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Feats & Bards & Magic Items & Monsters!

Spes Magna Games has two new PDFs for sale via the Purchase link above.

Brand new in our inventory is Gazae et Monstri: Treasure & Monsters from Greek & Roman Myth, which sells for $0.99 US. Six new magic items wait to be looted from the pages of this PDF. Five monsters wait to be defeated by your players. Previous posts on this site have previewed G&M content:

More Flesh-Eating Mares & Delphic Mists
An Awful Giant & Flesh-Eating Mares
Magic Items & Monsters of Greek and Roman Myth

Make your game more mythic with G&M!

The other new PDF is Latina Facta & Versatile Performance Redux, which combines two products previously available only to Quid Novi? subscribers and puts them on sale for $0.75 US. Latina Facta presents 15 new feats, each one inspired by a Latin phrase or saying. For example:

Age. Fac Ut Gaudeam! (General)
Go ahead. Make my day!
Prerequisite: Intimidate 3 ranks.
Benefit: When you successfully demoralize an enemy via Intimidate, that enemy is not only shaken but is also forced to delay his initiative for his next turn by 10 points.

Fas Est Et Ab Hoste Doceri (General)
It’s proper to learn even from an enemy.
Prerequisite: 1 rank in the chosen Knowledge skill.
Benefit: Choose a one Knowledge skill from this list: Arcana, Dungeoneering, Local, Nature, Planes, or Religion. You gain a +4 bonus on checks to identify monsters and their special powers or vulnerabilities with the chosen skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new Knowledge skill.

Versatile Performance Redux offers an alternative Versatile Performance class feature for Pathfinder bards. With VPR, your bard not only gets an additional skill point at certain levels, but also lears different Associated Arts. An Associated Art is a special ability inspired by terms and techniques of acting, dance, and music. For example:

Dissonance (Su) Dissonant music is harsh, discordant, and lacks harmony. A bard using Dissonance with Inspire Courage applies half the bonus as a morale penalty to his enemies saving throws against fear, attack rolls, and weapon damage rolls (minimum -1). Enemies must be within 30 feet and able to hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The bard’s allies receive no benefit from Inspire Courage when the bard uses Dissonance. This is a mind-affecting ability with audible components.

Breakaway (Sp) A breakaway is a specially designed prop or set piece that looks solid but shatters easily. By expending 1 round of Bardic Performance as a standard action, the bard grants increased ability to damage objects to a single ally within 30 feet who can see and hear the bard. Until the end of the affected ally’s next turn, that ally enjoys a +2 competence bonus on checks to break or burst objects, including attempts to sunder.

All told, VPR includes 14 Associated Arts divided into acting, music, and dance categories.

Strangers in a Strange Land

The first session of We’re Not In Arkansas Anymore! is under the Man-Day belt. The PCs were Rob (former professional baseball player), Chuck (unemployed high school drop out), Ebenezer (semi-retired woodworker), and Lindsey (Democratic Party campaign consultant). The adventure opened with boxed text:

You and 19 other people relax aboard a deluxe tour bus heading for the Grand Casino in Louisiana. You won a three-day, two-night, all-expenses-paid gambling trip as part of a promotional contest sponsored by the casino and Arkansas’s number one morning show Good Morning Arkansas. You left Little Rock about two hours ago. The rising morning sun struggles to pierce the unseasonable fog.

“Folks,” says Mitch Michaels, Good Morning Arkansas host, “we’re about to head over the Ouachita River across one of the first bridges built in Arkansas by the Public Works Administration during World War Two.”

The drone of the tires on the road changes pitch as the bus rolls onto the bridge. Suddenly, the big vehicle lurches hard to the left. A woman screams. A flash of light whites out the windshield at the same time a high-pitched whine pierces your ears.

Just as quickly, the light and noise vanishes. The bus tilts at a strange angle, its front end higher than its rear.

“Holy crap!” someone yells. “We’re in the river!”

Rob acted quickly, forcing open an emergency exit. Ebenezer noticed the driver was unconscious. Lindsey took the lead in trying to organize the bus community. This included prompting Chuck to get the first aid kit. Thanks to Rob and Lindsey, everyone made it off the bus okay, including Rob’s dog Texas and Ebenezer’s wife Maisy. Ebenezer hauled the unconscious bus driver out of the bus and into the river, but not before he tossed Rob the keys. Lindsey exited the bus, swam around to the submerged end and climbed atop it, where he tried but failed to get a signal for his cell phone.

Chuck unfortunately got caught in the river’s current and started to flounder. Lindsey dived in and pulled him above water, saving the dropout from drowning. While everyone made their way to the closer river bank, Rob fought the current and gravity to open the baggage storage area in the bus’s undercarriage. Against all odds, he located his two gun cases that he’d brought along to do some hunting down in Louisiana. Rob swam away as the bus sunk out of view, carried slowly along by the river’s current.

Miraculously, everyone made it ashore. The driver remained unconscious, probably in shock and definitely with a concussion from where his forehead had smacked a window. The pregnant lady, Charlie, was also safe and unhurt, albeit rather winded. A quick visual inspection of the surroundings revealed something wasn’t quite right.

To the north rose rugged, wooded hills. Downstream — not upstream — was a bridge, but not the PWA bridge. Instead, it was a stone and mortar causeway, apparently of great age and in a major state of disrepair. The river’s far bank was barely visible through the light fog, and it was certainly far wider than the Ouachita. No one’s cell phones could get a signal. Rob’s fancy GPS watch also had no signal. After seeing to the bus driver, Rob and Ebenezer started walking upstream. Lindsey and Chuck, following Maisy’s advice, helped move everyone else more inland, and then started getting folks organized.

After walking for 20 minutes upstream, Rob and Ebenezer — armed with Rob’s hunting rifle and shotgun — found neither the PWA bridge nor any sign of the road. In fact, they found no signs of civilization at all. No power lines. No litter washed up on the river bank. Neither of the men could identify the local trees, and they saw several samples of wildlife that were also alien to their experiences. Befuddled, the pair returned to the main group to report their findings.

It was then decided to head downstream toward the ruined bridge. Rob, Ebenezer, Lindsey, and Chuck made it to the bridge after about a five minute walk. An ancient, cobblestone road built atop of berm led from the bridge toward the rugged hills to the north. Ebenezer found a single print in the soft earth close to the river bank. The print was about a foot long, with five toes, apparently webbed.

After a short discussion, it was decided that everyone should follow the road toward the hills. By this time, the bus driver Ralph had regained consciousness. Moving along the road was slow-going, especially with Charlie and Ralph along. By two in the afternoon, the group had left the river behind and was in the rugged hills proper. Old growth forest spread in all directions. Lindsey, a student of geography, was convinced that nothing that they were seeing belonged in Arkansas, but he was at a loss to explain what had happened.

The sun set. Camp was set up. It seemed like it would be a peaceful albeit strange evening, but then the attack happened. Monstrous creatures, part man and part lizard, rushed in from several directions. They tossed nets, snaring people. Others bludgeoned people with cudgels. Rob and Ebenezer opened fire. Lindsey urged folks to remain calm and rally to this position. Chuck leapt upon an net-ensnared man, engaging the lizard-man in a life-and-death game of tug-of-war. More of the monsters could be seen rushing from the darkness.

Then the volley of arrows hit. A few of the monsters fell, both from arrows and bullets. The others retreated. A group of six men, dressed in strange leather armor, carrying bows and arrows and swords, introduced themselves.

“I’m Belskel,” the leader said. “We’re members of the Shield Watch, and it’s not safe here. The Bloodscale Clan raiders are likely to return with reinforcements.”

Close curtain. Fade to black.

At this point, the group PC creation began and roughly three months passed. Rob, Lindsey, Ebenezer, and Chuck have more or less adapted to the strange world they’ve fallen into. I gave the players the house rule document and the basic setting background for the Four Communities. I also gave them the faction cards with information about the Recondite Order, the Shield Watch, the Tangled Lady, the Sparrow’s Nest, the Black Tongue Society, the Library of the Silver Key, the Fey Courts, and the Night Stalkers. I’ll post more information about the Four Communities and these factions at a later date.

As of right now, all the PCs are second level. One level is in the basic d20 Modern-style class that represented their capabilities prior to landing in a new world. Each PC also has one level in a Pathfinder class. Specifically, Rob is a ranger, Ebenezer is a druid, Chuck is a rogue, and Lindsey is a wizard.

Next Man-Day is in two weeks. Between now and then, I’ll flesh out the Four Communities more and come up with some plot hooks. The players are charged with coming up with their own ideas for plot hooks, relations with factions, et cetera. All of this’ll get tossed into the sandbox for our next session.

May 22nd, 2010  in Man-Day Adventures, RPG 2 Comments »

“We’re Not In Arkansas Anymore!”

That’s the title of the new Man-Day Adventures campaign that kicks off tomorrow with yours truly taking over as DM after Man-Day Adventurer Wes oversaw our failure to save Oerth from the fell forces of Tharizdun while returning to the Temple of Elemental Evil.

This new campaign will strive to be the opposite of Monte Cook’s Return to the Temple of Elemental Evil. In other words, WNIAA won’t be a grueling, blood-soaked trek through sprawling complexes guarded by a bewildering assortment of baddies while searching for MacGuffins galore in order to thwart a diabolical plot so Byzantine that it would baffle an alternate universe amalgam of Umberto Eco and J. R. R. Tolkien.

The initial premise of WNIAA is that each Man-Day Adventurer plays the role of a normal, 21st century person who’s won a two-night, three-day, all-expenses-paid bus trip to gamble in Louisiana. Along the way, Something Goes Very Wrong, plunging the bus and its passengers into a strange world that largely conforms to Pathfinder rules. To start with, each Man-Day Adventurer submitted a short PC bio and ability scores. I then used d20 Modern to cobble together a basic stat block.

Our first session tomorrow will include a short, introductory adventure followed by a group PC crafting session. Collaborative conflict mapping will happen during the group PC crafting session. I’ve got eight factions printed on 3-by-5 cards, a 10-page house rule document, and a 5-page overview of the Four Communities. No Man-Day Adventurer has seen any of this material yet.

Keep an eye on this site for future updates about this experiment in sandbox-style campaigning. If nothing else, you can shake your head in mute wonder at our antics.

May 21st, 2010  in Man-Day Adventures, RPG No Comments »

More Flesh-Eating Mares & Delphic Mists

How about one more preview of the soon-to-be-released PDF of Greek/Roman mythological magic items and monsters? I’ve already posted fluff text for the mares of Diomedes. Here’s the rough draft stat block:

Mare of Diomedes
The horses wheel in your direction, neighing as they charge. There is something savage about their attitude, reminding you more of a wolf pack on the hunt than a herd of horses on the run.

CR 3; XP 800
N Large animal
Init +2; Senses low-light vision, scent; Perception +7

Defense
AC 15, touch 11, flat-footed 13 (+2 Dex, -1 size, +4 natural)
hp 25 (3d8+12)
Fort +7, Ref +5, Will +2

Offense
Speed 60 ft.
Melee bite +5 (1d6+4), 2 hooves +0 melee (1d4+2)
Space 10 ft.; Reach 5 ft.
Special Attacks rend (1d6+6, bite and 1 hoof), trample (1d4+6, DC 15)

Statistics
Str 18, Dex 15, Con 19, Int 2, Wis 13, Cha 8
Base Atk +2; CMB +7; CMD 19 (23 vs. trip)
Feats Endurance, Run
Skills Perception +7

Ecology
Environment temperate plains
Organization solitary, pair, or pack (3-18)
Treasure none

The biggest, baddest monster in the PDF is the CR 15 Python, a unique dragon formed from the primordial ooze of creation. Python lairs in a vast series of caves, into the uppermost of which seep the Delphic mists:

Delphic Mists
These magical vapors rise from the earth itself in rear of the uppermost cave of Python’s lair. Any creature with Int 13+ and Wis of 18+ who inhales these vapors must make a DC 15 Fortitude save or become fatigued. Furthermore, if the breather fails this saving throw, it gains the ability to use divination as a spell-like ability. This spell-like ability must be used within 5 rounds of failing the save, and it can only be once per failed saving throw against the fatiguing effects of the Delphic mists.

An Awful Giant & Flesh-Eating Mares

More previews of an upcoming PDF for Pathfinder:

Antaeus is the monstrous offspring of a hill giant and a powerful earth elemental. He stands about 16 feet tall and weighs nearly 5,000 pounds. Coarse black hair covers his ruddy flesh, and his fingernails, toenails, and teeth appear to be made of stone. He wears a shirt made from the cured hide of a bull elephant and carries an enormous bag.

Antaeus makes his living via robbery, extortion, and kidnapping. He eschews weapons in favor of fighting with his bare hands. His skill in unarmed combat is great. Combined with his enormous strength, Antaeus is capable of squeezing the life out of dire predators. Thanks to his elemental mother, Antaeus possesses remarkable supernatural powers as well, making him all the more deadly.

This horrible giant loves to use tremorsense and burrowing to ambush victims. If hard-pressed in battle, he retreats via burrowing long enough to regenerate his injuries. He may also use a combination of burrowing and rock throwing to harass enemies from a distance.

And:

The mares of Diomedes appear to be normal horses unless one gets a closer look at their jaws. Instead of the rough, blunt teeth of a herbivore, these mares possess the tearing fangs of a predator. All members of this species are female. When in heat, a mare of Diomedes attracts a normal horse with which to mate. It then rejoins its pack. The mare’s foal may be either male or female, but male foals — which are normal horses — are set upon by the pack and devoured.

The mares of Diomedes hunt in packs much like wolves, but these powerful animals are not ambush predators. Instead, they run their prey to ground, and then circle in for the kill. They attack with their fangs and hooves, or else by trampling their victim.

In some regions, gnoll matriarchs catch and train these mares for battle. Add the advanced creature simple template to create a warmare of Diomedes.

May 19th, 2010  in RPG No Comments »