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)