Posts Tagged ‘ OSR Christmas Calendar ’

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 »

Day 9: Hot Wine

For a great recipe for mulled wine, check this out. To add this magical elixir to your game, read on.

“Come boy, and pour for me a cup
Of old Falernian. Fill it up
With wine, strong, sparkling, bright, and clear;
Our host decrees no water here.
Let dullards drink the Nymph’s pale brew,
The sluggish thin their blood with dew.
For such pale stuff we have no use;
For us the purple grape’s rich juice.
Begone, ye chilling water sprite;
Here burning Bacchus rules tonight!”

— Catullus

While encamped, the party’s cook brews up some mulled wine using a recipe found in an ancient tome. He needs red wine, sugar, an orange, a lemon, one star annise, one cinnamon stick, about a half dozen cloves, and small amount of nutmeg and ginger. The sugar and spices and a small amount of wine are cooked first, enough to melt the sugar and infuse the spices. Then the rest of the wine is heated for just a few minutes. While the mulled wine is poured into mugs, the cook recites a simple blessing in a forgotten tongue.

Those who imbibe the mulled wine are filled with good cheer and a measure of peace of mind.

1E Info

Those who share the mulled wine gain a blessing. Roll 1d6.

5E Info

Those who share the mulled wine gain a blessing. Roll 1d6.

December 10th, 2017  in RPG No Comments »

Day 8: Tannenbaum

St. Boniface again spoke to the people, “This little tree, a young child of the forest, shall be your holy tree tonight. It is the wood of peace, for your houses are built of the fir. It is the sign of an endless life, for its leaves are ever green. See how it points upward to heaven. Let this be called the tree of the Christ-child; gather about it, not in the wild wood, but in your own homes; there it will shelter no deeds of blood, but loving gifts and rites of kindness.”Father William Saunders

1E Effects

A good-aligned cleric of at least 9th level may perform a special ritual during hours of darkness. The ritual requires 10 minutes. During this time, the cleric prays and sings, casting both bless and continual light on a living tree. Once the ritual is complete, the tree glows with soft, multi-colored lights that bathe a 30-foot radius for 12 hours or until the cleric leaves the radius of effect. These lights soothe, protect, and heal those who camp within the radius of effect.

* Soothe: The holy light of the blessed tree suspends baleful physical and mental effects so long as the affected creature remains within the radius of effect. These effects include, but are not limited to, disease, insanity, charm, et cetera.

* Protect: Any opponent must make a saving throw versus magic in order to strike or otherwise attack someone protected by the tree. If the saving throw is not made, the creature may attack another creature not protected by the tree and totally ignore those protected by the spell. If the saving throw is made, the target is subject to normal attack process including dicing for weapons to hit, saving throws, damage. Note that this protection effect does not prevent the operation of area attacks (fireball, ice storm, etc.). During the period of protection afforded by the tree, the cleric who performed the ritual cannot take offensive action without immediately ending this effect for the duration of the ritual. He or she may use non-attack spells or otherwise act in any way which does not violate the prohibition against offensive action, This allows the cleric to heal wounds, for example, or to bless, perform an augury, chant, cast a light in an area (not upon on opponent!), and so on.

* Heal: A creature that rests for at least eight hours in the tree’s radius of effect heals as if a week of continual rest had passed. The creature regains 7 hit points, modified by poor Constitution as applicable. A second consecutive night of rest within the radius of effect heals another 7 hit points, this time modified by poor or exceptional Constitution, as applicable. Regardless of the number of hit points a creature has, four consecutive nights resting within the radius of effect of a blessed tree restores any character to full hit points.

5E Effects

A good-aligned cleric of at least 9th level whose divine domain is Light may cast daylight on a living tree as a special ritual during hours of darkness. Once the ritual is complete, the tree glows with soft, multi-colored lights that bathe a 30-foot radius for 12 hours or until the cleric leaves the radius of effect. These lights soothe, protect, and heal those who camp within the radius of effect.

* Soothe: A creature that completes a short or a long rest within the blessed tree’s radius of effect is cured of the following conditions: charmed, frightened, and exhaustion (up to one level).

* Protect: A creature that is within the blessed tree’s radius of effect when the ritual is completed gains the protection of sanctuary that lasts until the creature leaves the radius of effect or makes an attack or casts a spell that affects an enemey creature.

* Heal: A creature that takes a short rest within the blessed tree’s area of effect can spend one or more Hit Dice at the end of the short rest to regain lost hit points as normal. Add the Wisdom modifier of the cleric who performed the ritual to each Hit Die spent in this way to determine how many hit points are recovered. A creature that completes a long rest within the blessed tree’s area of effect regains all lost hit points as normal. The creature also gains inspiration.

December 9th, 2017  in RPG No Comments »

Day 6: Red

The red pestilence originates in twisted alchemical laboratories overseen by thralls of Orcus. On the Material Plane, certain of Blood Lord’s most favored servants have the ability to animate a zombie infected with the red pestilence. Such a zombie is no mindless slave to spell’s caster. Instead, demonic intelligence motivates this zombie to spread the red pestilence.

1E Stats

A living creature of the same type as the zombie was in life may contract the red pestilence from the zombie’s bite. The base chance of contracting the red pestilence is 10%, plus a cumulative 2% per hit point of damage inflicted by the zombie’s bite. Other modifiers related to the chance of contracting a disease also apply (see page 13, DMG).

The red pestilence is a magical malady that affects the brain/nervous system. It is always chronic and terminal. Each hour, the victim loses 1 point each of Intelligence and Dexterity (no saving throw). If either score reaches 0, the victim dies, and rises again in 1d4 rounds as a red pestilence zombie. Also each hour, the victim must make a saving throw against spell or become mad for 5d12 minutes (treat as confusion, rolling to determine effect every minute). An infected victim may expose others to the red pestilence, especially during violent fits of madness, as determined by the DM.

A good-aligned cleric may cure a victim of the red pestilence by casting both cure disease and remove curse on the victim prior to the victim’s death. Lost points of Intelligence and Dexterity are not restored by this means. A victim who dies from the red pestilence cannot be restored to life except by extraordinary means since the victim’s soul becomes imprisoned by Orcus in the Abyss.

Frequency: Very rare
No. Appearing: 1-8
Armor Class: 6
Move: 9″
Hit Dice: 4
% in Lair: Nil
Treasure Type: Nil
No. of Attacks: 2
Damage/Attack: 1-6/1-6
Special Attacks: Diseased bite (1-8)
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Low
Alignment: Chaotic evil
Size: M
Psionic Ability: Nil
Attack/Defens Modes: Nil
Level/XP Value: IV/175 XP + 4 XP/hp

A red pestilence zombie is faster, stronger, and smarter than a normal zombie. It attacks with its clawed hands. If both claw attacks hit the same target, the red pestilence zombie makes a bite attack with a +4 “to-hit” bonus. The bite inflicts 1-8 points of damage and exposes the victim to the red pestilence as described above.

A red pestilence zombie can be turned as if it were a wight. It is immune to poison. Sleep, charm, and hold spells do not affect this monster. It takes half damage from cold, electricity, and fire. Holy water vials score 4-10 hit points of damage for each one which strikes.

5E Stats

A target bit by a red pestilence zombie must make a DC 15 Constitution saving throw or become infected. Symptoms manifest 1d3 hours after infection. The infected creature becomes irritable and sensitive to sensory stimuli. The infected creature also gains one level of exhaustion that cannot be removed until the disease is cured. Each hour thereafter, the infected creature must make a DC 15 Constitution save to avoid gaining another level of exhaustion that cannot be removed until the disease is cured. A failed saving throw also temporarily deranges the creature for 1d4 minutes (as per confusion). If the infected creature dies from exhaustion, the creature rises again in 1d4 rounds as a red pestilence zombie.

Lesser restoration does not cure the red pestilence, but greater restoration cast by a good-aligned cleric does. A victim who dies from the red pestilence cannot be restored to life except by extraordinary means since the victim’s soul becomes imprisoned by Orcus in the Abyss.

Medium undead, chaotic evil

Armor Class 12 (natural armor)
Hit Points 45 (6d8+18)
Speed 25 ft.
Ability Scores STR 14 (+2), DEX 10 (+0), CON 17 (+3), INT 8 (-1), WIS 10 (+0), CHA 7 (-2)
Saving Throws Wisdom +2
Damage Resistances cold, electricity, fire
Damage Immunities poison
Condition Immunities charmed, exhausted, poisoned, paralyzed
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 2 (450 XP)

Diseased Bite: As a bonus action against a target hit by its claws, a red pestilence zombie can make a diseased bite attack. It makes this attack with advantage. A target damaged by the monster’s diseased bite may contract the red pestilence.

Undead Fortitude: If damage reduces the red pestilence zombie to 0 hit points, it must make a Constitution saving throw (DC 5 + the damage taken) unless the damage is radiant or from a critical hit. On a success, the red pestilence zombie drops to 1 hit point instead.

Actions

* Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.

* Diseased Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.

December 8th, 2017  in RPG No Comments »