Sunday, May 19, 2013

Shining Akenia, Land of Adventure!

To the west of Barovania is the land of Akenia, known by many as a home to heroes and wonders.
It is also known as a sundered country of deceit and betrayal.

Even more people think of it as a terribly dangerous place filled with crazy zealots, dreadful monsters and any number of sublime places that can kill you.

In the end, no one disputes it is a land filled with opportunity for fame, riches and glory.


Most adventurers begin their career in Tower Town, a bustling settlement built around the Spire of Asmodal. Since the entire city was created to capitalize on men and women attempting to conquer the famed tower, its stocked with plenty of places for eager climbers to rest and supply themselves. It is also home to the Lapine Bleu tavern and Puella Potion's Akenian branch, both considered to be essential spots in any grand tour.

The Castle of the Cloud, The Stone Spire, The Temple of the Tide and The Flame Fortress are all dedicated to the four primordial elements. It is said that a special reward lies at the apex (or nadir) of each of them, simply waiting for someone to come and claim them. A wilder rumor even suggests that conquering all four may allow whomever does so access to some place even more dangerous, with even greater rewards.
The capital of Akenia and home to it's royal family, Radia is a luxurious and peaceful city. Located within are numerous wonders and the very best entertainers, artisans and authors in the land - as well as the grand Star Crystal, which is used as both a symbol of the nation itself and the capital's primary source of power. Perhaps most important to adventurers though is that Radia is one of the only places that one can dependably sell (and maybe even purchase) magitek and magical items.

The South sea has its own points of interest; The Still Behemoth is an enormous mechanical weapon that was disabled en route to Akenia ages ago, and has remained frozen in place since then. Now home to any number of strange creatures who found their way onto it, it is also rumored to have several stores of arcane weapons and supplies locked inside of it. Vavel's Folly was once the home of a wicked demi-god who sought supremacy of the sky. He was struck down by an angel of the Madokami and now his floating castle hangs listlessly in the sky.

Calian was once known as "the dark empire", but is now in shambles. A long time antagonist of Akenia, the rival nation employed now forbidden magitek in an attempt to destroy hits radiant neighbor (The Still Behemoth was just one example of the weapons employed). This tactic eventually backfired on them, when an attempt to bind a demon lord to a war engine resulted in the blighting of nearly two thirds of their territory, resulting in the Mana Wastes. This has also resulted in a slow withering of the Star Oak, a great concern that no one seems to have a solution for.

This is just a sample of what is to be seen in this brilliant land, as you can see in this beautifully rendered map below. What adventure will you find?

Games that take place in fabled Akenia will run on Tuesdays, around 6 PM Est Time

Saturday, May 11, 2013

A short entry with some monsters.

So I posted this picture as a Barovania reference, and Martyn asked me for stats of these monsters. So I figured why the hell not?

Here are some minimalistic stat blocks for you to enjoy.

(A note since I've not mentioned it on the blog before; I use Type II AD&D morale, so you want to roll under score on a d20 to make a morale check)

Sting Eye (Floating eyeball with Tail)
HD: 2, AC: 8 (12), Move: 120' (Flight) DMG: 1d6 + Paralysis (see text), Save: (F2), Morale: 12
Notes: The Creatures sting paralyzes victims if they fail a saving throw. This monster usually waits near dangerous gaps, hoping to nail someone right before or right after they try to cross it or jump over it.

Amu the Soul Host (Bear/Mammalian thing with a choker)
HD: 8 AC: 3 (17), Move: 90' DMG: 1d8 + 2 claw or Soul-Suck (see text), Save: (C9), Morale: 16
Notes: Amu was initially intended to be a vessel for a Wizard seeking a new body, but he mauled the caster before the ritual was completed. Primal but maliciously sentient, Amu is capable of using the phylactery around his neck to Magic Jar any sentient creature's soul into it. If he manages this, then he learns any information that the victim knew in life. He may also destroy a soul forever to cast any spell at a level equal to or less then the victim's Hit Dice at the time of the Magic Jar's effect. This of course, empties the amulet to be used again.

Amu cannot speak but he can write in various languages, including common.

Blank Lizard (Featureless Lizard thingy)
HD: 1, AC: 4 (16) Move: 150' (Scurry) DMG: 1 or Face Theft (see text), Save: (T1), Morale: 6
Notes: The Blank Lizard is a strange species or reptile that has no facial features naturally, usually surviving by a strange form of photosynthesis. If manages to scratch a human being or other humanoid creature, then they must make a saving throw versus spell or an equivalent - failure means the subjects face vanishes from their body and replaces the Blank Lizard's own features. The Blank Lizard usually runs off while making faces at this point. If it is slain, the face generally (75% chance) returns to its original body. Note that someone without a face will probably suffocate if extreme measures are not taken.

Blank Lizards enjoy ambushes, and have a 65% chance to hide in shadows/move silently.

Horned Sploof  (Fuzzy White thing with Horns)
HD: 3, AC: 5 (15) Move: 90' DMG: 1d6 slam, but he really would rather not, Save: (F2), Morale: 12
Notes: The Horned Sploof is actually a mercantile species from the Dungeon Dimension. They are far less interested in battle then they are in selling whatever various wares they hide in their fuzzy hides and matching packs. Their fur color denotes their area of Trade; White Sploofs sell medicinal and healing supplies.

Andracorn (The Armored/Blind Unicorn)
HD: 4, AC: 3 (17) Move: 120', DMG: 1d6 +1 (Gore), Save: (F3), Morale: - (See Text)
Notes: The Andracorn is mechanical outsider similar to an Inevitable and usually functions as a mount for lawful agents. When first created or summoned, they are bonded with a rider. The Andracorn is actually animated and directed by this bond and will only function when their master is in physical contact with them. Otherwise they stand inert and motionless.

As long as their rider remains loyal to the cause of order, they will serve them unflinchingly and without fail. If their master perishes or betrays the forces of Law, the Andracorn will simply fall apart into valuable, but non magical metal parts.

If the GM so desires, a Paladin can call on an Andracorn for their bonded mount, in lieu of a Warhorse.

Negasaurus (Oddly colored Brontosaurs head whose body is chillin' behind the other monsters)
HD: 6 AC: 7 (13) Move: 150' (Really Big) DMG: 1D10 + 2 (Negative Matter Slam) Save: (F6) Morale: 16
Notes: Strange creatures from Wyldspace, the Negasaurus' mere touch is harmful, causing normal matter to blister, crack or break. Anytime the beast is struck by a physical weapon, a saving throw for the object needs to be made or its destroyed. If unarmed attacks are used against the Negasurus, the striker will take 1d6 + 2 of damage for every blow landed.

Shagmaw (Weird Brown thing with lips and teeth and little else)
HD: 3 AC: 6 (14) Move: 60' DMG: 2d8 + Swallow Limb (See text) Save: (F4) Morale: 15
Notes: The Shagmaw are odd, cast aside creations of the Wondersmith. Made from leftover flesh, hair and mouths, these sad creatures want nothing more then to be complete - and try to bite off and swallow the limbs of others whole in the hopes that it will help them one day grow their own. On a natural roll of 18, 19, or 20, the Shagmaw has managed to snag a random limb of a bite attack victim. If a Paralysis/Poison saving throw is subsequently failed by the target, that limb has been torn off and swallowed.

A Shagmaw can opt to "hold on" to someone they've latched to already in subsequent terms, forcing another saving throw.

Great Voidrax (The Ominous, shadowed out creature in the backround)
HD: 15. AC: 0 (20) Move: 120' (Or Shadow Jump) DMG: 1d10 Con (See text), Save: (C15)
Morale: 17
Notes:  The Great one can move through any shadows in his line of vision instantly, no matter their size. if the Shadow is actually smaller then him, it blots and grows unnaturally to allow him to emerge from it.

Voidrax does damage directly to a targets constitution score, literally sucking the vitality from their bodies. If someone is reduced to 0 or below Constitution by this attack, they arise again as a shadow under his control.
 
A spawn of the primordial dark, Voidrax is a powerful entity that is attempting to amass an enormous army this way. His ultimate goal is to attempt to turn a God into a Shadow, if only to see what happens.

The green haired lady in front is Naki, The Dungeon Idol. A sweet and gentle singer willing to be friends with everyone, she's often employed by those whose retainers seem discontent or down in the dumbs. If she manages to put on a full show for a dungeon, all of those who inhabit it will count as being Blessed for day afterwards.

Those who can hum will be doing so, repeating the tunes of one of her songs incessantly.

Tuesday, May 7, 2013

High Speed Car Chases!

This was originally designed for a side campaign that takes place in the city of Saigo, a setting which only tentatively exists at the moment because this will be the only thing I've actually posted about it on the internet. I plan on remedying that at some point but that's neither here nor there.

These rules are based off the Chase rules in Vornheim.

Anyway, before you have a chase you need vehicles right? For these rules, I assume we are talking things that move around the same speed, confined in some way to the ground and are much faster then people. I'm going to call them cars for the sake of convenience. Cars have 5 Stats; Speed, Handling, Armor Class, Hit Points and Dependability.

Speed and Handling are always modifiers added to the two types of rolls during a chase (Expounded upon below) Armor Class and Hit Points are the same as they are anywhere else in the game. Dependability is more or less a Car's catch all saving throw, except you generally want to roll beneath your dependability.

Your basic Car has the following stats;
Sp: +0
Hand: +0
AC: 12 (Or 8, in a descending AC system)
HP: 25
Dep: 16

This is for a very bland car that can hold four people, or an roughly equivalent amount of people are cargo.

Here are a handful of other Cars for examples;

Old Jalopy you know like the back of your Hand
SP: -2
Hand: +1
AC: 12
HP: 20
Dep: 13

In-advisably Souped up Hot-Rod
SP: +1
Hand: -2
AC: 12
HP: 25
Dep: 14

Law Enforcement Vehicle
SP: +1
Hand: +1
AC: 14
HP: 30
Dep: 16

So on and so forth. I was assigning stats at whim based on what made sense to me. I figure you can make a lot of vehicles based on your instinct this way - Motorcycles would have low HP and less cargo, for example. Cars should cost enough that low level characters can't afford them without a lone and high level ones can buy them without an thought; I think something equivalent to 500 standard Gold pieces would work. Price can be adjusted for especially bad (or good) cars.

On to the actual rules!

You have those being chased and the ones pursuing. Every round the driver of the chased vehicle must declare whether they are trying to outrun (Sudden acceleration, pedal to the metal, etc) the pursuer, or outmaneuver them (Sudden Breaking, a feint and a turn, etc.)

Then the chased party rolls a d10 and adds their dexterity score as well as either their Car's Speed modifier or Handling modifier (The former is applied to attempts to outrun, the latter to outmaneuvering them).

Whoever rolls lower loses an amount of  "spaces" between them and the other Car. This means if the Pursuer wins, they move that many spaces towards the chased Car, whereas the opposite is true if the chased party rolls higher. Spaces are an abstract measurement that can really be anything - We used squares on a battle mat, but it could just as easily be inches on a table top or notches on a piece of paper. If the Pursuer not only manages to win the roll but also manages to overtake the chased car, they may attempt to ram them.

A ramming maneuver is a dangerous but effective way to damage the pursued car. The ramming car does 2d6 damage to the pursued car as well as their own, doing an additional 1d6 damage for every point they manage to overtake them by. The chaser can opt to do less dice worth of damage if they wish, but these must be taken away before damage is rolled.

If either party rolls a 10 or a 1, some unforeseen obstacle pops up that both drivers need to make dexterity checks to avoid. Hitting the obstacle should always have some form of immediate consequences, such as collision damage or civilian casualties. Examples obstacles include
  1. A line of schoolchildren
  2. An Apple Cart
  3. A sharp turn right in front of a shop of some kind
  4. A little old lady walking down the street
  5. A local law enforcement officer's vehicle
  6. A statue of a beloved public or religious figure
And so on. Tables are good for this, and I suggest making one for your locale.

The passengers in either car may attempt to do anything they normally could. Most of the time this will be attempting to damage or disable the vehicles involved. If they are trying something unsafe and something bad happens to the car (Such as a collision) a reflex save or equivalent check needs to be made to prevent them from being thrown from the vehicle. All missile attacks receive a -2 penalty when being fired from a moving vehicle.

If a car takes more then half its hit points in damage, a Dependability check needs to be made. If this is failed, the car has been disabled in some way related to the nature of the damage; a crash may snap the axle, bullets could destroy a tire or something like that. If a natural 20 is rolled, the inhabitants need to move - not only is this car disabled, its going to explode in action movie pyrotechnics in 1d4 rounds! The explosion does 6d6 points of damage, half of that if you can manage a saving throw. A disabled car needs to be repaired before it will work again.

Certain spells, maneuvers or effects may also prompt Dependability checks based on the campaign setting.

A couple of final notes;
  • Accidental collisions do 4d6 points of damage. Anyone inside the car takes a third of the damage done, half of it if they are not buckled in and they fail a reflex style saving throw.
  • If a car reaches 0 hit points or below, it is automatically disabled. It must then make a dependability roll; if that is failed the car explodes as noted above.

Obviously this all goes on in till the pursued gets away or caught - or if everyone gets blown up.

I also had one last system going on. I used something like this to randomly generate the streets of the city as the chase went on. This gave the group more choices (Going left or right, for example) as well as unexpected obstacles (Dead end!) and I highly recommend it.

 

Sunday, May 5, 2013

What I will (hopefully) be working on for a while (The Wondersmith's Libram)

For the last couple of years the secondary purpose of nearly every game I've run is to help build some kind of established setting. The idea was that doing so through playing would help guarantee two things;

A) It would help me establish things that would matter during a game, as opposed to filling it up with little details of varying interest and little use.

and

B) Hopefully I would come up with something that I (and other people) didn't get bored with after a year or so's worth of sessions.

So far, its actually been working. The trick has been to run whatever I wanted and gradually connect it to the "world" proper. This has ended up with something different then I originally figured it would (As can be seen in my obviously amateur attempt at an abstract map) but it works so well for me that I won't ever complain.

I've got various reasons to want to start writing it down properly (At the moment its a lot of disorganized notes and thoughts) and I figure It'd be nice to have it so that other people can look at it, so I'll try putting it up here.

Below is the current list of things I have notes on that I'd like to clean up and post. Think of it as a table of contents for my collected works on the setting, a sort of e-version of some absurd Arduin Grimoire style pamphlet. Hopefully I will also add links to this page as I write these, but who knows if I'll keep that up.
  
Prologue
- The Anatomy of Duose; The Inner and Outer Worlds
- What was
- What is

Part 1, On the Essential Personae
- The Wondersmith
- The Black Marquis
- The Four Pillars
- Regulus, Emperor of Aeon
- The Primordial; Winter, Hunger, Fear and Entropy
- The Magi Collective
- The Madokami
- Whisper
- Zero the Kingslayer
- The Walking Gods
- The King in Chains
- The Wicked Prince

Part 2, On Protagonists
- Notes on Character Classes
- Notes on Character Species
- Magitek, Lost-tech, Relics and Artificing
- Mutations and other Alterations
- Summoning and Binding
- Followers and Companions

Part 3, The Wistful Dark
- The Radiant Kingdom of Shard
- The Starwell
- Aiden, the Fortress City
- The Shadowlands
- The Under-Cities
- The Mourning Sea

Bridge - Saigo, the Last City
- Mother Mercia
- On the City Itself
- Factions in Saigo
- The Labyrinth

Part 4, The Blazing Garden
- The Sun Machine
- Aeon, the City of Gold
- Maple
- The Ruined Domepoli
- Kikai
- The Brilliant Ocean

Part 5, The Hidden Promise
- The Anatomy of the Inner World
- Iron Cross
- Sol & Luna
- Aearth
- Ruin
- Greywald

Part 6, The Worlds Without
- The Dungeon Dimension
- The Astra-Digital Plane (Barovania and other lands)
- Inner Heaven
- The Sealed Abyss
- Wyldspace

(This list will more then likely be added to as I go along, as well as things being broken off into sub categories and other stuff like that.)

Saturday, April 27, 2013

The Anti-Paladin

Another Zak Smith style random class.

The Rights of the Anti-Paladin;

Suffer not the weak, they are insult to your glory.

Deference is owed only to strength, and should be refused at the first sign of inferiority.

Passion, desire and drive are what makes humanity what they are. Deny any of these and become less then human.

Ethics and morality are but the lies of the lesser, made into philosophical shackles for those better than they. Those who support these falsehoods must be made to suffer.

No being can tell you from where those who become Anti-Paladins draw their strength. Though many of them become (temporary) servants of demons and dark gods, their inherent abilities are not infernal in nature. They stand in direct opposition of their benevolent twins; they are slaves only to their own lusts and ambitions.

It can be assumed that even a beginning Anti-Paladin has seen his fair share of violence and villainy. Each begins with the normal starting Hit points and Saving throws for whatever system you are using. At first level, roll a 1d100 twice and apply both results to your PC; Do the same for each time you level up. Do not forget that you also gain an additional hit die each level per normal. You will probably need them.

1-20: Violence is often the swiftest path to one's goal. Add +1 to your chance to hit in combat.

21-35: No lesser creature shall strike you down, nor will some paltry malady halt your march to fruition. Improve all of your saving throws by 1.

36 - 50: Others deny their vices, but you revel in them. You fancy a particular evil above the others however; Choose one of the following every time you result:

Cruelty - Wounds you make leave deep scars. Every time you do damage, at least one Hit point worth of it can only be healed naturally. Any attempts to use magic to heal the wound will simply leave the subject in unbearable pain, requiring a saving throw versus paralysis to act at all that round or not cry out.
Deceit - Your tongue is silver and words silk; you may lie with impunity and are immune to the effects of things like Zone of Truth. You may re-roll any failed attempt to deceive someone outright.
Pride - You think so highly of yourself that you won't here anything to the contrary. You receive a +4 bonus to any saves or tests when something tries to mentally or spiritually dominate you, and will probably react to such attempts with violence.
Despair - Your toxic words can fell even the most determined spirit. You may force anyone to re-roll any successful attempt as long as failure would have serious, negative (for the target) consequences. This option may be chosen more then once, granting you another forced re-roll each time.
Avarice - Greed may not be good, but it has given you much. Your equipment should always be as fine and decorated as possible and your bearing demands respect from the lowly. While you will be instinctively despised by the peasantry and other children of the earth, rich merchants and high nobility will take a liking to you - granting you any reasonable favors you might ask for.

51-53: There is nothing sweeter then the cries and blood of your enemies; you're blows are excruciating and brutal. You may roll two dice instead of one when rolling for damage, and choose the higher result. Further rolls of this result will grant you a cumulative +1 to your damage rules.

54-55: A supreme specimen of monstrous, chaotic or infernal nature has chosen to follow you out of interest, even condescending to fight with you or even serve as your mount. Your surprisingly strong will has bound the beast to your service and you may call it to you once a day, and remain in till your ordered task is complete. Large quadruped's are the most common creatures for this purpose, but it can be anything approved by the GM with the following restrictions; It cannot have more then 1 hit die more then you. Any useful special ability it may have (Such as flight or a breath weapon) counts as one more hit die per ability for purposes of qualifying. Regardless of what it is, its thoughts are known to you and yours to it.

Rolling this additional times after the first means you may bind another creature, with your new level taken into consideration.

56-57:  Attempts to catch you defenseless are as fruitless as pleas for mercy. You may nominate a favored weapon that you can call forth whenever you need it, regardless where it might be. Alternatively, you may forge a weapon out of your own dark desires; you decide the type when this is rolled, the weapon hits on a +1 and is considered unholy/magical for the purposes of dealing damage. Ranged weapons of this type may only be fired one every other round, since ammunition is formed only after a shot is fired. The weapon remains in till dismissed and can be summoned again instantly.

Rolling this any additional times will allow you to nominate or create another weapon independently of the first one.

58-59: The darkness will not betray you like others may. You gain the chance to Hide In Shadows and Move Silently (Or Stealth if the game you are using has that ability)  equal to a thief of you experience level at the time this result is rolled. This ability is not hindered by armor of any kind.

If you roll this result again, simply adjust your chance to your match current experience level.

60-61: Woe to those who have earned your ire; once a day you may call down a terrible curse upon an enemy. The unfortunate may attempt to make a saving throw versus spell. If failed, they are hexed; this curse may either halve one ability score, or impose a -4 penalty to all ability, skill, to hit, or saving throw rolls, and it lasts for a number of days equal to the Anti-Paladin's hit dice. There is always some obvious and mortifying manifestation to curses granted in this manner. A person whose charisma has been halved may be suddenly covered in horrible boils, a nimble rogue robbed of their deftness may become flabby and immense or a mighty warrior's iron thews may shrivel with magically induced age.

Additional rolls with this result will allow you to attempt another curse a day.

62-63: No matter fine your exterior, inside your body writhes with numerous plagues and maladies - though none shall ever harm you, others may not be so lucky. Not only do you become immune to all forms of normal disease, you also gain the ability to once a day unleash them upon others. This may be preformed by a touch or normal attack and is most terrible to watch - the cancer itself seeps from your skin and attempts to crawl into your victim. Unless they make a saving throw versus poison, they contract some horrible sickness as decided by your GM.

If you roll this result again, you are granted an additional chance to spread disease a day.

64-65: While being able to see their face is often fun, sometimes an unexpected attack is needed. When attacking someone from behind who didn't know you were coming, or at least truly believed you wouldn't do such a thing, you gain a +4 to hit and do double damage on a successful blow. Further rolls of this sort increase your damage modifier by one. (x2 - x3 - x4, etc)

 66 - The Oracle managed to spit it out before she finally died and her bleating servants attested to the fact - some artifact of great power is sealed away somewhere close by. A black sword that consumes souls, a crown that dominates the minds of others or some other foul item (of your choosing, approved by the GM) that would please you mightily is a mere 2-3 sessions worth of adventure away.

67-69: Your countenance either belies your evil or announces it; your features contort and change to either make you an unearthly beauty or a hideous monster (As chosen by the player.) The former makes your allure undeniable, granting you a re-roll in any failed attempts to seduce, charm or persuade another party. The latter makes you unbearable to behold, granting a similar effect for intimidation or other bullying. Further rolls of this result grant you mutations that befit your new form; luminescent skin, wings, horrible claws or slitted eyes. The nature of these mutations are up to the GM, but should ultimately be useful in some way.

70-71: Creatures twisted by evil energy might as well be marionettes to you. You gain the ability to control undead or other foul creatures as a cleric equal to your current level. This requires you to cackle evilly, proclaim your superiority, or at least reaching out and pantomiming puppeteer motions. Further rolls on this table increase your commanding level by one.

73-74: You are quick to show others the folly of opposing you. Once a day you may smite a foe with an attack that receives a damage bonus equal to your hit dice total. The target must be defending someone weaker then them or have made their intent to hinder your current goal clear somehow. This blow counts as an unholy one for purposes of doing damage against other creatures, meaning it may be ineffective against demons or the undead.

Further rolls of this result gain you an additional attack of this type a day.

75-76: Your infamy has earned you the assistance of a small gang of minions; these are usually 1d4+2 1HD creatures (Goblins or Kobolds are the standard, but they can be something else if you desire and your GM approves.) The creatures are unwaveringly loyal thanks to not really knowing better and will follow your orders to the best of their ability. They will insist on calling you "Master" or sometimes "King" or "Queen" regardless of your apparent gender.

Rolling this again means you may increase the HD of each of these creatures by 1, or roll again for a new band of minions. Your minions can never have more HD then you do, however.

77-78: An angel pines for you, but its pleas for you to join the side of light have become weak. Eventually losing themselves, they will save your life or grant you one boon that is within their power when you whisper their name longingly. When this happens, you may either let them leave you forever in shame or attempt a charisma check. If you succeed, your darkness has enraptured them and they will lose their angelic status, becoming your mortal slave. If you fail, they will finally see you for what you truly are and attempt to destroy you once and for all.

79-80: You have learned something terrible about a well loved and influential personality. They may be a Duke, Merchant, Royalty or even a local divine force or presence. This dark secret maybe a past deed or secret vice they hide from everyone - for good reason; it is something you can use to torment or blackmail them.

81-88: When your will is strong enough, you may command forces beyond the understand of normal men. You may pick one spill from the cleric spell list that is no greater in level then half your own, at a minimum of one. You may cast this spell once a day. The spell will naturally be something that will aid you in your goals or cause someone else suffering. Additional results of this kind can be used to pick new spells, or allow you another use per day of a previously chosen spell.

89-90: Your wickedness is so great that even Hell will no longer take you. An hour after the time of your death, you shall rise again as a Undead creature. Your stats are virtually identical, save for you gain all the strengths, weakness and immunities that your unlife entails. If you are ever destroyed again, it is the end of you - your soul's own evil will rend itself apart and leave you to oblivion.

Further rolls of this type will allow you to choose a spell just like the previous entry, though it should be from the Wizard's spell list instead of the clerics. These spells may only be cast once you are undead.

91-92: You may spread the gifts of chaos wherever you go. Once a day you may attempt to spread corruption to a helpless (or willing) individual. They must make a saving throw versus death magic; failure means the subject gains 1d8 random mutations from your favorite table of this kind. A second saving throw must then be made, this time against spell - success means they are driven mad but retain their freedom. Failure means they are now under your control, and will do as you ask.

Corrupted creatures never heal, and are dead forever once they are brought to 0 hit points. A creature with higher HD then you succeeds the second save automatically.




93-94: Succor must be given or stolen, and you're not really in the giving business. Once a day, you may touch someone to drain (2 HP per your hit die total) from them and add it to your own. This may temporarily raise your HP above your maximum, but never more then twice that. You must make a successful attack roll to utilize this with an unwilling participant. Additional results of this kind grant you another chance to use this ability per day.

95-96: Magic is the primary tool of any number of detestable weaklings. Any hostile spell cast upon you has a 25% + your current level chance of fizzling before harming you or any one else.

Additional rolls of this result recalculate your resistance according to your current level.

97-99: Your hands grow talons, turn to iron or sprout spines, making your unarmed strikes do 1d6 + your strength modifier in damage, as well as being considered magical for purposes of harming certain types of creatures. Additional rolls of this result grant you a cumulative +1 to hit and damage with such attacks.

100: Your vile words can poison reality itself. You may utter one, horrible Wish. This is equal in all ways to a the Wizard spell except for the following caveats; The wish may only be used to do something harmful or malign, and the Anti-Paladin's desire is considered when the Wish it declared, as opposed to the way they ask for it.

Once the wish is granted, the Anti-Paladin will forever be known to the gods as an enemy.



Sunday, April 7, 2013

The Wicked Prince

“Prince, you are mighty indeed, but God’s power is much greater than yours; we dare not obey your orders.”

“Well,” said the prince. “Then I will conquer God too.”

 - Hans Christian Anderson, The Wicked Prince

In the lands bathed eternally in the brilliance of the sun, there is a boy who hates the light. He is beautiful, with fair skin and hair; dressed in disorderly but resplendent armor. He is accompanied by an army of horrid and twisted creatures that obey his every command. In his right hand is a long and terrible blade called Doubt, that constantly whispers in its master's ear, telling him what his foes dread most of all.

For him sleep is seldom, and his grotesque army marches ceaselessly. All that stands before him is ravaged or conquered, and those who live through their defeat are cursed forever by the Prince's kiss - for they are transformed into one of his horde. Each of the terrible things are unique in shape and form, twisted by the very failings that led to them to this fate.

He has sworn to rid the world of shepherds and their flocks, to bring an end to the sanctity of the weak and make all the world his own.

He is the Wicked Prince, and his reign would mean the end.



Tuesday, April 2, 2013

The Skull Baron of Hexenbracken

(Hex 0212)

On either end of a long mountain pass sit two archways, both marble and once splendid, now smashed to near bits. All that remains is a foundation for what could have been. These wounded, melancholy structures are the only warning travelers receive of the Skull Baron.

The Baron sits silently in the center of the pass. The road and scenery about has been stamped down and crushed, thanks to any number of his many tantrums. He is a rare, single-headed ettin; his second head was born with a strange wasting disease which caused it to rot away in the Baron's adolescence. On the stump that remains, sits a mammoth skull stolen from the Ratmen's (Hex 0206) macabre idol. The skull normally lulls about, otherwise motionless - but someone studying it may spot a flicker of malevolent intelligence in it's empty eye sockets.

The maimed ettin does not move in till the players are in sight and within 60 feet of his person. He reacts then immediately, even if otherwise unprovoked. His complete insanity means that his actions are not influenced by players save in very rare exceptions.

The Skull Baron himself has the stats of a normal ettin or stone giant, but with maximum hit points. The Mammoth Skull is actually possessed by the malign soul of one of the Ratmen's former priests. It can speak telepathically to the Skull Baron and does so near constantly; it is the reason he has gone mad.

The Skull Baron's initial reactions are decided by rolling a d6. Any falsehoods the ettin speaks are whispered to him by the awful mammoth skull and he believes they are entirely true. In this sense he isn't actually lying.
  1. The Baron is terrified of the players and will scurry away from them. He will promise to tell them of treasures in another random hex if they leave him be. These are always fabrications.
  2. A great cry is followed by unashamed weeping, the giant will place his head in his hands and tell the players, sobbing, a great tale of woe. This is usually how he's been cursed with this monstrous form and that he's married to the imprisoned nymph in the woodlands of Hex 0206. Again, he thinks he is telling the truth in spite of this being another lie told to him by the skull.
  3. The Baron shouts accusations at the PC's; strangely enough, everything he says is true - but they aren't things that happened to him. Anything he shouts at them is based on a wrong the players committed against another living creature, though he acts as if it were preformed against him. Unless the players make an overt display of remorse and offer of recompense, he attacks.
  4. Without a word, the Skull Baron stands and marches towards the PC's with the intent to kill every last one of them. He cannot be dissuaded from this task or routed.
  5. The Skull Baron foams at the mouth and falls unconscious. At this point, the Mammoth Skull takes over, moving the Baron's body like a puppet master as well as being able to cast spells as a 9th level chaotic/evil cleric.
  6. A combination of both 4 and 6; the Skull Baron and Mammoth skull work in unison. The Skull Baron attacks in relentless, silent fury, while the Mammoth Skull casts spells as a 9th level cleric. 
If the Mammoth Skull is smashed, the Skull Baron regains his sanity; this does not change the fact that he was pretty much an awful person to begin with.