Showing posts with label Houserules. Show all posts
Showing posts with label Houserules. Show all posts

Saturday, November 28, 2020

Forest of Wyrd #28 - Black Dog & Twilight Path

DRAMATIS PERSONAE:

Vegarious (Changeling 3)
Ranza (Changeling 3)
Jonesomon (Specialist 4)
Gnarl (Wood Gnome 4)
Hobbs (Hedgefey 4) 
Thrax [NPC] (Fighter 3)



Though slowed by Gnarl's intervention, Ranza's arm continued to swell, so Vegarious offered up her potion of neutralize poison to clear it up once and for all. That done, the party settled down to rest for the night, but opted for the edges of the clearing instead the tumbled down and (until moments before) haunted cabin. Next morning dawned dull and misty, and Gnarl went looking for another feathered guide, this time to lead them to the standing stone that marked the start of the Twilight Path. Once more using speak with animals, Gnarl had to bribe a lark with a steady stream of juicy worms and grubs before it would  cooperate. But by late in the day, the bird led them to a clearing some distance to the east, almost at the forest edge. Here, standing 50' tall  was the stone. Jet black, slightly tapered at the top and inscribed with the symbol of the new moon. Waiting until nightfall and moonrise, Gnarl entered the clearing and called out. In answer, a black dog emerged from the north west edge of the trees; oddly they had not seen this animal while earlier scouting the perimeter. The dog walked to within 10 yards of the wood gnome, looked at him a moment and then turned to head back to the northwest. Before entering the trees, it stopped and turned to look at Gnarl, as if expecting him the follow. He complied, and with the rest of the party in tow, headed into the dark woods. 

They followed the dog all night as it led them down familiar paths and past familiar sights, until by  the next morning they were once more at the edge of the swamp where they'd slain the Frog King just a few days before. Here the party paused to rest. The dog, first seeming impatient to continuing, eventually settled down for a rest itself some distance from the camp.  After resting most of the day, the party moved out again in late afternoon, slogging behind the dog through the swamp, always heading north west. Just as it was getting dark, they were ambushed by a group of giant frogs. Judicious use of a colour spray neutralized two, which frightened off the rest. Gnarl and Ranza  turned to kill the two stunned amphibians, but Hobbs stopped before they could finish off the last. The hedgefey  grabbed his saddle of domestication of the mule and, when the frog regained consciousness, he plunked it on the creatures back and had himself a compliant, hoppy mount. 

After a cold and damp day at rest in the swamp, they headed out once more following the dog, reaching the River of Sorrows just a few miles south of Wickerwood by about midnight. Gnarl and the black dog swan across, the wood gnome hauling along a rope to build a rope and pulley system to transport all their stuff (and the heavily laden characters) across the deep, flowing river. As Ranza was making her way across, she was surprised to see a small collection of candles in reed floats move past her on the water surface. While a little distracted by this, she also noted that just beyond the lights on the opposite side of the river came a reed fence festooned with thorns, likewise floating downriver. Behind it came tall heron-like creatures. They did not see the changeling, for she was travelling invisible, but they did see Vegarious, Jonesomon and Feedbag on the left bank. The four heron-men turned to attack them, attempted to haul them away into the water with their long clawed hands. But another lucky colour spray and some fancy sword work killed them all. Danger thus past, the party continued their crossing and made their way into Wickerwood itself early in the morning. While Jonesomon headed off to resupply their food and drop cold iron bolts off for Vora, everyone else followed Gnarl and the black dog to the next waypoint, the standing stone at the edge of town. There they watched Gnarl go over to the stone and touch it. At that point, the dog started to writhe and  fade in and out of existence, eventually settling back into existence solid as ever, but now twice as large as before. And once more it headed off to the northwast, and once more the party followed. 

Rejoined by Jonesomon (and the long absent Thrax), the party was soon once more traversing the paths and trails around the hive of the Queen of All Bees. Leaving that area behind, they climbed further into the hills that dominates the central Forest of Wyrd, spending two mostly uneventful nights and days being led onward by the black dog. They continued to travel mostly at night, thinking thee was a need to do so given the circumstances of their quest.  By evening of the third day out of Wickerwood, they climbed a trail up the side of a tall and bare hill, thinking the next standing stone must be close by. Passing under a large pine, they were somewhat surprised and disturbed to see red ribbons and severed rooster's heads tied to the branches. Now wary, they luckily were alert when the sound of a cock crowing was heard from the hill above them. Four figures climbed into view at the crest of the hill; three men covered in red ochre and a fourth dressed in the accoutrements of a shaman. The three ochre-men prepared to roll boulders down on the hapless party below them, but Gnarl was quicker and entangled the trio. The shaman attempted to cast a spell, but was foiled by the magic absorbing properties of the wood gnomes ioun stone. Before the party could get to complacent however, they were surprised by another trio of ochre-men. These succeeded in loosing their boulders, one of which hit Jonesomon hard. They then rushed down the hill with nets, turning on Vegarious and attempting to capture her. The shaman also fired a magic missile at the unfortunate Jonesomon. However, Gnarl skewered the spell caster with his spear and it's shocking grasp, while Hobbs followed up by hurling a boulder using Stonethorn. That splattered the shaman across the rocky hillside, and the rest of the party was able to handle the remaining ochre-men. Searching the bodies recovered only a silver circlet from the shaman. 

Hobbs climbed the hill and picked up the ochre-man trail. The party decided to investigate, but Gnarl insisted he would continue on, following the dog. The rest of the party, after lashing Feedbag and the frog to a tree, headed off into the growing darkness behind Hobbs.  The trail led along a low ridge to a large cave opening at the base of the next hill. The party took cover and watched a few ochre-men come and go from the entrance. Watching longer, they later observed a band of armed and organized men emerge and head in their direction. Likely off to search for the missing ambushers. This band, however, was itself ambushed. A pair of colour spray and several sword points later, all ten were dead and the party moved over close to the cave entrance. After killing another pair of ochre-men who had the misfortune to exit the cave as the party arrived, Ranza glanced in, using her infravison to perform a quick survey.  Inside the huge cave she could see quite a few more orchre-men, perhaps 30 or more, as well as other uncertain shapes in the shadows at the back.  Pulling back, the party had a whispered conversation to decide what to do next ...

TOTAL XP
1445

GAINS
Silver circlet with yellow gem [300sp]

KILLS/VICTORIES
1 Giant Frog
4 Heron-men
18 Ochre-men
Ochre-man Shaman 

LOSSES
none

Monday, December 29, 2014

Campaign Reference - The Far Isles

Langushur is known as "The Far Shore" for good reason. A mountainous coastline isolated from the rest of the civilized world by vast bayous and fens, the city states and towns of the region make a living from and on the sea. But always within sight of land. For as long as men have lived on the shores of Langushur, on the horizon lay a permanent bank of mist and fog. Ships that entered it never returned. Over many lifetimes of men it remained, a reminder that there were some places mortal men were not meant to travel.

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Until two months ago, when suddenly one morning, the peoples of Langushur awoke to find the horizon clear. The brave crew of one ship hoisted sail and headed east. And returned weeks later with an unbelievable tale to tell. They told of a previously unknown archipelago of hundreds of islands, stretching across the eastern sea. On some could be seen fantastic ruins of a unknown age and provenance. On others could be seen strange creatures, and strange men. And treasure, examples of which the sailors scattered on the docks as proof of their tale.

As word spread, ships from all over the Wesrae and Easrae began to arrive in the once backwater of Langushur. On board with the crews who sailed the ships were bands of hardened warriors, desperate cut-throats, questing acolytes and wizards in search of lost magics. To these lay the task of landing on and exploring these dangerous new shores ...


Style of Play

The campaign will start out with the player characters acting as the hired 'away crew' on board a vessel of their choosing. As such, the ship's captain will ultimately determine what and where the PCs explore in the Far Isles. They can of course try to influence the captain, or jump ship and sign on with another captain, but freedom off choice will be limited at first. However, at some point the party will likely end up with a vessel of their own; by purchase, mutiny, boarding action, whatever. At that point, the campaign will become a wide open sandbox (or saltbox to be precise). The PC's will be free to sail and explore wherever, whatever, and however they like. There will be no prescribed story line or course of action beyond what the players decide.

The setting is Late Medieval - Early Modern, with a vaguely Age of Discovery feel. Black powder guns and pikes, conquistadors and landsknecht, pirates and cutlass, Types of adventure depends on what the players want to do. Dungeons to loot, over-land and over-ocean exploration, intrigue among the ships' crews, colonization and kingdom building? Players choice.

Rules details, character creations, and more detailed information below the break.


House Rule - Firearms

http://www.deviantart.com/art/It-s-a-pirate-s-life-for-me-492743027
While isolated, the cites of Langushur are more technologically advanced than many other areas of Easrae
and Wesrae. In particular, the wizards and craftsmen of the Far Shore have discovered the secrets of black powder and firearms. And a new class of warrior, the musketeer, has arisen to make use of these new-fangled weapons.

Magic users, thieves, halflings, and classes restricted to one handed weapons may use pistols. All other classes may use both pistols and muskets. Musketeers are specially trained in the use of firearms, and have certain advantages when using them as described below and in the Musketeer class description. 

At the start of the campaign, the only available firearms are matchlock pistols and muskets; other firearms may make an appearance as the campaign progresses. The matchlock firing mechanism is a lit match cord, a fuse that burns slowly. When the trigger is pulled, the match is pressed into the priming pan and the powder charge ignited to fire the gun.


Firearms
Name
Cost
Damage
Range
Weight
Pistol
75gp
1d8
25’ / 50’ / 100’
2 lb
Musket
150gp
1d8
50’ / 100’ / 200’
10 lbs


Other Equipment
Name
Cost
Weight
Powder Horn
       Holds 50 shots
5gp
1 lb (empty)

Black Powder
       10 shots
20gp
0.5 lb
Shot Bag
       100 round shot
20gp
10 lbs
Match Cord
       Per Foot
2gp
0.1 lb
Black Powder, Barrel
       1000 shots
2000gp
40 lbs


Firearms - Disadvantages

A lit match cord burns at a rate of 1 foot every 6 turns; the maximum practical lengths of match cord is 3 feet. Due to the acrid odor and light, the presence of a lit match cord will make it difficult under most circumstances to surprise an enemy. Lighting a cord takes 1d3 rounds.

Black powder weapons are prone to misfiring; the powder discharges but the ball does not fire. Misfires occur on any 'to hit' roll of 1-2 on 1d20. Damp conditions double the chance of misfire (1-4 on 1d20), while wet conditions quadruple the chance (1-8 on 1d20). The chance of misfire is halved for musketeers (1 in 20, 2 in 20 and 4 in 20, respectively). After misfiring, it takes 3 rounds to clear the firearm (2 rounds for musketeers).

Firearms take 3 rounds to reload after firing (2 rounds for musketeers).

Accuracy drops off dramatically beyond short range. 'To hit' penalty at Medium and Long Range are -2 and -3 respectively.


Firearms - Advantages

All firearms do a base 1d8 damage. However, whenever a hit does maximum damage, the die "explodes". That is, another 1d8 is rolled, and this value added to the total damage. This continues as long as an "8" is rolled for damage.

Firearms are noted for their ability to penetrate the toughest of armor. When using firearms, ignore 5 AC points of physical protection (for example: armor, hides, thick carapace, etc) when firing at short range. Armor is treated normally at medium and long range.

The discharge of a firearm is a loud, odorous and flashy endeavor. Discharge of a firearm automatically forces a morale check for creatures with a morale of 7 or less. The first hit from a firearm will also force a morale check in any creatures. This may be the first creature hit in a group, or the first hit on an individual creature. There will be exceptions to this rule as determined by the DM.

Unlike other missile weapons, a pistol may be fired when the shooter is engaged in melee. Both pistols and muskets may be wielded as a club in melee.

Inspiration 
Lamentations of the Flame Princess "Firearms" Rules; Barrel Rider Games "Buccaneers and Bilge Rats";  BX Blackrazor "Bow, Crossbows and Guns"

Sunday, December 28, 2014

Character Class - The Calmonari

Requirements: CON 9
Prime Requisite: CON
http://image-cdn.zap2it.com/images/admiral-ackbar-ole-miss-bigger.jpg
Hit Dice: 1d6
Maximum Level: 11th
Fight as: Cleric
Save as: Cleric
Armor: Any (but see special abilities below)
Weapons: Any

When men first arrived to settle the shores of Langushur a millennium ago, they found  another sentient race already there. The calmonari are a bipedal amphibious race that have lived along the eastern edge of Easrae since the beginning of time. They stand about 7' tall, with salmon coloured skin, webbed hands and feet, high domed heads and huge eyes. Equally at home on land or in the sea, the calmonari dwell in stone and crystal villages that straddle the low tide line. They are generally a peaceful race, with strong affinity for the creatures of the deep. They generally get along well with humans and demihumans, and it is common for towns and villages along the Langushur coast to have a calmonari settlement attached or close by. Noted for their skill in working precious metals and gems into intricate and abstract forms, calmomari often adventure to gain the treasure and wealth to feed their desire for such decorative works.Due to their extensive interaction with humans, calmonari speak the common tongue in addition to their own language.

The calmonari must have great stamina to survive in the depths. The prime requisite for the class is CON. A score of 13+ gives a +5% XP bonus, while a score of 16+ gives a +10% XP bonus.

Special Abilities 

Swim: In addition to being able to move normally on land, calmonari are accomplished swimmers. Swimming movement is 180' (60'). Note that a calmonari wearing any armor heavier than leather, or who is more than lightly encumbered, is not able to swim.

Luminescence-vision:  Calmonari are able to see the natural bioluminescence of the ocean with great acuity. Treat as having infravision when in salt water.

Amphibious: Calmonari can breath water as easily as air.  However, their skin does dry out after being out of water after some time. A calmonari may remain out of water for the number of days equal to his CON. For each day beyond this, he will suffer a -1 to all saving throws and 'to hit' rolls, and a -1 penalty to CON. One full day in salt water allows the calomnari to recover all adverse effects. If CON drops to zero, the calmonari dies.

Aquatic Telepathy: Calmonari are able to communicate with all aquatic creatures using a limited form of telepathy.   Feelings, emotions, and general disposition are passed along. Complex thoughts and ideas cannot be communicated.

Aquatic Charm: Deeply empathetic with all sea creatures, calmonari may cast Charm Aquatic Creature once per day. The effects are the same as the magic user spell Charm Person, but the size of creature charmed is limited to 1HD for every 2 levels of the calmonari.

Find Traps: Calmonari have a 2in6 chance of detecting traps. Come on, you know why.

Reaching 9th Level

When calmonari reaches 9th level, they may build an underwater or tidewater stronghold, and will typically attract a community of other calmonari who build a settlement around it. The stronghold will also attract 1d4 sea creatures appropriate to the location (such as dolphins, octopi, crayfish, giant fish, etc)



Calmonari Level Progression
Experience
Level
Hit Dice (1d6)
0
1
1
1900
2
2
3600
3
3
7200
4
4
14400
5
5
28800
6
6
57600
7
7
115200
8
8
230400
9
9
460800
10
+1 hp*
921600
11
+2 hp*
* Hit point modifiers from constitution are ignored


 

Saturday, December 27, 2014

Character Classes - The Vivimancer and Aquamancer

Two new spell casting classes for the Far Isles campaign; the Vivimancer and the Aquamancer. Neither of these are my own creation, but are lifted with just minor changes from "The Complete Vivimancer" and "Wizardzine #1" by Gavin Norman.

For most purposes, both may be treated the same as the standard magic user. Their prime requisite is INT. A score of 13+ gives a +5% XP bonus. A score of 16+ gives a +10% XP bonus. Both advances in level as magic users (i.e. same hit dice, spells per level, experience points).

The vivimancer and aquamancer may use all magic items typically available to magic users, with the exception of spell scrolls. Spells found on scrolls may be added to the vivimancers or aquamancers spell book as normal if they are included  their regular spell list. Other spells can be transcribed into a vivimancers or aquamancers spellbook for double normal costs and time. There is a 10% chance per level it won't work, however. In addition, the spell must be rewritten to fit the magical specialty. All re-writes requires the approval of the DM.

Spells that are not on their list may still be cast from the scroll, but there in a 10% chance of failure per level of spell being cast, with potentially catastrophic consequences. Similar restrictions apply to magic user and elves who try to cast spells from vivimancer and aquamancer scrolls.

Saturday, December 20, 2014

Character Class - The Swashbuckler

http://www.theroundtablet.com/wp-content/uploads/2013/04/athos.jpg
Requirements: DEX9
Prime Requisite: STR & DEX
Hit Dice: 1d8
Maximum Level: none
Fight as: Fighter
Save as: Thief
Armor: Studded Leather, Leather, or other light armor; No Shield
Weapons: Any one handed melee weapon. Any thrown missile weapon. Pistol. 

Most fighters put their faith in weight of steel, relying on heavy armor and weapons to impose their will on the field of combat. Some, however, take a more elegant approach to combat. Swift of foot and blade, the swashbuckler relies on speed and precision, rather than a heavy blade and armor, to defeat his foes.

The swashbuckler's prime requisites are STR and DEX. A score of 13+ in both gives a +5% XP bonus. A score of 16+ in both gives a +10% XP bonus.  

Special Abilities:

Fleet of Foot: The swashbuckler adds 1/2 his level (round down) to armor class.

Nimble Fighter: The swashbuckler relies as much on agility and precision as he does strength. Consequently, he may use either his STR or DEX modifier for to-hit and damage.

Fighting Florentine: The swashbuckler may choose to use his agility to strike hard and fast, rather than doge his enemy's blow. In any round, he may forgo the AC bonus for "Fleet of Foot", and instead  fight two handed with no penalty to-hit for the primary weapon, and a -2 penalty to hit for the secondary weapon. The secondary weapon must be smaller than the primary weapon.

Dashing Deeds:  The swashbuckler is known for his panache in combat. Quick of sword and foot, he can do things of which the heavily armed warrior can only dream: disarm opponents with a flick of the blade, swing on a chandelier over the melee and drop behind to attack the rear, carefully make an aimed shot at a particular location on his foe, blind opponents with the sweep of his cloak, etc.
Whenever a swashbuckler makes an attack, he may choose to perform a 'dashing deed'. Basically anything flamboyant and Errol Flynn-like, he can try it. The chance of success is determined by rolling 1d6 and comparing to the following chart:

Level
Roll
1-3
2
4-7
3
8-12
4
13-18
5
19+
6 (roll 2nd d6; fails on a roll of ‘6’)


Reaching 9th Level: 

Swashbucklers do not settle down to become rulers as other fighters . At 9th level, however, the swashbuckler may instead establish an Academy, to teach others how to fight with finesse. If established in an urban or other appropriate area, the academy will attract 2d6 first level swashbucklers. They must be treated fairly and given appropriate training or they will abandon the academy for a better school. If any followers die in the swashbucklers' service, they will not be replaced. 

Swashbuckler Level Progression
Experience
Level
Hit Dice (1d8)
0
1
1
2100
2
2
4200
3
3
8400
4
4
16800
5
5
33600
6
6
67200
7
7
134400
8
8
268800
9
9
403200
10
+2 hp*
537600
11
+4 hp*
672000
12
+6 hp*
806400
13
+8 hp*
940800
14
+10 hp*
1075200
15
+12 hp*
1209600
16
+14 hp*
1344000
17
+16 hp*
1478400
18
+18 hp*
1612800
19
+20 hp*
1747200
20
+22 hp *
* Hit point modifiers from constitution are ignored
Inspiration 
Barrel Rider Games "Swashbuckler"; The OSR Library "Swashbuckler";  Beyond the Black Gate "Class: Musketeer"; Dungeon Crawl Classics RPG "Mighty Deeds of Arms" rule; Errol Flynn movies; "The Three Musketeers"