Sunday, January 12, 2020

Forest of Wyrd - A Few Points About the Campaign

A few other points to note about the Forest of Wyrd Campaign:

· Silver Standard: Base coinage in the Forest of Wyrd is the silver penny rather than the gold piece. LotFP uses a silver standard rather than gold anyway, so this agrees with the rules. From a setting perspective, gold is typically mistrusted as much of that found in the Forest is faerie gold i.e. may be cursed, disappear at the wrong time, etc.

· Experience: 2XP per silver penny of treasure looted ... er salvaged. XP will also be awarded for magic items, using the values in the AD&D 1st Ed DMG as a guideline. There will quite a bit of magic which will be largely useless in a mechanical sense, but worthwhile for XP and ‘story’ value.

· Cold Iron: Fey and demi-fey creatures take double damage from cold iron. Cold iron is unalloyed, pure iron that has not been quenched or tempered. Which means it is quite brittle and prone to shatter/break. Any time a cold iron weapon hits in combat, it must pass a saving throw or the weapon is thereafter useless until repaired. Note also that due to the difficulty in forging cold iron, weapon cost is also doubled.

· Unique Monsters: Most of the monsters will either be unique or ‘fey’ versions of standard monsters. In other words, don‘t assume the thing that looks like a goblin is just a typical 3HP cannon-fodder goblin.

Background on the Forest of Wyrd

Reposted from the Facebook group ..... if you read it there, ignore it here.

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From “Reflections of Many Goodly Matters and Curious Places” by Hengist of Jarlahad:

“… the northern reach of that part of our world known as Esrae is home to yet another unique locale. This area is known variously as the Feywood, Forest of Wyrd, Wosenbrae or Fairy Border. Approached from the northern Cold Nar, one passes southward over a cold and treeless tundra. This leads to the foot of a sparsely forested mountain range, beyond which one passes through a temperate wood of no special note before debouching  into the settled lands of the Earldom of Brakenrae and the Kingdom of the Rock at Carnock. Approach from the south, however, and matters are much different. Entering the wood, one encounters an enchanted realm of fey creatures and mysterious locales unseen on the journey south. This wood, it seems, it infused with a deep and power magic of a sort unseen elsewhere. But the greatest surprise is beyond the mountains; the tundra is no more and instead there is a seemingly endless dark and cold forest bathed in perpetual twilight. Here dwell dark fey, cold sidhe and creatures of grim  chaos, where  the lords of the dwimmer realm hold sway. The Wise contend that by some unknown means, a portion of the dwimmer realm has become overlain here on our own world. And at times, the dwimmer lords lead their hordes south into the lands of men, whether to conquer or simply slay and spread chaos is unknown to even the Wise ... "



From “Expansion of the Three Fold Faith across the Known World” by the Most Virtuous Athenfae of Kalin:

“… while not nearly as troubling as the scandalous fertility sects of Saule in the Western Wold, the Church of the Three Virtues in those scattered lands under the nominal suzerainty of the Kingdom of the Rock at Carnock has likewise drifted from the path of the true faith. Little are the Three worshiped here; instead a vast array of saints are venerated. These are purportedly holy men and women who served the faith in years long past. But one suspects they are more likely ancient false gods, reimaged to placate the Faith when the Imperator Vilorian the Second carried his sacred banners north into the Forest of Wyrd. Without doubt, this false faith has displeased Habuu, Velas and Salue (blessed be the three!) such that the servants of the church do not possess the same powers of prayer as do those in other lands. While the priests of the Faith hold some powers of protection from the Fey, only the Paladins, the spiritual descendants of the Imperator’s crusaders, possess divine connection to the gods and receive their favors …”



From “Epic of the Kingdom of the Rock at Carnock” by Osric Speareaver [translated into prose]:

“ … from that cursed wood on the northern marches, three times in the memory of Man, came invading hordes of Fey devils. They first sought to enslave Man when he was new to these lands. Only a pact with the seelie Fey pushed back the dark ones and brought peace. The second was defeated by the appearance of the mysterious Wose, wild men of the wood who harnessed the power of earth and root and stone. And ten generations past, it required the legions of the Third Imperium to push them back. Imperator Vilorian the Second used the power of throne and faith to defeat the unseelie, losing his own life in the final victory ..."

Tuesday, December 10, 2019

Character Class - Changeling


From "On Peoples of the Faeire Borders" by Trevarious Seventree

"One would expect to find frolicking elves in a fey and sylvan setting such as the Forest of Wyrd. There are, however, none, at least as we understand the race in the rest of the known lands. The dark fey resemble our own elves but superficially, being a wholly alien people. These creatures of Chaos will at times kidnap human children, for reasons known only to themselves. These unfortunates they then release back to the human world, but years or centuries later (time having little meaning in the dwimmer realms.) These Changelings or Half-Elves have inherited some of the magical powers and the taint of Chaos of their captors, and are shunned and feared by all others ..."

SPECIAL ABILITIES & RESTRICTIONS

Mechanically, changelings are identical to elves (LotFP Rules and Magic p23) with one exception. Instead of drawing spells from the magic user list, changelings use the Illusionist spell list from the "Labyrinth Lord Advanced Edition Companion."  In addition, changelings do not use spellbooks as their magic is inherent to them. They  prepare and cast spells as per the rules for clerics (LotFP Rules and Magic p75). The exception is that they may not research new spells; changelings are are limited to the above spell list.

Changelings also exhibit a clue to their fey nature, in the form of some unusual physical feature. This can include:

  • Eyes of an unusual, unnatural colour;
  • Eyes of different, clashing colours;
  • One paired body part larger than the other (ear, eye, hand, etc);
  • An unexpected body part (tail, third eye, etc);
  • Horns or canine fangs;
  • Anything else thematically appropriate and approved by the DM.
This feature should be difficult, but not necessarily impossible, to hide.  



Character Class - Hedge Fey


From "On Peoples of the Faeire Borders" by Trevarious Seventree

"The underlying magics that infuse the Forest of Wyrd sometimes morph the woodland creatures such that they take on human-like form and intelligence. These are known as the Hedge Fey. These are generally a mirthful and jovial folk and, unlike the other unique races from the borders of the fey realm, are welcome by one and all. They walk upright, 2-4' tall when standing erect. While many continue to live in forest burrows and dens much as their lesser kin, others have transitioned to live much like Man and can often be found in and around human settlements.

SPECIAL ABILITIES & RESTRICTIONS

Anyone playing Hedge Fey must first select the base creature from which their character has been uplifted. This can be any normal, small, woodland creature (ex: fox, squirrel, ferret, raccoon, etc). The character gains up to two minor special abilities based on its ancestry. These are selected by the player and approved by the DM. If just one special ability is selected, it may be a combat or attack variety. For example, a skunk hedge fey could spray a stinking cloud once per day.  If two are selected they must be non-combat and non-lethal.  For example, a chipmunk hedge fey may have the ability to carry an extra encumbrance step in its cheek pouches. Or run for short distances at triple speed. Or unerring find nuts and fruit.  And so on.

Other than this special ability, Hedge Fey are mechanically  identical to halflings (LotFP Rules and Magic p25)

Character Class - Wood Gnome

From "On Peoples of the Faeire Borders" by Trevarious Seventree

"No dwarves are known to dwell within the confines of the Forest of Wyrd. Instead there is a race known to men as the wood gnome. Short and wiry, with rough skin the color and texture of bark, the wood gnome appears to be hewn of the very trees he dwells among. Rather than masters of rock and stone, the wood gnome speaks the language of wood and earth. Generally reclusive and solitary, it is rare to encounter more than one at a time, and only adults have ever been seen.  It is likewise unusual for them to stray far from their forest home, but some will involve themselves in the affairs of men and are known to be stalwart foes of Chaos and the Dark Fey."

SPECIAL ABILITIES & RESTRICTIONS

At Home Among the Boughs and Boles:
The wood gnome is at home among the trees, and as such has a higher initial Bushcraft skill than others when in any forested terrain. This skill level also increases as the character increases in level. 

Short of Stature:
Due to their small size, Wood gnomes may not use Great Weapons.

Enchantment of Root and Earth:
Wood gnomes may cast spells which draw upon the deep enchantment of the Forest of Wyrd:

Level 1
Level 2
Level 3
Level 4
Detect Snares and Pits
Barkskin
Hold Animal
Hold Vegetation/Fungus
Detect Poison *
Charm Mammal
Neutralize Poison
Passplant
Divine Weather
Feign Death
Plant Growth
Repel Vermin
Entangle
Find Plant
Snare
Speak with Plants
Invisibility to Animal
Reflecting Pool *
Tree Shape
Summon Animal I
Locate Creature
Slow Poison *
Spike Growth *
Summon Sylvan Beings
Pass Without Trace
Stumble


Speak with Animals
Warp Wood






Level 5
Level 6
Level 7

Anti-Plant Shell
Repel Wood
Conjure Earth Elemental

Commune with Nature
Summon Animal III
Reincarnate

Summon Animal II
Transport via Plants
Transmute Metal to Wood

Tree Stride
Wall of Thorns










All spells are from the Labyrinth Lord Advanced Edition Companion  Druid spell with the exception of those marked with *
* Advanced Dungeons and Dragons 1st Ed Unearthed Arcana Druid spell

Wood Gnomes prepare and cast spells as per the rules for clerics (LotFP Rules and Magic p75). The exception is that they may not research new spells; wood gnomes are limited to the above spell list.

In order to cast spells, the wood gnome may be no more than lightly encumbered; he must be able to freely feel the arcane power of the Wood.  

SAVING THROWS
SPELLS PER LEVEL
BUSH
CRAFT
PARALYSIS
POISON
BREATH
DEVICE
MAGIC
1
2
3
4
5
6
7

1
0
1D6
10
8
13
9
12
1
4 in 6
2
2251
+1D6
10
8
13
9
12
2
4 in 6
3
4451
+1D6
10
8
13
9
12
3
4 in 6
4
8851
+1D6
8
6
11
7
10
3
1
4 in 6
5
17051
+1D6
8
6
11
7
10
3
2
1
5 in 6
6
35051
+1D6
8
6
11
7
10
3
3
2
5 in 6
7
70051
+1D6
6
4
9
5
8
4
3
2
1
5 in 6
8
140051
+1D6
6
4
9
5
8
4
4
2
2
5 in 6
9
270051
+1D6
6
4
9
5
8
4
4
3
2
1
6 in 6
10
400051
+2*
4
2
7
3
6
5
4
3
2
2
6 in 6
11
530051
+2*
4
2
7
3
6
5
5
3
2
2
1
6 in 6
12
660051
+2*
4
2
7
3
6
5
5
4
3
2
2
6 in 6
13
890051
+2*
2
2
5
2
4
5
5
4
4
2
2
1
6 in 6
14
1020051
+2*
2
2
5
2
4
5
5
5
4
3
2
2
6 in 6
* Hit point modifiers from CON are ignored