Saturday, November 30, 2013

Going to play some Castles and Crusades!

Tomorrow night I'm joining an ongoing game online. It'll be my first time using a virtual tabletop (Fantasy Grounds 2), and my first time using Castles and Crusades.

My character is Maz-kal Rhazam a 3/3 Mage/Thief, and this is the background that Howard (the DM) and I came up with.




Maz watched as his body quickly faded into nothingness, and just as quickly the space around him bent and twisted to reveal the inside of a grand room, a circular affair with 11, no 12...large wooden thrones set high above, each with a cloaked and cowled figure staring down upon him in judgement.

"Maz-Kal Rhazam, welcome to Elbion, welcome to the Arcanum. You seem shocked, confused...be aware that you are safe here within these walls. You will find that the power you have stolen comes with a price, and you are here to pay what is due."

"The poet-mages of Faruk-yarah are known to us, though we admit that our library lacks a deep shelf of study. Here you will teach us what you know, and in return we shall usher your own learning to a new horizon, one you had likely not even dreamed could exist."

There was no denying that above him sat a powerful force...and he is just as sure that this was an opportunity he should not squander.




Two years passed as an eye blinks, the sands of time always rushing past...and Maz learned so much about the World of Thayrun that he never could have imagined. The world, and the magic energies that encircle it were not given their due in the few tomes he had stolen so long ago.

Here too Maz were quickly discovered by the Dark Men, the guild of beggars, thieves, and cut purses that prowl the streets of Elbion. His nightly foray in search of supplemental income didn't go unnoticed, and he was welcomed into that brotherhood as well...the guildmasters always looking for more eyes and ears inside the Arcanum.

It was all going splendidly, life was a joy to behold. Maz's coffer was full and he were well on your way to not one, but two successful careers...

Until tonight....

"You should have known that you wouldn't be able to hide your nocturnal activities from us Maz-kal," said the crooked little dwarf standing before him. Crookneck was, had been, Maz's mentor....and now, he was his captor. Frozen by shackles Maz could not hope to break, the bent little mage had tsked him almost into deafness as well.

"I had such high hopes for you, and now this! A Dark Man?!?! My own student? It's an outrage! I will be the laughing stock of the Arcanum."

"Does anyone else know?", Maz ask him, eyes to the floor partly to hide his anger, and partially to hide his shame.

"No...thank goodness no. But they will find out...if I have deduced it then others will not be far off. You will need to go, to run...far from here. I have a trip planned, a journey to the city of Tileano, and you will accompany me. I will bond you to me, and so without me, you will not survive. Escape will be impossible, and my death will result only in your own."

The dwarf chants, draws a small blade that gleams even in the dark of night, and he slices quickly into Maz's left arm...does the same to his own, and the magic flows between you.

"Maz-kal," says the dwarf in a low growl, "you are my student no longer...now we are something much deeper, much stronger than even a mother and her child. I release you from your shackles, but your bond I shall keep. Go. Gather your things. We leave for Tileano in the morning."

Maz felt the spell break and release him. Blood flowed quickly to his arms and legs.

He turned and headed for the door, knowing full well that his future is ties inexorably to Master Crookneck.

"I was proud of you boy, once..." Crookneck whispers behind him.

Thursday, November 28, 2013

New Monster: Cranberry Jelly

The cylinder of crimson jiggled toward the adventurers, leaving a wet smear along the stone floor. It smelled cloyingly sweet.

Nimble launched a bolt into it. "Nothing" he said, backing away.

"Any suggestions?" Allianora asked.

"Burn it?" Rathgar offered.

"I like that idea" Nimble pulled a bottle of oil out of his pack, broke the wax seal, pulled the cork and stuffed the rag into the hole. "Anyone have a light?"

Feris pointed at the rag, and a small flame sparked into being.

Nimble tossed the bottle at the slowly approaching jelly.



Cranberry Jelly
Armor Class: 9
Hit Dice: 4* (L)
Move: 30' (10')
Attacks: 1
Damage: 2d4
No. Appearing 1 (0)
Save As: F3
Morale: 12
Treasure Type: none
Intelligence: 0
Alignment: Chaotic
XP Value:125

Monster Type: Lowlife (uncommon)
A cranberry jelly is the unfortunate result of an alchemical accident. It is nearly invulnerable to physical attacks, taking only a single point of damage from any successful hit. Fire causes full damage, and cold damage allows the following physical attack to cause full damage.

Tuesday, November 26, 2013

Playing Pathfinder... Muchkin Pathfinder

Following up on Betrayal at House on the Hill, we invited some friends over to enjoy some Chinese food and some Munchkin. Having picked up Munchkin Pathfinder, we mixed it in with the base set, and started kicking down doors.

If you've never played, there are 2 decks: the door deck, and the treasure deck. At the start of every turn you kick in a door. There might be a monster, or a curse, or something else. If there's a monster you have to either fight it or run away. If you win, you get as many treasure cards as the monster card says. If you lose, you run with varying levels of bad things that happen to you if you don't get away. If there's something else you either play it, or add it to your hand to maybe play later.




It's a fast game, and we managed to play through 5 games or so. Just about everyone had a good time (except for the person who hates Munchkin), and I can't wait to break out the decks again. The big question is what expansion we should add next?

Any suggestions?

Monday, November 25, 2013

New Monster: Demonic Flying Monkeys

"Look out!" Feris yelled as he flicked his wand at the flying creature. A bolt of blue energy flashed, and the creature tumbled from the sky.

Rathgar was swinging his sword to decapitate the thing when a sticky stinking flaming something smacked squarely in the middle of his chest. "Gah!" he said as he stumbled back.

A chorus of high pitched laughing broke out. Above, three more of the creatures hovered. One of them had it's back to the group, its tale lifted, and the last lingering bits of flame flickering on its ass.

"Oh that's gross" Nimble said as he launched a quiver from his crossbow directly at the creature's tail.



Demonic Flying Monkeys
Armor Class: 6
Hit Dice: 2+1* (M)
Move: 90' (30')
Fly: 120' (40')
Attacks: 2 claws or 1 flaming poo
Damage: 1d4/1d4 or 1d6+special
No. Appearing 2d4 (2d8)
Save As: F3
Morale: 8
Treasure Type: C
Intelligence: 7
Alignment: Chaotic
XP Value: 35

Demonic Flying Monkeys are awkward on land, but deadly in the air. They are best known for flinging a napalm like flaming piece of shit that is extremely difficult to remove and nearly impossible to extinguish. Anyone hit by a flaming poo will take 1d6 points of damage a round, and must make a saving throw vs paralysis every round to attempt to remove or extinguish it. The poo will go out on its own when the damage die comes up as a 1.

They are immune to charm and hold spells, but very susceptible to sleep spells and effects. They are also incredibly greedy and violent. They hate just about any other form of life, and will delight in carpeting it with flaming shit. The only known means to control them is with a magical fez.



Image Source: Flying Monkeys (2013 TV movie) screen capture. And no, I didn't watch it.

Saturday, November 23, 2013

New Monster: Nimrodian

“It’s warded like you wouldn’t believe.” Feris said, examining the doors. “I don’t see anything that would keep me from breaking in, but it isn’t warded against us, not really.”

“What do you mean?” Rathgar asked.

“It’s easy to break into a prison.” Nimble answered.

“Yes. He’s right.” Feris nodded. “See that symbol there?” he pointed.

“That’s a symbol of the Sun Lord” Allianora answered “or at least one of his cults.”

“It’s a prison.” Rathgar grunted. “But for what?”

“Something very, very powerful.” Feris stepped back from the doors. “It is not worth our lives, whatever is in there.”


Nimrodian

Armor Class: -2
Hit Dice: 23***** (L) (115hp)
Move: 150’ (50’)
Attacks: 1 bite or 2 claws and see below
Damage: 2d8 or 2d6+1/2d6+1 and see below
No. Appearing: 1
Save As: F20
Morale: 11
Treasure Type: Hx2, I, N, O
Intelligence: 11
Alignment: Chaotic
XP Value: 15,100

Monster Type: Construct, Enchanted (Unique)
The Nimrodian was a creation of the Alphatian empire in it’s attempt to conquer the Norwold provinces. Constructed of metals mined and forged in the City of Brass and quenched in the blood of demons it was more intelligent and evil than even the Alphatians were prepared for. The destruction it caused upon it’s release can still be seen centuries later in certain spots in Norwold.

Appearing as a monstrous six-legged wolf-thing the size of a horse, formed from blood stained brass that is constantly leaking black fluids with eyes that burn with a pale blue fire. The creature can bite or arch back and attack with it’s prehensile front claws. Anyone struck by either the claws or the bite must make a saving throw vs poison or be stunned for 1 round.

The howl of the Nimrodian is also a potent weapon. Anyone within 150’ will take 1d6 damage, 100’ 2d6, 50’ 3d6, 25’ 4d6. Anyone who survives must make a save vs spells, or flee in fear for 1d6 rounds. The Nimrodian can howl once per turn. In addition to it's melee attacks, it can cast one of the following spells every other round: Dispel Magic, Confusion, Dimension Door, Darkness, and Mirror Image. The Nimrodian can see in magical darkness, see invisible objects and creatures, and automatically detects illusions.

The Nimrodian can only be harmed by magical items of +3 or better, and staves, rods, and spells of greater than 4th level. They are also immune to all poison, sleep, charm, and hold effects.

Natural sunlight weakens the Nimrodian, making it vulnerable to +2 weapons and spells of 4th level.



This beast is based on a request for a monster over on G+ by +Tommaso Galmacci. I hope that this

Thursday, November 21, 2013

New Magic Item: Mask of the Witchdoctor

"Come." The grey skinned creature beckoned with his 3 fingered hand. "Come!"

"Do you think we should" Nimble asked.

Allianora frowned slightly. "We've got to find the key, right? And this Geneva says she can help us find it... What choice do we have?"

"I wish Feris was here. He'd be able to cast a spell, or do a ritual, or something that would tell us where the key is."

"If Feris was with us, we wouldn't need the key." She sighed.

"Come." The creature waved again.




The log farmhouse out beyond the protection of the village was a small thing nestled against a copse of trees against the winds. The nearly empty fields looked desolate against the grey sky.

The creature lead them onto the covered porch, and then through the front door. Within was dark, lit only by a single lantern sitting on a table against the wall. Standing in the middle of the room was a girl in a simple black dress.

"How can I help you?" she asked as the creature crouched at her side. Her hand rested on the back of its head, and it nuzzled against her.

"Are you Geneva?" Nimble asked

"I am."

"We seek the Key to the Chains of the Demiurge."

Geneva nodded slightly "Please, take a seat at the table." She left the room through a dark doorway. When she returned, her face was covered in an elaborate mask of wood, bone, feather, fur, horn, and gold. "Know that this knowledge will come at a cost." As she spoke, the creature placed a copper bowl and knife onto the table. "Spill your blood into this bowl, both of you."



Mask of the Witchdoctor

The Mask of the Witchdoctor is a powerful item. For as long as it is worn, the wearer has Truesight. Additionally once per week the wearer can cast Speak with the Dead as a 21st level caster. To use this power, a sacrifice must be made. Whoever is requesting the spell be cast must accept a Quest (as per the spell). The difficulty of the Quest will be based on the age of the dead spoken to.

Once per month the mask can cast Commune. The use of this power requires a significant Quest and an offering to the Mask of at least 10,000 gold in value.

Wearing the Mask comes at a price. Every day that it is worn drains a point of Charisma from the wearer. This draining can be restored at a rate of 1 point per day of rest. If over half of a wearer's Charisma is drained, the rate is reduced to 1 point per week. If the wearers Charisma drops to 3, the damage is permanent, and the Mask will no longer function for that individual.



Image Source: Witchdoctor by Daniel Valaisis