Archive for December, 2017

Days 15 & 16: Sleigh & Reindeer

According to legend, a famous bishop of a distant land earned the love and respect of the people through his unstinting generosity and unwavering commitment to justice. Where the customs and laws of his land were hostile to true law and good, he took bold action to help the downtrodden and oppose tyranny. After his death, new tales told of his benevolence delivered to the needy from beyond the grave.

1E Stats

Silver Sleigh and Reindeer: These figurines of wondrous power, cast from purest silver, depict a tiny sleigh and four reindeer. Upon speaking the command word, they transform into a full-sized sleigh and four clockwork reindeer. The sleigh and reindeer can be used a maximum of 1 day each week, either continually or in any combination of periods totaling 24 hours. At this point, or when he command word is repeated, the sleigh and reindeer return to their original form.

A single reindeer pulls the sleigh at a 12″ movement rate either over ground or flying. Each additional reindeer used for this purpose increases the speed by 12″, for a maximum speed of 48″. A single reindeer has an air maneuverability class of E. Each additional reindeer improves the air maneuverability class by one category (two reindeer equals D, three reindeer equals C, and four reindeer equals B). A reindeer can carry 280 pounds, and the sleigh can carry up to four man-sized creatures with a combined weight of 1,120 pounds. Reduce speeds by -1″ for each additional 14 pounds carried.

The clockwork reindeer can detach from the sleigh in order to fight or obey simple commands (AC 5; MV 12″/12″; HD 6 (27 hp); #AT 1; D 2-12; SD half damage from nonmagical weapons, immune to effects that require a living target; INT semi-; SZ M). A reindeer reduced to 0 hit points cannot be brought back from statuette form for 1 full week.

5E Stats

Silver Sleigh and Reindeer
Wondrous item, very rare

Upon command, this set of silver figurines of wondrous power becomes a full-sized sleigh pulled by four clockwork reindeer. They can be used for up to 24 hours in a one week period. Each reindeer has a carrying capacity of 280 pounds, which means the team can move up to 5,600 pounds when the sleigh is full (see page 155, PH). The reindeer pull the sleigh at a speed of 30 feet, plus 15 feet for each additional reindeer after the first (for a maximum speed of 75 feet either over ground or flying). The clockwork reindeer can detach from the sleigh upon command in order to fight. If a clockwork reindeer is reduced to 0 hit points, it immediately reverts to figurine form and cannot be used again for one week.

December 19th, 2017  in RPG No Comments »

Days 13 & 14: Light & Hearth

As I continue to chug along getting caught up with the OSR Christmas Calendar, here’re two days in one post. First for 5E, a new cleric spell drawing inspiration from the colors associated with different liturgies. After that, a new helpful monster for 1E.

Guardian Light
2nd-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of blessed wax)
Duration: Concentration, up to 10 minutes

You create a torch-sized light within range, making it appear as a torch, lantern, or glowing orb that hovers in the air for the duration. Regardless of appearance, the light sheds bright light in a 10-foot radius and dim light for an additional 10 feet. As a bonus action, you can move the light up to 60 feet to a new spot within range. When you cast spell, choose what color the lights shed. Each color has a different protective effect.

* White: Creatures within the radius of bright light have resistance to poison damage and make saving throws against poison with advantage. Creatures within the radius of dim light make saving throws against poison with advantage.

* Red: Creatures within the radius of bright light have resistance to fire damage and make saving throws against fire-based effects with advantage. Creatures within the radius of dim light make saving throws against fire-based effects with advantage.

* Green: Creatures within the radius of bright light are immune to being frightened. Creatures within the radius of dim light make saving throws against being frightened with advantage.

* Violet: Creatures within the radius of bright light are immune to being charmed. Creatures within the radius of dim light make saving throws against being charmed with advantage.

* Black: Creatures within the radius of bright light have resistance to necrotic damage and make saving throws against necrotic damage with advantage. Creatures within the radius of dim light make saving throws against necrotic damage with advantage.

* Rose: Creatures within the radius of bright light are immune to being paralyzed. Creatures within the radius of dim light make saving throws against being paralyzed with advantage.

* Gold: Creatures within the radius of bright light are immune to being exhausted. Creatures within the radius of dim light make saving throws against being exhausted with advantage.

At Higher Levels: When this spell is cast using a spell slot of a higher level, you create one additional light for each slot level above 2nd. The lights can be of different colors. A light must be within 40 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Hearth Elemental

Hearth elementals are minor elementals from the Plane of Fire. Benevolent and territorial in nature, a single hearth elemental might be summoned by means of a special monster summoning I or similar form of magic. Regardless, a hearth elemental must be summoned and bound to a small fire, such as a campfire or a cooking fire in a home. The hearth elemental remains bound to the fire so long as the fire is maintained, for the hearth elemental consumes the fire’s fuel. In most cases, however, a hearth elemental returns to the Plane of Fire after several hours, although it is rumored that some temples of Yondalla are continually protected by hearth elementals.

Frequency: Rare
No. Appearing: 1
Armor Class: 5
Move: 9″
Hit Dice: 3+3
% in Lair: Nil
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: 1-8
Special Attacks: See below
Special Defenses: +1 or better weapon to hit
Magic Resistance: Standard
Intelligence: Low
Alignment: Neutral good
Size: S
Psionic Ability: Nil
Attack/Defens Modes: Nil
Level/XP Value: III/110 XP + 4 XP/hp

Hearth elementals appear as crackling fires that constantly shift in outline, appearing humanoid one moment, serpentine the next, or maybe resembling some sort of quadreped for a time. They are normally gentle creatures, eschewing violence, but when summoned and bound to a fire, they become protective of their summoner and his or her allies. Heart elementals set fire to any inflammable material they touch. Against fire-using opponents, they score -1 point of damage. Hearth elementals are checked by water, being unable to pass over non-inflammable liquids.

December 18th, 2017  in RPG No Comments »

Day 12: Oranges

While it’s never been a thing in my home, in other homes folks wake up Christmas Day to discover oranges in their stockings. There are competing ideas about how this custom arose. Probably most of those ideas are true. One idea about Christmas stocking oranges hinges on the fact that oranges can be segmented and shared. It’s like each orange peel holds several little juicy presents.

1E Stats

Some druids know a special ritual. By spending about an hour preparing the proper symbols and materials while chanting hymns to the sun and the trees, the druid infuses the energy of a cure light wounds into a fresh-picked orange. For one day, the orange retains healing power, which is activated when the orange is peeled and segmented (taking one round). The orange will have d4+8 segments. When consumed, a segment restores 2 hit points. Segments must be consumed within 1 turn of peeling. After that, the healing power fades. The ritual can be performed once per day.

5E Stats

Some druids above 2nd-level can cast cure wounds as a special ritual. By spending about an hour preparing the proper symbols and materials while chanting hymns to the sun and the trees, the druid casts the energy of a cure wounds spell into a fresh-picked orange. For one day, the orange retains healing power, which is activated when the orange is peeled (as an action) and segmented (another action). The orange will have d4+8 segments. When consumed, a segment restores hit points equal to the druid’s Wisdom modifier plus the spell slot level of the cure wounds used in the ritual. Segments must be consumed within 10 minutes of peeling. After that, the healing power fades. The ritual can be performed once per day.

December 17th, 2017  in RPG No Comments »

Day 11: Candles

The Oneiric Order serves the deity of dreams in both the waking world as well as in the shadowy realm of Morpheus. The order’s clerics and paladins make use of dream candles to communicate with each other over vast distances. Some say that more powerful dream candles can alter reality and reveal secrets.

1E Stats

When lit, a dream candle sheds light as normal for a candle and burns for up to 8 hours. The one who lights the candle must sleep in the candle’s light for not less than 8 hours. While sleeping, the one who lit the candle may dream in such as way to shape reality, causing one of the following effects 1-4 hours after the dreamer awakens:

* Full recovery an individual’s lost hit points.
* Restoration of a lost body part. Restoring a lost head does not restore life as well.
* Learn the location of some object or creature not heavily guarded by magical wards and protections.
* Discovery of a means of ingress or egress.
* Location of a safe path through a wilderness.
* Approximate strength of enemy forces. Note that creatures with 7+ or more Hit Dice may make a saving throw versus spell to avoid detection.

No single creature can use a dream candle more than once per week. Attempting to do so not only fails automatically, but ages the user 1-10 years.

5E Stats

Dream Candle
Wondrous item, rare (requires attunement)

This magic of this candle, dedicated to the deity of dreams, activates when the candle is lit, which requires an action. After burning for 8 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the the time it burned in increments of 10 minutes from the candle’s total burning time.

When lit, the candle sheds dim light in a 10-foot radius. The attuned creature rests (short or long) within the light of candle. Its magic shapes a creature’s dreams. Choose a creature known to you. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by means of a dream candle. You enter a trance state, acting as a messenger. While in the trance, you are dimly aware of your surroundings; you make Wisdom (Perception) checks with disadvantage. Also, you cannot take actions or move.

If your target is asleep, you appear in the target’s dreams and can converse with the target as long as it remains asleep, but for no longer than the candle burns. You can also shape the environment of the dream, creating landscapes, objects, and other images. You can emerge from the trance at any time, ending the effect early. The target recalls the dream perfectly upon waking. If the target is awake when you activate the candle, you know it, and can either end the trance or wait for the target to fall asleep, at which point you appear in the target’s dreams.

December 16th, 2017  in RPG No Comments »

Day 10: Star

Illness over the weekend that lingered into the work week derailed my train heading toward Caught Up Station. Fortunately, I’m now on Christmas vacation. As I quip to my French-major wife, say, “La vee.”

“La vee,” she’ll dutifully reply.

Here’s day ten on day sixteen.

Guiding Light
1st-level divination (ritual)

Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: 10 minutes

You touch one object small enough to be carried in one hand. Until the spell ends, the object sheds dim light in a 20-foot-radius. The light can be colored as you like. Completely covering the object with something opaque blocks the light and prevents the light’s divinatory powers from functioning. The creature carrying the light makes Intelligence (Investigation), Wisdom (Insight), Wisdom (Perception), and Wisdom (Survival) checks with advantage. The spell ends if you cast it again or dismiss it as an action.

December 16th, 2017  in RPG No Comments »