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Showing posts with label City. Show all posts
Showing posts with label City. Show all posts

Tuesday, 7 November 2017

Random Urban Tables


These are the quick urban tables that I use in my cities when I need a roll to determine something. My only problem is that I am continually updating it. Is there anything I should add?

Basic City Encounter Table - Assume the same as primary race in the community
01-02: Hanging or Executed Man
03-04: Beggar or Poor Man (#1-3) 
05-06: Press Gang (# 5-20 - 1st/2nd HD)
07-08: Labourer #1d6
09-10: Untouchable (1st-2nd, # 1d4) - Social or Physical Impairment
11-12: Street Preacher (Cleric 2nd - 5th)
13-14: Pickpocket (Rogue 3rd-5th)
15-16: Pile of Refuse/Garbage
17-18: Wild Animals (Swarm, Rats, Insects)
19-20: Pet or Trained Animals (Dogs, Horses, Parrots)
21-22: Drunk (Roll 1d6 - Soldier, Citizen, Worker, Older, Teen, Visitor)
23-24: Funeral procession (3-10 mourners)
26-28: Wealthy Gentleman or Rogue in disguise (3rd-6th)
29-34: Guild Member or Craftsmen (4th-8th, Roll Below) 
35-36: City Guard, Lower (1st-2nd Soldier, 1d6)
37-38: Alchemist (Alchemist, Wizard or Rogue 2-5th)
39-40: Dancer, Musician or Harlot (Bard or Rogue 3rd-6th)
41-42: Chained Prisoners or being escorted
43-45: Farmers with Food Stuff
46-55: City Worker (2nd-5th, Roll Below)
56-57: Dealer (Spice, Drugs, Alcohol - Rogue, Warrior or Cleric 2nd-5th))
58-62: Merchant Stall
63-65: Cleric Procession (11-20, plus cleric 3rd-5th)
66-68: Nobleman (3rd - 5th lev Aristocrat)
69-70: Busker or Bard (2nd - 5th Bard or Rogue)
71-72: Animal Handler or Stabler
73-74: Sailor, Dockhand or Labourer (1st - 3rd Rogue)
75-76: Small Unofficial Market (3-5 stalls)
77: Bounty Hunter (50% Ranger or Rogue, 2nd-5th)
78: Town Crier
79-80: Knight or Paladin (3rd - 6th)
80: Visitors or Pilgrims (1st - 3rd)
81: Psychic
82: Street Performer (1st-3rd Bard)
83: Clocksmith 
84: Artist
85: Sorcerer (3rd - 5th)
86: Child or Apprentice
87: Prisoner - Marked (not chained, able to move around, cannot leave the city)
88: Slave - Marked  (not chained, able to move around, cannot leave the city)
89: Spy or Agent (1st-3rd Rogue or Ranger)
90: Guild Officer (1st - 4th)
91: Disguised (Roll again)
92: Messenger
93: Statue (50% Normal, 50% Fossilized)
94: Crown Agent (4th-6th level Rogue or Ranger)
95: Shapechanger (Lycanthrope, Doppleganger, Rakshasa, etc)
96: Small Obelisk to Lesser Faith
97: Seer (6th to 10th Cleric or Rogue)
98: City Guard, Middle (3rd-6th)
99+: DM's Choice


Random Building / Sites: Most have 5-16 typical workers inside with quarter the number in customers

01-02: Artisan's Community (Artist, Bard, Busker or Entertainers)
03-04: Herbalist or Apthecary
05-07  Small Monastery (2nd-4th level Monks)
08-09: Sewer plus Gate (1d3 City Workers or Soldiers)
10-11: Bakery 
12-13: Builders Tower (Mason, Construction or Wood Worker)
14-15: Tower of Law (Advocate, Alderman or City Councillor)
16-17: Sewing House (Weaver, Tailor, or Leather-Worker)
18-19: Tomb or Cemetery
20-21: Hospital (Doctor or Masseuse)
22-24: Tower of Pleasure (Shantal/Prostitute) with standard bodyguards at door
25-26: Animal House (Pet-Master, Animal Handler or Taxidermist)
27-28: Stables 
29-30: Lock House (Locksmith, Clocksmith or Tinkersmith)
31-32: Jewelry Store
33-34: School (Master, Lecturer or Teacher plus 5 X for students)
35-36: Pits 1d10 feet (Refuse, dead, plus 1d3 City Workers or Soldiers)
37-40: Obelisk* or open street Mission
41-42: Dock (Sailor, Dockworker or Labourer) or Delivery Station on Landlocked Locations
43-44: Stockade (1-10 Prisoners) with 2d5 1st to 3rd level Guards
45-46: Library, (Librarian, Scribe or Cartographer)
47-48: Open Square (double base number filled with a few of anything)
49-50: Psychic or Astrologer (75% Fake)
51-52: Salon (Salonist, Barber, Stylist or Cosmetician)
53: Abandoned Building (20% Store, 20% Squatters, 25% Cult, 25% Illegal Operations, 10% Empty)
54: Undertaker
55-56: Barrel Shop (Hooper)
57-58: Elegance Shop  (Major Domo, Secretary, Butler) 
59-60: Laborer's Union
61-65: Tavern or restaurant (Double or Triple Base)
66-67: Smithy (Blacksmith or Armourer)
68-77: Residences (Apartment Buildings)
78: Moneylender or Pawn Smith
79: Tobacconist or Perfumer
80: Charcoal, Burning Oil or Fireworks
81: Collectibles (1d4 Hired Hands)
82: Brassworker 
83-85: Garden (Farmer or Gardener)
86-87: Servicing Industry
88-90: Wyvern Tower - Pseudo Dragon Familiars and Pets
91-92: Trader - Arrange Deals and Trades for 3rd Parties 
93-94: Vault (Double Guard Numbers)
95-98: Auction House (Double Guard Numbers)
99+: DM's Choice

Moat major sites such as Mercenary Houses, Temples, Prisons, Wizard Towers, Thief Safe Houses shouldn't be random events. Typically they are specifically located in the city near 2-3 other places that you've planned. Pick any of these for a neighborhood before rolling any random site.

Tower has the same meaning as a guild in my world in cities. Any union or a group of wealth & influence will use this term to indicate their importance. Most cities are considered Towerocracies, rule by vote by each Tower. Trade Towers have one vote each, military, magical and clerics groups often have more than one.

Obelisks are religious meeting places in my world as they are the primary sources of magical energy. Most are 10-50 ft high, in a square dedicated to a particular deity or ideal. The ones in this listing have no permanent buildings and may hold a meeting only once every month or so. Larger ones are in dedicated squares, many have roofs covering them and staff. Most cities will have 2-4 larger obelisks that serve the same functions as a temple.


Random Race and number usually appearing together.
01-70 Human 1d6
71-74 Dwarf (90% - Fighter) 2d10
75-78 Cat-Kin (Humanoid Cats) Fighter or Rogue 2d8
79-81 Elf (Any) 2+1d12
82-84 Lizardith (Lizardmen) 2+1d12
85-87 Gobber (Goblins) 2d6
88 Tenderfoot (Halfling) 2d6
89 Sylph (Thin Winged Humanoids) 1d3
90- Ogren (Mostly civilized Ogres) 1d3
91- Thorne-Kin (Sentient & Mobile Plant Species) 2+1d6
92- Charr (Blind Psionicists with access to psychic weapon) 2+1d6
93 Quillian (Humanoid Purcupines that can throw their quills) 2+1d6
94 Jahlen (Golden Horned Ram Humanoid) 2+1d10
95 Corlth (Core) (Blind, Pale skinned humanoids with psionic augments) 2d3
96 Gargoyle (Stone figures that haunt towers) 1d4+1
97 Minotaur (Horned Brutes very lawful) 1d3+1
97 Jackalla (furred jackal humanoids that hunt undead and cannot lie) 1d4+1
98 Phaetox (Flame winged humanoids that cannot tell untruths) 1d4+1
99 Clockwork (Sentient Mechanoid with freewill) # 1d2
00 DM's Choice

*The first five selections in the race table can be replaced with each other. So if in a Dwarf city, they take the top choice, and humans go to the next tier.

Level: 01-50 - One or Two Levels Lower
            51-70 - Same Level
            71-5 - One Level Higher
            76-80 - Two Levels Higher
             81-85- Three Levels Higher
             86-90 - Four Levels Higher
             91 +   +1 more level higher

Class:       
01-10  Cleric
11-30  Rogue
31-60  Fighter
61-70  Ranger
71-80  Bard
81-90  Paladin
91+     Wizard or Sorceror

For level, I roll to determine the leader's level in comparison. Then all others in the party will be 1 to 3 levels lower than the leader.

Monday, 11 September 2017

Another Thirteen Questions


The Urban Thirteen Questions Deal in the city of Sharike, trading city of the northern Spirelands.


1. Tell me about a church, temple, ashram, etc. in this neighborhood
Obelisk of Words. An obelisk is type of stand-alone religious site that attracts followers for its special focus, very rarely to a specific or single deityThis is a twelve foot tall grey stone obelisk dedicated to words, knowledge and revelation. On the four edges it has inspirational script in Elven, Horn, Dwarven and Celestial. It inspires those near it to learn, especially by reading or paying very close attention. There is an 80% chance that anyone who spends 10 or more minutes in concentration will begin to babble in a foreign language (80% + 3% per point of intelligence above 15 but no more than once every 50 days.)  



2. Tell me about a shop that sells standard equipment and one of the shopkeeper's quirks

*Ni-Nack, an ugly pixie fey who sells little statues in a former masonry plot. When invoked the statue gives a +2 bonus to a specific type of physical activity (jumping, swimming, etc). He wants to give them out to almost every group he meets, and tells the groups that they can get another one if they return with stories about how and when the statue was used. 49% of the time the statue is used it will crumble to dust.



3. Tell me about someone who sells something illicit in this community 
Kasanno, an elderly Elven mortician that sells corpses, stolen from the city mausoleums. These corpses can be used for kindling, building material, decoration but usually its the secrets that they *may* know that motivates buyers. She usually sells the corpses for 5 crowns a piece, but will charge in the hundreds for the corpses of specific individuals or those with a specific background, history or occupation. She is a well known presence in the market at night but none of the lawful forces try to arrest or ever cause problems for her.

4. Tell me about a powerful wizard or warlock in this neighborhood
*Thakor D'Kosh, Dwarf Master of Stone. He has the ability to inhabit statues and get them to act independently for short periods of time for up to 1 minute. His spells revolve around stone, motion or protection. He has a small rolling ball (use stats of a small earth elemental) that follows him everywhere that is essentially a familiar and acts somewhat like a puppy. He can be hired, but will only go into the underearth for heavy price (300 crowns standard, 1000 crowns for underground missions.) He will not petrify sentient creatures, until they are dead, then he has no qualms about it.

5. Tell me about a feared warrior who lives in this neighborhood
Vnresh, Corlth warrior from an unknown northern tribe. His people study the mindscape, and are able to manifest a personal psychic weapon. Unresh was the first local warrior to master the whip. Has been accepted into a dozen or more dueling schools, and have been on a score of adventuring teams.  Strangely he doesn't seem motivated by this type of activity, he adventures until he has enough coin to whore about for a while. He feels he is destined for something great, but is unsure of what that will be, so he wants to keep himself open for destiny. His people praise him to his face, but many secretly despise him for his laziness.

6. Tell me about someone who is wealthy in this neighborhood
Gulgani D'Gannor, Acolyte of Tears, is a Phaetox, whose people reside high above in the cloud-isles. A collector of art and other objects of mystery, she has the uncanny ability to buy things before they explode in value,which is where her incredible wealth comes from. When she is moved to tears, she is inspired to take incredible acts of danger or charity to assist those downtrodden. As a Phaetox, she is physically unable to lie or deceive anyone at any time. Most of her people have golden flame wings to enable them to fly for short periods of time. Her wings are white fire, an ominous omen among her kin. She resides in her own Tower of Birds, a wonderous and very tall aviary, where both her people and any visitors to the city can stay for up to three days, as long as they do not lie to or hurt any other visitor, but after those days they must depart.

7. Tell me about someone you can go to for help in this neighborhood
City Swords of the Orange Zelth. The honour-bound colour of the Lord of Honour (Japeth - High God of Courage), these members listen to tales of intrigue, and then agree to go on quests to complete your mission. They don't accept payment, except they want you to fly their banner for 41 days. They are seen as bullies by many official military groups, especially the Knights of Japeth, yet they are respected by the poor for their help. Most known for the boisterous parties when they complete a mission. 

8. Tell me about someone you can go to for information in this neighborhood
Weeping Statue of Annanasa. The only known statue to this demi-goddess, that is widely believed not to permit artistic portrayal. The stories go that if you go to the statue and sing a song of tragedy, you will be given a powerful and unquestionable truth in your dreams. If your song is not moving, you may be cursed in going bald, losing your voice for two days, or hiccuping anytime you drink., etc. Those who dare try to damage the statue or cause dishonor to the Weeping Statue are cursed into blindness, as their eyes rot out in two days time.  (Will DC 25 to avoid.)
9. Tell me about a gang or criminal organization operating in this neighborhood
Graylenne Swords, a supposed hobby club that encourages honorable dueling. Has long been suspected that this is merely the front for a cult that is dedicated to killing for a dark purpose. They only accept those who have failed or kicked out of military service. Their entry fee is very high (100 crowns or gold pieces / year.) but in return they get access to the club's arsenal, training and more.  

10. Tell me about a pub, club, cabaret, gymnasium, bathhouse, etc. where adventurers hang
Bubblarium House - Duk'sheeth, a lizardith took over an illegal brothel, and turned it into a bathhouse, where land-walkers can pay to bathe with reptiles, snakes and other things that hiss. Though still quite new, stories abound of the patrons being overwhelmed by urges to complete tasks that they never knew about, or have temporary skill points in areas that the individual had no particular knowledge in. Dark rumors are bubbling of males being impregnated after bathing in the waters, but this is unsubstantiated.

11. Tell me about an ongoing problem in this neighborhood
Dropping Heads. During the Day of Screams (local festival) tying small, ugly or scary paper-mache heads onto the eaves of homes is a tradition to encourage games, songs and scares by the younglings. Until a group of green gremlins saw the festivities and misunderstood and started hiding actual heads into some of the older houses of the neighbourhood. 

12. Tell me about a popular form of entertainment or a popular entertainer in this neighborhood
Bazanno, a spinning wheel game, formerly popularized by immigrants from the Phastian Desert. 
During play, small items of wealth or personal worth are placed in small covered boxes at the end of the wheel by no fewer than five patrons, and then the wheel is spun. When the wheel stops, patrons MUST retrieve the object from the box that comes in front of them. Sometimes a gem, a weapon or a vial of poison or a scorpion. Many times, none of the retrieved objects come from any of the current players. What you get is in comparable value to what you paid out or so it is assumed. Stories go that every Bazanno in play at the same time, all around the world are somehow mysteriously connected. Since only five boxes can be opened at once, no one is quite sure how this works. 

13. Tell me about a food or drink that is popular in this neighborhood
Kiisrk - A highly acidic and fermented drink from the Kissik, an purple-orange hanging pulpy fruit grown in dark alleyways. The fruit must be inseminated by the Frass Fly and then kept cold for at least three months. The drink not only intoxicates, it gives some imbibers a short time capacity to understand Frass, a local fey language. It must be eaten raw from the fruit or drank when crushed and mixed with liquid. It has an incredibly short span before it becomes highly poisonous, (DC 15 to avoid unconsciousness for up to one week) and addictive (DC 23 to avoid physical urging.) Because of these side-affects, it is not widely grown and usually destroyed on sight.  



Again, thanks to Jack Shear!

Wednesday, 10 May 2017

City of Terraxxia, in the Human nation of Mandos

Terraxxia

Nation: Mandos
Location: Eastern Section, near the Great Tay Forest

Population: 200,000

Distribution: Human (75%), Dwarf (10%), Minotaur (5%), Tenderfoot (5%), Lizardith (5%)

Major Products: Cay Leaves, Poultice, Tea, Spice, Liqour
Blood Stone, North Stone, Ringing Stone
Weapons (harpoon, javelin and halberd)
Trained Ferrets, war hounds and griffons
Potions (Warmth, Burning, Chimera & Griffon)

City Features:

Obelisks: Keran, Cush, Orelleo, Japeth, Rosetti, Faval, Casna, Fatanus, Crayos
Shrines: Mathai, Fenris, Rowena, Stradamia (while not illegal, all are hidden)
Temples: Keran, Darras, Pains, Father Stone (Dwarf)
Towers: Sash Knights, Camber Knight, Stradamia, Wyvern, Defense, Slave, Guild, Silence, Law, Coin (Casino), Alchemy, Sorrow, Smoke
Gardens: Piercer, Blood & Cay Fields
Arena, Kennel, Aviary, Stables, Museum, Barracks, Mausoleum Graveyard (Silence Tower)
Red Stone Bridge, Hanging Bridge, Tyrant (Dragon) Bridge

City Entry:  All items registered, Tax 5% on all items,  Any non appropriate items confiscated
Unlimited entry up until next Tower-Day (once every ten-day.)
Unofficial races are taxed at 10%. Non-Recognized races at 50%.

All church donations, guild business, gambling wins and training taxed at a standard 20% rate. This is lower than the official Mandorrian rate of between 25 - 35%

Rule: As a Mandorrian city, Terraxxia is ruled by a war counsel, led by Battle Lord Rethnor di Jine leader of the city, armies and Keranic Temple. Rethnor is am honest but brutal master who uses his personality and well trained soldiers to enforce the rules. He has few friends, but even his enemies know his word is his absolute bond. This does not mean he is above trickery, he merely uses deceptive practices to trick both allies and enemies as to his next actions would be. What is surprising is his compassion especially for someone in his position. If halfling slaves escape, he does not send soldiers to pursue as long as they don't return or cause problems from afar. Likewise he allows addicts a chance to clean themselves up, despite official Mandorrian policies on drug or alcohol abuse. He even tolerates soldiers to venerate non lawful deities - he doesn't promote it but doesn't punish it either. However what he never accepts are failure, incompetence or disloyalty among his soldiers. He is married, but most believe his wife and any children do not reside in the city.

There is an abundance of trade going on in the city, as cay is grown both in the wild and domestically. The cay is particularly strong, and many harvesters risk the thorns to harvest the strong spice. The soldiers press strangers to make sure contraband isn't brought into the city proper. Unlike other Mandorrian cities, the soldiers are more likely to kill smugglers then to capture them. Patrols are constant, but are more worried about Tyrants (dragons) and giants then smugglers.

The citizens are relatively content as revolt seems far from their minds. They have heard of attacks and abuses in other Mandorrian cities and believe Rethnor and the counsel keeps things fairly open. The dwarves are compliant and do all that they can to keep their own people in line as they are getting rich and drunk. Tenderfeet are tolerated much more here, and while they are slaves they are left alone as long as cay production is maintained. Unlike a lot of places, they are called citizens and have some rights; they just can't leave nor have a vote on the Tower counsels. Lizardith and Minotaur are mercenaries not citizens- they have jobs in small groups but do not really socialize with their own kin at least not in large groups. Minotaurs keep quiet as they maintain their bloody gladitorial games - these are religious rites for these brutes. Both these groups go on long hunts, which also service the patrols which is very helpful to the soldiers.

As elsewhere in Mandos, Elves and faerie are hunted down and killed on sight. Some believe there is an Elven Sanctuary within the cay forest, but city rangers dispute this. Like common Mandorrian custom, there is an open bounty on Elves, and they seek the fae folk for their dark ceremonies.

Obelisks are the standard places of worship on Nyssa. The faithful visit usually once (or twice) a week; though priests and other adventuring faithful can come every day during the tenday / weekly cycle. Few obelisks have official overseers, but many old clerics reside near them and will service for payments. Offerings are usually made by dropping coins down to the ground, very rarely to an individual that are physically absorbed by the soil. Shrines are usually obelisks in buildings that do not have official members. Temples are only found in large cities, and are much more elaborate with official members and clergy. These are the only places where scrolls or spell services can be oficially purchased in Mandos. All clerics cast spells at +1 casting level near obelisks of opposing views, +2 if aligned, and +3 at obelisks of their specific faith or religion.

Local Product
Cay is a small, round, green-red leaf that wildly grows among thorny vines. It naturally and very quickly absorbs any exposed blood. It can be used to make a huge variety of products, including alcohol, tea and poultices. Traditionally only Tenderfoot farmers could tease the leaf out and make its products, but the Teraxxian Cay is large enough for others to prune them off. Spending one minute in cay vines, will do one point of damage if the skin is unprotected. Pruners get 10 crowns (gp) for a pound of leaves.

Wednesday, 15 March 2017

The Thirteen Questions - City Intrigue


The Thirteen Questions

1. Tell me about a church, temple, ashram, etc. in this neighborhood

There are no holy buildings in this city, instead there are obelisks that are dedicated to a particular idea (justice, equality, etc.) Here in the Orag, is the obelisk of Truth. Once a ten-day, they gather to hear sermons from priests, lecturers or others on this or related subjects. Clerics gain a boon if they have a truth based spell memorized. Best place to obtain scrolls or potions in the area.

2. Tell me about a shop that sells standard equipment and one of the shopkeeper's quirks

An'Ram - A Jahlen, former adventurer well recognized for his stake in a multitude of adventuring parties. Is willing to equip or sell at a discount, but only until he hears the parties plans and intents. Some say he has hundreds of maps from his former patrons.

3. Tell me about someone who sells something illicit in this neighborhood

Quenno, a Tenderfoot (Halfling) notorious for his expertise in poisons. Has every recognized antidote in his shop, but its open only once a month for three days, and he never seems to be there. Lawful groups question why nobody has ever tried arresting him.

4. Tell me about a powerful wizard or warlock in this neighborhood

Shirik D'Kamag - Of the Elven Kamag Family. Was sent away for formal schooling, but came back with an understanding of Imps. Rumoured to be able to summon them almost at will, he sends them far and wide on little missions. On at least two occasions has summoned a horde of them for his own purposes.

5. Tell me about a feared warrior who lives in this neighborhood

Bruthos, Minotaur, 9th High Quartermaster. A former beloved gladiator who was ridiculed for cheating, and then came to the backwaters due to banishment. Has helped numerous times in bringing fugitives to justice if they have bounties, but has also been warned for bullying others. A notorious drunkard.

6. Tell me about someone who is wealthy in this neighborhood

Fanyen  D'Kamag - half-elf trader, who was originally an adventurer, but was the lone survivor of an expedition to the Yaross (Islands), who came ashore with a sizable stash. Bought his way onto the city counsel, and has kept a paw in the antiquities trade ever since.

7. Tell me about someone you can go to for help in this neighborhood

City Knights of the Purple Shield.  These former soldiers patrol every area in the city and are comprised of honourable or rich anyway men who survived local port battles. In order to keep their Walking Rights (non-taxation status) they must do two hours of patrol every week. They ensure all laws, customs, and civic duties are adhered to with absolute precision. They are the only ones that can kill someone in non-lawful combat without interference.

8. Tell me about someone somewhere  you can go to for information in this neighborhood

Head Post - A site of a former hangman`s noose, where the formless dead seem to gather. They watch the living, then whisper secrets based on what script is read. Some adventuring groups use this as a way to gather secrets about local dungeons. Others say the undead can inhabit the living to get their revenge by hopping into the would-be heros.

9. Tell me about a gang or criminal organization operating in this neighborhood

Four Fingers - a group that operates throughout the region. They have their spies in virtually every group, cult or order. If you want to know or get a small favour done, they are the ones to go to. Long tolerated, as they don't bother the ruling elites, who use them to spy on the lower classes.

10. Tell me about a pub, club, cabaret, gymnasium, bathhouse, etc. where adventurers hang out

Eye of the Bull: A pub that formerly was a cults HQ which is infused with magical influences, as the trace of magic energies from days or weeks gone by, are apparent to everyone. Strangely, spellcasters glow spectacularly, and even worse, they get drunk within minutes of coming into the Eye. Lots of games are played here, as it is one of the few places where magic cannot influence the outcome. 

and

Dorrine's, the lounge of choice for illusionists, who have been come here to get paid free drinks to change the apparent identity of the customer's to cavort with leisure.

11. Tell me about an ongoing problem in this neighborhood

Sekkets - a vile poisonous snake long thought wiped out in the wild, its venom is a popular mixture when processed as a dreaming potion, a very expensive draught. But these wild snakes seem to be causing the dream madness without the alchemical processing. Dreamists, the official group, who own the rights to the dream potion are upset that citizens are Drezzing without their concoction. But lots of teens and soldiers alike, are coming here for the freebie experience.

12. Tell me about a popular form of entertainment or a popular entertainer in this neighborhood

Darts

13. Tell me about a food or drink that is popular in this neighborhood

Dried Vennth, made from the Venn Bat, one of the local bat species that haunts the neighbourhood. Some say it can turn the hair or face a hot-pink colour if properly prepared.

 Inspired by :
http://talesofthegrotesqueanddungeonesque.blogspot.ca/2017/03/the-neighborhood-game.html

Sunday, 14 February 2016

Cupid - small angelic figures

These small angelic figures inhabit temples and places that serve alcohol. Their main task is to find people willing to take on holy tasks, but they have a weakness for supporting lonely hearts into finding mates. While not confirmed, many believe that children can see them, even if they invisible.

Cupid                CR 4
CG* Small outsider (native)
Init +3; Senses Darkvision 60 ft, low-light vision; Perception +16

DEFENSE
AC 17, touch 14, flat-footed 13 (+3 Natural, +3 Dex, +1 size)
HP 32hp (5d8+10 con)
Fort +3, Ref +4, Will +3
DR 10/magic;

OFFENSE
Speed 20 ft., Fly 50 ft. (Good)
Melee: Unarmed
Ranged +3 shortbow +10  (1d4)

STATISTICS
Str 8, Dex 17, Con 14, Int 13, Wis 8, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats Point-Blank, Precise shot, weapon focus (short bow)
Skills: Bluff +11, Fly +25, Knowledge (Religion)+15, Perception +16, Sense motive +14

Languages Common, Elven, Faerie.

ECOLOGY
Environment Obelisk (Non-Evil)
Organization solitary, pair, heart (4-7)
Treasure Usually Silver Coins or chocolate hearts

SPECIAL ABILITIES

Bonus to Emotion Based Spells: Gain +1 per their HD to any spells that affect emotions

Invisibility (Sp) Can turn invisible five times a day. Each time they shoot an arrow, they become visible until they re-use this ability.

Possess Other (Sp) A cupid's official task is to seek mortals to do missions for their heavenly patrons. They determine which of the faithful can best accomplish a task and then try to steer them back to their patron's temple. The most used method is to possess them for short periods of time (10-20 minutes.)

Enchanted Arrows (Sp)  They are armed with magical short bows that shoot arrows that can either damage the flesh or the heart.  A cupid can utilize 2+Cha Bonus magic arrows every day, created when the arrow is knocked.  Those struck by a cupid’s arrow are struck as if by a spell-like ability at a caster level equal to the cupid’s Hit Dice. All saves are Charisma based.

Some of the varieties of cupid’s magic arrows are:

Dream - Fall into a deep slumber for 10-60 minutes, Will DC 14

Love - Fall for the nearest person they are looking at, having a -5 to suggestions (or polite requests) made by the same person for the next 24 hours, Will DC 17

Misery - Lose all interest in any positive interaction, wishing to imbibe alcohol or similar substances for the next 20-200 minutes, Will DC 15


Cupids are small angelic spirits best known for helping lovers find their mates but they have many magical skills.  They are found in many temples or small pubs looking to help the faithful in tasks. When flirting about a city, they will often use their magic to help out various causes.  They are rumored to have many other arrows with emotion affecting magics. While their primary job is not to make mortals fall romantically for each other, they have a weakness for lonely people and try to make them happy.

They have a very strong affection for children and will usually take time to play with or inspire them to engage in artistic endeavors. It is often said that children can see through a Cupid's invisibility.

Oddly, they have a changing alignment, it teeters between neutral and good, dedicated and free. Despite this they have free reign in many good temples as they are rarely seen as a misaligned force.  

Saturday, 13 February 2016

Oompa-Loompa

Have used these a few times in my games, usually as slave labor in a dark twisted dungeon. These are mystical candy-makers, often found in factories anywhere in the Prime or Outer Planes.

Oompa-Loompa

Small Sized Humanoid
Hit Dice:                    2d8 (9 hp)
Initiative:                    +2
Speed:                        20 feet (4 squares)
Armor Class:               13 (+2 Dex +1 size), touch 12, flat-footed 11
Base Attack/Grapple: +0/-3
Attack:                        Slam +2 melee (cudgel 1d3)
Special Qualities: low-light vision, teamwork
Saves:                         Fort +1, Ref +3, Will +1
Abilities:                    Str 10, Dex 14, Con 10, Int 12, Wis 11, Cha 15
Skills:                         Craft (any) +3, Perform (Any) +5, Profession (Chocolatier) +5
Feats:                          Skill Focus (Any Candymaking Skill)
Environment:              Any (Loompaland or candy Factory)
Organization:              Usually in a Workteam (5-8)
Challenge Rating: 1
Treasure:                    Standard, items
Alignment:                  Usually Lawful Neutral
Level Adjustment: Most Gain Levels as Craftsman (Rogue or Bard 10th level Max)

Skill Focus (Candy creation): They have a long history of working with confectionery, gaining +3 in any related profession.

Teamwork: Gain +1 bonus on manual skills performed with their kin. They can gain a bonus up to the number of their kin working with them, normally five for projects.

Oompa-Loompae are known for their small size, colourful hair, orange skin, and white pants with loud boisterous voices. They are mischievous, love good-nature practical jokes, and singing. While not actually fey, they have a personality that fits in with them. They also get along with dwarves and halflings as well. While not always keen for humans, they do appreciate craftsmen who dedicate themselves to an art form.

The few of their kin who do not specialize in candy making usually become rogues and bards.to help take care of their factory home. Rogues take care of security, setting up traps to stop intruders. Bards to encourage the workers and but occasionally to help stop misfits that have found their way into the factory. They also accept small sized humanoids to assist them in their homes - such as halflings, fey or dwarves if they show talent in confectionery or magic.

Though it has never been proven, many believe the Oompa-Loompa are heavy drinkers. There are many unsubstantiated stories of balooshes (beer bashes) that happen at night when the factory is closed, as the fey from Santa's workshop and rabbits from the High Bunny's Warren come over for events.

Wednesday, 13 January 2016

Prestige Class - Cult of the Vine (Unholy Drunks)

Cult of the Vine

Cult of the Vine is a low-level menace found in virtually every city on Nyssa and are especially active in the warmest parts of the domain. They believe intoxication is a divine state of being and most would prefer to be inebriated as often as they can. While not seen as a grave threat, many communities are torn apart by their celebrations. Their history and lack of culture makes other groups find them distasteful. Even worse they have significant connections with evil groups. Their presence does portend significant dangers.  Many lawful groups ban them but do not actively pursue them, trying to make it more difficult for them to meet or gain new members.

They exploit their members to gain abilities to temporarily boost their capacity to enable them to commit acts. Very few common members understand that this group has dark, twisted intentions as most just associate them with wild, fun communal events. Virtually everything they do is to sow mistrust and dissension so the cult and their allies can grow in their power.

Role: To share their love of excess, engage in fun activities and to watch for signs, then report what they see. Most times, it is meaningless, but these cultists always seem to be watching and preparing for a time to strike their foes down.

Alignment: Any non-lawful or good. They are chaotic by nature.

Hit Dice: D6

Requirements: To qualify to become a Vine Cultist  a character must fulfill all the following criteria.

Base Attack Bonus: +1
Skills: Acrobatics 3 ranks and Perform 3 ranks or Knowledge (Religion) +2 and Knowledge (nature)

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Beer or Winemaking) Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering), Knowledge (nature), Knowledge (Religion), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Attack and saving Throws as a rogue

Class Features: They gain no new weapons or armor

Cult of the Vine

1st: Hideous Laughter (1 + 1/cha bonus), Feat, +6 skill points
2nd: Drunken Rage 1/3 levels; Bonus to Poison Saves (+2), +3 skill points, Gain +2 to any ability score
3rd: Share Damage 1; Share a Drink Effect, +3 skill points, Feat
4th: Hideous Shaking, Debauchery 1/day, +3 skill points
5th: Share Damage 3;  +3 skill points, Gain +2 to any ability score, Bonus to Poison Saves (+5 to saving throws)
6th: Drunk Dance (1/day, ten round max);  Hideous Stare, +3 skill points, Feat
7th: Touch of Drunkenness, Debauchery 3/day, +3 skill points
8th: Share Damage 5; Immunity to mind-affects , +3 skill points, Gain +2 to any ability score
9th Share Damage 9;  +3 skill points, Feat, Immunity to Poison
10th: Debauchery 5/day, +10 skill points, Feat,, Gain +2 to any ability score

Hideous Laughter: Afflicts a subject with uncontrollable laughter as per the spell for 1+ 1/cha bonus rounds. Victim can save every round to avoid. DC 10+Caster Level+Cha Bonus

Drunken Rage: The same as a barbarian's rage, except they can only induce this if they are drinking. It takes one round to be in affect. They do not need to be actually drunk, but once they are in the drunken rage, they cannot exit it until combat is over. They collapse for two times the number of rounds spent in rage induced combat.

Share a Drink: This is a ritual that has long been utilized but rarely recognized unless it's too late. Anyone who shares a drink with a cult of the vine member, has a 24 hour reprieve from taking actions against that cult member, equivalent to a charm person spell. There is no saving throw against the effect though magic resistance is effective. At the end of the drink, the cult member usually announces the effect. If the cult member, leaves without making the announcement, then the effect is nullified. If the drinker leaves and they break the social protocol, or they are not otherwise coerced or tricked, the charm effect is still in place. This trick rarely works more than once, although it could work with another cult member.

Hideous Shaking: Afflicts the subject with uncontrollable shaking, causing victims to take -4 to their dexterity, checks and move at half speed. Victims can save every round to avoid. DC 10+Caster Level+Cha Bonus

Debauchery: Cult of the vine members can psyche themselves up to perform acts of vileness or danger. They can add +3 to any wisdom saving throw or  ability check if they can spend one round preparing themselves. They can hold this advanced save adjustment for the next situation that calls for that roll, but if an unavoidable situation happens, they will use that bonus even if its not what they intended. At 7th level they can gain a +4 to their wisdom save, at 10th level this increases to +5.

Drunk Dance: While looking drunk and awkward, they are incredibly focused on completing their tasks.  They gain +6 to dexterity skill checks and +2 to reflex saving throws.

Hideous Stare: afflicts the subject with an impenetrable and uncontrolled stare, doing nothing else for 4-6 rounds. Victim can save every round to avoid.  DC 10+lev+Cha Bonus

Touch of Drunkeness: Victims who are touched, immediately feel inebriated, they begin to sway, talk loudly and take -4 on dexterity or strength checks due to awkwardness, -2 on attacks, (stacks with dexterity loss). They can take one round to calm down taking no physical action, and they can make a saving throw to throw off the drunken effects. DC 10+lev+Cha Bonus

Gain Bonus to Poison Save: Cult of Poison members prepare themselves by building up a significant range of poisons they have build up resistances to. At 9th level assume they have immunity to any poison that has a DC 24 or under.

Share Damage:  Just as the crowd somehow seems to share mindful tactics, those involved in the cult of the vine divide damage among themselves. They pass along damage to other cult members that are within 20 feet, they can pass one point of damage every round that they take damage. They can do this automatically once every round as long as the recipient would not die or be incapacitated by this damage. At higher levels, they can share more damage, but no recipient can take more than 1 damage any round. For example, if they share 3 damage, none of those members would have been inflicted shared damage from a different cult member that round.

Shared Damage 1 Range: 20 ft
Shared Damage 3 Range: 25 ft
Shared Damage 5 Range: 30 ft
Shared Damage 9 Range: 50 ft

Sunday, 1 November 2015

Heeler (Healing Snake)

In my desert locale, there are many more warrior and rogue types in comparison to spell casters due to the many mystical locations that do wonky things with magic. One way to compensate for lack of clerics is through the raising of magical creatures Heelers, that are used as communal healing animals.

Heeler (Healing Snake)

Init +7 Senses Darkvision 60 ft.; Perception +7
AC 16 touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 84 hp (8d10+40 con)
Fort +11, Ref +9, Will +5
Special Elemental resistance 10, SR 17, PR 17

Speed 30 ft' Swim 40 ft
Melee Bite +9 (1d4+1)
Special Attacks Poison DC 17, 1d4 dexterity/Paralyze for 1d4 minutes

Str 13, Dex 17, Con 21, Int 6, Wis 17, Cha 13
Base Atk +8 CMB +9 CMD 22
Feats 4 total feats from HD, Improved Initiative
Skills +7 Perception , +7 Stealth , +12 Swim; Bonus of +10 to stealth checks if submerged in five or more feet of water.

Environment: Phastia or Sea of Stones
Organization: Solitary or Mated Pair
Challenge Rating: 6
Treasure: None or Incidental
Alignment: Usually Neutral (tends toward Neutral Good)
Advancement: 7-12 Large

These magical creatures appear to be slender, eight foot long snakes with bright blue scales. Their embrace heals most non-fatal wounds.

A snake native to the Phastian desert, long been used by the Azzana tribes for their healing properties. Bright blue scales outside of the water; they are virtually invisible when in five or more feet of water (+10 to stealth check). Most are kept as pets within Zalian fountains - some are in remote locations others within highly populated cities. Those who require healing drop an appendage into the water, as the snakes gently coil around them. For other tasks, the guardians indicate to the Heeling Snake that something besides a basic heal is required.

Many towns or tribes will charge fees to use the town, usually in the range of 10 to 200 gold pieces per heal. While unusual, sometimes the heeler refuses to heal individuals if they do not trust a person. In rare cases, they may also heal some individuals more than once, sacrificing their abilities for the rest of the day. Those who harm a heeler are marked for a slow and painful death as many communities depend on the snake's healing talents.

A heeler does not have to fight to protect itself. Most are pampered pets, adored for their unique healing talents. They are valued at more than 5,000 gold pieces per adult specimen. There are legends that larger and more powerful heelers exist, some able to raise the dead - the value of a creature would be astronomical. While mated pairs will lay a clutch of eggs twice a year, the offspring are rarely if ever seen - some of their handlers believe the heelers will open a portal or gate to remove their kin when the children are old enough to survive on their own.


Abilities:
2d8 healing if touched; If patient is submerged in water, subject heals 3d8 dmg
Can heal any subject once per day as long as they can be physically touched
+10 on a poison save, if they are not healed damage.
Gives subject water breathing ability for one hour if they are submerged
Restoration (3 ability points or 1 experience level). However, the heeler loses the capacity to heal for the rest of the day.


Tuesday, 27 October 2015

Night of Masks (My Halloween Game this year)

This was my Halloween Game this year, played at a local Meet-Up event. It was a fun but rushed game. I tried to put enough of the story down here, and some broad notes that you could potentially use some of the ideas here.

The basic idea is an evil spell-caster is attempting to usurp a yearly sacrifice to regain his power - he has kidnapped the intended sacrifice for this years event. The PCs should be strangers to the town, as all local law enforcement can't seem to find the young woman. But once they start, it's all downhill from there, and pretty straightforward to complete. Some of what I found when I ran it, I added between asterisks. *

Night of Masks or My 2015 Halloween Game

A. Background & Contact
B. Golden Hounds
C. Tower and Minor Golem
D. Evil Gargoyle Watchers
E. Lawful Dwarf Guards
F. Stairs
G. Small Room
H. Manacle Room
I. Chain Devil 
J. Locked Door
K. Trap Passageway
L. Rape-y Statue
M. Prisoner, Petitioner and Gug (Big Bad Monster)
N. Mask Party and Resolution with Mastermind
O. End

Background: Night of Masks is a Halloween like holiday, in which the participants dress up and are free to break all vows, it has a dark history. Each of the local village towns in the farming Flatlands provide the names of the willing young ladies, one of them chosen during the harvest fest and after a year of living in luxury they are hung to appease the dark spirits. If the dark spirits are not appeased, legend has it that dark monsters will be freed, and will cause chaos and destruction. Something has gone wrong this year, as six days ago the young lady was kidnapped - the town needs to find their sacrifice as there is only three more nights until the Night of Masks.

Contacted by town agents, Nurther (9th level Knight) and Lady Bazznika (12th level Cleric) who have asked the party to meet them privately at a bar. Both are dressed up in fancy party regalia, and ask the party to help find a missing young lady, the annual blood sacrifice. They don't know who could be responsible, as everyone in town could potentially be victims if the spirits are unhappy and their pact is broken. The only thing they know that is different are the golden hounds (blink dogs), a beloved dog that has helped the region in the past is now here in large numbers. (Wildlife DC Low). This town is infamous for their crypt of Lord Volonez, an insane wizard who could summon unworldly creatures. Lord Nurther commands the guards at and near the secret grave all year, he highly doubts it could be him. 

Just outside the pub is a group of small-sized, sleek white dogs with golden streaks called Golden Hounds. They are well known but they rarely stay in town for long. If approached will be peaceful, will bark answers to yes, growl for no. Will not lead them to the Tower during the daytime. One dog accompanies the party.

Large tower, on the edge of town overlooking a few boarding houses and some bad taverns. Once the lair of an infamous wizard, Lord Volonez, now it's little used but always watched. Local rumors tell of winged figures haunting the place at night, it's significance is unknown.

If the players approach the Tower windows (50 & 125 ft), they will be attacked by four gargoyles. If PCs are not using magic devices, they will do significantly less damage.

Next stage depends on if they enter thru the top (Gargoyles) or the bottom windows (Golem.) The main doors are locked, they need to knock loudly and request entry, possibly making a diplomacy check. If they come in any other way, they will quickly be attacked by the Golem who will throw blood globs at them. 

The upper areas of the town are demolished, doors broken and every piece of art, destroyed. Slogans about various warlords are spread large across the walls. Small campsites in disarray, destroyed weapons. Freshly killed impaled bodies...which is extremely unusual, probably against the law, especially given the elaborate funeral rituals that happens to ensure undead do not arise. **not used**

A small contingent of 8 Dwarves are stationed near the main stairs, sitting around a table, drinking and playing cards. One of them stands, giving an official greeting, the SR officer is old, sleeping, passed out. They refuse to accept the story about gargoyles in town and say nothing else is here at the station or post. They tell the group they can search the upstairs to see if there's anything around. If they go down the circular stairs, they are warned there are creepies down there but nothing that comes to the surface.

The next level is around 1000 feet down, the stairs are well built, every 12th stone has a slight glow, just enough to see the steps. Lanterns can be lit with a light spell but all of them would be for 300 ft. (Note the stairs only go down - going back up reveals the stairs don't go back up to the top.) **One of the players made a risky choice of sliding down, very fun scene!**

They come to a small room, ten feet around, with a doorway and signs of a door bust through. A short passageway leads to a large heavy door. Locked, (Difficult to open) but with a peering window reveal a much larger room, filled with a dozen manacles on the walls...two of the chains have people.

If they go in, they see more manacles and five people in total, two ladders going up on the opposite wall, and a large double set of doors locked by chains. Looking up, they will see large windows on the ceiling but it shows cavernous walls outside. One ladder goes to a set of locked doors, sealed by a holy glyph the other to an area previously locked, that opens to a room filled with bodies of beasts hanging upside down, covered with glowing runes. In the primary holding room, around 200 hundred feet around, only one of the prisoners was male. The only one still barely alive though is a middle aged woman, badly bruised, unconscious. After they approach the fourth body, a grey circular light flashes, then 3 to 5 gray skinned humanoids appear, with chains dangling from their bodies. A smack down should ensue. (Use medium level outer planar monsters, such as Kyton.)

If they use magic to work awaken the girl, she tells her tale. Her name is Fanara, who works at a tavern, well outside of town. She was kidnapped by gnolls during a raid and she believes she was sold to a vile necromancer, who wore a hood and commanded a bunch of silver winged undead. She remembers awakening here with two dozen others, lots of screaming and tears...individuals taken, experimented on. Slowly the others died, she knows little else. If asked what did they do to her, it was drink poisons...they were always so much vomiting. Those who died, had their arms explode in vermin.

The characters can try to go back but the stairs apparently don't go up to the top, they are a few hundred feet shy. They are forced to go forward, the double doors are next. Not locked directly, but a heavy chain wrapped around the doors. If the characters touch the chain they will be shocked (3d6 Low Level Save) save for half. A character must willingly grab the chain to remove it. If the players use any means to disengage the chain, save again for 10d6 damage (Medium Level Save). 
  **took dmg then defused it**

There are heavy tracks, lots of rope, much of it chewed on. Going forward the floor drops, anyone falling takes 7d10 dmg (half if low acrobatics DC is made). Once the floor drops it is stable for 2d6 minutes. If anyone drops, they are in a area made of the bones of the dead, snakes are coming towards them. They need to put a weight down, then if a rope is lowered they can climb up or just wait until the floor drops again. **reworded this scene that game night, monster tentacles grabbed from below. The party took cultist cowls to go through. The scene took too long, should have stuck with what I had written.**

Going forward they come to an oddly decorated room, with the decor of naked people fornication with demonic beasts being bitten with blood spraying out. In one corner a small group of piously dressed but blindfolded humans walking thru the scene, there. A huge statue of a demon with robes and many hands, but seems to be decorated with blood. Anyone with religion / religious leanings must make a will save as they have images of gratification against the statue and those failing will have dreaming delusions of fornication with the statue. **one of the players got right into it, she had fun. Good scene.**

A cleric detects evil from the entire room. The players should realize the bleeding person in the montage is offering their blood, this scene shows someone must provide a blood sacrifice, inflicting 25 unholy damage. If a religious check is made they will know that this damage can't be healed by clerical spells or magic. The statue takes no damage from spells or weapons. They need to follow the instructions, with someone willing to submit to the beast, with the rest of the party blindfolding or looking away. The characters will hear her tears, her screams and a demonic laughter and the louder pitch. She is drained 25 HP but only 5 of that is unholy damage.

Once the blood is given, another passageway will appear, they will go down further and see an arena with even more walled manacles and a center hole, around it are 9 dark robed individuals chanting. One hooded masked figure on a large raised dais, a figure dressed in green chained beside him...is the victim they are trying to save. **Party took the time to plan, very good planned actions for them.**

The chanting cultists turn to face the heroes but as they do a huge gray arm comes out from the hole. As the bestial form emerges, their chanting increases, what does the party want to do? Large, furry monster, head opens its maw on the top of its head their elbows split, two arms on both sides. When enough of the handlers are taken out, the BLBG will emerge. If the party approaches the dais, Volonez will go out a back door.

They must face the BLBG beast who tries to demolish them, battle should be heroic as the beast uses awesome blow to beat them down. When completed, they should be exhausted. They approach the chained victim, unable to get her out of the chains. She is pleading with them to get her free. They know that they cannot cut her out, she must be whole before the ceremony. They cannot pick the locks or break them...The only chance is to find the Lord Volonez, who has the keys. **two party members chase after Volonez, I dumped the fight making it much easier..warrior and cleric took him on and the rogue tried to free the enslaved woman.**

When they go after him, they lead up first into a proper dungeon, then a well lit area, then into a huge wine cellar, from there to another set of stairs, until finally a huge formal dining area inhabited by four hundred or more masked party goers, all enjoying the Night of Masks fete. As soon as they enter, immediately healed then given buffing spells, contacted in their minds by Lady Bazznik ...she will ask them: Why are they here at the Gala? What do they need? They see her in the same dress, with her knight very close by. There are dozens of other soldiers in the room, you know they are loyal to the lady that will assist when needed. Did the players pay attention? (Perception roll to see if they remembered.)

Lord Volonez pays close attention to the goings-on, back to the wall. He has some allies here but he knows he is heavily outnumbered. He has knowledge but is unable to cast spells in his current state which is why he needs to spoil the sacrifice to begin his rebuilding of power. If not spotted, will use a distraction to escape. During the distraction only if players are paying attention do they get a chance to foil his escape and confront him. They can stop him in an alleyway and attack to kill him where he reveals what he is - can they get the keys?  If they are able to kill him, he breaks apart into a colony of thousands of bugs and insects, it is only his pure malevolence that binds this creature together. 

**My plan was ruined, as the rogue was a few steps behind Volonez...pointed him out at the party. The spell-casters blasted...him down. We were running out of time anyway, and since I didn't note that the door Volonez was running through should be locked, I wouldn't have felt right about changing it. **

Ending

If they are unable to capture Volonez, describe them going back into the dungeon, still being unable to break or open the locks holding the victim. Lady Bazznik then gets the PCs to help guard the victim until the Night, when two sacrifices are done, the public one solemnly witnessed that happens for the crowd. and a private one, in the sewers, done with a crying, desperate pained sacrifice. She has a tattoo that heals her, so the rope breaks until a chin is used, all the time crying out in despair and pain. This is intended to be an horrific scene that you may want to just rush through.

Regardless of what happens, the PCs should have made a few decent allies that can potentially lead to more missions.


Monster Listing

Gargoyle = Low Level Flying CR
Blink Dog = CR 2
Low Level Golem CR 4 – 6
Medium Level Bad Guy = Kyton CR 4
High Level Bad Guy = Gug or a 12 HD evil outer planar
Mastermind Bad Guy = Volonez, a Worm that Walks, stats below.

Worm That Walks: AC High, Saves as a 10th lev Wizard; Immune to critical attacks, Dmg Reduction 15/-,Physical Attack: Insect Engulf 3d6 dmg; HP 90; One magical Atk Bolt of shadows +10 to hit / 3d6 evil dmg - he can cast once a round.

Volonez was a high level evil wizard but was killed while committing his crimes. He needs to ruin the purity of this sacrifice, to grow in power, perhaps enough to reclaim his body. His spirit infected a pile of insects to carry his soul, but will only have his full spell-power once he reclaims his body. 

Saturday, 3 October 2015

Sameel's Sugar Shack

Someone was running a mini-contest on one of the boards about magical locations. I remember starting this and couldn't hack down all the details I wanted at the time...but here it is.

Sameel's Sugar Shack

An infamous sugar shop well known for sweets and a unique tasting experience has recently come back on the market. Plain looking store in a rough area of any city. It is always busy as its customer base is very loyal and protective of their favored sweet shop.

Exquisite furnaces and cold-boxes, all custom made for this shop, as well as a sitting area for up to twelve patrons at a time.  There are larger room upstairs but they are not available for rental anymore. The current workers are unsure but some older patrons say that these rooms were rented out in other worlds, and when they would enter the rooms they would then be able to come to this location.  It is not known if these still work, if these legends are true, or if one could visit other worlds through it any longer. **

Scattered through-out every foot in the interior of the building are stones and quasi-precious gemstones from many differing worlds.  They are arranged so they appear to be candies in various decorative patterns such as a child riding a tricycle, teddy-bear, carousel, etc along the wall in configuration with the stones.  The rumored sugar faeries are real and entertain the little ones and protect the shop. Anyone that even appears to threaten the shop finds themselves outside, hung over and usually tied up within three rounds - the sugar faeries protect this shop as their own.

Anytime food or drink is imbibed in this room (even if not prepared at the shop), there is a 2% chance that they are filled with an overpowering and magical taste. There is a 20% chance if the food is prepared and eaten at the shop. It was said that the original owner Sameel could make the number rise to 50%, and pre-determine the taste. The current owner, named Sameel as well is the third or fourth generation of his family that runs the sugar shack.

Most patrons come for the lovely candies and experiencing the sugar faeries that are rumored to lair in the building. The price is 2 nobles (silver pieces), and both the child and adult get their pick. Children get any ten pieces and adults get two non-special flavored pieces.

For those willingly to pay more 150 crowns (gold pieces), they can pick out some special flavors and roll 2d10. They can have only two picks. If they pay 500 crowns, they can chose one piece from selection 3-12 and get a bucket flavoured candy piece.

Customers can only come to the Sugar Shack once every 50 days or once a month, if they try to come back they are unable to purchase the sweetest types.  Only those who purchase the sweet magic can use them.

Roll 2d10 - Sweetest Flavor Types

2 - 3. Desert's Dry Sand: taste of sand fills ones mouth; +7 on exhaustion or dehydration checks for the next 48 hours

3. Sour: filled with vinegar, your teeth feel like they are about to fall out; +5 on poison saving throws

4. Salty: you begin to feel the power of the salty ocean, you can breathe underwater for 2-12 rounds

5. Metalic: your mouth feels and tastes like its filling with cold metallic coins; 50% chance to avoid critical hits for the next 24 hours

6. Bitter: sharp bitter stinging; +4 on saving throws on charm spells and effects, always get a second save the following round if you fail the first but no bonus

7. Cheesy: strong bad ale; you feel `happy drunk` for an hour, but smell really bad for the next twenty-four hours; +6 on charm saving throws for 24 hours

8. Disgusting: taste of ooze fills the nose; +5 on perception checks to notice items in dungeons or other dark places for the next six hours

9. Deathly: taste of sand from a crypt; +3 on all necromancy saving throws for the next 24 hours

10.super tangy drops:  sharp sour taste, 2 invisible sugar faeries come and tease you, taking things away in jest - they stay with you for 12 hours. They will make you invisible if any threats appear.

11. Sticky Cloudiness: cotton candy - 85% you start to float a foot or more, 15% you are completely weightless, strong winds will carry you away

12. Heavenly: divine taste of euphoria; +5 on the first saving throw made in the twenty-four hours, +2 to any others in the same period

13  - 19: Bucket taste, almost metallic but it is a long lasting flavor; adds 1d3 temporary hit points for the next 24 hours

20 Roll 2d6 - they get two pieces lumped together for the price of one, the duration of that type is doubled.


** The legend is true, visitors from other worlds used to come when Sameel's father ran the shop. They would come not for the sweets but the cages that could hold any beast which is the lower defunct areas. These cages would remove the magic from any large-sized creature or smaller if they were imprisoned for 1000 days.  The cages no longer work, and nobody is quite sure of what happened.