Friday, December 21, 2007

Riddles Evolved



I created these a few years ago I just found it when shifting through some old data files. At the time I was running a combat heavy game, and I was looking for a way make riddles useful in combat, and other action sequences. I was struck by the absolute coolness of the Athentia the Sphinx and the Conundrum Creature Template from Creature Collection II (created by a friend of mine Tony Pi), after a long conversation with a friend Tavis Allison (of Monsters and Masterminds by Behemoth3 ) I started messing around with the idea of the society of the sphinxes as a invading force. These are some of the abilities I came up with you could add them to any riddling creature, not just sphinxes though.

Riddled Wounding (Su): The damage this sphinx deals does not heal naturally (including regeneration and fast healing) and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a sphinx, speaks a specific riddle the sphinx has chosen, the riddle must be answered correctly, or the spell has no effect on the injured character. A remove curse spell cast on a creature damaged by a sphinx that succeeds on a caster level check (DC 15 + Challenge Ratting of the sphinx) removes this effect. If the check fails the same caster cannot try again until he gains an additional caster level (Heal, Delve the Collective Memory or Knowledge Dangerous Monsters DC 25 to determine this). This is a necromantic curse effect.

Conundrum Capture (Su): This sphinx may utter a special riddle a number of times per day equal to its intelligence modifier but no more than once every four rounds. All those who hear the riddle and fail a will save (DC 10+1/2 the Sphinx's Hit Dice+ the sphinx's intelligence modifier) are rendered helpless, they may only speak to answer the riddle or to perfectly repeat the riddle. Successfully answering the riddle frees the creature and renders the creature permanently immune to this sphinxes conundrum capture, as successful save does not. This effect lasts for 1 hour. This is a language dependent, mind-affecting, sonic effect.

Gordanian Knot (Su): This Sphinx can entangle a creature with a magically created binding, # of times per day equal to her int modifier, but never more than once every four rounds. A successful will save (DC 10+ ½ creatures HD + int modifier) negates the effect, but once affected the creature must make an intelligence check equal to 15+ the sphinx's intelligence modifier, (can take a 20), A creature can also be freed by 5 points of slashing damage per CR of the sphinx is done to the binding though half damage is done to the character unless non-lethal damage is dealt. Caster level equal to the Sphinx's CR.

Puzzled Look (Su): This Sphinx's can blind or deafen a creature with a glance a # of times per day equal to her int modifier but never more than once every four rounds. A successful save DC 10+ ½ creatures HD + int modifier), A character attempting to cast a remove blindness/deafness spell on this creature, speaks a specific riddle the sphinx has chosen, the riddle must be answered correctly, or the spell has no effect on the afflicted character. A dispel magic spell cast on an afflicted creature that succeeds on a caster level check (DC 15 + Challenge Ratting of the sphinx) removes this effect. If the check fails the same caster cannot try again until she gains an additional caster level (Heal, Delve Collective Memory or Knowledge Dangerous Beasts DC 30 to determine this). This is a necromantic curse effect.

Query of Confusion (Su): This sphinx may utter a special riddle a number of times per day equal to its intelligence modifier but no more than once every four rounds. All those who hear the riddle and fail a will save (DC 10+1/2 the Sphinx's HD+ the sphinx's intelligence modifier) are rendered confused, they may only speak to answer the riddle or to perfectly repeat the riddle. Successfully answering the riddle frees the creature and renders the creature permanently immune to this sphinx’s Query of Confusion, a successful save does not. This effect lasts for 2 minutes. This is a language dependent, mind-affecting, sonic effect.

Riddle of Obsession (Su): This sphinx may utter a special riddle a number of times per day equal to its intelligence modifier but no more than once every four rounds. All those who hear the riddle and fail a will save (DC 10+1/2 the Sphinx's HD+ the sphinx's intelligence modifier) must give an answer to the riddle each round at the beginning of their turn (free action), they always know the riddle exactly as spoken, if the answer is incorrect the creature inflicts a -2 charisma penalty (unlisted) a successful Will save (same DC) halves this penalty. Successfully answering the riddle frees the creature but does not remove the penalties but renders the creature permanently immune to this sphinx’s Riddle of Obsession, a successful save does not. This effect lasts for 1 hour. This is a language dependent, sonic, curse effect.

Enigma of Power (Su): Any nonsphinx within the area that hears the enigma of power suffers the following ill effects. creatures with 1-8 HD die (no save), creatures with 9-11 HD willingly feign death (no save) until a remove curse is cast, creatures with 12-16 HD are rendered helpless for one round and gain a save (fort save DC 10+1/2 Sphinx’s Hit Dice + intelligence modifier) each additional round, creatures with 17+ HD are stunned for one round those immune to stunning are slowed for one round.

SPECIAL QUALITES:

Stoneform (Ex): This Sphinx gains hardness 10, immunity to sleep, stunning, paralysis, nonlethal damage (losses regeneration), fatigue, and exhaustion. It also gains 75% fortification.

RIDDLE FEATS:

Sphinx's Bewilderment [CEREMONIAL]
Prerequisites: Ability Focus (any riddle special attack), Any Riddle Special Attack, Truename
Benefits: With any riddle special attack that the sphinx has ability focus with add an additional +4 to the DC. The first time a specific riddle associated with this special attack is successfully answered this sphinx takes 1d6 points of damage per character level of the target who originally answered that specific riddle.

Wednesday, December 19, 2007

The Legacy Evolved: The Necklace of Laila Brightshell



The Necklace of Laila Brightshell

Description: this appears to be a necklace made from some type of white metal and gold from which dangles a single gold and white seashell. The wearer hears the sound of crashing waves when meeting someone bound by an oath.


Object Loresight:

1. It was created 1,697 years ago.

2. The last person to touch the object was Oe-Areen;

3. The last person to touch the object was a Giant.

4. The name of the creator of the object was Esmona,

5. The creator of the object was a Siren.

6. The purpose of the object was to bind people to their bargains.

7. The object is made of titanium and gold.

8. The object was created on the shore of the Land of the Giants.

9. The most recent owner of the object was Voletta Rhadydottir .

10. The magical function of the object is to cast oath of loyalty when two people make an agreement.


History

(DC 15) Also known as The Escallop Golden by verrik and “Ko-Ethen” by Giants; It was worn by the item’s namesake a famous faen heroine who served the faen court as an emissary and diplomat, and was known for having protected the Harrowdeep from burning at the hands of the Sennes armies, by securing prior individual agreements with each duchy and barony, much to the chagrin of the Queen of Sennes.

(DC 20): Many claim that brightwave was not truly a faen at all but a water nymph, for she traveled swiftly and always via water, legends she even swam the Maelstrom of the Grand River, what is today known as the Ghostwash unaided. (Learn about the ritual of crossing)

(DC 25): Once her great work securing the peace of the Harrowdeep was done, it was said she went exploring in the floating forest, and within a vast dark lake beneath the floating islands in the sky she did battle with a kraken, which had been imprisoned here, dealing the death blow with a vicious sword of water. (Learn about the trial of the leviathan)

(DC 30): In her later years it is said she crossed her mother and a curse was lain upon her, she became vicious and cruel dealing traitorously with all her former lovers, friends and allies. Eventually evolving into a sea hag, disappearing into the ghost wash and never heard from again (Learn about the Rites of the Accursed).


7th Level:

The Ritual of Crossing (general)

A body of water is often a barrier, crossing it alive unaided, risking yourself against the elements, purifying yourself; in this many find power.

Prerequisites: swim 5 ranks, only one who can make their way in the water on their own will benefit from this ritual, the waters do not allow for the lucky.Components: a necklace of white pearls worth 11,200 gp. Truename

Actions: You must swim into and survive a dangerous maelstrom unaided (you can only rely on your own innate gifts) before you make the attempt you scatter the pearls into the water (they are consumed in the ceremony).

Effects: 1/day the wielder gains the ability to take on the racial traits and the appearance of a merfolk.


9th level:

Trial of the Leviathan (general),

Hunting has a ritualistic power all its own, hunting and slaying a gigantic beast of the perilous depths, now there lies real power.

Prerequisites: Water blade manifestation. Truename

Components: Ivory worth 32,000 gp,

Actions: You must help slay an aberration, dragon, or magical beast of Huge or greater size, using only your waterblade. Once completed you must burn the ivory and then plunge you blade into the ashes.

Effects: you water blade manifestation increases it enhancement bonus by +1 (max +6), a gains two special qualities runic and raging water elemental (+2d6);


11th Level

Rites of the Accursed (General)

enduring and escaping a curse is a trial like no other. Those who can survive it may gain a power all their own.

Prerequisites: the ability to cast remove curse. Truename

Components: A necklace of black pearls worth at least 56,000 gp (consumed in the ceremony).

Actions: Being subjected to a powerful curse spell, and having it removed through a loophole of circumstance rather than the casting of remove curse, you most then throw the pearls into a raging body of water (the pearls are consumed).

Effects: you gain the Bane Mage feat.

Tuesday, December 11, 2007

The Broken Door (Mystical Site)


The Broken Door

In the lands just north of the Floating forest and well south of the Ghostwash, there lies a town known as Far-Rough. A town that traces its existence back to the time of the Duchy of Nem. To the north-east of this town there is a strange standing stone. only a rare few know the stone's origins or its purpose, for even the akashic memory is reluctant to give up its secrets, there are no runes or markings upon the stone, and its placement seems almost random. It is all together unremarkable save for the strange happenings and powers that erupt around the stone.

This strange standing stone, is easy to find, and stands out stark upon the landscape bright white with black edges and any man of Far-rough will guide you there for a few coppers. The human folk there call it the "broken door." Most litorians will guide you for free though they will not approach the stone, for "fear of offending the Stone of the Marked."

OVERVIEW

(DC 25) Once there was a powerful squamous lir, a stone-witch gifted beyond all others in power of the earth, marked out by land she bore the rune of earth upon her brow. In her search for the legacy of the dragons, after the dramojh fled she stumbled upon a power which she thought was the legacy hidden within the earth itself, she believed it was the source of the power behind her own rune, the fundamental power behind all runes.

(DC 35) However she was wrong, it was in actuality a tap into the fundamental power behind the Heralds of Annialation. It was a pathway to The Dark. So in a final act of desperation she sealed away the pathway for all time at the cost of her own life, she called upon all her power, exceeding herself she transformed herself as she sealed up the way this way to The Dark and then moved it deep into the earth beyond the dark depths, when she was done all that remained of her was this block of stone over the spot where the annialation had once been.

LOCALE TRAITS

Dangerous Destination: Any creature that attempts to walk through the stone, and holds the word Aykara (the truename of the former runechild) and a destination in their mind (Concentration DC 10) will be teleported at a minimum of thrice the distance it took to travel to the stone toward there or two there destination. However the rune that was once beneath the stone has cursed this effect so that you always arrive in middle of a dangerous and possibly deadly situation (you arrive in the middle of a pitched battle, on an island in the middle of raging river rapids, in the bedroom of the steward's daughter, etc. subject to DM Adjudication.)

Those who attempt to build permanent dwelling or fortifications here often find that suddenly the whole of their endeavor is no located in a valley occupied by tribes of unfriendly Chorrim, or in the dark depths of vallorian slavers or other equally dangerous location. (again DM Adjudication)

Earth Node:
-any spell cast in this area has the earth template applied to it,

-spells that already possess the earth descriptor are automatically heightened at no cost.

-Spells with the air descriptor are automatically lessened in their effect.

-Healing effects gain power from the earth, healing for an additional point per caster level.

Well of Destruction:
-any spell offensive spell cast in this area has the acid, corrupted, unraveling, and enemy bane (dragon, outsider, mojh, dracha, squamous lir, runechild) applied to it.

-offensive spells that already possess these descriptors are automatically heightened at no cost, and deal an additional +2d6 points of descriptor damage on a failed save (damage of different descriptors does stack)

Location Loresight:
This locaton was created 321 years ago
The last person to pass through this location was Veirid Runechaser
Veirid's race is loresong faen
The creator of this location was named Kelslen
Kelslen's race was squamous lir
There has never been an occupant
There is no master or owner
most signifigant occurance: the teleportation of a magister's tower into the city of Karalash in Skaven the moment he put the last block of the tower in place.
The magical property of this place is its dangerous destination.

Thursday, December 6, 2007

The Legacy Evolved: Cohalisaram’s Ring



#2 of 6 in my signature magical items series. This one is to help expand on a character who has amnesia and is remembering the future. I am looking in a way to disguise the time travel idea in hints. I hope to be subtle enough at first and then hit him on the head. That background is still fleshing out the old Duchy of Nem, I also touched on my favorite stories from Dragons’ Return


Cohalisaram’s Ring
Description: a ring made in the appearance of a wingless dragon swallowing its own tail, (creating the circle of the ring), its scales yellow gold, on its back and brownish copper on its underbelly and limbs. This ring shudders like being struck with soundless thunder when in the presence of a creature not in its native time.


Object Loresight:
1. It was created 11 years ago.
2. The last person to touch the object was Re-Magul.
3. The last person to touch the object was a Giant.
4. The name of the creator of the object was Cohalisaram,
5. The creator of the object was a dragon.
6. The purpose of the object was to protect a servant of Cohalisaram.
7. The object is made of gold and copper.
8. The object was created in the Lair of Moments.
9. The most recent owner of the object was Lady Protector Ia-Thordani;
10. The magical function of the object is to enhance a wearer’s reaction time. (+2 to initiative, +1 to reflex saves, +1 dodge bonus to AC.)

History
(DC 15) Also known as The Uroborus Ring in a fallen human tongue and “Obdeka” by dragons, dracha and mojh; Worn by a previously unknown beast claiming to be the oldest of those that stayed behind. He was encountered by the Commander of the knights of the diamond, who was given the ring as a token of friendship. This giant paragon gave the ring to his queen after he told her of his encounter with an even more dangerous foe the great dragon Nithogar creator of the Dramojh.


(DC 20) The Queen tells a story of a meeting between Vo-Tarren and the commander of the knights of the diamond on a bridge from Far-Rough to Serathis, after an exchange of insults The commander stunned the other giant paragon with his speed when he slapped the famous unfettered with the back of his gauntlet before the other could react, it is said Vo-Tarren was so shocked by the speed of his opponent that he acceded the path to the warmain.


(DC 25) The Giant Warmain used the ring in his quest to heal the blade Thu-terris it is said that with the ring he was able to fight for a fortnight without rest until on the final night he entered int a duel with the War Marshall Rasham as the chorrim road upon his steel gray roc In the end he knocked into the unfathomed lake when the warmain leapt upon the War Marshall from the highest sky island of the Floating Forest.


(DC 30) It is rumored that upon the quest to reinvigorate the blade of the east, the commander decimated a cabal of hypnolox, which were seeking to take over the town of Far-Rough and eventually imprisoned their leader a power Hypnolox mind witch in a prison of his own creation.


To Pass the Bridge (General)
You stand upon the bridge along and proclaim that none shall pass; it is a time honored challenge that is even acted out if fairs and festival, it holds a power few would guess at.
Components: A bridge, a worthy foe and a sphere of red jasper worth 720 gp (which is consumed)
Actions: You must successfully pass over a bridge after defeating a worthy foe (equal to your CR), who has sworn an oath not to allow you to pass unless you defeat them. After this you must meditate with the sphere of red jasper at the end of the 24 hours of meditation the sphere disappears.
Effects: the wielder as an immediate action 2/day you can switch initiative results with a creature that fails a Will Save (DC 10+1/2 your character level + your initiative modifier). This can even allow you to act in a surprise round if a creature that has an action fails its save (that creature loses its action).


Challenge at the Wrong Moment (General)
Duels are fought every day in the lands of the diamond throne, this rituals of settling disputes one on one hold their own special power, but sometimes it is not the best time to duel.
Components: a worthy foe, a glove coated in mercury and decorated with amber trapped insects worth 1,056 gp (consumed in the ritual).
Actions: After a fortnight of no rest you must perform a ritualistic duel in which you hold no unfair advantage and defeat your worthy opponent (your CR). Afterwards you throw the glove into a fire and tell the tale of your duel praising the prowess of your opponent and the depth of your fatigue.
Effects: the wearer can in an instant, experience a single day’s worth of rest and relaxation. He receives all the benefits f a sing day of rest, including hit point recovery, ability damage repair, etc. Poisons, diseases and spell durations will progress as if a day had passed (If you are bleeding out this effect will most likely kill you.) The wearer can only use this ability once every 4 days.


Prison of your own Making (General)
There are places we would create and never leave, a home, a memory, a dream. In the end these seductive hopes can gain a power that ensnares our hearts to destruction.
Components: A single piece of amertine worth at least 2,344 gp (consumed in the ceremony).

Actions: You must entrap a hypnolox within its own abode so that it is virtually impossible for it to escape on its own. Then you must shatter the amertine to dust and spread it about the edges of the makeshift prison.
Effects: 3/day the wielder can cause a single creature upon its failed Will Save (DC 10+ ½ your character level + your wisdom modifier) causing it to relive in complete detail a single moment of its life that the wielder chooses if he is not aware of a specific moment he can choose the creatures happiest moment or his most tragic. If tragic the creature suffers 1d6 points of subdual damage per character level (will save ½ damage) upon a failed save the creature is also helpless. If he has chosen the happiest moment the creature is simply remains helpless for 1 round per character level (with a new save each round). If a creatures name truename is uttered the curse effect of helplessness becomes permanent with no additional saves.

Tuesday, December 4, 2007

The Legacy Evolved: The Runecrystal of Menthon

I have long been interested in signature magical items since I first started playing fantasy RPG’s o so many years ago. I can remember the very first campaign I ran I tried to introduce them. I failed rather hardily in balance. Warriors got way more than the mages.

Since then I have done them in many different variations. Yet regardless of what I do players are always fascinated by them and enjoy them more than any +5 sword that I could throw at them. What I really love about this design combines the idea from Weapons of Legacy of making history fluff useful, and the power of ritual from Mystic Secrets.

I plan to do 6 of these to cover the players of my current campaign, to flesh out the area around the floating forest that was once The Duchy of Nem, and to play with different ways to use the mechanics of Arcana Evolved.


The Runecrystal of Menthon
Description: a piece of golden crystal upon which is inscribed a rune of a single cat’s eye peering out of a book inside a rectangle; When divination magic is used upon or in the presence of the wearer it grows cold to the touch.

Object Loresight:
1. It was created 26 years ago.
2. The last person to touch the object was Menthon of The West Guard.
3. The last person to touch the object was a Litorian.
4. The name of the creator of the object was Faevor Greyportal,
5. The creator of the object was a Loresong Faen.
6. The purpose of the object was to protect a scout from detection.
7. The object is made of crystal and gold.
8. The object was created at the Brightborn Academy of Magic in the City of Thayn.
9. The most recent owner of the object was Esmona .
10. The magical function of the object is to mask its wearer with a powerful unknown spell (DC 15+ bearer's character level + Bearer's charisma modifer).

History
(DC 15) Also known as Favor’s Runestone by faen and “Kelstor Ryn” by Litorians; Worn by a famous unfettered runechild hero of plains that lie between the floating forest and the bitter peaks for 15 years Until he disappeared in a mysterious battle upon the Great Eastern Sea.. He was the scout for the company of heroes known as the West Guard. The Rune Cryastal was given as boon from a powerful magister he gave aid too upon his second great adventure when he discover the Location of Ebon Ring Keep. Many of his exploits tell of him receiving wondrous aid from the runecrystal.

(DC 20)One of those exploits tells the story of the capture of the Beast of the North, when the “Kelstor Ryn" was use to track down the monstrous criminal after the Beast raided a caravan traveling through the Crystal Fields while it was traveling from the Town of Far-Rough to the Crystal Fields. (rite of the successful hunt)

(DC 25) Yet another story tells of the Runecrystal was able to help the West Guard avoid a devious trap that guarded a enclave of the Slassan in the Dark Depths beneath the Town of Far-Rough. (ceremony of the catch undone)

(DC 30) The Greatest of his exploits tell of the Nightwalkers sending assassians against the company in their secret extradimensional abode said to link Far-Rough, Serathis, De-Shammod, and Khor l. they were never caught unaware and that the “Kelstor Ryn” warned the west guard of every attacker and guided them to their hiding places within their House of a 1,000 Doors. (forms of the host right)

7th Level:
Rite of the Successful Hunt (litorian)

A triumphant hunt has long been a rite of passag2e among litorians, this ritual taps into the power this rite has generated over the centuries.
Prerequisites: Litorian with either search or spot 5 ranks, only litorians who can find what is hidden can gain the benefit of this ritual.
Components: an embellished map of the known world worth 700 gp and 2,000 gp is solid dark amber.
Actions: You must successfully hunt down and capture or kill a specific creature that is seeking to elude you. Then you must have a celebration of the event, which involves a grand party you pay for with the 2,000 gp in amber at the end of the celebration you must burn the map.
Effects: the wielder gains the ability to use the tracer spell as a spell-like ability, Caster level equal to wielder’s character level, 6 charges per day; diminished (1 charge), standard (2 charges), heightened (3 charges)

9th level:
Ceremony of a Catch Undone (litorian),
The search for a trap is methodical, patient and route for the gifted, this pattern eventually becomes a ceremony of seeking.
Prerequisites: Litorian with 6 ranks in search; only litorians who are gifted in locating traps can gain the benefit of this ritual.
Components: A trap unknown to the inductee that has the potential to be lethal to him or her. Also a sacrifice of cat’s eye gems worth 8,100 gp
Actions: You must successfully bypass a trap that would have killed you had you failed to avoid it. Then you must sacrifice the cat’s eye gems in a fire.
Effects: the wielder gains the ability to use the peer through matter spell as a spell-like ability, Caster level equal to wielder’s character level, 6 charges per day; diminished (1 charge), standard (2 charges), heightened (3 charges)

11th Level
Forms of Host Right (litorian)
What makes a house a home, are the small minute rituals of everyday life, over time they wield tremendous power.
Prerequisites: Litorian with 7 ranks in survival; Only a litorian who can make his home anywhere he roams can gain the benefits of this ritual.
Components: A single piece of moss agate in the shape of the pyramid worth at least 9,000 gp (consumed in the ceremony).
Actions: You must successfully defend your home against a host of challenging foes (EL equal to 3+ your CR). Then you must shatter the pyramid to dust and spread it about the abode.
Effects: the wielder gains the ability to use the familiarity of place spell as a spell-like ability, Caster level equal to wielder’s character level, 6 charges per day; diminished (1 charge), standard (2 charges), heightened (3 charges)

Thursday, November 29, 2007

Interview with Bill Collins Part IV (Tell It To My Axe)

This concludes the long interview with Bill Collins, as we talk about Tell It To My Axe (his choice). You can find Part I HERE and/or Part II HERE and/or Part III HERE

37. What advice would you give to fans of AE?
Keep playing. Go to conventions. Introduce the game to others. Reinvent your AE game periodically to keep it fresh and interesting.

38. What do you think the future is for AE?
Groups here and there will still play it and adapt it for other settings (like Ptolus) and needs. The future is also going to be as a significant design influence on an entire generation of gamers. I could see the refreshing of AE that I mentioned before happening with 5 th Edition D&D, honestly, at least in spirit.

39. How did you feal when you saw the final layout for the finished product? What were you impressions of alfredo lopez, Jr and his work that appeared in The Ways of Mounted Combat.?
Let me say this. Justin and I have different opinions on the use of color accents, but I think he did the product the way he thought it should be and it looks great.

Mr. Lopez' art was perfect for the chapter. It hearkened back to some of the Sam Wood art in AU. My favorite is the illo with the Knight of the Axe and the litorian. That has an otherworldly quality to it. Okay, I will admit that I think the guy on the balam looks a little overzealous, but look at that battlecat. Would you want to face that?

40. Where did the Knight's Motto come from?
Justin came up with that if I remember correctly. Wait no, he asked for it, and I came up with it, although I think one of the other Keepers of the Oath suggested the final wording.

41. Does a balam that is being ridden grant its evasion to its rider, if its rider is wearing armor does it lose its evasion?
No and no. The idea is that the mount isn't a liability, though I applaud your effort to find abilities and limitations for PCs that I didn't think of!

42. What is your recommendations on keeping mounts alive to both GMs and players?
A) Don't have a mount. B) DMs should place a certain number of extra protective and healing items that only mounts can use. C) In your PCs down time, invest in a stud farm or offspring for your mount. Eventually you will lose the creature, and if you're a big roleplayer, have a scene or two arising from that. So a successor is a good idea.

43. Can you explain to me why anyone would believe in a 400 year old rebellion that has gained no headway?
They're persistent? J Is it any less likely than a forest of floating trees? Personally, I think that the Knights are a very strong bunch of individuals who kept suffering setbacks. Every time their numbers decline, the few left redouble efforts and make the flame burn brighter.

44. Why has the largest knightly order in the lands of the diamond throne not carved out its own small duchy or kingdom?
They use a diversified approach to their network infrastructure. True story. During playtesting of Arcana Unearthed, the Knights were originally a secret order. We asked the question "how could an order this big with this many chapterhouses be secret?"

45. What is your favorite mounted adventure seed?
Let's see. A variant of #14 won a contest at www.iron-league.com. (I've actually run several of these adventure seeds in one way or another.) I think the one that I like the best, and would want to try the next time the Greatest Dane (Siobharek) is in the country is #8: Battle shadow trolls flying along a travel line

46. Is there anything else the world should know about you?
Yes. I love to travel, so if you want someone to come run a gaming session for your group, I am available if you can get me there.

47. Is there anything else the world should know about AE?
That it's probably the best 3.5 option game book!

I WOULD LIKE TO THANK BILL COLLINS AGAIN FOR HIS TIME.

Wednesday, November 28, 2007

Interview with Bill Collins Part III (Tell It To my Axe).

This concludes the long interview with Bill Collins, as we talk about Tell It To My Axe (his choice). You can find Part I HERE and/or Part II HERE

25. What has been your best moment playing with an AE product?
I think I have too many to chose from. The best has to be the time at Gen Con when I was running a one-shot adventure called "To the Coast", set in the days of the giant's arrival. All the PCs were litorians. At a point in the game, something happened to an NPC. And four of the players opposite me at the table howled. The room went dead for a moment and I got shivers up my spine. You don't get roleplaying like that very often do you?

26. What has been your most memorable fan response to Tell It To My Axe?
When someone played in one of my games, asked me about the book on my t-shirt, went out, bought it and ran a game using it!

27. What role do you think Tell It To My Axe plays in the AE gaming community?
I think it gets used for crunch mainly, as an option for players looking for a Prestige Class. Several DMs have used it to help work out bits of their campaigns, so I'm really glad to know that it's been useful.

28. To Your knowledge has Tell It To My Axe ever been played with using Fantasy Grounds?
No. I don't believe it has, but I haven't been able to get to try out Fantasy Grounds.

29. Could you tell us a little about the difference between professional game design and designing for play?
That's a good question. In play, you only care about your own game. So an ability, item, feat, PrC or some other option you probably are giving to a player. It has to work for them. They want it to customize their character. You don't have to balance it off to the core books. To be a professional, you have to a) deliver timely and b) make sure your stuff is playable. I like clean, well-written rules that offer expanding options, not "must-have" options that lets one PC shine too much over others.

30. Why do you think the "Obvious Books" (racial and class books) for AE have never been done by the non-malhavoc publishers?
First, because there's so much depth to AE. You would have to get tired of all the classes and races in that book to write new ones. Second, because only three publishers jumped on the AE bandwagon and chose other directions to go in.

31. What is your feeling about Lands of the Jade Oath?
I love the setting. It has flavor, great flavor. It has a lot of new options for players, imaginative ideas, and does a great job of tying together AE and D&D (because it has a lot of standard races). I feel bad for Ashanderai that its taken time to get it ready and now 4E is taking up everyone's attention. I've run several games using the playtest rules, so I hope it does get published.

32. What is your home AE game like?
Ended. Okay, that's not helpful. It was a fun romp for a small, tight-knit group of players and characters through a corner of the Diamond Throne. Set up in the Devanian Coast, we got to do a lot of cool stuff. The PCs migrated from neutral, somewhat nice types to wearing dark sunglasses and being one step away from bad guys. This was a different flavor for a game. It was an exploration of a tiny corner of Serran, that turned out to have a lot of big things in it.

33. What is the AE product you want to buy?
A book of spells that "fills the spell list gaps" to make the options for each template more equal and available. Example: there are a lot of Fire template spells, but less of other types. Actually, this is a product I started to write before Spell Treasury, but I don't think there would be enough of a market for it now. If someone else did it, I'd be happy.

34. Can you name for us a totem type, champion type and a witch type that would be cool but you have never seen from the fans?
Good one. I'd like to see a lemur totem warrior, a Champion of Anti-magic, and a cave witch.

35. What kind of player experience did you hope to create with your game? Did your goals change during the design process? Do you feel that you met them?
My first goal was just to run an AU game. Monte had asked me to join the Council of Magisters, so I wanted to really know what I was talking about from behind the screen. It was a perfect excuse since I had taken some time off and wanted to start a new D&D game. I didn't really have a goal in mind other than running a game that built toward a final confrontation foreshadowed for the players from the start. That goal changed in one significant way during the game. Two players (a married couple) announced that they were moving to Ohio. Suddenly I had to end my game, and eliminate several things that I had planned to do. I really wanted to end it with the final battle though. So my goal changed to "End it now!" Because it was the last game for our group of five, I also wanted to make it memorable. That meant that I put a lot of time into building a cardboard dungeon, drawing some illustrations, and preparing. I was very happy with the way it turned out because I didn't know how it was going to end, just that it had to. My players really made those final sessions special.

36. What does AE need more of?
Visibility. Well no, that won't work. Todays gamer is fickle and prone to leaps of interest to new things. If anything, AE could use a renewal with a new inherent setting and revision to 4E. That's a task that I think you'd have to be a full-time designer to conquer.

Continue to Part IV HERE

Tuesday, November 27, 2007

Interview with Bill Collins (part II, Tell It To My Axe)

This concludes the long interview with Bill Collins, as we talk about Tell It To My Axe (his choice). You can find Part I HERE


13. What do you feel was the most ingenious part of Tell It To My Axe that you devised?
Ingenious? Boy, that implies almost diabolical intelligence. I think the riding tricks are the best. They are simple, and fit into the combat system easily. They also let those who buy Ride skill do more with it. That and the Headband of Right Thinking. However, I can't claim credit for the name, just the idea.

14. What specific design choice are you most happy with, and why?
The two mounts that we put in the mounted combat chapter. We gave you a battlecat, the balam, and a winged electric horse. What's not to like? (I got independent confirmation of this from fans when I would run a game and hand over their mount sheet only to hear "Oh wow! Cool.")

15. Which design element was the hardest to figure out, and why?
Mounted combat. Mostly, how to bring it into the game. D&D has dungeons and flying wizards and other dimensions. It's hard to be a knight on horseback in all of that. So I tried to find ways to make that fun, cool and available to players.

16. What did you learn about supplement design and especially setting specific supplements?
Let's see, that they don't sell well unless you get extraordinary marketing power. Wait, um, design. The most important thing I learned is that in a supplement, a good theme gets the creativity going fast. It makes it easier to write material. If it's setting specific, you have to know the setting well to get it right. Fortunately, I think TTMA showed that we did. The fans who have it really like it.

17. What did you learn about Tell It To My Axe during play-testing? (prototype, beta, or both) What did you change as a result?
We ran several playtests at different levels. I figured out that we couldn't have mounted combat combat rites. They just weren't usable more than a time or two in a scenario. Those became riding tricks late in the process and worked better. Riding tricks got specific discussion, not just mention in a review, as a fresh idea.

18. Did you make any other mistakes or miscalculations in the design process? How did you fix them?
Nope. Lots of typos. That's about it.

19. Most Dnd has been dungeon oriented or urban oriented (climbing on rooftops), do you have any recommendations to encourage mounted combat in this situations?
Sure. They are all in Chapter 3, especially pages 41-44. I think that the biggest challenge is actually the tabletop size. On a one inch scale, it's tough to run a mounted combat with mounts flying, charging and rampaging across hundreds of feet. In addition to the suggestions I make in the book, I've had more time to try it out. The best way to encourage it is just to try it as an option. Maybe create a combat zone a la Iron Heroes and give players bonuses for charging on horseback. Or try something outside the norm. In my home game, I came up with a scenario that was a race through a canyon instead of a dungeon. That was a blast.

20. Are you happy with where Tell It To My Axe is today?
Yes, in that I'm happy it came out and folks have it. No in that I wish more AE fans saw it. We couldn't get it into stores, so I think a lot of gamers missed out.

21. What makes a good AE product?
In a word: flavor. You have to capture the flavor in the books. It doesn't have to be Diamond Throne (although that helps), but you do want something that evokes wonder, ceremony, ritual and myth the way AE does.

22. What is your favorite AE product (besides yours and the core book)?
I'm going to make an odd choice here. The Gen Con tournament adventure Runes of Revival. That's for several reasons. First, it was a collaboration between Thrommel, Siobharek and myself, with some input even from Monte. We had a blast writing those adventures. Second, because it was so well received. We filled a room for that tournament, and everyone talked about it for a long time afterward. The most important thing is that we entertained a lot of fans.

23. What is your favorite Non-Monte AE product and why?
Actually I have two. Circle of Rites by Soren Keis-Thustrup, aka Siobharek, because it's an AE mystery. (It's very ironic that you interviewed him about that.) And Mystic Secrets by Mike Mearls. It caught a great deal of the ideas behind Arcana Evolved, and expanded them wonderfully.

24. What is your favorite Non-Malhavoc press AE product and why?
That would be the AE Battlebox. I have used that so many times, and the counters in it are Claudio Pozas art. The folded maps are very handy. Plus it comes in a tin!

Continue to Part III HERE

Monday, November 26, 2007

Interview with Bill Collins (Tell It To My Axe).

This week I am doing a long interview with Bill Collins, as we talk about Tell It To My Axe (his choice).

1. Please provide a brief bio about yourself, your gaming habits, and your professional work.
Sure. I live in the Land of Insurance*, where I'm an Akashic. Whoops. Adjuster. Meaning I get to put a price on pain and suffering and property damage. There's a great lady I'm married to named Audrey, and we have two kids, a dog and a mortgage. That and we're trying to sell our house. I've played D&D since 1981 or so, with some big gaps in there for a homebrew system of a friend, GURPS and Champions. *Sometimes confused with places near Hartford, Connecticut, USA

2. Ok I have to ask why "Tell it to my Axe" instead of say "Order of the Axe" or "The Axe Evolved" I have to assume there were other working titles, how did you settle on that name, I really don't understand the branding decision here I don't think you would ever call a Realms product "Well Met"?
This was pretty cool. Justin Jacobson, the publisher and co-author, came to us all and said "Here's the title." It sounded very appropriate for the subject matter.

3. To me The order of the Axe is about Rebellion and the branding of the name did not convey that very well, any thoughts on that?
That's a fair point. I think the T-shirt looks very cool by the way. The book didn't sell as well as Akashic Nodes, but we chalked it up to overall decreasing d20 sales. The book was supposed to be about the Order of the Axe, and I think the back cover makes that clear, but once you create something it takes on meaning of its own.

4. Ok name rant done, could you please sum up "Tell it to my Axe" in a sentence or three?
Cool rules and Diamond Throne setting material for your Arcana Evolved game, particularly if you like humans or underdog organizations.

5. How did you first become interested in creating a book about an organization/prestige class/rebellion rather than one of the more "obvious books"?
I didn't. Justin said, "I'm doing another book. Want to write a chapter?" It was easy.

6. How do you feel, what do you think, when a reviewer describes your book as "a book about a group of knights that specialize in the axe"?
That they may have summarized the back cover blurb? I think it misses the cool stuff for players and for DMs though.

7. Could you list some of your major influences in the creation of Tell It To My Axe?
There were three. The first was that a lot of board discussions at that time kept mentioning the lack of good mounted combat rules. So I volunteered for that chapter. The second was that I love the mounted knight – always have – and D&D seems to lack a role for them. I figured playtesting was the best way to work out how to give them rules in Arcana Evolved and the Diamond Throne setting. The third influence was in the Rebellion chapter. I've always been a fan of Heinlein's novels Sixth Column and The Moon is a Harsh Mistress. In the back of my head, that's a strong inspiration for this sort of stuff.

8. What are the strengths of Tell It To My Axe are over other organization/prestige class books?
The obvious strength is that we offer lots of options, like a set of mini-sourcebooks. You can use one chapter or all of them. The subtle strength is that there are a lot of crunchy bits for players and DMs that work.

9. Can you tell me about the monster template that appears in the order of the axe, and how it made its way into the book?
The Artifactbound? I wish I could. I didn't write it, and I never saw it before press.

10. Can you tell me how you felt when you first saw the cover art by Jeremy Mohler?
My first thought was, "Whoa. Comic book." My second thought was "Damn! That's cool." I have the T-shirt. Did I mention that? I love that cover.

11. How much imput did you have on sections that were not written by you?
As much as all my co-authors. We had a private writers forum and we brainstormed ideas together, critiqued writing, and offered comments on finished chapters. It was a real cool brain trust and collective working with Justin, Phil, Michael, Jay, Derek and Robert.

12. Describe your best moment working on Tell It To My Axe?
Getting asked to do an extra chapter because Justin thought I could deliver. And I did.

Continue to Part II HERE

Tuesday, November 20, 2007

Monsters Evolved: Seeds of Urban Life.

I hope what follows will be a series of short posts that deal with some idea seeds for Urban Monsters in Arcana Evolved. I wanted to start with huminoid shaped monsteers that you might finding oddly living in a city in a AE setting like the Diamond Throne. I had hopped to do 10 but you see there was this HEROES party and welll....... you got 4.


The Ur-dan (Male Alabast Magister 7/mage priest 10) A dangerous man who seeks out hidden knowledge formally obsessed with gaining immortality, which he gained a year ago, he is currently obsessed with a way to return Kellast Minos and his people to their rightful home world. He seeks greater power, the remnants of the phase heart, and dramojh records and memories. Many have died in his service many have retired rich beyond their dreams.

Foundrite (female Balthrok Oathsworn 3rd) this young she-beast was freed of the hatred and propaganda of her people by a champion of peace and knight of the diamond, she foreswore her people and took up an oath of peace, she serves the city as their most capable constable at the order of the diamond throne.

Hu-ryn (male Blade Breaker) is the giantish name given to the body guard of a strange giant in the local bazaar who sells odds and ends, who never gives his name, sells at prices that most would consider a loss. Secret: Hu-ryn is serving a powerful leader of the nightwalkers. He is treated as a great friend by the nightwalkers and many are those who call him friend.

Bergarda (female Blade Troll runethane 10) is brilliant weaponsmith beyond human ability or condition as all her blades are masterpieces (innate +2 enhancement bonus to attack 500 gp). She also takes great care in working of blades for long periods of time to create blades that are extensions of their owners. Any of her blades that are passed on or wielded by a non-heir apparent of their original owners suffer from hex runes (curses).

Saturday, November 17, 2007

Mini-Interview with Sue Cook

Due to the Holiday I will only update the blog once this week.

What has been your best moment working or playing with an AE product?
I can recall several really great moments:

* Seeing the beautiful color art come in. This was our first full color book, so that was very exciting.

* I had a really good time playing my playtest character, Maedi Sparkborn, a sprite magister. She used the electricity template with her spells — very cool!

* A great moment was the night of the Gen Con & EN World Awards when AE was recognized for best interior artwork and Best d20 Game. Monte and I always believed in the book, and it was great that evening to see how many others believed in it too!


Can you name for us a totem type, champion type and a witch type that would be cool but you have never seen from the fans?
I’m not sure what alternate types the fans have come up with, Steve — I know it’s a lot! -- but I’ll say: alligator totem, champion of commerce, and a literary witch. (Hm, looking at that list, I guess we can see who’s the game designer in the family — not me!)

What is the future of AE?
At this point, the future of AE is still unwritten. Monte and I are pleased to see so much continued fan support, and we hope that the world of the Diamond Throne will continue to enthrall gamers for some time to come. I wish I could tell you that we had more new products in the hopper, but Monte is working on novel-writing projects for the time being. However, I do believe that in the months to come we will see an exciting new AE product or two produced under license from our partners at Fiery Dragon Productions.


What is your favorite AE product besides the core book?
Besides the core book, my favorite product is The Dragons’ Return. I had such a good time working with the authors on the stories in this anthology, and it was very appealing to me to flesh out the world and its history through fiction.


I would like to thank Sue Cook for taking the time out for my humble blog. :)

Thursday, November 15, 2007

Inspiration and Memory


Inspiration

If you look under special thanks on the credit's page of the core AE book you will see special thanks to Stephen R. Donaldson. You could say that The Land of Thomas Covenant is the primary inspiration for Arcana Evolved (giants, oathsworn, magisters, etc...).

Welll here is some mechanical inspiration if your ever looking for some replacement level ideas.

http://www.geocities.com/legendsoftheland/thelandv1.4.pdf


Memory

Point two is a formula for battle memory based on a short story in the Children of the Rune.

You use the memory of (Insert name) (insert battle technique here) at the (insert name of encounter or battle) to master your enemy.


L'cuth'hFaen’s Stance of Dragons at the Battle of the 1st Dramojh Horde

Veuln Crownhold’s Savage Strike at the Skirmish of the Harrowhand

Zeuln Evertree’s Defense at the Clash of the Darklings

Tu-Marask’s Lightining Charge at the Battle of Serpent’s Heart

Vavara Leladottir’s Bright Bulwark from the Conflict at Elder’s Crossing

Fotren Ratrenson’s Haftless Axe from the Order’s First War

Wednesday, November 14, 2007

Monsters Evolved: Another pet for the Harrid

Kjun-dren
(Syphon Axe Beak)
Large Magical Beast (Augmented animal)
Hit Dice: 9d10+54 (103 hp/-6/-23)
Initiative: +3 (+3 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +9/+21
Attack: Bite +17 melee (2d6 +8 plus poison, 19-20)
Full Attack: Bite +17 melee (2d6 +8 plus poison, 19-20) and 2 claw +11 melee (1d6 +4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Energy release, spell release
Special Qualities: Absorption, darkvision 60ft., immunities, kinetic absorption, low-light vision, spell absorption
Saves: Fort +12, Ref +9, Will +3
Abilities: Str 27, Dex 17, Con 23, Int 2, Wis 11, Cha 10
Skills: Jump +12, Spot +8
Feats: Cleave, Improved Critical (bite), Power Attack, Weapon Focus(Bite)
Environment: Any land
Organization: Solitary
Challenge Rating: 10
Treasure: none
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: -

DESCRIPTION:
“My people traded with the dramojh, 6 centuries ago for the design of the Kjun-dren, it was just a fancy in those elder days, we simply wanted a pet that reflected the Harrid of Skaraven. They are rare and highly treasured by the upper echelons and their owners will teach a venomous lesson to any who dare harm the Kjun-dren.” Excerpt from Raiders of the Sonish Sea by Gavrani Harrid of Karalash

“You see a massive flightless bird with black and white feathers the size of a horse, and as tall as a giant, it‘s beaks seems vicously sharp and almost oversized for its head”

“as it absorbs the firey blast its flames begin to dance around it, and its neck feathers and underbelly turn from white to a flaming red-orange”


These great muscular birds are likely prehistoric relatives of my people, as they have lost the gift of natural flight just as my people have. They have our featherless heads, a powerful thik neck and the vicious beak of a raptor. Like us their neck is covered in short feathers, that change color with the energy or element they absorb. Their torso is covered in black feathers, their underbelly in white, when not having aborbed any stray power. They make a make a strange blare that carries for nearly a quarter league, it is sometimes used abord raiding vessels, in order to intimidate the enemy.

We harrid have great affection for the kjun-dren as we see much of our land in these magnificent creatures, and would be considered a holy creature to my kind if we held any faith in what is holy, it truly has come to symbolize the absorbtion of power, the consumption of magic, and the cutting edge of the raptor.

There is some work being done on turning these stupendous raptors into mount worthy of the harrid, that they could take us into the lands of the dragons so that we may raid upon their magic rich and prosperous lands. Yet so far, the birth numbers are low, and many harrid steal kjun-dren eggs from their nests so that they may raise, and train a kjun-dren as their own.

There is a great rumor of a flock of the kjun-dren, living within the war storm, living off its inherent magic, There is also the titanic Kjun-dren that lives along the harrid’s neck slaying dragons and protecting the lands of Skaraven, though rumors about it simply guards a dimensional hideaway of on of the great dramojh builders that escaped the fall of Serathis

COMBAT:
Absorption (Su): As an immediate action a kjun-dren can absorb energy and elemental attacks directed against it. Absorbable energy and elemental types include: acid, air, cold, earth, fire, negative, force, electricity, positive, sonic and water. The creature may store any type of energy or elemental attack. The energy may come from a passive (bonfire) or aggressive (sorcerous blast)source, although the kjun-dren can only hold 9 dice of damage from any one energy or elemental source. Stored attacks are consumed harmlessly, along with associated immunities, in 90 minutes. At its option, the creature may release the energy harmlessly as a free action.

Energy Release (Su): As a standard action, a kjun-dren may release one type of stored energy as a ranged touch attack against one foe. The range increment is 20 ft, and the energy does any number of dice up to the amount of damage that was stored (the creature’s choice). Once the kjun-dren uses up all the damage stored, it can no longer use that energy to attack, nor is it immune to that energy any longer. See absorption and immunities.

Immunities (Su): While holding a form of energy from absorption or spell from spell absorption, the kjun-dren is immune to that form of energy or that specific spell. Immunity never apples to kinetic absorption.

Kinetic Absorption (Su): A kjun-dren absorbs kinetic energy differently than other forms, though still as a immediate action action. Once per round it effectively has damage reduction 10/-, For every 10 points of damage that fails to over come its damage reduction it gains 2 points of strength. up to a maximum of 43 The enhanced Strength is consumed in 90 minutes, if the kjun-dren absorbs 160 points of damage it can dispate the kinetic energy harmlessly as a free action until then it cannot use its damage reduction.

Posion (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d6 Str and Dex. A successful save results in half damage. The save DC is Constitution-based.

Spell Absorption (Su): A kjun-dren can also absorb spells as a immediate action, so long as the spell does not involve energy. (If it does, the energy is absorbed, not the actual spell.) The creature can absorb any spell (or spells) whose total levels do not exceed 3, if it is higher than third level the kjun-dren must make a successful fort save against the spell’s DC (if it does not have one it cannot be absorbed. Absorbed spells do not affect the kjun-dren. Stored spells are consumed harmlessly, along with associated immunities, in 90 minutes.

Spell Release (Su): The kjun-dren can release spells it has stored as if it had cast the spell itself (save DC 10 + spell level). The resultant spell has a caster level equal to 9 or the level of the original caster (whichever is lower), and it is subject to spell resistance (the check made with the same caster level the spell has). Once the kjun-dren casts the spell, it is no longer immune to it (see immunities).


15. COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Tome of Horrors author scott greene, based on original material by gary gygax,

Book of Templates: Deluxe Edition, © 2003, Silverthorne Games; Authors: Ian Johnston and Chris S. Sims.

Monday, November 12, 2007

Rites of the Gamer!

I love ritals, so I thought I would put out a few new Power Ceremonies, like those found in Mystic Secrets. I don't like racial only rituals to often but I do like given certain races a "ease of use" clause or proficency with the ceremony.

RITUAL OF REBIRTH [GENERAL]
You wish to be reborn to start over in life to change the course your life has taken, this ritual is perhaps the most powerful form of self-realization and transformation possible, and you abandon your old life and take on a new one. It is so trying it can only be done once in any single life. You fate is not set in stone and you can travel back down the path and follow the road not taken.

Components: A life size ornamental ice sculpture of yourself worth 1gp per experience point you possess. (Humans require only half the gp value)

Actions (6 hours per level, humans half this time): Meditate in the melting water of the ice sculpture until it is completely gone, all the while whispering the path you wish you life would have taken. When you reach the point in life at which you first learned the level you wish to discard, stand up and walk out of the pool of water, then alter the rest of your history to reflect the new levels you want to learn in their place. When the time of meditation has passed you sleep for an equal number of hours. When you awaken, the water all its valuable ornamentation is gone, and you have acquired the new levels as if you had advanced instead of your previous levels.

Effects: You can replace class levels with different levels of another class, making all necessary feat and skill changes. You can perform this ceremony only once in your life (humans can perform this ceremony twice) any further attempts simply fail.


BONDING WITH THY EPITHET [GENERAL]
You want your name to be more than just a label you want it to have meaning in your life, to define who you are, what you want, why you’re here, what you live for, who you serve or who you trust. This ritual allows you to represent its meaning and draw a mystical benefit from that bond.

Components: A parchment of vellum and ink laced with gold dust upon which you write you truename and your surname, title or epithet worth 500 gp. (Faen and Sibeccai require only half the gp value)

Actions (24 hours, Faen and sibeccai require only half this time): Meditate over your surname, title or epithet that is written on the page, for 12 hours and then write your truename and then meditate on that for the remaining 12. At the end you must burn the sheet of vellum.

Effects: Your truename is now your surname, title or epithet. 1/day when performing an action that is directly related to your new truename you can add a +3 circumstance bonus to any single d20 roll.


CEREMONY OF THE CONTEXTUAL: [GENERAL]
You wish to gain insight into the world by looking at all that precedes or follows a specific event or situation.
Components: A ritual involving s three other verrik, the digestion of alchemic chemicals worth 2,800 gp (a verrik needs only digest half the amount)

Actions (24 hours, verrik require only half this time): consume the alchemic concoction and the engage in a debate with the other three verrik involving contextual thinking. After the allotted time you gain new insight.

Effects: Your GM explains a portion of the overall campaign that you did not previously understand based on inferences that can be drawn from existing information you possess. The information must provide you a better understanding of the “Big Picture” but will not provide new information. If preformed more than once in the same "adventure" the ritual fails.


DANCE OF THE WAR GIANT [GIANT]
As a giant you can give up the life of the steward and become a dancer of war.

Components: A ritual involving seven other giants, a purified knife, your blood and expensive incense (worth 500gp X your character level).

Actions (24 hours): Burn the incense while you and seven other giants, meditate and discuss an abhorrent matter that is weighing upon your mind, then for 12 hours you dance a ancient giant war dance around the flames, at the end of the 24 hours cut your hand letting your blood burn in the flames of the incense, and take an oath to correct that which is abhorrent.

Effects: You replace any one feat you possess, except talents, for the Chi-Julud feat (you do not gain its benefits unless you meet its requirements. Once the oath is fulfilled the original feat replaces the Chi-Julud feat.

Thursday, November 8, 2007

Your world is what the PCs eat

I wanted to do something that was pure flavor, no mechanics, originally I looked at doing some fan fiction, but then I thought about the real flavor is the cultural stuff that makes a foreign place, exactly that. I thought about food. What to make the Ruins of Intrigue a real frontier town, add some frontier cuisine.

Some of this requires you to own the legacy of the dragon to gain all the monstrous insight required.

Tavern Fare Evolved.

Flying spit: Spit roasted rodant glazed in orange blossom honey and caramelized figs

Memorable desert: Chilled akashic seeker brains served with cream and strawberries.

Bog Kabob: 8 seasoning mix of grilled cubed bog salamander tail served warm with lemon wedges.

Bone skewer: bone viper coated in a beef sauce skewered with bell pepper and red onion

6 Legger: White wine poached basilisk legs with rosemary au jus and black truffle oil

Briar Stew: Stewed briar beast with eggs, muschrooms and chesnuts,

Crested soup: Crest of a crested serpent, ham, chicken, broth, with spring onions.

Hard pan: Pepper crusted bulette pan seared and served with garlic remulade

Amber Pudding: Hog fat, crushed almonds, fine suger, white bread, daval vomit,

Three Heads: Mixed grille of chimera slow roasted in its own juice and presented with baby field greens and edible flowers

Green Jumper: Baked and Buttered Dothrog Leg seasoned with salt, served with spinach

Hate Ragout: stir-fried tenderized hate reaper m marinated in six sauces ( juniper berries, wild turkey, thyme, onions, celery and carrots) Served with pasta and cheese bread

Wednesday, November 7, 2007

A nightmare is not a horse.


Nilith the Nightcrone
Medium Outsider (Extraplanar)
Hit Dice: 10d8+40 (85hp/-4/-18)
Initiative: +3
Speed: 20ft.
Armor Class: 28 (+3 Dex, +13 natural, +2 deflection), touch 15, flat-footed 25
Base Attack/Grapple: +10/+14
Attack: mind blade +14 melee touch (1d6+10 subdual) or Bite +14 melee (2d6+4 disease)
Full Attack: mind blade +14 melee touch (1d6+10 subdual) and Bite +9 melee (2d6+4 plus disease)
Face/Reach: 5 ft./5 ft.
Special Attacks: dream haunting, fear aura, frightful presence, night terror, spells, spell-like abilites, witchery
Special Qualities: Change shape, damage reduction 10/silver and magic (+3), darkvision 120 ft, feign death, illusion immunity, immunity to fire cold, charm asleep, and fear, magic ward, nightmare spellcasting, regeneration 5 (silver), spell resistance 27
Saves: Fort +15, Ref +14, Will +13
Abilities: Str 19, Dex 16, Con 18, Int 13, Wis 15, Cha 17
Skills: Bluff +12, Concentration +17, Diplomacy +9, Disguise +9, Intimidate +24, Listen +17, Sneak +30, Ride +16, Sense Motive +15, Spellcraft +14, Spot +17
Feats: Affinity with Skill (Sneak), Modify Spell, Skill Application (spot, search), Skill Mastery (concentration, sneak, bluff, disguise), Title.
Environment: Any Land
Organization: solitary or coven
Challenge Rating: 12
Treasure: triple standard
Advancement: as mind witch (stacks with hag levels)
Level Adjustment: -

DESCRIPTION
“This is not your dream, it is a nightmare, and you may control your dreams but never a nightmare. This is not your personal playground, it is my kingdom, I rule over all here. You have great power in the waking world, all your vaunted power means nothing here. You have but one hope: to awaken before your death” Exceprt from Fear the Night by Stave Beastspeaker, Ollamh Lorekeeper of the Harrowdeep Court.

This lovely slave girl eyes begin to burn red and she transforms into a hideously ugly human woman, with flesh colored like one gigantic, deep bruise. She is covered with warts, blisters, and open sores; her hair is a straggly black, her teeth jagged and yellow.

I can appear as anything I desire in both the waking and the dreaming world. I am not bound by your pathetic notions of appearance, if I wish for you to desire me you will, but that is not what I crave. I want only your fear, for I am fear herself.

I show you even though you be the mighty, the powerful, and the heroic, I will show you that your might means nothing, that you are nothing. I can slay you from a world away, and only creatures of dream can stay my wrath. Provided we can reach an accord.

I long for the day when I can leave the waking world. When I may lay down this mortal shell and return to the land of nightmares. I await but the alignment of the proper stars, until that time I will continue to teach others to fear to sleep.

I sail upon the Great Eastern Sea, the Home of the Sun, on the deck of the pirate ship The Red Death, the ship with scarlet sails. I put fear into the hearts of crews she follows even before we cross their horizon and nearly every captain has had a nightmare involving his defeat to the Red Death. It was even I who killed the Giant Steward of the Sea in his sleep, and all who have tried to fill the post since.

COMBAT
Nillith’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Change Shape (Su): Nillith can assume the form of any Small or Medium humanoid.

Disease (Ex) Demon fever—bite, Fortitude DC 18, incubation period 1 day, damage 1d6 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 18 Fortitude save or take 1 point of Constitution drain. The save DC is Constitution based.

Dream Haunting (Su) Nillith can visit the dreams of individuals who believe in anarchy and darkness by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once a hag invades someone’s dreams, it rides on the victim’s back until dawn. The sleeper suffers from tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating Nillith.

Ethereal (Su): Nillith can use become ethereal at will (caster level 16th) so long as it possesses its heartstone (see below).

Fear Aura (Su): Any creature within 60 feet of Nillith must succeed on a Will save (DC 18) or become shaken each time it comes within 60 feet of the nightmare creature during the next 24 hours. (See the DMG for a description of the shaken condition.) If the save is successful, the creature is immune to that nightmare creature’s fear aura for 24 hours. This ability affects even creatures that cannot see the nightmare creature. The save DC is Charisma based

Feign Death (Ex): With a successful Bluff check, Nillith can make itself appear dead. Any creature wishing to ascertain whether the nightmare creature is really dead must make a Heal check opposed by the nightmare creature’s Bluff check. The nightmare creature cannot move or take any actions while pretending to be dead. In addition, whenever Nillith falls unconscious, it appears dead. The Heal DC to ascertain that the nightmare creature is alive is 23. Nightmare creatures use this ability to escape destruction, to gain revenge, or to trick foes into approaching them.

Frightful Presence (Ex): When the nightmare creature charges, makes a surprise attack, or succeeds on a DC 15 Intimidate or Perform check, every creature within 30 feet must succeed on a Will save (DC 18) or become panicked for 2d6 rounds. Success renders the creature immune to that nightmare creature’s frightful presence for 1 hour.

Illusion Immunity (Su): Nightmare creatures are immune to illusion spells and effects. These effects function as though they had failed to penetrate spell resistance.

Magic Ward (Su): as per the spell, this has been included as part of the creatures stat block.

Night Terrors (Su): Nillith can enter the dreams of a sleeping creature at will as a standard action. This ability has the same effect as a dreamwalk spell, except that once inside the dream of another creature, the nightmare creature can control the dream world with which the sleeper interacts. When the nightmare creature first arrives in the dream, it can deliver a message, as described in the dreamwalk spell. So long as it does not attempt to control the victim’s dreams, this message is harmless and the dreamer can awaken at any time.
Immediately upon entering the victim’s dream or at any time thereafter while it remains there, the nightmare creature can attempt to control the victim’s dream. The victim must then succeed on a Will save (DC 18) or remain unconscious and asleep, trapped in the dream world with the nightmare creature. The nightmare creature controls all aspects of the dream world, and the victim is powerless to change anything—although the nightmare creature might allow it to think it has such power or even that it has awakened from the dream.
Each hour thereafter, the victim must make a new Will save. Success allows it to awaken immediately; failure means it remains asleep and trapped in the dream world. The victim automatically awakens after 8 hours if it is still alive. Each hour that the victim remains trapped in sleep by the nightmare creature, it takes 1d4 points of Charisma damage. A creature that has taken Charisma damage during its dream awakens fatigued and does not heal or regain spells as it normally would while resting. A creature reduced to 0 Charisma by the night terrors dies.
A wish or an antimagic field ends the effect and awakens the victim. A magic ward spell blocks night terrors for its duration, but it does not awaken the creature. A dreamwalk spell used on the sleeping creature allows the victim a new save to break free of the effect, but the deliverer of the dreamwalk message must succeed on a Will save or be trapped in sleep with the nightmare creature ruling its dreams, just as though it were the original target of the night terrors. A blanket of silver links worth at least 2,000 gp prevents Nillith from entering a creature’s dreams so long as it in contact with the sleeping creature, but it has no effect if placed on a sleeping creature already embroiled in night terrors.

Nightmare Spellcasting (Su): Nillith’s effective caster level for fear, phantasm, and darkness spells increases by +2 over that of the base creature.

Regeneration (Su): Nillith regenerates 5 hit points per round. Silver weapons and spells or effects with the light descriptor deal normal damage to it.

Witchery (Su): Witchery: mind affecting spells she succumbs to halve the duration of those effects. In addition Nillith has the following manifestations:
-Hide Spirit: anytime a divination spell is cast with Nillith as the target the caster must make a caster power check (DC 23) for the spell to function properly. Gains a +4 bonus to sneak checks (included in stat block above).
- Mind Blade: as per the witch class ability of the same name.
-Thoughtcord: 2/day Nillith can send a thought message to anyone know to her within 10 miles,

Spell-Like Abilities: At will— detect magic, creature loresight (DC 14), magic missile (+14), weakening ray. 1/day- shadow walk Caster level 10th. The save DCs are Charisma-based.
Spells: Casts spells as a 10th level witch
Spells per day: 5/4/4/2
Spells Readied 3rd: greater compelling question, enhance witchery, whisper of madness
2nd: battle healing, Cloak of darkness, protective charm, read mind, startling touch,
1st animate weapon, charm, compelling command, mind stab, touch of fear, veil of darkness.

0th contact, detect magic, ghost sound, minor illusion, read magic, sense thoughts

Heartstone
All Night Hags carry a periapt known as a heartstone, which instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block). Nillith that loses this charm can no longer use etherealness until it can manufacture another (which takes one month). Creatures other than the hag can benefit from the heartstone’s powers, but the periapt shatters after ten uses (any disease cured or saving throw affected counts as a use) and it does not bestow etherealness to a bearer that is not Nillith. If sold, an intact heartstone brings 1,800 gp.

15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.Advanced Bestiary, Copyright 2004, Green Ronin Publishing, LLC; Author Matthew Sernett

Monday, November 5, 2007

Weapon Special Qualities: Cut with Steal

A few special weapon qualites I created while I was thinking about the Warmain in my current campaign.

Steal spell: If you are targeted by a spell make an opposed check using just your base attack bonus and your opponent’s caster level check, if you win absorb the spell, and hold its charge you cannot use this ability until the spell has been discarded which requires a standard action.
Strong evocation (plus aura of stolen spell); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +2 bonus.

Steal rune: Should the weapon touch a enchant item rune created by a runethane or rune lord, the weapon absorbs it and it now enchants the weapon. Only one rune can enchant the item in this fashion at a time. Dispelling a rune enchanting the item is a standard action.
Strong evocation (plus aura of stolen rune); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +2 bonus.

Steal action: Upon successfully dealing damage to a creature the wielder can choose to steal the creatures next attack action, granting the wielder an extra attack action at his full attack bonus, this ability does stack with rapid strike.
Strong trasmutation; CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level and posses the rapid strike feat; Price +2 bonus.

Steal enhancement: 1/day if you are attacked by an enchanted weapon you may make an opposed attack roll if you are successful you absorb the enhancement bonus of the weapon for one hour per point of base attack bonus you possess. Your opponent’s enhancement bonus is suppressed for that period as if dispelled.
Strong abjuration (plus evocation from stolen enhancement bonus); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.

Steal quality: 1/day if you are attacked by an enchanted weapon with a special quality you may make an opposed attack roll if you are successful you absorb the special of the weapon for one hour per point of base attack bonus you possess. Your opponent’s enhancement bonus is suppressed for that period as if dispelled.
Strong abjuration (plus aura of stolen quality); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.

Cut bond: 1/day if you touch a bonded item the bonded creature must make a (Will save DC 10+ ½ wielder’s attack bonus) or the bond is severed (the creature looses all benefits until he performs the proper ceremonies again).
Strong Abjuration (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, Greater Dispelling; Price +1 bonus.

Friday, November 2, 2007

Writing Curse Words.

I have wanted to expand on the idea runes for a while now but too often I end up looking at them as spells and felt very limited. I also felt constrained by the X number of runes in existence. Then I struck upon the idea of curses + rune = hex. You don't need a truename you simple have to "lay your mark upon them" yet I thought truenames should still play a role, and I have always liked the idea of situational curses.



HEXLORD [CEREMONIAL]
Prerequisites: ability to create magical runes, subjecting yourself to a curse descriptor spell or effect that cannot be removed for a year and a day.

Benefits: You gain access to all simple, complex and exotic spells with the curse descriptor and you can add to your total value of runes in existence a number of hexes equal 1+ your Intelligence modifier (not to exceed half your character level )

Special: A hex If you know a creatures truename when you place a hex you add +4 to the DC of any saving throw.



LESSER RUNE
Hex of Torment: (applied) a creature who bears this rune(Will save DC 10 +half your runethane level + your intelligence modifier to negate) suffers an 1d6 points of nonlethal damage whenever ha source deals damage (regardless of how much damage is dealt) or becomes subject to a negative condition (dm adjudication). Whenever he is suffering from nonlethal damage he suffers a -2 penalty to all attack rolls, damage rolls, and ability and skill checks, due to the distraction of intense pain. This is rune bears the curse descriptor and cannot be dispelled, a remove curse must be cast upon it. If her truename was used , the remove curse must not be cast by one who is injured or subject to any negative condition (dm adjudication).

ADVANCED RUNE
Hex of strife: (applied) a creature who bears this rune (Will save DC 10 +half your runethane level + your intelligence modifier to negate) immediately realizes that her allies are the most dangerous of enemies and will fight to the best of her ability until she has a clear escape route and then move at her best possible speed to a place of safety away from the runecaster and her allies until the rune is removed. This is rune bears the curse descriptor and cannot be dispelled, a remove curse must be cast upon it. If her truename was used , the remove curse must not be cast by one of her allies, a third party must cast the remove curse.



GREATER RUNE
Hex of condemnation: (applied) a creature who bears this rune (Will save DC 10 +half your runethane level + your intelligence modifier to negate) cannot gain temporary hit points, be healed of hit point damage (including non-lethal), ability damage, ability drain, negative levels or level loss by spells, supernatural effects, extraordinary abilities or even natural healing. This is rune bears the curse descriptor and cannot be dispelled, a remove curse must be cast upon it. If her truename was used, the remove curse must not be cast by someone who has never caused you injury (DM adjudication)

Want to see more Hex runes, let me know in the comments, I make more and post them this week

Thursday, November 1, 2007

Legacy of the ...Giants?

I love monsters! There is nothing like a new monster except or a really good twist on an old monster. So I thought I would look though my mountain of 3rd party material and see what I could make. I don't like to post monsters too often as I feel without art you are really lacking something, but since I got such strong response from the first post I thought you might enjoy this as well. Below is a really neat variation on the traditional goblin, I took the idea from the Legion of One found in Creature Collection I. I went a little farther with its collective nature and then made a statement about how goblins are treated in the lands of the diamond throne. I also threw in a twist about blaming things on the legacy of the dramojh.

We the One (Legion of One, Creature Collection I)
Huge Aberration (Augmented humanoid,(goblin)
Hit Dice: 14d8+112 (175hp)
Initiative: +2
Speed: 50ft.
Armor Class: 24 (+2 Dex,+2 insight, -2 size, +12 natural), touch 12, flat-footed 20
Base Attack/Grapple: +10/+31
Attack: Huge greatsword +24 melee (4d6+19 19-20x2)
Full Attack: Huge greatsword +24/+19 melee (4d6+19 19-20x2) and Bite +22 melee 2d8+13Face/Reach: 15 ft./15 ft.
Special Attacks: Acid spew, coordinated tactics,
Special Qualities: Collective consciousness, generate spawn, regenerationSaves: Fort +12, Ref +6, Will +10Abilities: Str 36, Dex 15, Con 27, Int 14, Wis 12, Cha 11Skills: Climb +30, Craft (trapmaking) +19, Intimidate +7, Jump +30, Listen +8, Spot +8
Feats: Cleave, Power Attack, MultiAttack, Weapon Focus (Greatsword), Improved Critical (Greatsword)
Environment: any land
Organization: Solitary
Challenge Rating: 11
Treasure: Double standard
Advancement: 13-15 (huge); 16-19 (gargantuan); 20+ (Colossal)
Level Adjustment: -

"We are Legion, yet We are one. We are Legion, yet We speak with one voice. We were many, now We are one. We have the strength and endurance of many, yet We are one. We can go forth as the goblins We were, yet We are one." Excerpt from Conversations with Monsters by Goddard of Gatesage.

"You see a goblin-like goliath some 15 feet tall with iron fangs and black claws. Its dark gray-rubbery skin reels and quivers as you see goblins pushing outward against its flesh, occasionally breaking halfway out and bleating pitifully before disappearing back into the monsters massive body. "

"With a grimace of concentration upon the beasts face and a glow from its beady eyes, a few goblins escape from its body and go forth"


We have been taught hate by the betrayal of the giants and envy by status of the sibeccai. We have been taught scorn by the people of the land as they abuse and exterminate Our brethren, We shall take from you what We have earned, We shall take what you would not give. Yet, We are Legion, We have time, Our many shall move amongst Our brethren and bring Us what We need to punish those who have taught Us hate, envy and scorn, you will not know We are Legion until it is too late.

We seek only what is Ours by right, the wealth and rewards We should have been given, We seek equal status for Our lesser brethren and the right to become as We are. We share the same will each of Our many share the dream that all goblins may be elevated and become Legion, to become We the One.

The giant De-Shammond elevated our tribe using the same ritual that was used to elevate the Sibeccai; We are the results of that success. We served the giants well as a secretive 5th column amongst the dreaded dramojh armies. We secured the victory at the Battle of Serpents Heart, yet when We attempted to gain a place within the Lands of the Diamond Throne for our goblin brethren; the Knights of the Diamond began to hunt Us down, seeking to "expunge the stain of Our sin" Now We are outcast, named monster, and villain. The giants have manipulated the akashic record to reflect these lies and blame the dramojh for Our creation, this We will not abide.

COMBAT
We the One use their spawn as scouts and as skirmishers to gauge the power of their potential opponents it often puts a shield wall of its goblin spawn between it and its foes using its great reach to deal damage to smaller foes.

Acid Spew (Ex): We the One can vomit up a sickening stream of stomach acid at targets up to 30 ft away (ranged touch +12) and inflicts 3d8 points of damage, In addition, the target must make a Fort save (DC 25) or suffer a -2 circumstance penalty to attack rolls and skill checks due to the intense pain for 2d4 rounds.

Collective Consciousness (Ex): We the One and all its goblin spawn share the same mind and can share all the same knowledge, sensory information and the benefits of all skills and feats either the goblins or the We the One possesses.

Coordinated Tactics (Su): We the One's powerful psychic connection allows it and its goblin spawn to fight effectively as a team. We the One and goblin spawn gains a +1 bonus to its attack rolls for each other goblin from the same We the One that is adjacent to the enemy it attacks. Their opponent never receives a cover bonus if another from the same We the One is present. They never suffer the penalty for firing into melee if their target's opponents are all from the same We the One.

Generate Spawn (Su): 3/day We the One can squeeze goblins from its body, We the One can spend a move action to create 1d6 goblins and can have no more than 42 goblins. generated at anyone time. Experience for defeating spawn is not included in We the One's CR. Spawn Goblins have the same stats as normal goblins but gain the following benefits
-they gain a +2 insight bonus to AC, reflex saves, spot and listen checks when within 30ft of We the One or another goblin spawn (from the same We the One).
-they use the We the One's Will save instead of their own.
-collective consciousness: see above
-cooperative tactics: see above

Regeneration (Ex): Fire and acid deal normal damage to a We the One. If a We the One loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.