 18, 2013

L is for Lich Lantern


Continuing our RPG design trek through the alphabet, here's another entry in the A to Z April Blogging Challenge. The entirety of this post is Open Gaming Content and is published under this license. Please give copyright acknowledgement to Steve Miller if you chose to reproduce the content.
   Although nominally designed for d20-based RPGs, this item is easily adapted to other games,.

The Lich Lantern (By Steve Miller)
Looted from within a labyrinth of tombs beneath a temple so ancient no one remembers the gods it was devoted to, this item is a storm lantern made from fused bones inset with glass that has a slight green tint. A sputtering black candle burns within, seeming to always be on the verge of going out yet never doing so. In other words, it always shines with a pale green light that can only be dowsed by covering it with a thick cloth or putting it inside a box. It radiates powerful necromantic and abjuration magic.
   The Lich Latern has the following effects:
   1/ All invisible creatures within the 20-foot radius of the lantern's light become visible.
   2. Ghosts and other non-corporeal beings lose any damage reduction, spell resistance, and abilities tied to being non-corporeal  while within the 20-foot radius of the lantern's light; these beings essentially briefly become corporeal..
    3. If the latched face covering on the lantern is opened while turned toward a ghost or other non-corporeal spirit, the creature must roll a Will save (DC 24) or be sucked into the lantern. The candle burns a little brighter for each entity so captured, and the person carrying the lantern gains a +1 bonus to Armor Class (or Defense Rating) for each spirit trapped.
    4. By spinning the lantern while spirits are trapped inside, the character causes it to send forth a burst of energy that harms all undead creatures within the 20-foot radius of the lamp's light. The damage is 1d6 for each ghost or spirit trapped in the lantern. This use destroys the trapped creatures.

Drawback
The Lich Lantern is actually a lich's phylactery or soul cage. The spirit of a powerful and deeply evil necromancer slumbers within, having retreated into the item when the adventurers who first recovered the lantern destroyed his undead body. If the person carrying the lantern ever has more than five ghosts or spirits trapped within it at once, he or she must instantly roll a Will save (DC 24) or be possessed by the lich. The bearer's spirit is then trapped in the phylactery.

K is for Kissing Booth


We fell down on the A to Z Blogging Challenge this week, but today we play catch-up! Everything in the paragraph under "Kissing Booth OGL d20 Stats" is Open Gaming Content and published under this license. Please give credit and copyright acknowledgement to Steve Miller.
   While the game stats for this item are nominally for d20-based games, it can easily be adapted to any system.

The Kissing Booth (By Steve Miller)
Located at the end of a carnival midway or near the entrance to a circus tent, this small, wooden structure has a bright red, heart-shaped front. Through the opening in it, you can see either a very beautiful man or woman, Below the opening is a sign that reads "One Kiss, One Copper Piece." The person within the booth calls out to passerbys who seem homely, lonely, or are themselves handsome, encouraging them to come brighten both their days with a kiss. "And all the money goes to the local orphanage," the person promises. The kisser will chat up the kissee both before and after the kiss, asking about their occupation and where they're from and complimenting them on their appearance, dress, and so forth.
  While its absolutely true that the money taken in at the booth will be donated to the local orphans, the Kissing Booth is also a means by which the operator's seek to rob wealthy attendees of the event where it is found.
   The Kissing Booth is operated by half-elf Callum Ceptor and his four associates, two very comely human men and women. They travel from carnival to carnival and are known and well-liked by other traveling entetainers and circus folik, who have no idea Callum is a thief. He is believed to be a retired adventurer who is spending his money on charity and eccentricity. (Callum actually is an adventurer, but he's  not exactly retired; he has simply found a means of getting richer that doesn't involve a constant threat of death. His companions are low-level rogues with a great deal of skill in Bluff and other personal interaction skills.)

Kissing Booth OGL d20 System Stats
The GM should roll a secret Spell Resistance check for the character being kissed (DC20). If the save fails, the person in the booth gains the ability to shapeshift into a perfect copy of the character for 24 hours. In additional, the kisser gains brief and limited telepathic powers that lets him or her know the subject's recent thoughts--hence the questions and compliments before and after the kiss, as they give the kisser information about where the target lives, how wealthy they might be, and so on. Then, while the target continues to enjoy the show, the kisser leads to his place of residence with some compatriots to steal any valuables they can find.