“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 »

Magic Items & Monsters of Greek & Roman Myth

Work progresses on various projects, including a collection of magic items and monsters inspired by Greek and Roman myth.

This new PDF comes after a poll conducted to determine what topic respondents most wanted to see covered next. Magic items and monsters of Greek and Roman myth won the poll against the other two options by nearly two to one. So, I’m working on six magic items and five monsters. As always, source material provides inspiration rather than limitations. My goal wasn’t to be mythologically correct, but rather was to turn some of my favorites into fun, useable items and creatures.

Here’s a sample:

Cesti of Eryx
Aura moderate evocation; CL 8th
Slot hands; Price 14,060 gp (for one gauntlet), 31,870 gp (for a pair); Weight 4 lbs. (for both gauntlets)

Description
This “pair of prodigiously heavy gauntlets” is made from “the hides of seven huge oxen” and “stiffened by lead and iron sewn into them.” Both gauntlets are permanently “caked with blood and spattered brains.” These +1 mighty cleaving cold iron spiked gauntlets grant a +1 dodge bonus to AC if both gauntlets are worn at the same time.

Construction
Requirements Craft Magic Arms and Armor, divine power, must be crafted as a pair to get the +1 dodge bonus to AC; Cost 15,935 gp (for a pair)

Quoted text is from Virgil’s The Aeneid, Book 5.400-414 (translated by David West, revised edition, Penguin Books, 2003).

May 18th, 2010  in RPG No Comments »

The Swift Storm

Aello is a harpy. “These are the vilest of all monsters. No plague or visitation of the gods sent up from the waves of the river Styx has ever been worse than these. They are birds with the faces of girls, with filth oozing from their bellies, with hooked claws for hands and faces pale with a hunger that is never satisfied.” Virgil. The Aenied, III.212-218. Translated by David West. Penguin Classics: revised edition, 2003.

Aello, Harpy Ranger 4; CR 8
XP 4,800
CE Medium monstrous humanoid
Init +4 (+6 in plains); Senses darkvision 60 ft.; Perception +11

DEFENSE
AC 20, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 dodge, +1 natural)
hp 82 (11d10+22)
Fort +11, Ref +14, Will +8

OFFENSE
Speed 20 ft., fly 80 ft. (average)
Melee masterwork morningstar +14/+9 (1d8+2), 2 talons +8 (1d6+1), or
Melee (vs. humans) masterwork morningstar +16/+11 (1d8+4), 2 talons +10 (1d6+3), or
Ranged masterwork composite longbow with +1 arrows +13/+8 (1d8+9/x3, 110 ft. range increment), or
Ranged (vs. humans) masterwork composite longbow with +1 arrows +15/+10 (1d8+11/x3, 110 ft. range increment), or
Ranged (vs. humans) masterwork composite longbow with +1 human bane arrows +17/+12 (1d8+13 plus 2d6/x3, 110 ft. range increment)
Special Attacks captivating song, favored enemy (humans) +2

SPELLS
Ranger Spells Prepared (CL 1st)
1st – resist energy

STATISTICS
Str 14, Dex 19, Con 14, Int 9, Wis 12, Cha 15
Base Atk +11; CMB +12; CMD 25
Feats Ability Focus (captivating song), Deadly Aim, Dodge, Endurance (B), Flyby Attack, Great Fortitude, Far Shot (B), Skill Focus (Bluff)
Skills Bluff +11, Craft (fletching) +6, Fly +14, Intimidate +12, Knowledge (local) +8, Perception +11, Perform (song) +8, Stealth +15, Survival +11
SQ favored terrain (plains) +2, track +2, wild empathy +6
Languages Common

SPECIAL ABILITIES
Captivating Song (Su) Aello’s song has the power to infect the minds of those that hear it, calling them to her side. When she sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC 17 Will saving throw or become captivated. A creature that successfully saves is not subject to Aello’s song for 24 hours. A victim under the effects of the captivating song moves toward Aello using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of Aello simply stands and offers no resistance to her attacks. This effect continues for as long as Aello sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.

Favored Enemy (Ex) Aello enjoys a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them. She make a Knowledge (local) skill check untrained when attempting to identify humans.

Favored Terrain (Ex) Aello gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when is a plains terrain. When traveling through plains, she leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).

Hunter’s Bond (Ex) Aello can spend a move action to grant half her favored enemy bonus against a single human to all allies within 30 feet who can see or hear her. This bonus lasts for 1 round. This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

EQUIPMENT & BACKGROUND
Treasure NPC gear (+1 studded leather, quiver with 10 +1 human bane arrows and 10 +1 arrows, cloak of resistance +1, potion of blur, two potions of cure moderate wounds, masterwork composite longbow [Str 14], masterwork morningstar, two vials of alchemist fire, two tanglefoot bags, plus 45 gp)

Aello the Swift Storm hunts well-traveled plains for human prey, a task for she is frighteningly well-suited. She drop most humans with a single arrow fired with Deadly Aim. Against more experienced humans, she attacks with her magical arrows, preferring to stay at the upper limits of her bow’s range increment. Too sow confusion and disorient her prey, she may make strafing runs using alchemist fire and tanglefoot bags. Victims of her captivating song are typically ignored while free-willed foes remain a threat.

Worst of all, Aello seldom hunts alone. She is usually accompanied by a flight of six regular harpies armed with light crossbows. (This makes Aello and company roughly equal to a CR 11 encounter). Aello keeps her harpies under control by threats, violence, and a share of the spoils, including the choicest morsels cut from victims’ bodies.

Aello earned her nickname the Swift Storm due to her preference for ambushes and hit-and-run tactics. Especially against ground-bound opponents, Aello doesn’t see the need to risk too much injury on her hunts. Most often she and her followers retreat after suffering minor to moderate wounds. They then lick their wounds and look for an opportunity to attack again, hoping to wear down their prey through attrition. A favorite tactic is for Aello and company to all focus their ranged attacks against a single victim. Then, they fly away for a few minutes before returning to strike again.

The Swift Storm sometimes sells her services to evil masters, especially when doing so gives her an opportunity to torment and kill humans. She is not an especially loyal henchmen. Still, her skill with ranged combat and ambush tactics have their uses, and more than one evil creature has sought Aello’s services.

May 15th, 2010  in Quid Novi?, RPG 2 Comments »