Posts Tagged ‘ Catholic ’

The Great and Terrible Wilderness

Thy heart be lifted up, and thou remember not the Lord thy God, who brought thee out of the land of Egypt, out of the house of bondage: And was thy leader in the great and terrible wilderness, wherein there was the serpent burning with his breath, and the scorpion and the dipsas, and no waters at all: who brought forth streams out of the hardest rock, And fed thee in the wilderness with manna which thy fathers knew not. And after he had afflicted and proved thee, at the last he had mercy on thee, Lest thou shouldst say in thy heart: My own might, and the strength of my own hand have achieved all these things for me. (Deuteronomy 8:14-16)

Fire Serpent
Armor Class: 5 [14]
Hit Dice: 4
Attacks: Bite
Special: Breath weapon, immune to fire, poison
Move: 12
Save: 15
HDE/XP: 6/400

Fire serpents, magical beasts that hunt during the heat of the day in certain deserts, appear much like normal snakes except for their brilliant scarlet coloration and the heat shimmer that surrounds them. An adult fire serpent may reach lengths between 12 and 16 feet. A fire serpent is uncomfortably hot to the touch, but not hot enough to cause immediate damage. When startled or threatened, this creature curls into striking position and exhales a gout of flame in a line 5 feet wide and 30 feet long. The blazing heat of this breath weapon inflcits 4d6 points of damage (a successful saving throw indicates half damage). A fire serpent’s bite packs a deadly poison. Those that succumb to this toxin burn from the inside.

Dipsas
Armor Class: 7 [12]
Hit Dice: 2
Attacks: Bite (1d6-1)
Special: Induce thirst, surprise foes
Move: 9/6 (burrowing)
Save: 17
HDE/XP: 3/60

Another rarer sort of magical snake found in certain deserts is the dipsas, also known as the thirst snake. These snakes lurk near oases, waiting buried in the sand or within the spaces between rocks. A dispas surprises its prey 4 in 6 times. Its bite forces a saving throw to avoid magically induced thirst. This thirst is so powerful that the victim will ignore even attacks for 1d6 rounds in order to slake the maddening hunger for water. Dipsas prefer to attack prey gripped by overwhelming thirst.

June 19th, 2017  in RPG No Comments »

The Phoenix Chasuble of Acqui Terme

Shown in the pictures above are the front and back of a beautiful chasuble made by Geneviève Gomi of Maris Stella Vestments. I read about these remarkable garments on New Liturgical Movement’s site, specifically this post right here.

A chasuble is a liturgical vestment worn over other vestments. It is something like a poncho. It’s an oval-shaped (or nearly so) piece of cloth with a round hole for the priest’s head to pass through. It tends to fall below the knees all around. It originated as a adaptation of common garb worn all over the Roman Empire in the first few centuries of Christianity. Originally, the priest at the altar would have been dressed very much the lay people in attendance at the Mass. In some way, the idea of reserving a special outer garment arose, possibly for no more reason than it was easier to keep one clean if it wasn’t worn every day like normal clothing. As you can see from the pictures, chasubles today are no longer common articles of clothing, but can be works of art embroidered with ornate designs and images symbolic of religious doctrines, such as the use of the phoenix as a symbol for the resurrection of Jesus Christ.

My aims here, however, are significantly more modest. I’m just using a wonderful picture as inspiration for fantasy gaming.

The Phoenix Chasuble: This remarkable relic was created for the first bishop of Acqui Terme, who wore it on certain sacred days, including the day in which the bishop faced down an army of marauders at the city gates. The bishop’s words and courage so impressed the war-like chiefs of that horde that they ordered that Acqui Terme remain unharmed. For more than the past two centuries, the Phoenix Chasuble has remained in the cathedral vestry, handed down from one bishop to the next. The full powers of the Phoenix Chasuble are perhaps unknown. The wearer gains complete immunity to fire, even magical flame. He also enjoys a +4 bonus to saving throws against magic. Once per day each, the wearer can use the following magical abilities: Continual Light, Detect Invisibility, Dispel Evil, Fireball, Fly, Protection from Evil 10-Foot Radius, and Wall of Fire. The wearer can communicate with any type of fire elemental while wearing the Phoenix Chasuble. Once per week upon command, the Phoenix Chasuble causes its wearer to burst in flames. The wearer’s melee attacks inflict an additional 1d6 points of fire damage. Any creature striking the wearer in melee combat likewise suffers 1d6 points of fire damage. Usable By: Lawful Clerics only.

June 8th, 2017  in RPG No Comments »

Holy Disguise

And behold, two of them went, the same day, to a town which was sixty furlongs from Jerusalem, named Emmaus. And they talked together of all these things which had happened. And it came to pass, that while they talked and reasoned with themselves, Jesus himself also drawing near, went with them. But their eyes were held, that they should not know him. (The Gospel According to St. Luke 24:13-16)

Holy Disguise
Spell Level: Cleric, 1st Level
Range: Touch
Duration: 12 hours

By means of this spell, the Cleric appears to be a normal sort of resident or traveler native to a particular region. Those who see the Cleric do not notice any special vestments, holy symbols, et cetera. Furthermore, abilities that detect alignment show the Cleric to be of the same alignment as the detector. Even those who personally know the Cleric do not recognize him unless he performs a certain action or says a certain phrase, the nature of which is determined when the spell is cast. This spell in now way disguises the Cleric’s actions or grants any knowledge of languages or customs.

April 30th, 2017  in RPG No Comments »

Have No Fear!

The Lord is my light and my salvation, whom shall I fear? The Lord is the protector of my life: of whom shall I be afraid? (Psalm 26:1, Douay-Rheims)

Last Sunday, I wrote about using turn undead as a way of transforming the Cleric into a melee master against affected undead. This seems especially appropriate for Clerics who follow deities devoted to battle, undead smashing, et cetera. Not all Clerics, however, fit that mold, so this Sunday I want to turn my attention to Clerics who seek to encourage their allies in conflict with the soul-rending terrors of the undead. Such a Cleric’s player rolls 2d10 and refers to the table for turning the undead as normal, but the results of success differ as follows:

* If the number on the dice is equal to or greater than the number shown on the table, the Cleric’s allies gain for 3d6 rounds a +1 “to-hit” bonus when fighting affected undead. Those allies also gain a +1 saving throw bonus against special attacks from the affected undead.

* If the table indicates “T”, the Cleric’s allies gain for 3d6 rounds +1 bonuses both “to-hit” and to damage. The saving throw bonus increases to +2. Furthermore, any ally who fails or who has failed a saving throw against a special attack from the affected undead immediately gains a reroll on that saving throw with that +2 bonus.

* If the table indicates “D”, the Cleric’s allies gain for 3d6 rounds a +2 “to-hit” and +2 damage bonus against the affected undead. Furthermore, the allies become immune to the special attacks of the affected undead.

January 22nd, 2017  in RPG No Comments »

Smite Those Undead!

…I am glorified in the eyes of the Lord, and my God is made my strength. (Isaiah 49:5)

Certain Lawful Clerics do not “turn” undead monsters. Instead, these Clerics call for divine assistance in direct combat with the undead. Such a Cleric’s player rolls 2d10 and refers to the table for turning the undead as normal, but the results of success differ as follows:

* If the number on the dice is equal to or greater than the number shown on the table, the Cleric gains for 3d6 rounds a +1 “to-hit” bonus and a damage bonus equal to the half Cleric’s level (round up) when fighting affected undead.

* If the table indicates “T”, the Cleric gains for 3d6 rounds a +1 “to hit” bonus and a damage bonus equal to the Cleric’s level when fighting the affected undead. Furthermore, the Cleric makes one attack per level each round against the affected undead.

* If the table indicates “D”, the Cleric gains for 3d6 rounds a +1 “to hit” against the affected undead. Any hit automatically destroys the undead monster, reducing it to dust. Furthermore, the Cleric makes one attack per level each round against the affected undead.

January 15th, 2017  in RPG No Comments »