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In One’s Blood

In a few days, the In One’s Blood Preview will be available for free download from the Spes Magna store at Paizo.com. The In One’s Blood Preview includes:

* 3 new sorcerer bloodlines: ooze, plant, and vermin
* 9 new spells, such as cloud of stingers and ooze shape
* 1 new monster: the dreaded behemoth pudding

Here’s some content to preview the preview:

Cloud of Stingers
School conjuration (creation); Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (stinger of a monstrous vermin)
Range medium (100 ft. + 10 ft./level)
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 round/level
Saving Throw Fortitude partial; see text; Spell Resistance no

This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and full of magically animated stingers. These stingers inflict 1d6 points of piercing damage per round on any creature that starts its turn within the cloud. Any living creature that takes damage from the cloud suffers 1d4 points of Constitution damage and is nauseated until the start of its next turn; a Fortitude save negates these two effects. Targets immune to poison are immune to the Constitution damage.

The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

Unlike a fog cloud, the cloud of stingers moves away from you at 15 feet per round, rolling along the surface of the ground. Figure out the cloud’s new spread each round based on its new point of origin, which is 15 feet farther away from the point of origin where you cast the spell.

Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.

Ooze Shape I
School transmutation (polymorph); Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a bit of an ooze)
Range personal
Target you
Duration 1 minute/level (D)

When you cast this spell, you assume the form of a Small or Medium ooze-like creature. While in ooze shape, you cannot speak. You cannot cast spells with verbal, material, or focus components. You move at half your base speed (minimum 5 feet).

You are blind but have the blindsight special quality with a range of 30 feet. This grants immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. You are also immune to poison, sleep effects, paralysis, polymorph, and stunning. You are not subject to critical hits or flanking, and you do not take additional damage from precision-based attacks, such as sneak attack. You cannot be tripped.

You gain a slam attack that does 1d6 points of damage (1d4 if Small) plus a like amount of acid damage. You add 1-1/2 times your Strength modifier to damage. Your acid does not damage stone. You gain any two of the following traits:

* climb (at your modified base speed)
* grab
* immune to cold, electricity, or fire (your choice)
* suction

If you take the form of a Small ooze, you gain +2 size bonus to your Constitution. If you take the form of a Medium ooze, you gain a +2 size bonus to both your Strength and Constitution. In either case, you halve your Dexterity.

Fourth of July Sale!

Also, from 2 through 5 July, everything in the Spes Magna store is on sale for 50% of the normal price. The discount code is patria.

Happy Fourth of July!

July 1st, 2010  in RPG No Comments »

Let a Little Love in Your Game

Today’s blog post isn’t by me. It’s by fellow Man-Day Adventurer Eric, who is an invenerate rules tinkerer. Thus, the “I” mentioned below isn’t yours truly. It’s Eric, who thought these rules might be of general interest. So, he emailed me the doc, and I whacked away a bit with my editing stick. So, without further ado….

The In-Game Effects of Love

First some background on why I started down this road. One of our characters, a dwarven warrior by trade, through a set of unusual circumstances fell into the good graces of a certain marilith. This marilith, whose name pains mortal tongues to speak, answers to Shen-Kriltha. The dwarf didn’t seem to mind the scales and took a liking to her in turn. This led me to think, how can I make this strange love affair matter in game terms?

Have you ever asked yourself why characters seldom if ever fall in love in the game? Surely in a world full of heroes, princesses, maidens, and such, there are plenty of eligible, attractive candidates. In my experience, the reason is simple: It would be nothing but a liability. Having a wife back home while you go out adventuring would be like having a neon sign begging some big bad guy to come and kidnap her. How many DMs could resist the urge to use this significant other against your character? [Editorial Aside: I know I couldn't!]

But what if it didn’t have to be that way? Many movies and books feature protagonists spurred to greater heroism because of their undying love. Having a partner provides encouragement to strive harder and do better. The demonstrable benefits to having a partner to share one’s life with can be simulated for PCs.

Quantifying Dedication

This is the part where we have to sacrifice some realism for playability. The challenge is to take a concept as vague and mystical as love and reduce it to a useable game mechanic. Something will be lost in the translation, but this cannot be helped. A PC with a significant other earns Dedication Points during play based on the following guidelines.

Demonstration of Love: 1 point. For example, a PC could earn 1 DP for leaving the dungeon after slaying the dragon only to rush home and into the loved one’s arms.

Minor Sacrifice for Love: 1-3 points. For example, a PC could spend some of that dragon’s hoard on a ring or necklace. The key thing to remember is that this is rather subjective. Don’t get too carried away on awarding points here, and it’s not about actual gold piece value. The idea is to reward the player’s roleplaying and the PC’s use of a valuable resource in a way that doesn’t really benefit the PC. After all, 300 gp spent on a fancy necklace is 300 gp not spent on a useful potion.

Major Sacrifice for Love: 5 points. Examples would be choosing an extremely suboptimal class for the sake of their love, sitting out from adventuring for a time because of the new baby (meaning the player has to play a standby for a while), and other major demonstrations of love and dedication.

Here’s an important point: Dedication Points never really go away. While certain effects happen due to a PC’s Dedication Point total, you do not subtract the points that caused that effect. As long as the roleplaying dedication is consistent, the points continue to accrue, representing the growth of deeper levels of dedication, commitment, and strength.

Also, the objective of these rules is not to reduce love to a game mechanic that can be calculated and manipulated by the players, but rather to provide some small reward for good roleplaying that phenomenon we call love.

Implementing the Effects

Now that a PC has these points, how does he use them? Well, he doesn’t. Rather, Dedication Point totals are a tool the DM uses to grant a PC a boon he otherwise wouldn’t have. Here’s a summary of suggested love boons:

* 5 Dedication Points can earn a +1 bonus to a single saving throw.
* 10 Dedication Points can earn a +2 bonus to a skill check or a free rank in a new “hobby” skill.
* 15 Dedication Points can earn a bonus feat in new “hobby” area or turn a failed skill check into a successful one.
* 20 Dedication Points can turn a failed saving throw or skill check into a successful one.

The save bonus is intended to be small, just enough to push a PC from failure to success due to that inner spark and drive to see his loved one, to prevent harm from coming to a loved one, et cetera.

The skill bonus might not come into play in a life or death situation. Perhaps the PC gets a small bonus on a Craft check and the necklace they were making isn’t ruined as a result. Or maybe the PC has made so many gift baskets for her hubby that she gains a free rank Craft(basketweaving).

The bonus feat is not intended to be something combat related. Rather, it should be something that ties back to the PC’s romantic interest. Feats such as Negotiator, Great Fortitude, Toughness, or Iron Will might be appropriate. If all else fails, create a custom feat.

The failed saving throw and failed skill check becoming successes are just what they sounds like. Again this represents intense dedication and focus motivated by love.

None of these effects are continuous, or they quickly would get out of hand. Rather the exact timing is up to the DM. As a guideline, I suggest Dedication Point effects occur no more than once per game session per PC.

If all of this seems too complicated, just make a little mark somewhere each time a PC does something for their significant other. Use those little marks as the record of Dedication Points.

A Short Love Story

Suppose the rogue has been really playing up how important his sweetheart Sophie is to him via little comments and small demonstrations. “I take one of the dire lion teeth and cut it out of the beast and use it to carve a little ivory tiger for my honey,” says the rogue’s player. These small things are consistent and represent good roleplaying by the player to show how much his PC loves Sophie.

Later, the rogue is in a dungeon and is ambushed by a carrion crawler. A paralyzing tentacle strikes the rogue, and he fails his save by one point. The DM announces, “As you slump to the ground paralyzed, you think of how this is your last day, how your will die on this dirty dungeon floor, and will never see Sophie again. This thought causes your heart to race even more than it already was and infuses you with new energy as you hold the image of Sophie in your mind’s eye and shake off the paralyzation!”

Imagine the look on the players face when that happens!

June 6th, 2010  in Man-Day Adventures, RPG 2 Comments »

The Recondite Order

The Recondite Order
The Recondite Order consists of 5 men and 5 women rumored to be the most powerful spellcasters around. They live in the Recondite Towers, five fortified structures that cannot be found unless the seeker is invited. The Order’s self-appointed duty is to police magical arts and spellcasters. They ruthlessly enforce the Eldritch Protocols, seven “laws” governing the use of magic.

History of the Order
The Order arrived in the Four Communities a few months after the Boiling Plague devastated the Northern Kingdom. Cynsic Boklora acted as the face of the Order, meeting with local leaders to establish rapport and trust.

Prior to the Boiling Plague, the Order advised the High King in Caerdyn on various magical matters. During a resurgence of hostilities between the Northern Kingdom and neighboring Tenedos, Oryten Laolua divined strange fluctuations in the Dark Current.1 Some force was increasing the frequency and intensity of the Current’s eruptions. The Order reported their initial findings to the High King, who instructed the Order to determine the causes.

While the Order investigated, the Dark Current’s effects worsened as the war between the North Kingdom and Tenedos escalated. Eruptions of negative energy burst through dimensional barriers in urban centers and on fields of battle. Crops started to fail. Disease afflicted livestock. With resources already strained by the war, the people suffered from growing deprivations.

The Order made important discoveries, which they reported to the High King. The war was weakening dimensional barriers. In particular, the deployment of battle magicians accelerated the deterioration of the barriers’ strength. A malevolent force — which the Order called the Glutton — fed off the death and suffering, especially when magical energies were involved. The Order urged the High King to recall battle magicians and to broker a cessation of hostilities as quickly as possible. Fortunately, with winter fast approaching, neither of these tasks seemed too difficult.

As winter asserted itself, the two nations’ armies prepared to encamp and wait out the worst of the weather. On the sixth day of Winter’s Start, catastrophe struck. A Tenedosian assassin killed Prince Joskus, the High King’s child and heir to the throne. Takton2 appeared in the night sky for the first time that night. The hungry dead hunted the land. Rotskins3 bearing the Boiling Plague clawed free from graves, bringing sickness and death to the people of the Northern Kingdom.

When the Boiling Plague struck down the High King, the Order left the Northern Kingdom, heading south in their magical towers. For a time, they lived in the Whispering Wood, debating their new situation. The Order wrote the Eldritch Protocols and resolved to enforce them in order to reduce the Glutton’s power in at least the Four Communities region.

The Order’s membership has changed once since their arrival in the Four Communities region. Agents of the Black Tongue Society caught Ezaraea Saeah outside the Recondite Towers. Woodsmen from Alfheim discovered her hair and fingertips in a clearing. Th’ly Ala, a druid of the Tangled Lady from Harvest, was chosen by the Order to replace Ezaraea.

The Eldritch Jury
Nine of the Recondite Order’s members form the Eldritch Jury. These members issue warrants, hear testimony, hand down verdicts, and mete out punishments. That the Order has no official sanction from any governmental body is beside the point. They enjoy cooperation from the Four Communities’ leadership, and their power and pedigree command widespread respect (and not a little fear as well).

Creus Aeless, Male Dwarf Alchemist
Creus is the Order’s most reclusive member. He is never seen except when the Eldritch Jury sits. The rest of his time is apparently spent in his laboratories working on elixirs and formulae.

Cynsic Boklora, Male Human Bard
Cynsic is the Order’s most public member. He is a gifted orator and poet. Cynsic regularly meets with the Four Communities’ movers and shakers.

Inoatenoa Aelecke, Female Elf Cleric
Inoatenoa is a cleric of the Knight in Scarlet and the strictest member of the Order. She views everything as either black, white, or beneath her concern.

Th’ly Ala, Female Halfling Druid
Th’ly is the newest member of the Order, chosen to replace Ezaraea after she fell in battle with the Black Tongue Society. Th’ly follows the Tangled Lady and hails from Harvest. Since joining the Order, she seldom leaves the Recondite Towers.

Sceask Creles, Male Half-Elf Oracle
Sceask has the reputation for being the Order’s most inscrutable member. Everything he says and does seems to have at least a double meaning. He often accompanies Cynsic on his visits to the Four Communities’ leaders.

Aeraereva Caerrer, Female Elf Sorcerer
No member of the Order commands more destructive power than Aeraereva. In contrast with her elemental power, the sorcerer has a placid disposition. Aeraereva organized the High King’s battle magicians. Many speculate she was the Protocols’ chief author.

Oryten Laolua, Male Gnome Diviner
Oryten is humorless and fatalistic. His confidence in his divinations causes him to trust his own knowledge more than the combined wisdom of the Order. When he’s decided on a particular course of action, Oryten is relentless.

Aereansi Anoph, Female Human Summoner
Aereansi is the Order’s resident contrarian. She questions every action, every decision, offering every alternative she can think of. In a way, Aereansi is the Order’s conscience. In another, however, she is the Order’s most ruthless member.

Kaet Eluse, Female Halfling Witch
Kaet is the Order’s most jovial member. She almost seems to not take her duties seriously. This, however, is not true, for Kaet supervises Inquisitor Mors Krin. It is said that Kaet holds the authority to unleash the Order’s hound (although the prudent check to make sure Mors isn’t lurking nearby before speaking so).

The Inquisitor
The tenth member serves as the Order’s chief investigator and prosecuting attorney. Few (if any) people within the Four Communities are more feared than Mors Krin. When the Council issues a decree or summons, Mors delivers the word. When the Council suspects a violation of the Protocols, they send Mors to find the facts.

Mors Krin, Male Half-Orc Inquisitor
Grim, determined, and merciless are the three words that best describe Mors. The Order’s Inquisitor is a skilled warrior, canny investigator, and commands impressive magical power as well. He fights with the fabled scythe Merciful Wound.4

The Eldritch Protocols
The Order penned the Protocols in order to starve the Glutton. The Order remains convinced that the Glutton is responsible for both Takton and the rotskins, and that the bloodshed and disorders of the war fed the Glutton’s power. The activities of battle magicians amplified the effects.

According to the Order, offensive use of magic against humanoids5 creates a sort of magical food that the Glutton siphons off into its dimension. Because of magic’s peculiar qualities, its “feeding effects” increase exponentially with repeated use. Mind-affecting enchantments not only have this feeding effect, but can also open a channel between dimensions, allowing possessing entities such as demons access to the Material World. Magic involving the undead, piercing dimensional barriers, and outsiders6 feed the Glutton; furthermore, they create fissures through which Dark Channel eruptions can occur, often in areas far removed from where the magic was used.

I. Thou shalt not slay humanoids via magic.
II. Thou shalt not balefully polymorph humanoids via magic.
III. Thou shalt not violate the privacy of a humanoid’s thoughts via magic.
IV. Thou shalt not violate the primacy of a humanoid’s will via magic.
V. Thou shalt not create or consort with the undead.
VI. Thou shalt not pierce dimensional or temporal barriers.
VII. Thou shalt not consort with outsiders.

Relations with Other Factions
The Order has no authority except insofar as they have both the power to enforce their decrees and also the support of the majority of the Four Communities’ citizens. The Order remains on good terms with the Tangled Lady and the Shield Watch. Relations with the Night Stalkers can be strained, but the two factions understand they have common enemies.

The Order dislikes the Library of the Silver Key. They think the Library is a bit too free with its collection, and the Library thinks the Order’s secrecy is counterproductive. Of course, the Library sticks to a campaign of words since the Librarians would be ill-equipped to oppose the Order in terms of power and influence.

While the Order stays on the Tangled Lady’s good side, they have had their problems with the Sparrow’s Nest. The Nest’s sanctuary policy has worked contrary to the Order’s goals, but even Inquisitor Mors shows deference to the Nest’s leaders.

Of course, the Order and the Black Tongue Society are sworn enemies.

1The Dark Current is a negative energy current that occasionally erupts into the Material Plane. Minor eruptions cause illness, curdle milk, and other similar minor effects. Major eruptions cause death and undeath.

2Takton, called the Evil Star, appears annually on the sixth night of Winter’s Start. It heralds increased undead activity.

3Rotskins are a type of dimly intelligent zombie.

4Merciful Wound is one of three powerful magical weapons crafted by the Order. The other two — a greatsword called Paindrinker and a longbow called Iron Rain — have not been seen since the fall of the Northern Kingdom. Rumor has it they were lost.

5The Order defines humanoids to include humans, halflings, dwarves, elves, gnomes, orcs, and goblinoids, as well as half-breed races such as half-elves and half-orcs.

6Outsiders include all manner of extraplanar creatures, regardless of whether they are good, evil, or indifferent. The fey may or may not fall into the category of extraplanar creatures. The Hollow Lands from which the fey come is a different realm, but it still appears to be part of the Material World.

May 31st, 2010  in Man-Day Adventures, RPG No Comments »

Roughing It in the Four Communities Region

During our first “We’re Not In Arkansas Anymore!” session, Man-Day Adventurers received some basic information not only about the various power groups in the Four Communities region, but also about the major geographical features. Here they are:

The Ancient Bridge
This is the site of the bus crash. The Ancient Bridge once connected the two banks of the Witch Hex River to the King’s Road. The Ancient Bridge now stands in ruins, and the King’s Road has long been in need of maintenance. The latter no longer winds its way south. Years of neglect and the Witch Hex Swamp have taken their toll on the road. (Get it?)

Bloodscale Lake
The deep, dark waters of this spring-fed lake may contain rich fishing, but the lizard folk of the Bloodscale Clans dominate the region.

The Cataracts
The Witch Hex River descends violently over two cataracts before it continues on its way through the Verminous Valley.

Green River
The Green River originates in the Shield Tors southwest of the Four Communities. It runs a course roughly parallel to that of the Witch Hex River. Fishing remains good in the Green River, leading some to believe that the Plague Lands may not be quite so dangerous anymore. Others point out that just because fish living underwater don’t carry the plague is no sign that the contagion has passed.

Highland Pass
The Highland Pass through the Shield Tors to the banks of the Witch Hex River is that part of the King’s Road that once led to the near side of the Ancient Bridge. Shield Watch detachments regularly patrol the Highland Pass.

Shield Tors
These rugged, rocky highlands separate the Four Communities from the southern wilderness dominated by the Bloodscale Clans. The Shield Tors are not, however, without their hazards. Gangs of evil humanoids and even ogres live here. Caves riddle these highlands.

Verminous Valley
The full extent of this valley isn’t known. It is deep and rugged, cut by the Witch Hex River. Unsurprisingly, monstrous vermin teem in the valley. Rumor has it that a race of intelligent monstrous spiders live here.

Whispering Woods
These old woods border the Four Communities to the north, west, and east, and extend for days in all three directions. The remnants of the King’s Road cut through the Whispering Wood east-by-northeast, following the Green River into the Plague Lands.

Witch Hex River
This deep, fast river originates in the Bloodscale Lake and Witch Hex Swamp. It plunges over the Cataracts into the Verminous Valley.

Witch Hex Swamp
The full extent of this marshland is not known. It bubbles south and southwest of the Bloodscale Lake. It is rumored that all manner of horrible monsters live in the Witch Hex Swamp. Many of these rumors include talk of the Black Tongue Society.

May 29th, 2010  in Man-Day Adventures, RPG No Comments »

Power Groups in the Four Communities

During their first few months in the Four Communities, the displaced 21st-century PCs have learned quite a bit about their new home. For example, they’ve become familiar with some of the region’s movers-and-shakers. As part of the group PC creation session, Man-Day Adventurers were encouraged to dream up associations, connections, and conflicts between their PCs and these various power groups.

The Black Tongue Society
This secretive cabal of enchanters, necromancers, and intelligent undead monsters seem to exist largely for the sole purpose of violating the Eldritch Protocols and keeping the ranks of the Night Stalkers from growing too large.

The Black Tongue Society is not to be trifled with.

The Fey Courts
The Fey Courts are a cantankerous lot roughly divided into three unequally sized groups: the Seelie, the Unseelie, and the Sidhe. The first two are the largest, approximately equal to each other in size and power (or so the stories go). The Seelie are usually characterized as good while their rival Unseelie are said to be evil, but with fey such moral labels can be problematic.

The Sidhe are the smallest but most powerful Fey Court. The iron fist of the Sidhe Queen moderates the conflicts between the other two courts, but does little to protect mortals.

The Fey Courts hold sway in wilder places. The Seelie are most powerful in the Whispering Wood while the Unseelie dominate in the Witch Hex Swamp.

Locating various fey houses is difficult since the fey realm can only be accessed via magical means (an act which the Recondite Order frowns heavily upon; see Protocol Six below).

The Library of the Silver Key
The Library of the Silver Key in Shieldmark is home to several scholars who seek greater knowledge in all fields of study, but most especially in those related to magic. Membership is open to just about everyone, but most members are limited to the rank of Iron Keyholder. Higher ranks include Copper Keyholder and (at the top) Silver Keyholder.

Iron Keyholders may enter the library and enjoy usage of general texts. They may also consult with higher ranking members (for a fee, of course). Copper Keyholders work in and for the library, maintaining the general and special collections (the latter being off limits to Iron Keyholders).

It is widely rumored that the few Silver Keyholders have access to exceptionally rare texts, including magical tomes that hold many secrets, including a few that would peak the interests of the Recondite Order and the Black Tongue Society (albeit for different reasons).

The Night Stalkers
The Night Stalkers are a loose-knit association of adventurers who investigate activities allegedly performed by evil, supernatural creatures. When necessary, the Night Stalkers hunt and destroy said creatures.

The Night Stalkers reportedly have secret meeting houses in Alfheim and Shieldmark as well as hidden bases in the Whispering Wood and Shield Tors.

While it must be admitted that the Night Stalkers are good at what they do, their methods are often criticized by those who consider themselves law-abiding. Destroying evil, supernatural creatures is job one for the Night Stalkers. All other considerations are secondary.

The Recondite Order
The Recondite Order consists of 5 men and 5 women rumored to be the most powerful spellcasters around. They live in the Recondite Towers, five fortified structures that cannot be found unless the seeker is invited.

The Order’s self-appointed duty is to police magical arts and spellcasters. They ruthlessly enforce the Eldritch Protocols, seven “laws” governing the use of magic.

The Eldritch Protocols
(1) Thou shalt not slay humanoids via magic.
(2) Thou shalt not balefully polymorph humanoids via magic.
(3) Thou shalt not violate the privacy of a humanoid’s thoughts via magic.
(4) Thou shalt not violate the primacy of a humanoid’s will via magic.
(5) Thou shalt not create or consort with the undead.
(6) Thou shalt not pierce dimensional or temporal barriers.
(7) Thou shalt not consort with outsiders.

Shield Watch
The Shield Watch is a quasi-military group dedicated to protecting and serving Alfheim, Harvest, the Quarry, and Shieldmark. Aside from obvious tasks like fending off evil humanoids, especially the Bloodscale Clan lizard folk, members of the Shield Watch act as escorts, pathfinders, scouts, and body guards. They even deliver the mail.

All four communities have Shield Watch barracks in which members of the watch enjoy free room and board. Watchers enjoy a generally good reputation. The Shield Watch have no defined, official police powers, but are often given charters by local authorities to assist in the completion of some specific task.

Sparrow’s Nest
The Sparrow’s Nest in Harvest offers sanctuary to anyone (or anything) that enters Sparrow’s Nest grounds. Clerics and knights of the Tangled Lady guard the Nest.

A sanctuary seeker is granted 30 days of protection in exchange for the promise to behave himself (herself? itself?). Few have ever dared to violate the Sparrow Nest’s sanctuary rules, due in no small part that it is never wise to risk the Tangled Lady’s ire.

The Tangled Lady
The Tangled Lady is arguably the most powerful entity in the region. In fact, she is worshiped by some and showed a healthy degree of respect by most. Whether or not she is truly divine is a matter of debate.

The Tangled Lady is seldom seen, but her effects are widely felt. For example, Harvest enjoys such fertile lands and abundant crops because the Tangled Lady wills it to be so. The Fey Courts seldom make their presence felt within the Four Communities proper owing the Tangled Lady’s influence.

May 27th, 2010  in Man-Day Adventures, RPG No Comments »