Playing The Other Side: Mindless Undead

Anyone who plays tabletop RPGs eventually starts coming up with ways to pervert the concept. A group will only play good and neutral heroes for so long before they start to consider playing evil characters. They’ll only play as humans, elves, and dwarves for so long before they start to wonder what it would be like to play as an orc or a goblin. It’s only natural for a person to look for unusual and flavorful experiences, particularly in a game which is already about exploring the fantastical. Even Gygax would purportedly send his D&D players into Western or Science Fiction scenarios–still wielding sword and spell. Deviations like these can be great fun. and it was while entertaining these perversions that I struck upon the idea of having my players take the reigns of mindless undead creatures.

I would start with a dungeon, probably on the smallish side. Perhaps only a single level. It would be filled with everything you would expect to find in a dungeon: interesting rooms, treasure, traps, and so forth. It would even have adventurers. The only thing it wouldn’t have is monsters, because that’s where the players come in. Each player would take command of a single skeleton or zombie with a very simple task: prevent adventurers from defeating the necromancer who was kind enough to animate them. They would be given a map of the dungeon, as well as guidance from their master’s divinations about the location of the invading adventuring party.  They would be free to use any tactics they wished to defeat the adventurers. I, in turn, would move the adventurers through the dungeon, rolling for damage when they passed a trap and buffing them up a bit each time they encountered treasure.

I would do my best to defeat the zombies, but until the adventurers slay the necromancer, a new zombie or skeleton will always join its fellows within 1d6 rounds of its predecessors death. So no matter how many the adventurers kill, they’re fighting an uphill battle through the dungeon. Any time an adventurer is slain, one of the undead may spend a full round eating its corpse to regain all of their health. Any time the undead succeed in causing a TPK, all of the individual undead involved gain 1HD, and are allowed to add +1 to their damage rolls henceforth.

The cool thing about the idea is that player death really doesn’t matter all that much. When a player has invested a lot of time into creating, or playing a character, it can be a sobering experience for that character to die. It’s one of the big weaknesses of Pathfinder’s involved character building process. But when all of a character’s abilities and statistics are found under “S” and “Z” in the Bestiary, there’s no character creation process to go through. And since the new character appears a mere 1d6 rounds later, I imagine it won’t take long for players to start wantonly sacrificing themselves to create barriers, or to lure adventurers into deathtraps. And while a character who has leveled up might be a little too valuable to just throw away, I doubt any player would grow so attached to a few more HP and a +1 to damage that they’d feel at all sad to lose the character.

The way I imagine it, this would be a pretty fun evening of gaming to run. A brief deviation from the norm to cleanse everyone’s adventuring palette. Little will the players realize the insidious information they’re inadvertently providing to their GM: tactics. It’s just a side benefit really, but I know I’ll be watching my group carefully to see what they come up with. And I’ll be sure to use something similar against them next time they’re unfortunate enough to be level one adventurers taking their first wary steps into a dungeon.

In truth, this is closer to a board game than it is to an RPG. The only reason I wouldn’t call it a board game flat-out is because of tactical infinity. There are no limits to what the players can do to defeat the adventurers, so long as they can convince the GM that the idea is plausible.

Twittertop RPG

I’m pretty active on Twitter. For the longest time I thought a 140 character blog was the dumbest idea ever. After some odd circumstances led me to join it, though, I discovered that it’s less of a blogging service, and more of a giant instant messenger conversation. And while I’m not a huge fan of the kind of self-centric social media which prompts people to write about every mundane event occurring in their lives, I am quite fond of finding new ways to connect with people. I’ve made a number of friends on twitter. Several of whom I would even call very close friends!

One of my Twitter friends is a Scottish kid named @Mocharaid. He’s been a supporter of my writing ever since I first started Comma, Blank_, and often served as a source of encouragement for me in those first few months when my readership was much smaller. He’s never played a tabletop RPG himself, and often pesters me to run one for him. Its become something of a joke between us, but I know he’s really quite anxious to give this type of gaming a try. So the other night, when he was taunting me about how the Teenage Mutant Ninja Turtles are going to be aliens in the next film, I asked him if he wanted me to GM for him. My intent was to crush him with falling rocks the moment he accepted, but then I got to thinking: just how hard wo0uld it be to run a tabletop role playing game on Twitter?

Two or three hours of typing later, I had produced this. It’s completely unrefined, and hasn’t been through a single playtest yet, but I think it could prove fun.

TWITTERTOP RPG

By @LS_GM

Twittertop RPG is a simple adventure role playing game–like Dungeons & Dragons, or Pathfinder, designed to be played on Twitter. Given the extreme limitations of tweets (140 characters) the game is minimalistic in the extreme. But don’t let that fool you into thinking the game lacks options. With a good Game Master, and spirited players, endless amounts of fun is possible.

The Primary Rule of Twittertop RPG is that all game-related actions must fit within a single 140 character tweet, and must begin by being directed at the GM. In my case, that would mean that all tweets relevant to a game session (excepting my own) must begin with “@LS_GM” which is 6 characters long, leaving 134 characters for any actions to be described.

CHARACTERS

Like everything in the game, the character sheet must fit within 140 characters, minus the GM’s name. They should be formatted thusly:

@GM’s_Name [Character Name],Class[Level]([Current Experience Points]);HP[# of max HP],AC[Current AC];ATK+[Attack Roll Modifer]/[# of Damage Points];[Profession];GP[# of gold](SP[Spells[# of times spell may be cast]])[Inventory]

Here is an example:

@LS_GM Magar,Mage0(4);HP2,AC6;ATK+0/1;Carpenter;GP100(SP:Fball3)ProtRing1

This is Magar, a level 0 Mage with 4 experience points. He can take 2 points of damage before death, and an enemy must roll a 6 or above to hurt him. When attacking physically, he does not get to add anything to his roll, and deals one point of damage. He was a carpenter, and has skills related to that field. He currently carries 100 gold pieces. He can cast the spell of Fireball 5 times, and wears a ring of protection +1 which increases his armor class–which is 6, but would normally be 5.

CLASSES

When beginning play, a player must select a class for their character. At level 0, the character gains all of the abilities listed under “First Level,” and “Each level.” At subsequent levels, characters gain only the abilities listed under “Each level.”

Warrior
First Level: +1 AC, +1 attack, can wear armor, attack roll of 10 is a crit.
Each Level: +8 HP, +2 dmg

Rogue
First Level: Can pick locks, can hide in shadows, can attack a distracted or unaware foe with +1 atk, and double damage, attack roll of 10 is a crit.
Each level: +4HP, +1 dmg

Mage
Each Level: +2 HP, can select one spell

Cleric
First Level: Can wear armor
Each Level: +6 HP, can select one spell

LEVELS

All characters start at level 0. The maximum level in Twittertop RPG is 9.

EXPERIENCE POINTS

Each time a character starts a new level, they begin with 0 experience points. As they overcome challenges, the Game Master will grant them experience points. When they recieve their 10th experience point, their level goes up, and their XP returns to 0. This means that experience points should always be represented by only a single digit.

HP

A character sheet always reflects that character’s current max amount of hit points, and their hit points return to max at the start of each new play session. Any time a character takes damage, their hit points will be reduced. If their hit points reach 0, the character is dead.

AC

AC stands for Armor Class. When a character is being attacked, their attacker must roll one 10 sided die, and add their ATK number. If the result equals or exceeds the target’s AC, then the attack is successful and damage is dealt. If the result is lower than the target’s AC, then the attack fails.

Base armor class is 5, and that number can be raised by class abilities, armor, or magic items.

ATTACK

The first number is your attack bonus. When you attempt to physically attack a creature, the GM will roll one 10 sided die, and add this number to see if your attack overcome’s the target’s Armor Class. The second number is the amount of damage the target takes if your attack is successful.

Characters begin play with +0/1, and these numbers are modified by the player’s class, and by any items they hold. A roll of 10 is always successful. For Warriors and Rogues, a roll of 10 also doubles their damage.

PROFESSION

Each character may have one simple profession. When the character attempts a to perform an action which has a chance of failure, and is not related to the character’s class, the GM should judge the effectiveness of the action based on the character’s profession. For example, if a character’s profession is Sailor, then they will be more successful in tying knots, navigating by the stars, or swimming. If a player so pleases, a non-human racial selection can be substituted for their profession, such as Dwarf, Elf, or Kobold. The selection of a profession or race has no effect on mechanics defined elsewhere in this document.

Some possible professions include: Carpenter, Bricklayer, Miner, Sailor, Scribe, Tailor, Blacksmith, Steward, Architect

GP

This is the character’s current gold. All characters start with 0 gold pieces, and may carry may carry up to 999 gold pieces, and use these gold pieces to purchase items.

SPELLS

Only Wizards and Clerics may learn spells. Since spells take up space on their character sheet, this reduces the amount of space which these classes have available for equipment in their inventory.

Both classes learn only one spell per level. The spell must be written on their character sheet the same way it is written here, followed by a number. The number indicates the number of times per day a spell may be cast. A spell may be selected multiple times to increase the number of times per day it can be cast. The first time a spell is selected it may be cast 3 times, the second time it is selected it may be cast 6 times, and the thired time it is selected it may be cast 9 times.

WIZARD SPELLS
Fball – A ball of fire envelops a 10ft radius, dealing 10 damage to all within its area. Caster is immune.
Necro – Raise a dead body as a skeleton under your command.
Tport – Teleport you and any of your allies up to 100ft to a location you can see, or have been to.
Mbolt – Magical bolts of energy fly from your fingertips, dealing 15 damage to a single target. Can be cast from 30ft away.
Ice – Freeze enemies in place for 3 rounds. Target cannot move, but can otherwise act normally.
Haste – Your allies may act twice in this round. You do not gain a second action.
Illus – Create silent illusions.
XRay – See through one wall or door to what is on the other side.

CLERIC SPELLS
Cure – Restore a number of hit points equal to your level.
Heal – Remove diseases, poisons, and other harmful effects.
Turn – Cause undead to cower for 3 rounds.
Smite – Call down the wrath of your god, dealing 15 damage. Must touch foe to accomplish this.
Fear – Foes flee in terror for 1 round.

INVENTORY

Characters begin play with nothing but the clothes on their back. They have no weapons, and no armor. They attack with their fists, and defend by dodging. When a character finds an item, they may add it to their inventory. At the end of each ession of play, the GM should ask for everyone’s character sheets. At this time the player must drop any items which cannot fit into the tweet.

All items must be written into the inventory in the same way they are written when the GM gives them to the player. Some example items include:

ProtRing+1 – A ring which adds 1 to the Armor Class of any who wear it.
Sword+1 – A sword which adds 1 to both attack, and to damage.
Armor+1 – Armor which adds 1 to the Armor Class of any who wear it.
Wand+1 – May cast 1 spell which has already been expended for the day.

GAME MASTER SECTION

Twittertop RPG is a game which relies heavily on the game master. Lacking mechancis for many situations, a Twittertop GM must be able to arbitrate situations liberally. Simple actions should be able to be performed by anyone, while more complex actions should be judged based on the character’s class, profession, or race.

COMBAT

At the start of combat, roll 1d10. If the die is 6 or above, then the players go first. If the die is 5 or below, the player’s foes act first. Allow all members of a given “side” to act before switching to the other group. Each individual within a group is allowed three actions on each turn:

Move: The character can move throughout the battlefield.
Fight: The player may attack or cast spells.
Prepare: The player may prepare a simple non-Fight action, which they will perform on the enemy’s turn IF the enemy meets certain conditions. For example, a Warrior’s prepared action might be “If the zombie tries to move to the Mage, I block him.” while a Mage’s prepared action might be “If the zombie tris to move to me, I run!”

Lacking a visual grid on which to do battle, Twittertop GMs must rely on description to communicate positioning to their players. This means that the tactical combat style found in games like Pathfinder won’t be found here. Instead, allow players to describe how they would like to position themselves relative to an enemy. Warriors will want to stand close, while Mages will want to stand far away. Rogues will want to get behind a foe, and clerics will likely want to move close to whoever needs to be healed. Allow players to move anywhere in the current arena of battle as a “Move” action.

Given how simple it is to create Twittertop RPG characters, combat can be very deadly. If a player reaches 0 hit points, the player is dead, and should create another character to join the party after the combat has ended. Any players who survive combat should be given either 1 or 2 experience points, depending on how difficult the combat was.

Magical Marvels 6: Succubic Shield

Going through some old notes recently, I discovered the character sheet for a succubus named Setya. She’s the mother of the notorious Zalekios Gromar, and a former general in the Blood War under Malcanthet. After being taken as a prisoner of war, she was disgraced in her lady’s eyes, and ventured to the material plane to seek redemption. It was there that she sired Zalekios, and began shaping him into a paragon of chaos, which she hoped would please Malcanthet. On the character sheet I found a number of magical items I had created specifically for Setya, including this shield which I thought was interesting enough to share with all of you.

Succubic Shield
Heavy Reinforced-Silver Shield


PHYSICAL PROPERTIES


AC Bonus +4 [Shield(2) + Deflection Enchantment(2)]
Construction The shield is composed of silver, reinforced by mithril.
Weight
25lb
Arcane Spell Failure Chance 15%
Armor Check Penalty -1
(Shield Spike)(Attack) (Treat as one-handed, martial weapon)
(Shield Spike)(Damage)  1d6 (Piercing)(20/x2)


SPECIAL ABILITIES


  • Anyone who takes damage from the shield spike must make a DC 17 fortitude save. Failure indicates that the shield successfully inserts a tiny demonic parasite into the victim. This parasite immediately bestows one negative level on the victim. The parasite then remains dormant for 9 months before it awakens. The host is then entitled to another DC 17 fortitude save, or the parasite bestows another negative level on the host, before going dormant for another 9 months. This continues until either the host is dead, or the parasite is destroyed. The parasite cannot be discovered by divination magics. Removal of the parasite is difficult. The simplest method is to cast a spell of 6th level or higher with the [Good] descriptor on the host.  However, if the host is able to save against three of the parasite’s level drains in a row, the parasite dies of starvation.

APPEARANCE


The surface of the shield is deeply embossed with intricate imagery. The center of the shield is dominated by a man, depicted as helpless against a flock of succubi which surround him. Each entices him in different ways: power, wealth, numerous permutations of lust. The shield spike extends from between the man’s legs, and is engraved to resemble a phallus–though the conical spike shape is not significantly altered by these engravings.


WHERE IT CAN BE FOUND


A succubic shield is an item of exceeding rarity. They are only forged for those succubi who both participate in the blood war, and who choose to do so as members of the martial classes rather than as spellcasters. In all likelihood, the only way a party would encounter an item such as this would be to participate in the Blood War themselves. However, a handful of mortals, after doing just that, have managed to return to the material plane with a succubic shield. So in rare cases, it is possible to encounter these items in treasure hordes, or collections or rarities. It is also possible that one might encounter a succubus on the material plane who carries a succubic shield.


BACKGROUND


Mortals live and die. Empires rise and fall. Planets are born only to crumble again into nothingness. Even planes occasionally fold into themselves, or merge with other planes, reshaping the face of existence. And through it all, the Blood War rages on. The wild hordes of the abyss clash with the regiments of the nine hells without end. Sometimes one gains the advantage, sometimes the other, yet neither can ever hold it for long enough to claim victory. Neither side can relent, nor would either side ever want to. Only the gods remember when the conflict began, and not even they can guess what would happen if it ended. Some surmise that all war is merely a reflection of this one eternal conflict–others think that preoccupation with the Blood War is all that stops either side from completely overrunning the rest of the multiverse.

Every type of demonic and diabolic creature is represented in this conflict. From the mighty balors, to the lowly quaists, every vile creature has a role to play, including succubi. On this merciless battlefield, however, the seductive charms of a succubus are of little use. Most relegate themselves to supporting roles, serving as scouts and spies. Many others tap into their innate sorcerous abilities to serve as battlecasters. Some few succubi prefer to get their hands dirty. Those few train themselves in the skills of martial combat–often as anti-paladins–and wade into the thick of combat swinging a sword or flail. It was for these fearsome warriors that the succubic shield was first commissioned.

Designed by a succubus anti-paladin who had risen to the rank of general; the succubic shield pays homage to the succubus’ primary skillset–with a cruel twist. Oftentimes those injured by this shield’s wicked spike overhear a mumbled comment about “sticking it in,” or “just the tip.” The demonic creatures take great delight in inflicting a deadly ‘pregnancy’ in others, though they rarely speak about it in mixed company. Even with other demons they are cautious, hoping that the long gestation period of the parasite will prevent anyone from realizing that it is their shields which plants it. The secret of the shield’s construction is a closely guarded secret as well, known only to a handful of smiths on the 570th layer of the Abyss.

Note: This entire post is completely overshadowed by Tim Wright’s remarkable succubus art. Damn.

Merciless Monsters 3: Draugr

For the first time in a long while now, I sat down to write today’s post without the foggiest idea of what it was going to be about. It’s Friday, so my choices were narrowed down to either Merciless Monster, a Colorful Character, or a Magical Marvel. Most of the time, when I wake up Friday morning, I start thinking about what I would like to create. While I’m taking care of the mundane tasks which make up our daily lives, I’m also fumbling through the details for the monster, character, or item I’ll be writing about once I can finally sit at my keyboard in the morning. Today I…just didn’t do that. Not quite sure why. By the time I got home I was so exhausted I went straight to bed after dinner. Couldn’t have been later than 7 o’clock. When I awoke at 3 in the morning on Saturday, I sat down to write without the foggiest idea of what I’d be writing about.

I had wanted to continue my Magical Marvels series on the artifact weapons found my my Ascendant Crusade campaign, but the artist who has been illustrating those is asleep, so that’s a no-go. And since I’m still a little tired of the Colorful Characters posts, I decided to write another Merciless Monsters post. But what to write about? If you’re not willing to randomly combine animals together and call it a ‘monster,’ coming up with a fearsome creature on the spot isn’t so easy. I was first inspired by my plushie of Jabba the Hutt to create a Pathfinder version of Hutts which hoarded gold and made Faustian bargains with those who sought their aid. Truth be told I think it’s a really great idea, and I may return to it, but the creature I imagine would be used for role playing encounters, rather than combat encounters, and that’s not what I wanted to write about tonight.

Out of ideas, I gave into my inner-zombie and googled “Undead in Folklore.” Unsurprisingly, wikipedia was the first result, but I opened a number of windows in anticipation of a lengthy search. I started with Wikipedia’s list of “Forms of Undead,” and clicked the first type which I wasn’t already intimately familiar with: the Draugr. At first they didn’t seem particularly interesting, just mummies without the wrappings. I almost clicked away, but continued reading long enough to learn that they could grow in size at will. That’s pretty interesting. I kept reading, and learned even more interesting things. This creature (which, incidentally, was the very first type of undead on that list) is surrounded by superstitions and rituals which I’ve never seen represented elsewhere.

Let this be a lesson to all game masters: Mythology will never let you down.

Particularly the shit that vikings came up with. Those people were fucking crazy.

Draugr

The imposing form of the corpse-blue creature stands before you, emanating a stench of decay which nearly makes you gag. It wears the garb–and the grin–of a fearsome warrior.


Draugr; CR 14; [Undead] [Crypt] [Cool Climate] [Nocturnal]


XP: 38,400
NE Medium Undead
Init +1; Senses Darkvision 60ft, Perception +0


DEFENSE


AC 23, touch 13, flat-footed 21 [10 + Dex(1) + Dodge(1) + Ring(1) +Armor(10)]
HP 85 (11d8 + 33)
DR 5/Iron
Regeneration 2 (See “Destruction”)
Fort +9 Ref +4 Will +5;
Immunities Undead Traits


OFFENSE


Speed 30 ft.
Melee +2 Greatsword +25/+20/+15 (2d6 + 17)


STATISTICS


Str 29 Dex 12 ConInt 3 Wis 10 Cha 16
Base Attack +11/6/1; CMB +20; CMD 33 (+8 vs. Bull Rush or Trip attempts.)
Feats Combat Expertise, Combat Reflexes, Disruptive, Dodge, Improved Vital Strike, Lunge, Mobility, Spellbreaker, Spring Attack, Vital Strike, Weapon Focus (Greatsword), Weapon Specialization (Greatsword), Whirlwind Attack
Skills Intimidate (+14)
Languages Common
SQ Gaseous Form, Stability, Armor Training 3; Weapon Training (Heavy Blades +2,Light Blades +1)
Gear +1 full plate, +2 Greatsword, Ring of Protection +1


ECOLOGY


Environment They guard their crypt unless disturbed, then they will attack nearby settlements.
Organization Solitary or in groups of up to ten.
Activity Cycle Primarily nocturnal, but do not tire, and can function even in daylight.
Diet None; Natural Enemies None
Treasure Standard


SPECIAL ABILITIES


Gaseous Form(Su) As a standard action, a draugr can assume gaseous form (Pathfinder Core Rulebook Pg. 287) at will. It can remain in this state indefinitely, and has a fly speed of 20 feet with perfect maneuverability.

Swim Through Earth(Su) As a standard action, a draugr may enter into earth or stone at will as though it were water. This state lasts indefinitely, and allows the dragur to travel at a speed of 10 through any surface made of these materials. A draugr may take a grappled creature with him when he uses this ability. This creature will not suffocate, but is considered to be under the effects of a Meld Into Stone spell (Pathfinder Core Rulebook Pg. 312). Non-casters may be unable to escape without assistance.

Enlarge Self(Su) As a standard action, a draugr can enlarge itself at will. This functions as the spell Enlarge Person (Pathfinder Core Rulebook Pg. 277) except the draugr can only cast it on itself, and its duration is indefinite. In addition, a draugr is able to grow up to four times its normal height. A medium creature would become a huge creature, gaining  a -2 penalty to attack rolls and AC, a -6 penalty to Dexterity and a +6 bonus to Strength. The creature also gains a +2 special size modifier to combat maneuver checks and defense due to its increased size, and has a reach of 15ft. A draugr’s speed also doubles while in this form. One of the draugr’s preferred methods of slaying its victims is to crush or devour them while increased in size.


CREATING A DRAUGR


Brutish Draugr lose nearly all their intelligence when they become undead, though they retain enough to be sentient and aware. They are also creatures of immense strength. When a draugr is created, its Intelligence is reduced to 3, and its Strength is raised by an amount equal to the amount its Intelligence was lowered. So if a creature has 10 STR and 10 INT, then upon becoming a draugr its INT becomes 3, and the STR becomes 17.

Forceful Presence Upon become a draugr, a creature gains 6 Charisma.

Weapon Resistance Draugr gain Damage Reduction 1/Iron for every 2 HD

Overweight Draugr are unnaturally heavy, and gain a +8 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt.


ADDITIONAL INFORMATION


Background Draugr are crypt guardians, not unlike their distant undead cousins mummies. They rise to protect their tombs (or the tombs of powerful leaders they were interred with), from graver robbers and thieves who would defile them, and pilfer their riches. They are sometimes created intentionally,using simple burial rituals which are known to a number of warrior peoples. Most often, however, draugr simply rise from the corpses of those whose wealth was gained through violence and bloodshed. Warriors who valued gold more than they valued the lives of others.

Draugr are intelligent, though barely so. Most draugr know only two things for sure: they must protect their tomb, and they hate the living. Draugr are painfully jealous, and take great delight in killing. If they cannot have life, then why should anybody else? Often times after they encounter a living creature who has entered their tomb, they will become so enraged that killing only once is not enough. They will dare to leave their crypt for a few hours every night for a few days, searching for more living creatures to kill. If anything is actually taken from their tomb, then the draugr may not stop venturing out at night until it is slain.

Occasionally when a draugr kills someone, they will drag the body back to their crypt. The next night, that body will also rise as a draugr, and work with the first to protect the crypt. Some scholars speculate that the draugr who do this are slowly becoming more intelligent, and realize that additional draugr will allow them to spend more time away from their own crypt, killing the living.

Appearance Draugr are bloated and ugly. Their skin is a blue-black color, and they have a pungent stench of decay about them.

Emanations of Evil Animals which feed near a draugr’s tomb often become dire animals. They will attack anyone who approaches, and obey any command given them by the draugr.

Progression Sometimes, usually after a draugr has left its crypt and slain a number of interlopers, it begins to regain some of its Intelligence–though none of its memories. These draugr become even more intensely jealous of the living, and often become more concerned with tormenting them than they do with protecting their tomb. They also gain a number of powerful magical abilities, allowing them to enter dreams, spread magical diseases and plagues, bestow curses, control the weather, change their form to that of an animal, or even see the future. On occasion, extremely powerful draugr have been known to prevent the sun from shining anywhere within miles of their tombs. The goal of these draugr becomes to drive all living beings mad, so that they cannot enjoy the life which the creature so envies.

Destruction Destroying a draugr is difficult. Even when its damage reduction can be overcome, the creature’s bones knit back together of their own volition. Wounds will close, and even severed limbs may reattach themselves. Even a draugr reduced to 0 HP is not destroyed, as most undead creatures are. The only way to truly destroy a draugr is to cut off its head, incinerate it, and scatter the ashes into a sea or river. If this is not done within 6 days, the draugr will regenerate within two weeks.


REFERENCE


Merciless Monsters 2: Bloody Avenger (Bloody Mary)

I recently became rather intrigued by Bloody Mary folklore. I’ve always been a fan of undead creatures. In particular, I’m fascinated to learn about the reality of humanity’s fear of the dead. Pop culture is so inundated with movie monsters these days that it’s easy to know everything about zombies of vampires without ever learning the reality which inspired the fantasy. In fact, it was the trailer for the movie “Paranormal Activity 3” which first got me interested in this folklore. I find it hilarious that a movie trailer failed to convince me to see the movie, but succeeded in motivating me to do some reading. Even if it was just Wikipedia, and a handful of other websites.

Each of us is a student of popular culture, whether or not we realize it. But there’s so much more to these creatures. Historical information, which filmmakers never passed down to us. Did you know that while Catholics in Western Europe took a slowly-decomposing corpse as a sign of sainthood; Catholics in Eastern Europe took it as a sign that the corpse was waking at night as a vampire? It’s true. Likewise, Zombies originate from Afro-Haitian superstitions, where “sorcerers” would use psychoactive chemicals to place a victim in a highly suggestible state, then order that victim to do their bidding.

Interesting stuff.

Hoping to find some similarly interesting revelations for Bloody Mary, I did some looking around. I haven’t found a ton of solid information on the tale’s origins–it seems to be a relatively recent, and particularly fractured piece of folklore. However, the sheer volume of completely different accounts of this mirror-dwelling creature make it a curiosity to me. And as I looked for additional sources of information, I began to wonder if Mary had ever been converted into a monster for gaming. I flipped through the various incorporeal undead in my Bestiaries and Monster Manuals, but didn’t find anything which seemed specifically based on her. Since I find the folklore so fascinating, I thought I’d go ahead and create my own.

As an aside, in my study of Bloody Mary, I learned a word which should be very useful to game masters and world crafters. Catoptromancy; Divination by use of mirrors, or other reflective surfaces.

Bloody Avenger

At first all that can be seen is the dripping blood, falling apparently from thin air. Once one looks upon vengeful specter’s crimson form, the black pits of its eyes widen, and it gurgles a curse from a blood filled mouth.


Bloody Avenger; CR 10; [Undead(Incorporeal)] [Urban] [Any Climate] [Nocturnal]


XP: 6,400
CE Medium Undead
Init +7; Senses darkvision 60ft; Perception +12


DEFENSE


AC 18, touch 18, flat-footed 14 [10 + Dex(3) + Dodge(1) + Incorporeal Deflection(4)]
HP 90 (9d8 + 45)
Fast Healing 2
Fort +3 Ref +6 Will +12
Defensive Abilities Incorporeal
Immunities Undead Traits


OFFENSE


Speed fly 30 ft. (Perfect)
Melee Lacerate Face + 14 (4d6 + 4)
Special Attacks Death’s Gaze, Share Guilt, Expose Guilt, Bloody Chains


STATISTICS


Str Dex 16 Con Int 6 Wis 15 Cha 18
Base Attack +6/1CMB+9 CMD 19
Feats Improved Initiative, Dodge, Ability Focus(Death’s Gaze), Iron Will, Toughness, Natural Weapon Focus (Lacerate Face)
Skills Fly (+12), Intimidation (+21), Perception (+12), Stealth (+20)
Languages Common


ECOLOGY


Environment Most commonly in urban homes, but they can strike wherever a mirror is nearby.
Organization Solitary
Activity Cycle Primarily nocturnal, but do not tire, and can function wherever there is low light.
Treasure Standard


SPECIAL ABILITIES


Invisibility(Sp) A bloody avenger may cast Invisibility (as the spell) at will.

Catoptromancy(Su) A bloody avenger can enter any mirror, and exit through any other mirror on the same plane. Broken mirrors do not affect the creature’s ability to travel through them, however, a mirror covered with a cloth cannot be traveled through. The creature can do this while invisible. Note that this ability works only for mirrors, surfaces which are incidentally reflective cannot be used for this, or any other mirror-related ability of the Bloody Avenger.

Lacerate Face(Ex) Bloody Avengers are compelled to destroy their victim’s faces. It is not entirely clear why they do this, but it is surmised that it is based on the creature’s intense feelings of guilt, and a desire to destroy its own identity. This is a melee touch attack which deals damage equal to 1d6/2 hit dice. A Bloody Avenger’s charisma modifier is considered a weapon bonus for the purposes of this attack, and can be added both to the attack and the damage roll.

Death’s Gaze(Su) 3 times per day, as a standard action, a Bloody Avenger may show a target opponent their own death. This is the death which they are currently fated for, though their fate is not immutable. However, the individual who sees this image of their death will know, inherently, that it is not an illusion. The fear this causes is profound. The target becomes immediately Panicked, but is entitled to a will saving throw [DC 20 (10 + 1/2 HD + Cha + Ability Focus)] to be only shaken. Targets can repeat the will save on each turn until they succeed. The Shaken condition lasts 3 rounds. In order to be affected by this attack, the target must look either at the Bloody Avenger, or at any mirrors.

Share Guilt(Su) Once per day a Bloody Avenger may pass through a target creature by moving through a square which that creature occupies. The target is entitled to a reflex saving throw [DC 17 (10 + 1/2 HD + Cha)] to take an immediate 5-foot step out of the way. If the Bloody Avenger successfully passes through the target, then for the next 24 hours, any damage inflicted on the Bloody Avenger will be inflicted on that target. This effect is treated as a curse, and any ability which removes curses will end this effect.

Expose Guilt(Su) Once per day, a Bloody Avenger can select a target. As a standard action, the Bloody Avenger shares the target’s greatest unknown sin to all of that target’s allies within 60ft. Any moral boosting effects which that character granted to his companions ceases to function, and all opponents within 10ft of the character take a -1 penalty to all rolls. This effect lasts for 24 hours.

Bloody Chains(Su) Once per day, a Bloody Avenger can cause four blood-soaked barbed chains to emerge from any mirror within 60 feet, and grapple with a target. The chains are treated as having the Grab ability, so they do not provoke an attack of opportunity when they attempt to grapple. The chains have an effective CMB of +14, and can extend a maximum of 30ft from the mirror. The chains immediately begin attempting to draw a grappled target into the mirror (requiring a successful grapple check each round to move the target at half of the chain’s speed of 30). Each of the 4 chains has hardness 10, hp 5, and a break DC of 26. Each chain destroyed reduces the chain’s overall CMB by 2.

If the chains successfully move a target to a space adjacent to the mirror which they came out of, then on their next turn they may attempt a final grapple check to pull their target into the mirror. (This is considered a hazardous location, granting the target a +4 on their grapple attempt). If the target is successfully drawn into the mirror, then they fall out of another mirror somewhere on the same plane. This mirror could be elsewhere in town, in another nation, or even on another continent.

Death Rattle(Su) Upon its destruction, a Bloody Avenger lets out a piercing wail of anguish. Characters within a 60ft radius of the destroyed Bloody Avenger, who are not wearing protective ear coverings, take 10d6 sonic damage from this wail.


SPECIAL WEAKNESSES


Distraction All Bloody Avengers are created from a death which resulted from the death of someone else–whether or not they are guilty of it. They are fixated on that event, and seek indiscriminate revenge for it. However, if they are presented with someone who reminds them of whomever’s death caused their own, the Bloody Avenger may become distracted. For example, a mother who went mad and died after the passing of her child may, as a Bloody Avenger, become distracted by a young child, believing it to be her own for as long as her distraction is not interrupted.

Summoning If an adventurer looks into a mirror and speaks the true name of a Bloody Avenger three times, then confesses to causing the death for which the Bloody Avenger is seeking vengeance, then the Bloody Avenger is immediately transported to that mirror.

Forced Medium Bloody Avengers can be used to discover secrets which may otherwise be impossible to discern. Once one is encountered or summoned, the party or individual who encounter it must not meet the Bloody Avengers eyes, nor harm it at all. For 1 minute (10 rounds) the Bloody Avenger will attack the party normally, however, unless the party meets the creature’s eyes or attacks it in return, it cannot use lethal force. After a minute has passed, the Bloody Avenger can no longer attack the party. The party can, at this point, ask to speak with a specific dead person. They need not know the person’s name, but must know something about them. “The person who designed the ruins of Aomur,” or “The little boy who was killed by Joey Grills four years ago” would be sufficient. The Bloody Avenger will then retrieve the soul of this person with unerring accuracy, assuming they are dead, their souls still exist, and the phrasing of the question did not specifically exclude the intended person (Such as if Joey Grills killed a girl).

The soul is then compelled to answer any questions the party has for it. This bypasses any of the normal restrictions on the Speak with Dead spell. Three conditions cause this effect to end: 1) if the party meets the eyes of, or attacks, the Bloody Avenger, then the dead spirit disappears, and the party must combat the Bloody Avenger normally. 2) If the party tells the spirit it can go, then the Bloody Avenger will also excuse itself by exiting through the nearest mirror. If the mirror has been covered, the Bloody Avenger will attack the party. 3) after 10 minutes, the Bloody Avenger is released from its compulsion, and will release the spirit and attack the party.


ADDITIONAL INFORMATION


Background A Bloody Avenger is a very particular manner of ghost. In life, the creatures who eventually become Bloody Avengers all suffer greatly from the horrible death, or loss, of someone dear to them. Such as a mother whose child goes missing, a man whose mother is murdered, or a child who watches another child fall down a well. The exact manner of the loss is irrelevant, so long as the person feels guilt over the loss. It matters not if the person in question is actually responsible in any degree for the loss, so long as they feel guilt over it.

That guilt must then drive the person to their own death, or dominate the rest of their life. To use the above examples, if the mother who lost her child went mad, and eventually committed suicide, that would qualify. If the man mentioned above had murdered his mother himself; and was then tried and executed for the crime, that would qualify. Even if he denied his guilt, it is likely that he still felt that guilt on some level. Lastly, if the young child lives a long life, yet is always haunted by feelings of guilt for the other child’s death, then even dying of old age would not save him or her from qualifying. Any of these people might potentially rise as Bloody Avengers.

Bloody Avengers remember very little of their lives. They wander, only half aware of the world around them, while the other half of their attention is constantly reliving the moment which caused their guilt. This leaves them angry and violent, and poised to attack anyone who disturbs them.


REFERENCE


  • The Undead Type is described on page 309 of the Pathfinder Bestiary.
  • The Incorporeal Subtype is described on page 312 of the Pathfinder Bestiary.
  • The Incorporeal Trait is described on page 301 of the Pathfinder Bestiary.
  • Information on the Bloody Mary legend drawn from the Wikipedia entry, and the Snopes.com entry (oddly enough. Do ghost stories really need to be verified?)
  • Images for this post taken from a remarkable fan-video for the Lady Gaga song “Bloody Mary”

Koldonberane, The Forest Dragon

I’m really quite happy with Monday’s post about deities. You may have noticed that I really got into it, given that it’s roughly twice as long as my average post. My own verbosity aside, in my opinion it’s a pretty great post. So when I started thinking about what I should write for Wednesday’s post, I remembered that a friend had recently encouraged me to write about Koldonberane, a deity I created a few years ago for a campaign which never ended up getting started. So not only do I get to make a friend happy, but I get to demonstrate the deity system I created in my last post! Huzzah!

Koldonberane
The Tree Wyrm, Leafscale, The Rustling Wind


Lesser Deity (Divine Rank 4)
Holy Symbol A green tree with a dragon emerging from the leaves. More ornate symbols include tree roots, which entangle both a halberd, and a short bow.
Home Plane Arborea
Alignment Chaotic Neutral
Major Portfolio Nature, Animals
Minor Portfolio Adventure, Rangers, Balance Dragons
Domains Animal, Plant, Travel
Worshipers Rangers Druids, Barbarians, Hunters, Trappers
Clerical Alignments TN, CN, CG, CE
Favored Weapons The halberd, and the short bow

Koldonberane embodies the uncaring chaos of nature. She appears as a titanic dragon, with leaves instead of scales. These leaves constantly shift from green, to bronze, to red, to yellow, to black, then fall from her hide, only to reveal fresh green leaves underneath. Though she is a lesser deity, many rangers and other adventurers who revere nature follow her because of the favor which she shows to those who have great self determination.

Dogma Koldonberane teaches that nature is indifferent to good, evil, and law. It is a force beyond these limiting concepts. While a mouse may be beloved by nature, so too is a hawk. The hawk needs no permission, nor any absolution for killing and eating the mouse. So long as balance is maintained, nature is self-governing. And so long as chaos reigns, balance will always be maintained. The only true sin, in Koldonberane’s eyes, is a disruption of the world’s natural balance.

For this reason, Koldonberane favors mortals who live out in nature, separate from those of their kind who seek to dominate nature, rather than find their own place within nature’s balance. She cares not if a man kills an animal for food, or fells a tree to build a boat. New animals will be born, new trees will grow. But Koldonberane becomes upset when a copse of trees is felled to make a cabin, and she becomes enraged when a forest is cleared to make room for a city.

Clergy and Temples Koldonberane’s few temples are magically woven from still-growing trees, and carpeted with living grass. However, few followers of Koldonberane are compelled to build temples to their draconic goddess. Most prefer to travel, living in balance with nature around them, and ensuring that others maintain that balance as well.

History
Koldonberane is a young deity, having only ascended four hundred thousand years ago. Before that, she was a dragon. Of what color, she cannot recall, but she knows that she lived in a forest. There, in her forest lair, she went about the business of dragons: hoarding treasure. She viewed this too be quite good and proper, and had amassed a great and glittering pile for herself.

As winter drew near one year, she spotted a squirrel gathering nuts for the winter. Being a particularly philosophical dragon, she likened the squirrel to herself. The tiny creature’s hoard of nuts was a pale shadow of Koldonberane’s hoard of treasure. And while the creature’s taste in treasure was primitive compared to her own, Koldonberane speculated that the gods may have crafted squirrels as a tiny homage to their greatest creation. Which, of course, was dragons.

Koldonberane’s forest was far to the North of the world, and winter was long. The mighty dragon slept until the spring came. When she finally awoke, she was greeted by the sight of the squirrel whose hoard Koldonberane had pondered the previous fall. Feeling spry and energetic after her long sleep, the mighty dragon approached the squirrel’s nest, hoping to catch a glimpse of its tiny hoard. What she saw instead was nothing but shells. The squirrel had eaten its entire hoard!

At first, Koldonberane felt confused, but her confusion quickly became anger. She shouted and cursed the squirrel. She decried its mimicry as a mockery of dragon kind, and swore to destroy it and all of its kin, but it had fled. Still angry, she vowed to wait for its return, and destroy it then. But first she needed to find a meal, something to wake her from her long slumber. She took flight, and hunted through the forest for elk, deer, and other large sources of meat.

As she ate, she thought. Her anger gradually began to abate as she pondered the purpose of the squirrel’s hoarding. She came to realize that the squirrel’s hoard had not been an end unto itself, but rather a means to its own survival. It was something of a leap for her, but the more she thought about it, the more Koldonberane found she could relate to the squirrel’s actions. And, being truly philosophical for a dragon, Koldonberane did something which dragons almost never do: she turned her criticism inward.

“Why do I, why does any dragon, hoard our treasures?” she thought. Numerous justifications presented themselves, but to her credit, Koldonberane dismissed each of them. The truth had been laid bare: her hoard had no purpose.

After that, Koldonberane continued to lay atop her treasure for several months. But now it simply seemed cold, and uncomfortable. Koldonberane tried adding to her hoard, which had always pleased her in the past. Now it felt empty. The sparkle of a polished coin no longer captivated her, and she resolved to be rid it all. She flew to the nearest city, and announced that anyone could have anything they were able to carry away from her hoard.

People came from miles around with sacks and carts, some even came with bags of holding. Koldonberane watched them take her treasures from nearby. She felt a panic, seeing ‘thieves’ taking her beloved treasure–but she did not interfere. She steeled her resolve to let her treasure disappear.

People had been hauling treasure away for less than a day when the king arrived. But Koldonberane’s hoard was massive that ten such days would not leave a significant dent in her pile. The King, though, brought with him an army of carts, and ten times an army of soldiers. He demanded that all the treasure be his. Koldonberane told him he may take whatever his carts could carry, but the King was adamant. He wanted not only the treasure he could carry, but treasure which he would leave behind must be kept for him, and the treasure which had already been given must be returned to him. The dragon refused.

The battle between the king’s army and the dragon was fierce. Koldonberane was, at that time, among the most ancient dragons to ever exist. She slew hundreds of the king’s mightiest knights, but could not defend herself against so great a force. Koldonberane was slain, her body fell against the same tree in which the squirrel had made its nest. The King had his carts loaded, and took what treasure he could back to his kingdom.

When the King returned with more carts, he found many people around the corpse of the dragon, praying for blessings from the gold-giver. The King’s men chased them off, and the king posted guards around Koldonberane’s body to stop any others from worshiping the beast. The king returned a third time, now in late fall, for a third load of treasure. The guards he had left were camped nearby, and the dragon’s corpse was gone! The guards explains how, in just a few short weeks, the roots of the tree had grown up around the dragon, and wrapped it in a wooden cocoon. The king said good riddance to the beast, and took his treasure, and his guards, back to his kingdom for the winter.

In spring, the king again brought his carts for the fourth and last load of treasure. As it was being loaded, he gazed at the tree which had consumed Koldonberane. Its leaves had sprouted a beautiful spring green, and he found the tree to be a pleasant sight.

Then, from amidst the rustling leaves, two eyes stared back at him. They did not appear to be fixed to anything, waving in the wind as the tree did. A creak sounded, and the wind-blown leaves momentarily seemed to form a gaping maw. Frightened, the king called to his men to hurry along, just in time for great leafy wings to sprout from the tree’s bows.

The king screamed in terror as Koldonberane, the demigod, flew from the branches of the tree, leaving it bare of any leaves. But Koldonberane was now beyond such simple motivations as revenge, and ignored the petty human as it flew off towards the heavens.

Koldonberane’s clergy hold that the tree which Koldonberane sprouted from still exists. It is said that green scales now grow on the tree, instead of leaves. What powers this mysterious tree might hold are unknown, however, as its mere existence is speculation.

Deities Defined

After 100+ posts, it’s a little hard to remember what I’ve revealed about myself and what I haven’t. So I’m not sure if I mentioned this before, but I majored in philosophy in college. Cue all the “blah blah, useless degree, blah blah, enjoy delivering pizzas” nonsense. During my study of philosophy, I often tried to suss out what precisely philosophers do. Which isn’t to say I didn’t know, insofar as an undergrad ever knows anything about their field. But I didn’t have a definition on hand, no sentence-or-two which summed up the task which I was planning to dedicate my life to. I did have a joke answer; “We take things which are simple, make them sound complicated, then con universities into giving us tenure for it.” I’ve found that most people in “useless” majors come up with jokes like that as a means of fending off dickheads who like to question the life decisions of people they don’t know.

I don’t know that the answer I eventually came to would be satisfactory to other philosophers–if I can even call myself that, being a dropout. To me, philosophy is the application logic as a means of attempting to learn the rules of, and to define, that which is considered undefinable, and beyond logical governance. (Kinda recursive if you think about it). Such illogical, undefinable things might include ethics, the fundamental answer to ‘why,’ or even conceptualizations of divinity. And thus do we come to tonight’s subject matter.

Truth be told, I don’t think I’ll ever go back to the study of philosophy as a primary pursuit in my life. But that desire to define is still strong for me. So what if I’ve given up the quest to define the concept of divinity? I’m an atheist anyway! And it’s way more fun to codify divinity within Pathfinder. I actually started this project many years ago. Shortly after I got the D&D 3.0 supplement “Deities and Demigods,” I became fascinated with the concept of “divine ranks.” I can’t imagine myself letting my players be gods, even demigods. I doubt I would ever encourage them to fight a god, either. But I still like the idea of codifying what gods are and how much power they have. If, for no other reason, than because it places limits on what gods can do for their followers. So after a friend on Twitter reminded me that I had started this project years ago, it occurred to me that finishing it would make an excellent post!

Logos
The only truly almighty being, Logos is omniscient, omnipresent, and omnipotent. The power of the Logos is so far beyond understanding that even the mightiest of gods are powerless before it. However, Logos is also non-sentient. It is a vague force which controls the universe according to a logic which no one can possibly comprehend. Perhaps the simplest way to explain Logos is that if the laws of thermodynamics, motion, and conservation of mass are the laws of physics, then Logos is the laws of metaphysics. It is said that the multiverse itself is the mind of logos, and that every event, every insect, every human, dwarf, elf, or god, are all simply the machinations of the Logos’ mind. But this is widely viewed as conjecture.

Knowledge of Logos is reserved largely for those powerful enough to see its subtle workings, which leaves very few besides the gods themselves. Only once has a mortal creature learned anything of Logos. A wizard, whose name and race have long been lost, once learned a single word in the ineffable language of the Logos. The wizard spoke the word, and was so completely obliterated that his soul ceased to exist, and even those who had known him forgot him completely. And through his erasure, the Illumian people were created.

Divine Power
Deific power is gauged by “Divine Ranks.” These ranks define a deities power in a manner similar to a character’s levels, but are functionally quite different. It is a closely guarded secret of the gods that their power is drawn from their mortal worshipers. The greater the number of worshipers, and the greater the power of those worshipers, the greater the god’s own power will be. And while the numbers of mortals are ever-growing, adding more and more potential power for the deities to absorb, the pool of available power between all of the gods is functionally finite. Often, in order for one god to increase their divine rank, another god must lose their own. One might think that a god could simply create more and more worlds, and fill them with worshipers. And, indeed, a god called Hewavaj’Hove did precisely that once. For one brief moment He reigned supreme amongst the gods. Then he was completely obliterated in a fashion which the other gods describe as “painful in a way only a god could experience.” The gods have determined that it is Logos who destroyed their momentary overlord, but have not yet determined which crime was deemed worthy of such a horrible execution.

All gods of divine rank 1 or higher have the following abilities and attributes, both in their primary form, and when represented through avatars:

  • Has access to all clerical spells which would normally be available to that deities’ alignment/domains as at-will powers.
  • Can control weather, landscape, and other physical phenomena within 100 miles of current location for each divine rank. (10 miles/divine rank when represented through an avatar.)
  • Ability to appear in whatever form the deity desires, or to create avatars in whatever form desired.
  • Immortal.
  • Unable to be harmed, save by items which are extremely powerful. Save for a god’s own weapons, anything which could harm a god is likely unique to the god, and a carefully guarded secret.
  • A deity is completely immune to any form of Transmutation, Energy Drain, Ability Drain, Ability Damage, or Mind-Affecting Effect.
  • A deity may, at any time, be aware of everything (including thoughts) which exists within 1 mile of any of its worshipers, holy sites, or other objects or locations sacred to that deity. A deity may also attempt to block the senses of another deity within this range. More information on deity conflict below.
  • Any deity may create a demi-plane. These planes are typically rather small, and can serve as private retreats for the deity.
  • A deity may travel the multiverse as easily as a mortal might walk to the shop down the street.

Any additional power is determined by the divine rank of the god in question.

The divine ranks, as presented here, are infinitely scalable. Each element progresses in a predictable pattern (A deity gains a minor portfolio every rank, gains a domain every two ranks, and so forth.) For my purposes, a maximum divine rank of 10 is plenty.

Divine Details
On the chart above I list five types of powers which progressively grow more powerful as a deity gains divine rank. Domains, Major & Minor Portfolios, Absolute Portfolios, and Avatars.

Domains Any D&D or Pathfinder player should already be aware of what a Domain is, and how it works. When a cleric selects their deity, they choose two of that deity’s domains. These domains represent core values, and sources of power for the deity and their followers. Depending on which domains are chosen, clerics gain access to different spells, and may focus on different aspects of their deity’s teachings. Note that deities below rank two have no domains. This is because they do not yet have sufficient divine rank to grant spells to their followers. They may still have clerics devoted to them, but these clerics draw their power from other sources.

Major & Minor Portfolios A deity’s portfolio is what they are the god “of.” For example, my favorite god, Vecna, might have in his portfolio; Knowledge, Secrets, Magic, and Undeath. Any special powers Vecna has would be derived from these portfolios, and he would certainly have a certain amount of control over items in his portfolio. The difference between Major & Minor portfolios is one of scope, rather than power. (In fact, perhaps “Narrow & Broad” would be better, but we’ll stick with what I have in the image above for now).

A major portfolio is something broad. For example, “Magic,” “Insects,” or “Knowledge.” Whilst a minor portfolio is something more specific, like “Transmutation,” “Beetles,” or “Secrets.” The line which separates major and minor portfolio items can be vague. However, without listing ever possible portfolio item, it must be left to good judgement to determine whether a portfolio item is major, or minor.

Major and minor portfolios may conflict with each other, if the minor portfolio fits within the major portfolio. For example, if a god of magic attempts to exercise their power over transmutation spells, a god of transmutation spells may resist the god of magic with a +2 bonus to their deity check. Likewise, if the god of magic is attempting to affect a conjuration spell, the god of transmutation may still attempt to resist the will of the god of magic, but takes a -4 penalty on their deity check. More information on deity checks is below.

Absolute Portfolio Drawn from the same lists as minor portfolios, an absolute portfolio is a realm over which a deity is considered to have absolute dominion. A deity with secrets in its Absolute Portfolio may have greater control over that realm than a deity who has secrets as a minor portfolio. For example, while a “Secrets: Minor” god may be able to learn any secret which they desire, a “Secrets: Absolute” god might already know every secret, even to the point of learning of new secrets as they are created.

Minor and Major portfolios may still conflict with Absolute portfolios. However, an Absolute portfolio is treated as having a +20 to its deity check, along with any bonuses or penalties a minor portfolio would receive in a given situation, as described above. If, perchance, two Absolute portfolios ever come into conflict, then the loser of the check has their Absolute portfolio permanently transformed into a minor portfolio. A “Supreme” portfolio may exist, which would be similar to an Absolute portfolio, but would apply to Major portfolios rather than minor ones. However, this is a level of power which I don’t want within my games.

Avatars Being within the presence of a god, even a minor one, would be enough to drive lesser mortals mad. Besides–gods do not leave their realms lightly. To remedy these problems, gods may create an avatar. Avatars are small fragments of a god, which operate completely independently. Given the tremendous willpower of a god, they may give their full attention to all of their avatars simultaneously, without suffering from any distraction or deterioration of abilities. In this way, gods may be in two or more places at once.

Special Aside from the powers listed on the chart above, which grow more powerful as a god gains more and more divine ranks, there are a number of powers which gods attain as they rise through the ranks. Once a power is attained, the god retains the ability to use this power for as long as they remain at or above the divine rank at which the power is acquired. These powers do not become greater as deity gains more divine ranks.

  • Any deity of Divine Rank 2 or greater can create any type of creature they desire, but these creatures cannot breed, or be replicated in any quantity sufficient to begin a new species. Such creatures are sustained by the deity, and will be destroyed if the deity loses their divine ranking.
  • Any deity of Divine Rank 4 or greater can create new species of animals, or other unintelligent creatures. These creatures will continue to exist even if the deity is destroyed.
  • Any deity of Divine Rank 6 or greater can create any type of new creature species they desire. These creatures will continue to exist even if the deity is destroyed.
  • Any deity of Divine Rank 8 or greater can create new worlds, or layers to an existing plane.
  • Any deity of Divine Rank 10 or greater may create new major planes.

Divine Conflict When deities engage in a battle for divine control, a deity check is used to determine the outcome. This is a very simple check: 1D20 + Divine Rank. Note that a deity check is not used any time deities combat one another, but only when two deities attempt to use their same divine powers affect the same thing in different ways. If, for example, one deity wanted it to rain on the city of Niston, and one wanted the city of Niston to enjoy a bright sunny day, the two deities would make a deity check to determine what kind of weather Niston will see that day.

Divine Rank 0
Divine Rank 0 is special. A new deity typically starts at Divine Rank 1, as a demi-god. Rank 0 is reserved for those gods who have failed to retain enough followers to maintain their divinity. A god at 0 has been forgotten. Perhaps their followers were slaughtered, perhaps the god was simply lazy and did not bother to answer any prayers. A few faithful may remain, but even mortals are sometimes worshiped by a paltry few thousand. That does not make them gods.

An entity at divine rank 0 is in danger of losing their place among the gods forever. They are reduced To but a handful of divine abilities. They cannot be harmed, maintain their immunities, can travel the multiverse, and are able to cast divine spells matching their alignment as a 20th level cleric would. The entity is given one thousand years to regain enough followers to become a Demi-God. If they fail to complete this task, the entity fades away forever.

What precisely happens to these forgotten gods is not known. Given that they are forgotten, documentation on their activities is understandably lacking. A few gods claim that their most powerful angels were once forgotten gods. Some adventurers have discovered intelligent items which have claimed to be the remnants of a forgotten god. And then, of course, there is the rare individual who shouts at his fellow tavern patrons “I was a god once, you know!”

Of course, this might simply be cases of bragging gods, self-important intelligent items, and crazy drunks. There is no way to be certain.

Dwarven Tanks

I’m not sure if I’ve mentioned this in the past, but I’m a huge fan of oldschool Final Fantasy games. Any numbered games X or prior are great, but IV, VI, VII, and VIII are my favorites by far. Amusingly, I’ve never really had a taste for western RPGs of the video game variety, such as the Elder Scrolls series, or Mass Effect games. They much more closely emulate my one true love–tabletop games–but I think there’s a sort of “uncanny valley” effect for me. I like linear games, and I like games with true tactical infinity, but games which emulate tactical infinity without actually giving me infinite options can just be frustrating.

I think it was on my second or third play-through of Final Fantasy IV when I had this idea. There’s a point, about halfway through the game, after you steal the airship from the evil city-state of Baron. The heroes must fly into a giant crater which connects the surface world to the vast underground realm of the dwarves. Almost immediately you find yourself in the middle of a pitched battle between the Baronian airship navy, and the land-based dwarven tanks.

The tanks make a few more appearances throughout the game, and the idea intrigued me. I am apparently not alone in this, because both the Warcraft and Warhammer franchises employ dwarves with tanks. Perhaps it’s because the race themselves–short, squat, and unimaginably tough–fundamentally resemble tanks. Whatever the reason, I decided that dwarven tanks would make a great addition to my D&D games. However, I’m not a huge fan of including technology in fantasy games. It can be a fun twist for a setting, but as a general rule I like the most advanced technology in my games to be a crossbow. So the challenge was to create a dwarven tank which didn’t rely on technology, but also did not rely on an excessive use of magic, since dwarves would probably find distasteful. This is what I came up with. Lali-ho!

The Dwarven Tank

The main body of the dwarven tank resembles a boxy steel shell, longer than it is wide. Along the bottom edge of the shell are small steel sheets, attached to the shell by hinges. When the metal sheets are raised, one can see that there are four large iron wheels supporting the shell, and that it otherwise has no bottom to it. On top of the shell, in the center of its surface area, is a large flat disc, and from that disc protrudes a long cylindrical barrel, 7ft long. On both ends of the long shell are small protrusions, the purpose of which is not readily apparent.

As large as the dwarven tank may seem from the outside, within things are positively cramped. Each tank employs crew of 11 of the strongest dwarves available. Six dwarves serve as “movers,” two dwarves serve as backup movers, one dwarf serves as spotter, one as driver, and one as hammermaster. Since the tank has no bottom, all eleven dwarves must walk in unison with the tank’s movements, which is surprisingly difficult for a large number of dwarves to do within such a cramped space.

The six movers are divided three to each side, where they take hold of sturdy bars mounted into the inner-walls of the steel shell. Their task is simple: push in unison, either forward or backward, according to the instructions of the driver. The six movers are rotated in shifts with the two backup movers, to ensure that no dwarf ever spends too long at the strenuous task of moving the behemoth dwarven tank.

The two protrusions at either end of the tank are periscopes, which are used by the spotter to give instructions both to the driver, and to the hammermaster. The tank completely lacks windows , or openings of any sort save the flaps at the bottom of the tank, so without the spotter and his periscopes, the dwarven tank crew would be blind. The driver stands at one end of the tank, where a number of controls are mounted. A wheel for steering, various pulleys to raise the metal flaps to help the tank move over obstacles.

The hammermaster mans the gun, or the “Shock-Put” as the dwarves call it. He uses a pair of heavy cranks to adjust the vertical angle from 0 to 80 degrees, and the horizontal angle up to 180 degrees. These cranks are adjusted according to instructions from the spotter. Once the gun is aimed correctly, the two movers currently off-duty take one of the “shock rocks” from the large bin on the opposite end of the tank from the driver. The shock rock is then loaded into the bottom of the shock put, which is then sealed.

The seal of the shock-put holds the shock rock in place while the hammermaster prepares his swing. When the crew is ready to fire, the hammermaster takes up a large two-handed warhammer, and strikes the the bottom of the shock-put, where a piston is mounted. The piston has a special permanent explosive rune enchanted on the inside, which strikes the shock-rock with all the force the hammermaster can transfer into it. The resulting explosion, which varies in strength based on the force with which piston is struck, sends the shock-rock careening out of the shock put at fantastic speeds, often flying as far as five or seven hundred feet when struck by a skilled hammermaster.

Most dwarven tank groups also carry a small supply of explosive shock rocks, which are themselves covered in explosive runes. These projectiles cause significantly more damage, but are difficult to create, and thus not used as frequently.

It is said that once, long ago, a great dwarven king built a mithril tank which, due to its relatively light frame, could move twice as fast as most dwarven tanks. However, due to the rarity of mithril, this tale is often dismissed as a fabrication.

Pathfinder Homebrew: Unusual Spell Materials

Material components for spells are glossed over in the modern Dungeons and Dragons / Pathfinder collective. There are untold hundreds, or thousands, of spells, numerous classes with access to those spells, and all around no room for a complicated system which forces a caster to keep track of how much Bat Guano they’ve got on them. All things considered, I think the current system is adequate. For most spells with material components, those components can be found in the nondescript “component pouch.” Those few spells with more costly components, which need to be purchased and tracked, are generally not those which a caster will find themselves casting very often. It’s not perfect, but it works.

However,

relegating material components to baubles picked up in any town robs us, GMs and Players alike, of a rich element in fantasy storytelling. So many classic tales of adventure revolve around recovering a rare item required for a wizard’s spell. A spell which is, perhaps, the only thing which can wake the sleeping prince, or the best hope of finding the lair of the evil warmistress. Even when spell components are not the in the spotlight, it’s almost a requirement for any story which features a wizard to include a list of strange and arcane items. Usually this list is recited whilst the wizard’s apprentice runs about the laboratory, madly gathering “Eye of Newt” and “Wing of Bat.”

Now, as mentioned above, I think the current system is adequate. There may be a better one, but I’m not concerned with finding it. What I do propose is a system which will allow material components to play a serious role in a game. One which will serve as a compromise between keeping track of each zombie knuckle, or squid tentacle; and throwing everything into a generic “Component Pouch.” What if there were special material components which were not required to cast a spell, but could be added to a spell to enhance its effects. Like tossing a tablespoon of dill seed in the marinara sauce.

I’ll demonstrate with an example from an upcoming game of mine. My players recently helped a town which was ravaged by fire. Turns out the eons-old red dragon king, Kolgoth’Ronnomaktar, has taken to flying around and breathing swathes of flame across the land in his old age. To prevent the same from happening again, the villages request that the party ask a kindly–but eccentric–old wizard to ward their village against fire. After a series of tests, the Wizard will happily comply, however, Kolgoth’Ronnomaktar’s fire is particularly powerful, and normal wards are insufficient. In order to cast the necessary spell, the players will need to gather a branch from a tree which was struck by lightning, but did not catch fire.

This is a very specific example, but I think it shows how powerful and flavorful this element of fantasy has the potential to be. Below, I’ve compiled a list of unusual components and the effects which they might have when added to a spell. This list can be expanded to the limits of your imagination. However, the most important thing to remember is that none of these components should be easy to obtain. If a wizard can just drop into town and buy a bag of celestial’s wing feathers, then all we’re doing is buffing an already overpowered group of classes.

Ideally, casters either:

1) Embark on quests to gather these components for a specific purpose.
2) Receive them as treasure.
3) Harvest them when they happen to cross paths with the source during an adventure.


Items with which to enhance spells


[Color] Dragon’s Tooth: Adds one damage dice to any damaging spell which uses the damage type of the Dragon’s Breath weapon, and adds +1 to the saving throw or attack roll.

Example: Ezren is low on spells and needs to boost his Acid Splash to make it count. Since the spell does acid damage, Ezren uses the Black Dragon’s Tooth he’s been saving. He receives a +1 on the ranged touch attack required to deal damage with the spell, and since the spell deals 1d3 damage normally, it now deals 2d3 damage.

Example: The next day, Ezren is the last of his party standing and needs to clear a room filled with ghasts in a hurry. He decides it’s time to use the Red Dragon’s Tooth he found in a chest yesterday. Normally, his Fireball spell has a saving throw of DC: 18 and deals 7d6 damage. By consuming the red dragon’s tooth, the spell has a save DC of 19, and deals 8d6 damage.

Handful of [Color] Dragon’s Scales: Doubles the effectiveness of protection spells against the damage type of the Dragon’s breath weapon.

Celestial Blood: Adds the [Evil] descriptor to any spell. Doubles the effectiveness of any offensive spell against good aligned creatures.

Demon Blood: Adds the [Chaos] and [Evil] descriptors to a spell. Doubles the effectiveness of a spell against Lawful or Good creatures. These bonuses stack.

Devil Blood: Adds the [Lawful] and [Evil] descriptors to a spell. Doubles the effectiveness of a spell against Chaotic or Good creatures. These bonuses stack.

Lock of hair from a King/Queen: Enchantment spells cast as two caster levels higher.

Shed Angel Feather: Adds the [Good] descriptor to any spell. Doubles the effectiveness of any offensive spell against evil aligned creatures.

Treant Branch: Allows a caster who has prepared “Summon Nature’s Ally” to cast one level of the spell higher. This does not require a higher spell slot.

Vampire’s Fang: Necromancy spells cast as two caster levels higher.


Balance could be improved on these. I have to admit I’m a little conflicted about whether I want to beef up the power on some of the low powered ones to make them more worth the time it would take to acquire them, or if I want to nerf the power down on some of the higher powered ones because casters are already overpowered.

Still, I think the above examples make the point.

Pathfinder Homebrew: Corpse Motes

I spent every free moment of today working on a detailed outline for the next chapter of The Girl and the Granite Throne. I’ve got 22 pages of outline in my pocket-notebook, which is more than I have for most things I write. But try as I might, I haven’t been able to force myself to sit down and actually write out the opening lines. I’m sure I’ll regret that when I’m at work tomorrow & wishing I could write, but for now I just have to give up.

So instead, I bring you a home brew which I originally created for D&D 3.5. At the time I had a character who needed to have a lot of vices. I wasn’t satisfied with any of the drugs I found in the Book of Vile Darkness, because they all lacked a visceral element to them. I envisioned this character injecting themselves with heroin in a fantasy world where nobody had ever heard of a syringe.

And thus, the Corpse Mote was born. There is no upside to using Corpse Motes, as there is with many drugs available in the game. This is purely a detriment to whatever character uses it, and is primarily intended for those who take their role playing seriously. As such, it may not work in most games.

Corpse Motes

Corpse Motes are created when maggots feasting on a corpse are caught up in the negative energy used to turn that corpse into an undead.

Corpse Motes are larger than normal maggots, and grow spines along one side of their body not unlike those of a porcupine. Three powerful pincers, which are used to grapple mice and other prey, surround tooth-filled prehensile tube which serves as their mouth.

Once a corpse mote’s prey has is firmly held by the pincers, it latches on to the victim with its mouth. It then injects a powerful paralytic into the victim with its teeth, which allows the creature all the time it needs to suck its prey’s innards out for sustenance. For a Corpse Mote’s intended prey, this paralytic is a cruel death sentence. For a small or medium sized character, however, the paralytic causes a powerful and addictive euphoria.

Many Necromancers, whether by through intentional experimentation or simply by chance, become addicted to the venom of the Corpse Mote. Injection of the drug is handled by allowing a Corpse Mote to bite you, then squeezing it to death. In its death throes, the vermin will empty its venom sacks into the user’s bloodstream.

This can be an extremely painful procedure, since there’s no easy way to avoid being injured by the spines of the Corpse Mote while squeezing it to death. The sharp pincers used to grapple prey usually cause multiple painful lacerations before the injection is complete as well. However, many choose to make the pain part of the experience, rather than attempt to mitigate it. Others keep metal gauntlets, minions, or plucked-and-depincered corpse motes around to handle injections relatively painlessly.


GAME RULE INFORMATION


Every time a character is bitten by a corpse mote, they get a will save (DC:5) to resist addiction. With each subsequent bite within 1 year of the last bite, the DC rises by 5.

An addicted character takes a -1 penalty to Wisdom to account for impairment caused either by euphoria, or by jonesing for another fix. This is a constant affect until the character has recovered from their addiction.

An addicted character must be bitten by a corpse mote once every 24 hours or they take one negative level, and begin to suffer withdrawals.


WITHDRAWALS


Withdrawals begin 24 hours after an addicted character’s last dose, and end either when the character has beaten their addiction, or when they give in to addiction and ‘shoot up’ with another Corpse Mote.

Every 48 hours after the beginning of withdrawals, an addicted character receives a will save (DC: 5 times the character’s effective level.) If the will save succeeds, the character has overcome their addiction. If the save fails, the character receives one negative level. Characters must have the desire to quit in order to receive a will save.

48 hours after a character reaches an effective level of 1, they automatically overcome their addiction, whether or not they have a desire to do so.

A character who overcomes their addiction to Corpse Motes must still go through recovery.


RECOVERY


Once a character has overcome their addiction, they must must rest. For every 24 hours of rest after overcoming their addiction, they regain 1 of their lost levels. The rest does not need to be consecutive. This continues until the character is fully recovered. Note that rest does not necessarily mean sleep, but the character must be relaxed and restful during this period.

If, at any time during the next year, the character is bitten by a Corpse Mote, they are instantly re-addicted to the substance, and must go through withdrawals and recovery again in order to overcome their relapse. After a year, if the character is bitten by a corpse mote, they are allowed a will save to resist addiction, but the will save is 20 to start with, rather than 5. As per usual, the DC raises by 5 each time the character is bitten within 1 year of the previous bite.