Saturday, February 16, 2019

OSR: Paladin

I love Paladins.  Paladins are probably one of the coolest things in D&D, aside from Monks.  I've always loved the idea of a crusader for justice, though I've never actually played one, or attempted to write one for OSR D&D. 

But then, when I read Arnold K's latest post on religion, it got me quite worried.  So I decided to get in on the ground floor, and publish my own Paladin, as I love the class, but had never been inspired to actually write one.

Serving God by Fighting Man

Before we continue, let's differentiate what a Paladin is, in comparison to their nearest contemporary, the Prophet.

Firstly, Prophets are normal people who were called to do extraordinary things.  They can be anyone, in any walk of life.  Paladins are not normal people, though.  They are the enlightened, the gifted among mortal kind, born with an abundance of spirit.  They could have directly harnessed their gifts, had their circumstances been difference, and became great Wizards or Priests.  They could have also used their gifts less directly, channeling their raw charisma and talent into becoming wealthy merchants, diplomats or governors.  But instead, do to events beyond their control, they became Paladins.

Secondly, Paladins are not entirely reliant on their God.  Prophets were granted knowledge of one or more of the Secret Names of God, to prove their status as divine messengers and to protect them on their quests.  Paladins are not like this- they were born with innate abilities, which through training and a connection with their God has bloomed, making them incredibly strong.

This is also why a Paladin can "fall", while a Prophet cannot.  If a Prophet acts against their God, the God can immediately revoke their status as Prophet, reducing them to just another mortal.  But if a Paladin turns against their God, they will lose their powers, but they can usually find a new Master.  This is why Paladins usually die shortly after breaking their Vows for the last time, because unlike a Prophet, which are reliant on their Masters for power, Paladins are dangerous no matter who holds their leash.

To play a Paladin, you must choose three things.  First, what is your Cause?  Secondly, what is your Vow?  Thirdly, who is your Master?

The Cause is the most important thing in a Paladin's life, the sacred mission they are constantly endeavoring to fulfill.  To be a Cause worthy of you, a Cause must be moral, difficult, and something you'd be willing to kill or be killed over.  You may decide your own, or you can roll on the table below.  Make sure the Referee knows what your Cause is.

My Cause is...

1d6

1- To protect my Tribe/People and advance their interests.
2- To protect, enforce, and uphold an institution (a government, body of laws, etc).
3- To defend the interests of my God.
4- To destroy an Evil Force.
5- To advance Good in the world.
6- To bring about reform or change in an institution, nation or people.

Your Vow specifically relates to your Cause.  It should be one sentence long, a statement of intent.  It could be a positive thing that describes what you will do in the future.  For example, how exactly will you work to advance your Cause?  Your Vow may have something to do with that.  Alternatively, your Vow could be a negative thing, that you place as a limitation upon yourself.  Regardless of what your Vow is, the most important thing to remember is that you must never, ever break your Vow. A Paladin breaking their Vow should feel like the universe itself has stopped making sense, as if reality itself is crumbling.

This is not a permanent error, as redemption is almost always possible, but it will require actions to earn back the good favor of your God.

My Vow is...

1d6

1- To never allow [member of specific group] to come to harm if I can prevent it.
2- To destroy [Target] wherever I find it. 
3- To uphold [Ideal] wherever I go.
4- To always take/do [specific action] whenever the opportunity arises.
5- To never do [specific action].
6- To never act against [member of specific group].

Finally, a Paladins have a Master.  Prophets also have Masters, but for a Prophet, their Master is always their God.  Paladins are more flexible, as they are not wholy reliant on divine power.  A Paladin's Master could easily be a Deity, but it could also be a Priest, or a King, or anyone else.  The only requirements for someone to be a Paladin's Master is that they have access to the same Divine Power that the Paladin has, a connection to the same Cause, and the authority to punish the Paladin.

Masters are often also a Paladin's teacher as well, being the one who initially molded the Paladin and introduced them to their cause.  They are someone a Paladin has a strong relationship with, and someone who the Paladin still respects and fears, even now, when they are older and wiser.

My Master is...

1d6

1- An older Paladin
2- A Prophet
3- A Priest
4- A King or Governor of my Polity
5- An Angel (good Outsider)
6- A God

                                                                 by Director-16
Beginning the Jihad

Paladin
Starting HP: 1/3 HP
Fighting Spirit: You get +1 FS per Paladin level
Starting Equipment: Breastplate, Helmet, Shield, Shield or Spear, Prayer Beads or Holy Symbol, Sacred Vow

Abilities:

1:

Grace Dice.  You have a pool of d6s that you can burn to fuel your abilities.  These dice burn out on a "5" or "6" and come back after you make an accepted sacrifice to your God.  Note that your God might not accept your sacrifice, if you have done something that displeased them, or are sacrificing something that is unacceptable to your Deity.  Note that if you have broken your vow, they are unlikely to accept or offer anything from you, until you perform some act of penance.  See 'Vow' below.

Healing Hands: As an action, you may touch someone, and burn as many d6s as you like.  That person you touched then regains [sum] HP.  You may not heal yourself.

Blessed Hands: As an action, if you touch someone, they receive an effect as dependent upon your Paladin Archetype.

Vow: You have sworn a Holy Vow.  If you break this Vow, you can expect, at the minimum, to have to repent and seek forgiveness, and possibly go on a quest.  More serious violations will result in you losing your Paladin powers until you have demonstrated true repentance.  Finally, if you repeatedly and consistently violate the terms of the Vow you made, you can expect to lose your powers permanently and/or to be killed in a hideous fashion.

2:

Smite: If you attack someone, you may burn as many d6s as you like.  On a hit, that person takes the normal damage + [sum] holy damage.

Dreams and Omens: God will tell you where to go and what to say in signs and visions.  He may also grant you visions of the future and hints about where you should go and what you should do in dreams.

3:

Blessed Tongue: As an action, your speech, gains special properties as dependent on your Paladin Archetype.

4:

Holy Aura: You may release an aura of power that affects every living creature within 10*[dice]' around you.  This aura can either heal or harm.

If the aura heals, everyone (except you) within it recovers 1d6 HP a round for [dice] rounds.

If the aura harms, everyone (except you) within the aura takes 1d6 holy damage a round for [dice] rounds.

5:

Blessed Form: As an action, your body gains special properties as specified by your Paladin Archetype.

6:

Angel Strike: You can fire a projectile of grace, targeting anyone you can see.  Spend as many Grace Dice as you like.  If you succeed on your attack roll, then that person is hurt or healed as if you touched them, as per Smite or Healing Hands.  If someone wishes to be struck by Angel Strike, they may choose to be hit.

7:

Blessed Feet: As an action, your steps gain special properties as specified by your Paladin Archetype.

8:

Angelic Bombardment: If you use your Angel Strike ability, you may fire off as many projectiles as you wish, but you must pay for them as normal.

9:

Cry out to God: Once per day, if you need help, you may cry out to God for aid.  If you do so, and the Gods seem your situation worthy of their aid, then you immediately gain 1d20 Grace Dice, to be used at your discretion.  Unused Grace Dice are lost at the end of the day.


                                                            by soft-h
Paladin Archetypes

These are the Archetypes mentioned above in the class write-up.  You may make your your own, if you like, but I have included six to serve as examples and provide a template for writing your own.  I also included these six examples to provide a broad spectrum of the "common" Paladin types. 

Archetype- Holy Marshal

Cause- To enforce the Law, to punish criminals, to stop Crime

Vow- "I will obey the Law, no matter what it says."

Blessed Hands- As an action, you may roll a Grace Die and touch up to [dice] people.  You can tell from touching someone like this whether or not they are guilty of any crimes that they have not received judgement for yet.  This does not tell you what crimes they have commited, only if they have or have not.  Those who are guilty of crimes such as thing feel pain at your touch, your holy hands burning their flesh.  The law-abiding feel nothing special at your touch.

Blessed Tongue- As an action, you can try to force someone to confess.  Roll as many Grace Dice as you wish.  One person that can hear you must then save.  If they roll higher on a 1d20 than [sum], they manage to resist your holy powers.  If they fail to exceed [sum], they must confess to any crimes they have committed.  If they have commited no crimes, no effect.

Blessed Form- As an action, roll as many Grace Dice as you like.  For [dice] rounds rounds, no law-breaker or Servant of Chaos may harm you.  Instead, for 1 round, all their attacks and damaging abilities instead do no damage to you.  You must continue taking this action each round to keep yourself invulnerable.  Note that your invulnerability only makes you impossible for a Servant of chaos or law-breaker to harm you.  They can still man-handle or otherwise interfere with you, but they can't harm you.

Blessed Feet- As a free action, you may roll as many Grace Dice as you like.  You may then teleport up to [sum]', taking everything on your person with you.  You may take nothing else.


Archetype- Celestial Sword

Cause- To order the World, to serve the Heavenly Bureaucracy, to do your duty to the High King of Heaven

Vow- "I will always leave a place more orderly than when I first found it."

Blessed Hands- As an action, roll as many Grace Dice as you like.  You may then touch a creature.  Evaluate how many Hit Points that creature has.  If it has more HP than [sum], it is restored to full health.  If it has less HP than [sum], it dies.

Blessed Tongue- As an action, roll as many Grace Dice as you like.  For the next [dice] minutes, you may speak to any creature or section of a creature with a soul as if you shared a language. You may speak to any plant, animal or fungi; but you can also speak to sections of those creatures, such as to a person's liver or a tree's buds.  

Blessed Form- As an action, roll as many Grace Dice as you like.  You may revert your body to the state it was in 5*[dice] seconds ago, acting as if the intervening time and the events within after that point did not happen for you.
 
Blessed Feet- As a free action, roll as many Grace Dice as you like.  You then avoid the next [dice] any attacks, abilities or other effects that requires moving through space to reach you.  For example, you could avoid a Dragon's fire breath or a sword swing or a flung custard pie, but not a spell that only permits those affected by it a saving throw.  You avoid the aforementioned abilities by simply not being where that effect or ability was going to be.


Archetype- Red Servant

Cause- To advance Freedom, to sow Chaos, to set the captives free, to smash civil government, to destroy society

Vow- "I will do as I will."

Blessed Hands- As an action, roll as many Grace Dice as you like.  Then, touch any creature.  That creature must save.  On a failed save, the creature develops [dice] mutations.

Blessed Tongue- As an action, roll as many Grace Dice as you like.  You may then embed a secret message up to [sum] words long in otherwise normal speech.  Only those you choose will hear the secret message, everyone else will only hear the normal speech.  For example, you could say to the King and the uninitiated, "Your Excellency, I have brought glad tidings," while saying to the conspirators in the Court, "We are betrayed, flee," and both groups would only hear the message intended for them.

Blessed Form- As an action, roll as many Grace Dice as you like.  You may then transform your body and all your possessions into a gust of wind, a column of fire, or a pool of water for [dice] minutes.  You can still move in this form and retain your mental attributes.  However, you gain any physical weaknesses of this form.  You remain in this form for [dice] minutes, or until you decide to revert back. 

Blessed Feet- As an action, roll as many Grace Dice as you like.  For then next [dice] minutes, [dice] creatures have the direction of gravity altered for them.  You may use this ability on yourself.  Unwilling targets get a save to resist this ability.

For example, if you wish, you can "fall" upwards, toward the sky.  This does not affect anyone else.


Archetype- Green Knight


Cause- To destroy Symbolic Thought, to revert all to a pre-civilizational paradigm, to crush The City

Vow- "I will wear no metal armor, own only what I can take and hold, never sleep under a roof* and never use money for any purpose."

Blessed Hands- As an action, roll as many Grace Dice as you like.  [dice] pieces of technology immediately break and will need to be repaired before it can be used again.

Blessed Tongue- As an action, roll as many Grace Dice as you like.  You then roar like a great beast.  All who hear this must save vs [sum] or be frightened.

Blessed Form- As a free action, roll as many Grace Dice as you like.  Your body then transforms to gain the qualities of one of the great beasts.  This boosts your STR and CON by +[dice] for the duration, as well as giving you dense natural armor equal to AC 12+[dice].  This transformation lasts for 1d6+[dice] rounds in combat or [dice] minutes outside it.

Blessed Feet- As a free action, roll as many Grace Dice as you like.  You then gain the speed of a diving falcon.  For 1d6+[dice] rounds, you always act first on initiative rolls, and you add double your attack bonus against any enemy with an AC reliant on non-full body covering or natural defenses (such as scales or a Damage Threshold). 

*dungeons are okay, so are caves 


Archetype- Blackguard

Cause- To exact revenge on this world, to serve the Dark Powers, to bring those who harmed you down, death, destruction

Vow- "If I am granted the chance to take revenge on one of the targets of my rage, I will."

Blessed Hands- As an action, roll as many Grace Dice as you like.  Your hands then begin secreting slime that is acidic or poisonous (your choice).  Any creature you with these hands takes 1d6 damage of that type.  Your acid is strong enough to eat through metal and stone, and your poison strong enough to poison all but those with the strongest constitutions, or a magical immunity to poisons.

Blessed Tongue- As an action, roll as many Grace Dice as you like.  You may then command up to [dice] unsouled corpses to rise up and obey.  It shall, becoming your Undead Servant until destroyed or released by you.  These Undead will obey you for [sum] days, and then will be free, and be under no obligation to serve you.
 
Blessed Form- As an action, roll as many Grace Dice as you like.  You then expel a cloud of white fog that fills the air for 10*[dice]' around you.  This cloud of fog is cold and clammy, and has all the properties of a normal cloud of fog.  However, it also has an additional effect.  Any damage taken by anyone within this cloud of fog is multipled by [dice].  This fog lasts for [dice] minutes, or until you dismiss it.  After that, it disappears.     

Blessed Feet- As an action, roll as many Grace Dice as you like.  You may then assume the likeness of any creature you have killed.  For example, you could become the specific man who you just pounced on and stabbed to death, or you could become a rat.  You remain in this form for up to [sum] minutes, or until you decide to transform back.


Archetype- Folk Hero

Cause- To protect the interests of your tribe, to defend your people, to serve your God

Vow- "I will not stand idly by and allow my people or my kinsmen to be harmed."

Blessed Hands- As an action, roll as many Grace Dice as you like. The next creature you touch then gains a bonus to AC equal to +[dice] for the next hour.

Blessed Tongue- As an action, roll as many Grace Dice as you like.  You may then scream a battle-cry.  All who are allied with you that hear this get a new save against any spiritual effect (charm, fear, etc) and deal +[dice] damage for the next hour. 

Blessed Form- As an action, roll as many Grace Dice as you like.  You then call upon the strength of the great heroes of your past to aid you in battle.  For 1d6+[dice] rounds, add a bonus of +[dice] to your Attack and Damage rolls.

Blessed Feet- As an action, roll as many Grace Dice as you like.  You then call upon the cleverness of those nameless ancestors who built the society you live in.  For 1d6+[dice] rounds, whenever an opponent makes an attack against you and misses, you may deal 1d6+[dice] damage to them.

                                                                      by Ariel Perez

Tuesday, February 12, 2019

GLOG-ifying Fifth Edition Spells: A-D

So, I'm running a 5E campaign now.  It was a disappointment, as while I'm always happy to play D&D, going back to Fifth Edition after officially defecting to the OSR was like leaving the Promised Land to wander a desert of unnecessary complexity and pointless bloat.  Still, for my players, I will persist.

But while I was suffering along, I started looking at the 5E spells, and after reading for twenty minutes and still being unable to get out of the A's, I decided, mostly out of spite, that I would rewrite all of the 5E spells into the GLOG-style.

This post is the first part of that massive project, with a few exceptions.  Firstly, I didn't include the Cantrips, as they aren't proper spells, and so I'm not writing them up like they are.  Secondly, I cut some spells that were boring or uninteresting.  I also made some effort to combine spells with similar functions, as I've always believed that brevity is the soul of wit, at least in game design.

So behold Part 1.  Gaze upon my works, ye mighty, and despair! 

Alpha

Alarm
--------------------------------------------------
R: 10*[dice]'    T: a space    D: [sum] hours

An area of 10*[dice]' square feet is surrounded by an invisible barrier.  If anyone crosses this barrier, the caster receives either a mental alert or hears a specific sound (caster's choice).  The caster may choose the sound produced. 

Alternatively, the caster may set this barrier over up to [dice] doors, and if anyone passes through them, this will trip the alarm.

Aid
----------------------------------------------------
R: touch    T: [dice] creatures    D: [dice] hours

[dice] creatures gain +1 FS per [dice] used to cast this spell.  These points last for the duration, then disappear.

Alter Self
-----------------------------------------------------
R: self        T: self            D: [sum] minutes

You alter your shape, color or appearance.  Your stats remain the same, no matter what you change into.  Additionally, for every die used past the first, select [dice] of the options below:

- You grow gills and gain the ability to breath water for the duration
- You grow natural weapons in the form of claws, fangs or horns that do 1d6 damage
- You may alter your size by [dice] size categories.  Your other stats do not change.

Animal Friendship: As Befriend Beast under Biomancer

Animal Messenger
--------------------------------------------------------
R: touch    T: creature        D: [dice] days

One creature you touch becomes charmed to you for the duration.  Intelligent creatures may save to resist, but normal animals and vermin automatically fail their saves.  This creature will travel as quickly as it can to a location you specify and will deliver a message up to [sum] words long to someone you specify.  If the creature cannot reach the destination before the destination is reached, the spell ends and the creature returns to normal. 

Animal Shapes
-----------------------------------------------------------
R: 30'        T: [dice] creatures        D: [sum] minutes

[dice] creatures within range must save.  Creatures with more HD than [dice] add the difference to their save.  Creatures with HD 3x greater than [dice] are immune.  On a failure, they transform into an animal form that the caster desires.  The people transformed maintain their personalities, motivations and habits, but suffer from a much reduced intellect.  They gain the physical stats of a normal version of the beast they were transformed into and cannot do anything that beast could not do.  All transform back after [sum] minutes, unless the spell was cast with four or more spellcasting dice, in which case it can be as long as the spellcaster wishes, or permanent.  If it is permanent, those who failed their save are permitted a second save.  If they succeed this new save, they retain their intellect and their ability to speak, but they will be trapped as a beast for the rest of their days.

Animate Undead: As Create Servant under Necromancer

Animate Objects: As Soul of Things under Jazz Wizard

Anti-Life shell was changed to:

Anti-Life Aura
-------------------------------------------------------------
R: 10*[dice]'    T: all around the caster    D: [dice] rounds

The caster produces an invisible field around themselves that extends for 10*[dice]' around them.  Any living creature within this field takes [sum] damage a round.  Living creatures cannot see this field but can sense it, it prickles at their very souls, irritating them.  Undead and Constructs are immune to this field.   

Anti-Magic Aura
-------------------------------------------------------------
R: 10*[dice]'    T: creature or object        D: [dice] minutes

One creature or object within range begins producing an anti-magic field.  Within this field, all magical objects lose their magical properties for as long as the field remains, spells cannot be cast, and any other magic is suppressed for the duration (Referee's discretion).

Antipathy or Sympathy
---------------------------------------------------------------
R: varies    T: creatures of a specific type    D: special

When casting this spell, choose Antipathy or Sympathy, then select a creature type.  The creature type can be anything, as long as it is a physical trait.  For example, you could select Undead or Humans or creature with light fur, but not Monarchists, people who prefer pineapple on their pizza, or sinners.

If you choose Antipathy, all creatures of the selected type within the affected area will begin to feel uncomfortable, as well as the urge to leave.  If they do not begin leaving immediately, they must save. On a failure, they will begin taking 1 morale damage each round.  When this morale damage equals or exceeds their morale, the creature will leave.  Unintelligent creatures will merely go, but intelligent creatures will take precautions, bringing their valuables and loved ones with them, locking their homes, etc.

If you choose Sympathy, all creatures of the selected type will instead be attracted to the affected area.  All other rules apply.

The affected area is determined by the number of spellcasting dice used to cast the spell.  If you cast the spell with 1 [dice], you can select a 30' square area or one room.  If you cast the spell with 2 [dice], you can select a 100' square area or one building.  If you cast the spell with 3 [dice], you can select a 1,000' square area or up to three whole buildings, or one massive structure such as a palace complex or a skyscraper.  If you cast the spell with 4 or more [dice], you may select up to a square mile.

This spell lasts for [dice] hours, with the timer officially starting once the last creature of the selected type has left the area.

Arcane Eye: As Eye in the Sky under Toxic- Leprox Vector

Arcane Gate: As Portal under Cosmomancer   

Arcane Lock: As Lock under Metamancer

Armor of Agathys
------------------------------------------------------
R: touch    T: creature        D: [dice] minutes

One creature you touch gains 5 FS per [dice].  If anyone touches the creature while that creature has those 5 FS, then they take 1d6+[dice] psychic damage. 

Arms of Hadar
------------------------------------------------------
R: 50'        T: [dice] surfaces    D: [dice] rounds

[dice] limbs of Hadar, the Hungry Maw appear.  Each limb has a STR of 11+[dice] and [sum] HP.  The limbs will begin making random attacks against anyone who comes near them, each doing 1d6+STR damage on a hit.

If the [sum] of this spell exceeds 6, then a massive eye will appear as well, giving all of Hadar's attacks a +[dice] bonus to attack.  If the [sum] of this spell exceeds 11, a massive mouth appears as well.  The arms will grapple people and attempt to hurl them into this mouth, where they will take [sum] damage.  If the [sum] of this spell exceeds 24, Hadar, the Hungry Maw will tear his way into our reality and begin rampaging freely.  

Astral Projection
------------------------------------------------------
R: 30'        T: [dice] creatures    D: one action

[dice] creatures within range gain the ability to leave their bodies.  Once they do this, they will be on the Astral Plane.  While this spell is cast, their bodies will remain in stasis, until a soul enters them.

Note that this spell can only be cast on willing targets.  Creatures who do not wish to leave their bodies may ignore this spell.

Also note that while your bodies will not need food, water or air while they are in stasis, they will still be vulnerable to destruction and possession, so it is advised that you take precautions.   

Aura of Life
-----------------------------------------------------
R: 10*[dice]'     T: all within range    D: [dice] rounds

The caster emits a glowing area that fills the entire range.  All within this aura regain 1d6+[dice] HP a turn.  The caster can end this spell at anytime, as a full action.

Awaken

Beta

Bane: As Baleful Moon under Cosmomancer

Banishing Smite
--------------------------------------------------
R: 30'        T: creature    D: special

The next time the target creature successfully hits an opponent, their attack does an additional +[dice]d10 force damage.  The creature struck must also save.  On a failure, if this creature is native to some other universe or plane of existence, it is forced out of our universe.  If it is native to this universe, no additional effect.

Banishment
--------------------------------------------------
R: 30'        T: creature    D: one action

One creature within range must save.  If the creature has more HD than [dice], it may add the difference to its save.  If it has 3x more HD than [dice], it automatically passes its' save.  On a failed save, that creature is banished to another universe or plane of existence.

Barkskin: As Temple of Iron under Muscle Wizard

Beast Sense: As Hijack Vision under Psychomancer

Bestow Curse: As Curse under Cosmomancer

Bigby's Hand: As Empty Palm Vanquishes the Wicked under Monk

Blade Barrier
----------------------------------------------------------------------------
R: 10*[dice]'    T: a line up to 10*[dice]' long        D: [dice] minutes

You create a wall of whirling blades of magical force up to 10*[dice]' long and 10*[dice]' high.  Anyone who crosses this field takes [dice]d10 slashing damage, save for half.   

Bless
--------------------------------------------------
R: touch    T: creature    D: [dice] minutes

One creature adds +[dice] to all its rolls for the duration.

Blight renamed to

Harvest of Rot
---------------------------------------------------
R: 30'        T: creature    D: one action

One creature within range takes [dice]d8 necrotic damage, save for half.  This spell has no effect on Constructs or Undead. Plant creatures get disadvantage on their saving throw, and the caster may roll for damage twice and choose the better outcome.  Non-magical plants which have this cast on them simply wither and die. 

Blinding Smite
---------------------------------------------------
R: 30'        T: creature    D: special

The next time the targeted creature hits someone else with a melee attack, the struck creature takes an additional +[dice]d8 radiant damage and must save.  On a failure, they are blinded.  On a success, no other effect.

Blindness or Deafness
----------------------------------------------------
R: 50'        T: [dice] creatures    D: [dice] minutes

[dice] creatures must save.  Creatures with more HD than [dice] add the difference to their saves.  Creatures with 3x more HD than [dice] are immune.   Those creatures that fail their save are blinded or deafened.  On a success, no other effect.

Blur
-----------------------------------------------------
R: self        T: self            D: [dice] rounds

Your form begins shifting and moving, seeming to vibrate and move very fast, your body flowing liquid-ly from one pose to another.  You gain +[dice] to your AC and attack rolls for the duration.

Branding Smite
-----------------------------------------------------
R: 30'        T: creature    D: special

The next time the target creature strikes someone else with a melee attack, the struck creature takes an addition +[dice]d6 radiant damage and is surrounded by a glowing aura for [dice] rounds.

Burning Hands
------------------------------------------------------
R: 30'        T: 10*[dice]' cone    D: one action

You fire a blast of fire from your hands in a 10*[dice]' cone.  This blast of fire does [dice]d6 damage and sets flammable objects on fire.

Charlie

Call Lightning: As Divine Retribution under Electromancer

Calm Emotions: As Emotional Manipulation under Toxic- Toxo Vector

Chain Lightning
-------------------------------------------------------------
R: 50'        T: up to [sum] creatures    D: one action

One creature within range takes [sum] electrical damage, save for half.  Then, one creature within range of the first creature takes [sum]-[dice] damage, save for half.  Then, one creature within range of the second creature takes [sum]-(2[dice]) damage, save for half.  This continues, the electrical damage decreasing by [dice] each time until the next person in the chain would take no damage.   

Charm Person: As Charm Person under Psychomancer

Chromatic Orb
--------------------------------------------------------------
R: 30'        T: creature or object        D: one action

You conjure a ball of magical energy and select a damage type (fire, cold, electrical, sonic, radiant, necrotic, force) and then make an attack roll.  On a hit, your target takes [dice]d6 damage of the type you selected.

Circle of Death
---------------------------------------------------------------
R: 50'        T: all within range        D: one action

A ripple of dread power passes out from the caster and strikes everything within range.  All living creatures within range take [dice]d8 necrotic damage, save for half.  Undead and Constructs are immune to this damage. 

Circle of Power
---------------------------------------------------------------
R: 10*[dice]'    T: all within range        D: [dice] rounds

For the duration, divine power spills from the caster, striking all within range.  All within range regain 1d6+[dice] FS a round and gain advantage on all saving throws.  Additionally, if a creature would save successfully to take half damage from an ability, instead that creature takes no damage instead.

Clairvoyance
----------------------------------------------------
R: 30'        T: an empty area of space    D: [dice] minutes

You create a small magic sensor within range.  This magical sensor can see if it was one of your eyes, and moves at walking pace.  It is visible as a floating glyph that resembles a stylized eye.  Additionally, when you cast this spell with more than 1 [dice], select [dice] options below.

- The sensor is invisible, and can only be seen by someone with Sight Beyond Sight, Wizard Vision, etc.
- The sensor can see incredibly well, if there is a single photon of light, the eye can see it.
- The sensor can see infrared light.
- The sensor has Wizard vision 

Clone: As Manufacture Homunculus under Biomancer

Cloud of Daggers: As Meteor Guard under Cosmomancer

Cloudkill
------------------------------------------------------
R: 10*[dice]'    T: all within the cloud        D: [dice] rounds

You create a cloud of poisonous gas in an area within range.  The cloud covers [sum]*[dice] cubic feet and does [sum] damage a round to anyone inside it.

Color Spray: As Sun Shower under Cosmomancer

Command was cut for being too close to the Prophet's Secret Names of God

All Commune spells cut, those are ritual only, not spells you can cast on a whim

Compelled Duel: As Gentlemanly Fisticuffs under Muscle Wizard

Comprehend Languages as Omnilingualism under Toxic- Scry Vector

Conjure Barrage: As Fear of Rain Clouds is advised under Monk

Compulsion was cut

Cone of Cold
-------------------------------------------------------------
R: 50'        T: 50' cone, 5 feet at the tip    D: one action

You blast a wave of freezing air from your hands.  All within a 50' cone take [sum] cold damage.  They may save for half damage only if they have something that could protect them from cold temperatures or frigid weather.

Confusion
--------------------------------------------------------------
R: 30'        T: creature        D: [dice] rounds

One creature must save.  If the creature has more HD than [dice], it may add the difference to its save.  If it has 3x or more HD than [dice], it is immune to the spell.  On a failed save, the creature should roll on the table below.  If the spell was cast with more than 1 [dice], the creature should add +[dice] to its roll.

So you Failed your Save vs Confusion:
1d6
1: Stand around doing nothing
2: Say something that the spellcaster wants you to say, do nothing else
3: Start ripping off your armor/clothes
4: Run screaming in a direction that the caster chooses
5: Make an attack against a target the caster selects
6+: Immediately attempt to kill self in the most violent way possible
  
Conjure Animals
--------------------------------------------------------------
R: 30'        T: an empty space    D: one action

You can summon up to [sum] HD of animals to your location.  These animals will not be innately loyal to you, and once they come to you, will return to acting as animals of that type usually do.  The type of animal summoned will be something found in the area, but you may specify it when you are casting the spell.  For example, if you are in a city, you could specify that you are trying to summon [sum] HD of pigeons, or if you are in a forest, you could specify that you are only summoning deer.  You may also summon only 1 large animals, as long as its HD are less than or equal to [sum]. 

Conjure Outsider
--------------------------------------------------------------
R: 30'        T: An empty space    D: one action

You attempt to rend a whole in the fabric of reality itself and draw a Higher Being into your universe.  The spell is powerful though, and it works well.  An Outsider with a Damage Threshold equal to [dice] (the Referee should rolls for this) will hear your call and come to greet you.  The Outsider may be willing to help you, if you have a Host that it deems worthy of it.  The qualifications for this will greatly vary depending on the Outsider.  If you have a Host for it, the Outsider will slither through the hole you've opened in our reality and take possession of that Host.

However, once the Outsider arrives here, the Outsider is under no compulsion to help you, and will act according to its own interests.

For the Referee:

What is this Outsider?
1d3
1- An Angel.  This Outsider is aligned with some nearby pantheon as an Agent of the Gods.
2- A Demon.  This Outsider is either aligned with a nearby "evil" pantheon as its Agent, or is merely an Agent of Chaos.
3- Free Agent.  This Outsider is a wild-card, with no known or recognizable affiliations.

How strong is it?

This Outsider has a Damage Threshold equal to...

1d3
1- Less than [dice].
2- Equal to [dice].
3- Greater than [dice].

Conjure Elemental
-------------------------------------------------------------
R: 30'        T: An empty space    D: one action

You file a specific form with one of the Elemental Courts, demanding to speak to a representative.  Your spell carries this query to the closest Elemental Court* or one of your Choice.  You may choose to contact one specific Elemental, or any that the Court will send you.  Then, make a saving throw against [sum].  If you roll under [sum], you have succeeded and an Elemental shows up.  You may summon up to [dice] Elementals, with up to [sum] HD divided among each one. 

The Elemental is likely very busy, but can spare up to [dice] minutes to answer a few questions, then they must be on their way to the next petitioner.  The Elemental, depending on what kind you summoned, will be able to answer many questions about the politics of their Court, what events relating to their element are occurring now and in the immediate future or past, and speak some rumors on what the other Elementals Courts are up to.

*There is only 1 Earth and Fire Court.  There are between 1d6+2 Water Courts at any given moment, and there are far too many Air Courts to count.

Conjure Fey and Conjure Woodland beings have been combined into...

Conjure Folk
-------------------------------------------------------------
R: 30'        T: an empty space    D: one action

You sing an ancient melody, one deeper than words, the song of wood and stem and stone.  This song echoes through the area around you, calling the local Folk to you.  You may choose to contact one specific local Folk, or just any that happen to be in the area.  Then, make a saving throw against [sum].  If you roll under [sum], you have succeeded and some Folk show up.  You may summon up to [dice] Folk, with up to [sum] HD divided among each one.

Your saving throw may also be modified by the following conditions:
- If you call out to a specific Folk, using their name, -1 to your saving throw
- If you are in a place where Folk are likely to be, -1 to your saving throw
- If you are carrying any cold iron, +1 per piece you are carrying
- If you are generally rude, unsympathetic, an Agent of the Law or a "civilized" urbanite, -[dice]

The Referee may also choose to forgo the saving throw if he or she feels it appropriate.  Sometimes the Folk cannot wait to talk to you, and other times, they wouldn't speak to you if you had the cure to the terminal disease killing them.

Also, remember that the type of Folk summoned depends on where you are.  If you are in a city, you will find very different Folk that in virgin wilderness.

Contagion: As Summon Plague under Necromancer

Control Water
---------------------------------------------------
R: 100'        T: [dice]*[sum]'    D: [dice] minutes

You can control up to [dice]*[sum]' cubic feet of water.  You can part pools of water, make rivers flood their banks, break dams as well as anything else the Referee will agree to.

Cure Wounds: As Healing Touch under Biomancer

Delta

Dominate Beast, Person and Monster combined into...

Mental Dominion
-----------------------------------------------
R: touch    T: creature    D: [sum] minutes

One living creature you touch must save.  If the creature has HD greater than or equal to [dice], it may add the difference to its save.  If it has a HD greater than or equal to 3x [dice], it is immune to the spell and automatically passes.

On a failed save, the creature falls under your control for the duration.  It will obey any order except obviously suicidal ones, and you can use an action to take direct control of the creature and control its movements, though this will require you to stand still.

Dominated creatures retain their mental ability scores, personalities, and desires.  However, their love for the caster is so great it obliterates all other concerns, except for basic self-preservation.

Darkness
----------------------------------------------------------------
R: 10*[dice]'    T: All the area within range    D: [sum] minutes

A cloud of thick darkness forms within range of the spell, emanating out from the caster.  This darkness is inky and impenetrable.  Dark-piercing sight cannot see through it.  All sources of light within the darkness are suppressed and masked until the darkness is dispelled or the source of light leaves it.  All light spells within this cloud automatically fail, unless they are cast with more [dice] than the caster of this spell used.

This spell cannot be used in natural sunlight.  If cast in a sunlit area, the darkness sizzles away like butter on a hot skillet. 

Darkvision is cut

Daylight: As Light under Calcomancer

Delayed Blast Fireball is cut for being redundant

Demiplane is cut for being stupid

Destructive Wave
--------------------------------------------------
R: 10*[dice]'    T: all within range    D: one action

You unleash a wave of power centered on you.  All around you, within range, take [dice]d6 sonic damage and [dice]d6 radiant or necrotic damage, your choice.

All Detect Spells cut

Dimension Door
-------------------------------------------------
R: touch    T: [dice] creatures    D: one action

Up to [dice] creatures you touch, counting yourself as one of the creatures, can teleport up to 10*[dice]'.

Disguise Self: As Face Dancer under Toxic- Biofix Vector

Disintegrate: As Star Dust under Jazz Wizard

Dispel Evil or Good changed to..

Exorcise
--------------------------------------------------
R: 30'        T: creature    D: one action

You target one creature that is possessed by some other intelligent entity.  The possessing entity must save with a penalty equal to [sum] to its save.  On a failure, it is torn away from its' Host and forced out.

Dispel Magic
---------------------------------------------------
R: 30'        T: magical effect or spell    D: one action

You target one spell or magical effect within range.  The targeted effect stops if this spell was cast with more [dice] than the targeted spell.  If the targeted effect and this spell were cast using the same amount of [dice], the caster must succeed a Will save by rolling under [sum].  If they pass their save, the targeted effect ends.  If they fail their save, it remains. If the targeted effect was cast with more [dice], then this spell has no effect.

Dissonant Whispers
-----------------------------------------------------
R: touch    T: creature            D: one action

You whisper a spell into someone's ear which forcibly expands their perceptions of reality, doing 1d6+[dice] psychic damage. This damage cannot reduce someone below 1 HP.  Additionally, if this spell does damage to someone, they must save.  On a successful save, they are merely stunned for [dice] rounds, or until someone snaps them out of it.  Shaking them, slapping them, or speaking to them will do the trick.  So will doing damage to them as well.

On a failed save, they go insane, permanently. 

Divine Favor is cut

Divine Word is cut

Drawmij's Instant Summons
-------------------------------------------------------------------------
R: touch    T: object            D: permanent until used

You mark one object with a magical seal.  This object can be any size permitted by the [dice] used to cast the spell.  If you wish, you may call to that object.  If you are within range, that object will come to you, and the spell will end.  The magical seal will disappear, and you will have to recast this spell on that object to use it again.  The range of this spell is determined by the [dice] used to originally cast it.  If the spell is not in range, then nothing happens, but the magical seal still remains. 

If the spell was originally cast with 1 [dice], the object has to be able to fit into one hand and can only be summoned from a 100' away or less.  If the spell was originally cast with 2 [dice], the object has to be small enough that one person could carry it and can only be summoned from a mile away or less.  If the spell was originally cast with 3 [dice], the object has to be small enough that it weighs less than a horse and can be summoned from up to 10*[dice]' miles away.  If the spell was originally cast with four or more [dice], then the object has to be smaller than a stagecoach and can be summoned from any place on the planet/plane the world is built on.  

Dream: As Dream a Little Dream of Mine under Jazz Wizard


Sunday, February 3, 2019

OSR: Handsome Wizards

The Handsome Men are my Elves, aloof, inscrutable, and capricious.  The Handsome Men are known for their magical power, artistic ability, and oddity.  However, there is a quirk in Handsome Man culture.  A Handsome Man may do anything they desire, as long as they don't oppress someone of a higher or equal rank, but if they do anything for money, they will be mocked and teased by their peers.

A Handsome Man can dig ditches, as long as they dig ditches for entertainment or exercise.  If they were to do it to earn money, then they would be an object of ridicule.  But if they did it for one of the former reasons, then people would applaud them.  The Handsome Men believe in labor, especially a labor of love, but they do not believe that they, as the world's most powerful, enlightened, and radiant people, should have to do menial labor to continue surviving.  Only low-class Handsome Men who do not have little brothers and sisters or Dependent Employees to handle such tasks work.  High-class Handsome Men are expected to care nothing for such things, as they are so wealthy and powerful all those things are already taken care of.

And if there is one thing the Handsome Men have in common with more normal cultures is that all want to appear as high-class as they can.

Thus, the Handsome Men delegate most tasks to their little brothers and sisters, or for the most menial, tedious or degrading work, to their Dependent Employees.

And anyone who knows anything will know that casting magic is one of those tasks.

The Handsome Wizard

All Handsome Men have some magical talent, but most cannot cast many spells beyond the few needed to get through the day.  They do not devote themselves to the full-time study of magic, as that is a task that is usually boring, often gross or unpleasant, and always dangerous.  So most full Wizards among the Handsome Men are actually Elf-Men, little brothers and sisters made from the prepubescent members of other races, modified to make them more like Handsome Men.  These modifications include things like clearing up the skin, straightening teeth, making the ears pointy, and a bunch of other things.  When finished, this makes Elf-Men devastating handsome and strange looking.  Most people who see them think that they are the Handsome Men.  This is a common mistake, but one only made by someone who has never seen a Handsome Man, as the Handsome Men are torches compared to the candles that are the Elf-Men.

Still, if any Elf-Men come closest to the Handsome Men, it is the Handsome Wizard.  They are beautiful, charming, and wanted everywhere.  On top of all that, they have the magical power to prove their grandeur.

Handsome Wizards are Outsiders Around Here, and Chartered in the lands of the Handsome Men, where they work for powerful Handsome Men, acting as valets, stylists, and body-guards.

If you are a Handsome Wizard, determine which Handsome Man taught you magic and what your relationship to them is, or roll on the tables below.

My Master was...

1d6

1- A Pauper who studied Magic for coin and honor, and needed an Apprentice.
2- A courtier to a greater Handsome Man who used me to consistently look their best.
3- A plantation-owner who needed someone to keep his grounds and home looking nice.
4- A Magical-Martyr who fought viciously along the frontier, and needed someone to hold their spell-books while they unleashed their terrible magicks on the opponents of the Handsome Men.
5- An Absolute Custodian who used me to pretty up the Dependent Employees, so they didn't look so sad.
6- A Party-Prince who used me for dramatic spectacles.

I still...

1d6

1- Hate them for how they treated me, I ran away for that
2- Feared them for what they might have done to me, I ran away for my own safety
3- I am grateful of them.  They taught me everything I know, even though they let me go, I own them a debt I can never repay
4- I worry about them, as I lost them in a foreign land, and haven't seen them since.  I hope to find them one day.
5- I love them, and would do anything for them, even after they let me go.
6- I love them, and still serve them.  I am currently on a mission, and will return to them the first chance I get.


"You don't me to tell you what you already know, you're the one with style, the whole darn show."

Note: In this clip, Phineas and Ferb treat Bobbi the same way most Handsome Wizards treat their Masters.

Handsome Wizard is a sub-class of my OSR Magic-User class, which can be found here.  For all base details, refer their.  For anything specific to this class, see below. 

Power: You can wear beautiful or stylish clothes as if they were armor.  If your clothes get ruined, however, then they provide no protection.  Getting soaked, covered in mud, taking any amount of sharp, fire or acid damage is enough to ruin most sets of clothes. 

Ex: For you, a tuxedo or whatever the local equivalent for formal wear is equivalent to plate mail.  Similarly, a vest and dress pants would be equivalent to leathers.

Drawback: You cannot cast spells while dirty.  If you get covered in mud, dirt or filth, no magic for you, until you can clean yourself off.

Handsome Wizard Starting Spells:
1d12

1- All Things Fabulous
2- Awaken
3- Bubblegum Fluff
4- Clean Up Nicely
5- Cut on the Dotted Line
6- Dr. Beau and Mr. Handsome
7- I expect you to dine
8- Orchestral Accompaniment
9- Replacement Clause
10- Sanitize
11- Spotlight
12- War Face

13- Entomb
14- Stage Directions
15- Seed

Legendary Spell: White Wash

All Things Fabulous
------------------------------------------------------------------------
R: 30'        T: sticks, mud, leaves or etc    D: [dice] hours

The caster may take sticks, leaves, mud, garbage or anything else containing organic matter and cellulose or other fibers in it and speak over it, causing it to transform into a high-fashion outfit perfectly tailored to a creature or creatures within range.  The caster may create up to [dice] outfits with each casting of this spell.

The outfits remain as the caster originally intended them for [dice] hours, after which they transform back into their original components, unless the caster used 4 or more [dice] to cast the spell, in which case the duration is as long as the caster wishes, up to permanent.

Awaken
------------------------------------------------------
R: touch    T: creature    D: one action

One plant or animal creature the caster touches suddenly gains human level awareness and intelligence.  The creature retains all previous memories and personality, but now possesses the intelligence to exercise it.  The creature also gains a method of speech and the knowledge of one language the caster spoke.  If the creature did not possess a method of locomotion, it also gains one of those at well.

The creature is not charmed by the caster nor compelled to be loyal in any way, though it is likely to be grateful, at least for a while.

Bubblegum Fluff
-------------------------------------------------------
R: 50'        T: up to [sum] cubic feet    D: one action

The caster instantly creates up to [sum] cubic feet of soft, fluffy foam.  This foam can be used to cushion fall damage, reducing it by [sum], to block off areas, or anything else the caster can think to use it for.  The foam is strong enough to support a person standing on it, but otherwise has the consistency of memory foam.  The foam has [sum] HP and takes double damage from fire and slashing damage.

Clean Up Nicely
--------------------------------------------------------
R: 30'        T: [dice] creatures or objects    D: one action

[dice] objects or creatures within range are instantly cleaned, groomed, and perfumed.  The caster may specify any specific changes he wishes, such as whether he wants someone's beard shaved off or merely groomed, or whether he wants someone perfumed or instead allow them to rely on their natural cologne.

Cut on the Dotted Line
---------------------------------------------------------
R: 30'        T: creature            D: [dice] minutes

One creature within range suddenly has [dice] lines appear on its body.  If the creature suffers any slashing damage on one of these lines, they take an additional +[sum] slashing damage.  Each line has an AC equal to the creature's original AC-[dice].

Dr. Beau and Mr. Handsome
----------------------------------------------------------
R: touch    T: creature             D: see below

One creature the caster touches becomes sharply, stunningly beautiful.  This is no glamour, but the real deal, a restructuring of facial features, realignment of bones, and other strange things.  It gives people beautiful faces, flowing locks, shapely lips and stunning eyes; it makes them plump in all the places they want and flat in the areas they don't.

The effect lasts for a variable amount of time, depending on the amount of [dice].  If 1 [dice] was used, it lasts for 12 hours.  If 2 [dice] were used, it lasts for [dice] days.  If 3 [dice] were used, it lasts for [dice] weeks.  If four or more dice were used, it lasts for [dice] months.  

I expect you to dine
-----------------------------------------------------------
R: 50'        T: [dice] creatures        D: one action

[dice] creatures must save or be restrained.  All who the caster selects for this save receive a penalty to their save equal to [dice].  The type of restraints depend on the amount of dice used to cast the spell.

If 1 [dice] was used, handcuffs emerge from the nearest strong and ensnare the targeted creature's wrists, chaining them to that object.  If 2 [dice] were used, then chains emerge from a surface within range of the caster's choice and try to ensnare the affected, then dragging them toward that surface, till they are pinned against it.  If 3 [dice] were used, the affected creatures are trapped in a cage seemingly grown out of the same material as the walls around them or the floor they're standing on.  If 4 or more [dice] were used, then the affected creatures have chairs suddenly materialize behind them, before they are shoved into them, and ropes knot themselves around the creatures.

Orchestral Accompaniment
--------------------------------------------------------------
R: touch    T: creature            D: [dice] hours

One creature the caster touches is constantly surrounded by music, as if they are the main character in a movie, but everyone within 50' can hear the sound-track.  This music also corresponds to what they are doing- if they are fighting, dramatic music plays, if they are giving an inspiring speech, inspirational music plays, etc.

This continues for the duration, unless the caster cast this spell with 4 or more [dice], in which case the duration can be as long as the caster wants, including permanent.

Replacement Clause
---------------------------------------------------------------
R: touch    T: a creature and a body part    D: one action

The caster, upon casting this spell, may transplant any appendage or body part from one person to another.  Note that cutting will still be required and it will still be very painful, maybe even life-threatening.  This spell merely ensures the bonding of the new tissue to the original body.  The caster can use this to replace the damaged appendages or body parts of their allies with other ones.  They can also use this to attach extra body parts to someone who is perfectly healthy.  Remember, in the lands of the Handsome Men, not all mutated freaks were born that way.   

Also note that the caster can take body parts or appendages from the deceased, as long as they have been dead for less than 1 hour.

Sanitize
-----------------------------------------------------------------------------
R: 50'        T: A 10*[dice]' diameter circle within range    D: one action

This spell creates a small ball of white light at a point of the caster's choosing.  Then, after a moment, that small point of light expands into a blinding dome of burning light.  All creatures within range take [sum] damage, save for half.   Any creatures killed by this spell vanish, having been utterly erased, leaving behind a little dust and nothing else.  This spell also does damage to all organic matter in its range, destroying trees, grasses, and any dead leaves left on the ground.        

Spotlight
---------------------------------------------------------
R: 30'        T: [dice] creatures    D: [dice] minutes

[dice] creatures are instantly bathed in small pools of brilliant light, as if they were actors on a stage being illuminated by a phantom stage crew.  This dazzles any hit by it, utterly ruining night vision and making it very difficult to see outside the pool of light.

War Face
----------------------------------------------------------
R: self        T: self            D: [dice] minutes

The caster transforms themselves into a freakish, monstrous version of themselves to better aid themselves in combat.  These  effects continue for the duration as passive effects.  The effects themselves depend on the number of [dice] used.

If 1 [dice] is used to cast the spell, the caster gains 1d6+[dice] FS (Fighting Spirit) and gets a bonus to STR checks, saving throws and damage equal to +[dice].  If 2 [dice] are used, the caster also gains natural weapons (horns, claws, etc) that do 1d6+STR damage.  If 3 [dice] are used, the caster also gains natural armor equal to 10+[dice].  If 4 or more [dice] are used, the caster also only takes half damage from 1 damage type of their choosing.


Entomb
-------------------------------------------------------------
R: 30'        T: creature or object    D: one action

One creature or object within range is swallowed by the earth and buried 5*[dice]' underground.  Creatures that wish to may make a save to leap out of the way, but they must make their saves with a penalty equal to [dice] applies to their save.

Stage Directions
--------------------------------------------------------------
R: self        T: creature        D: [dice] minutes

The caster conjures [dice] needles connected to their fingers by glowing, ethereal thread.  Any body part that is stabbed by  one of these needles falls under the caster's direct manual control, and as an action, the caster can control any of the stabbed areas.  The needles can be thrown as throwing knives or shurikens, or used as melee weapons as daggers.

Note: It takes five needles totally control someone, 1 for each arm, 1 for each leg, and 1 for the head.  

Seed
---------------------------------------------------------------
R: touch    T: creature        D: one action

One creature the caster touches must save.  Creatures with more HD than [dice] add the difference to their save.  Creatures with HD 3x greater than [dice] are immune to this spell, and automatically pass their save, if they so choose.  On a failed save, the targeted creature is transformed into a seed.

If this seed is planted and cared for, after 1d10-[dice] years (min 1), it becomes a fruit tree that bears fruit.  These fruits are tiny half-clones of the original lifeform, their hybrid biology half-animal and half-tree.  They will bleed red sap and have wooden bones, but they will also have skin.  These half-clones will have a mixture of memories from the original creature they were cast on and from the tree that the original creature became.

For example, if the person transformed was a human racist against Dwarves, half-clones produced by his tree would dislike Dwarves and like rain and standing still in the sunlight for long periods of time. 


Chaos and Corruption of the Handsome Wizard:
When you roll doubles, roll on the Chaos table.  The spell still goes through.  You receive 1d3 Doom Points.
When you roll triples, roll on the Corruption table.  The spell automatically fails.  You also receive 1d4 Doom Points.
At 10 Doom Points, you invoke the Doom of Fools.
At 20 Doom Points, you invoke the Doom of Kings.
At 30 Doom Points, you invoke the Ultimate Doom.

Chaos of the Handsome Wizard:
1d6

1- There is an explosion of glitter emanating from the Wizard, getting all over everything within 30'.
2- The Wizard loses the ability to speak anything but compliments for 1d10 minutes.
3- The Wizard starts glowing as bright as a torch for 1d10 minutes.
4- The Wizard is surrounded by music as Orchestral Accompaniment for 1d10 minutes.
5- The clothes and armor the Wizard is currently wearing disintegrate, vanishing in a shower of glowing sparks.
6- The Wizard suddenly has 3d6 adorable animals, ex: kittens, appear around them.  These animals start running around, causing trouble, and generally making a nuisance of themselves.

Corruption of the Handsome Wizard:
1d6

1- The Wizard is bathed in dazzling light that blinds them, temporarily.  This light lasts for 1d10 minutes.
2- One person within range becomes obsessed with the Handsome Wizard, as if they were affected by a permanent Charm Person spell.  They will be willing to help the Handsome Wizard, but they are also probably not to be trusted.
3- One beautiful thing nearby (Referee's choice), other than the Wizard, becomes gross and repulsive, permanently.  Hopefully you were in a field of flowers, not at a party full of the beautiful daughters of the aristocracy 
4- 1d10 people within 100', roll randomly to determine who, have their clothing or armor disintegrate into showers of colorful sparks.
5- The Wizard starts leaving glowing footprints wherever they go for the next 1d10 minutes.  These glowing footprints last for 1d10 hours before vanishing.
6- One random person, other than the Handsome Wizard, roll to determine who, suddenly has flowers grow out of their skin all over their face and body, doing 1d6+[spell level] damage to them.

Dooms:
Doom of Fools- You transform into a hideous, freakish monster for 1d10 minutes.  You cannot bear to be seen like this, as it causes you great distress.  This transformation also ruins any clothing you might be wearing, along with other things, such as belts, backpacks, bags and the like.  While in this form you cannot cast spells.

Doom of Kings- As above, but the transformation lasts for 1d10 hours.  The Handsome Wizard also grows crueler, greedier, and hungrier.  He or she develop dark appetites that remain, even after he or she transform back.       

Ultimate Doom- As above, but the transformation is permanent.  Your character becomes a dangerous NPC under the control of the Referee.

This Doom can be avoided by defeating your old Master in a contest or duel, or making a pact with one of the Sovereigns of the Folk.  

Saturday, February 2, 2019

The One-Eyed Man and the Forsaken Ones (part 3)

Note: This post contains some art from the LotFP adventure "Better than Any Man", which is quite gruesome.  If you have a weak stomach or don't like mutilation and hideous violence being inflicted on the human person, focus on the text.

   
Part 1
Part 2

This is part 3 of a continuing series about the Forsaken Ones, the Demon-Princes from the Southern Borderlands.  Part 1 contains the context for why the players might be exploring this Dungeon, and part 2 details the first level of the Dungeon, the basement level.  This post covers the second part of the Dungeon, the first floor.     

Persons of Interest:

Whenever entering a new Zone on this level or new room in Zone 4 or 6, roll on the encounter table below.  Whoever you meet will encounter below.

1d12
1- Omens

2- The Foragers
3- Philosopher Eman, Son of Shazin
4- Amur Hopecrusher. 
5- Algernon, Son of Russ. 
6- Gakrill the Mirthful. 
7- Milnay Huntress. 
8- Nebucar of Tychis.      
9- Dekar Solaine.  
10- Child-Soldiers
11- Li'l Castain
12- The Black Despoiler

1- Omens.
  This room or zone is empty beyond its original inhabitants, if there are any.  Roll again however, and whatever that result, you hear results that indicate that, whether the scraping of the Child-Soldiers' claws, the thumping of Li'l Castain's bat, or booming footsteps for the Black Despoiler.  If you roll Omens again, then you get no clue of what is next coming.

2- Foragers.  These are a group of well-armed, wide-eyed human males in archaic clothing and carrying scissor blades.  These are Sleepless (see statblock below) from Floor 2, coming to steal the plums of Death Delayed for their new Mistress.  The leader of the fruit-theft team is named Tick, and he is wonderfully sincere and completely insane.  Tick will tell you anything you want to know, but he will not help you, and if it comes to it, will sacrifice you to the Child-Soldiers so he can complete his mission of stealing the fruit.  He will tell you all about the Plums of Death Delayed, the (fake) Black Fountain (though he doesn't know it's fake), the Child-Soldiers, Nanacha, the Child Mistress, and the Black Despoiler.  He will not tell you where the other Sacred Treasures are or how to free the Forsaken.  He will also tell you the rules, if you ask.  If you depart amicably, he/they will warn you, "Watch out for Papa."

The Rules:
1. Do not touch, break or steal anything, or Papa will be upset
2. Do not kill anyone, or Papa will be upset
3. Do not make a lot of noise, or Papa will hear
4. Beware the Child-Soldiers, Papa spoils them
5. Don't let Papa see you

Sleepless
HD 1  AC 11  Scissor Blade 1d6 or Javelin(+3) 1d6
Mor 6    Saves 7 or less is a success

Undead: As feral Undead (see below).

Mad Insight: Sleepless can see through illusions, see invisible persons and objects, and see when something from the astral plane is attempting to influence reality.

Sleepless: Sleepless cannot be put to sleep by magic.

Tactics:
- Be clever
- Never fight a battle you might lose
- There's no shame in letting someone else die for your cause 

3- Philosopher Eman, Son of Shavin.
  He is the one who tunneled out of his cell and abandoned his comrades.  Eman is an Undead barely disguised as a human by a thin layer of desiccated skin and a gray robe.  Eman wants to be free and get out of this prison, so he's defecting and abandoning his sacred duty.  He doesn't care though.  All he does know is that he's trapped up here, and before while he was just bored and miserable, now he is being hunted by thugs and killers.  He's utterly petrified.

Philosopher Eman is a dedicated pacificist.  He will not fight, preferring to run away or use words.  He is also a Cosmomancer, with the spell Transpose prepared.

If you depart on amicable terms, he will warn you, "Watch out for Papa."  He's not sure what it means, but everyone down here says it.

Base Philosopher Statblock
HD 1  AC 13  Atk n/a

Undead: As feral Undead (see below).

Dedicated Pacificist: Philosopher's are dedicated pacificists.  They would rather die than hurt someone, but they'd prefer to flee more than die.

Spellcaster: The Philosophers are spellcasters.  The Philosopher's spellcasting dice burn out on a "5" or "6", and he or she rolls for Chaos and Corruption as per a Wizard belong to that sub-class.  The Philosopher has 3 spellcasting dice.

Tactics:
- Cast spells to support others
- Take no direct action to hurt or kill (no attacking or damage spells)
- Flee if threatened

Note: 4-9 are all Dream Ghost.  Use the Statblock below 4 for all of them.

4- Amur Hopecrusher.
  He is an Axolotl-man, pale and thin-skinned, with big, frilly gills.  He is a depressing jerk, who hates non-reptilians and non-piscine species almost as much as he hates himself.  He has a powerful sceptor that blasts beams of white fire, and since the wand is magic, his Dream-Ghost could carry it with him.  He will flee rather than evaporate and risk losing it. 

He makes attacks with his White Magick Sceptor, which can fire a white laser once per round that does 2d6 damage on a hit.  Regardless of how you part, he will warn you, either with hatred on his lips or remorse on his face, "Watch out for Papa."

base Dream-Ghost statblock
HD 0- 1 HP  AC 15  Atk 1 FS damage
Mor 11  Saves 7 or less is a success

Poppable: If Dream-Ghosts take 1 point of damage, they vanish into a puff of multi-colored smoke.  This prevents them from reforming for 1d10 minutes.

Logging Off: If a Dream-Ghost wishes to, it can vanish as if it took 1 point of damage as a full action.

Tactics:
- Don't worry, you can't die
- Annoy people 
- Do whatever you want

5- Algernon, Son of Russ.  He is a Human, mostly naked except for his loincloth and his crown.  Refuses to let this affect his royal bearing.  He enjoys many aristocratic practices, such as poetry, wrestling, and gardening.  He is secretly perverted, and derives sexual pleasure from being ordered around.

Algernon will avoid fighting if possible, but if he feels honor-bound to, he will challenge his opponent to a wrestling match.  If you depart on amicable terms, he will warn you, "Watch out for Papa."

6- Gakrill the Mirthful.  A Spiderling, made of glistening chitin covered in ornamental etchings he mostly made himself.  She is very easy-going, a bit scatter brained, and doesn't want to hurt anyone.  If attacked, she'll just evaporate herself.

Gakrill won't fight you.  Before she leaves or evaporates, she will say, "Watch out for Papa."

7- Milnay Huntress.
  She is a Nekomimi (looks like an anime cat-person).  She is cute, eager, and high-energy.  She loves to brawl and will challenge you to a fight, 1 on 1.  She is hot-blooded but forgives easily.

Milnay can't really fight right now, but if she is attached, she'll defend herself with her natural claws.  If you part on amicable terms, she will warn you, "Watch out for Papa."

8- Nebucar of Tychis.
  An Orzane (a pigman) with most of his hair shaved off, leaving his pink hide exposed.  He is also blind, on account of not having any eyes.  He currently wears two eye patches to conceal this fact.  Nebucar is cynical and jaded.  He doesn't really want to talk to you, but if you insist on speaking to him, he won't do anything to stop you.  He used to be a powerful Wizard, but now without his eyes, he is powerless.  He will suggest that if you find them, bring them back to him, though he doubts they're still around.  Secretly, if Nebucar gets his eyes back, he will become a level 1d4+2 Magic-User and go completely crazy, becoming a violent, passionate individual who show his disgust for the world by destroying it.

As long as Nebucar is a Dream-Ghost he won't fight, he'll just let you kill him.  Before you kill him, he will say, "Watch out for Papa." 
      
9- Dekar Solaine.  A Quarrian.  He was a Prince who sacrificed himself to the Forsaken so his people might be able to have peace.  His request was granted, and he was even spared from torture as he expected.  He's passed the centuries in a blissful trance.  Secretly, if you bring him back to Quarrian lands, you will find him to be a saint.  They might not believe you have the genuine article, but if you could prove it, the reward you receive would be inconceivable.

Dekar won't fight you.  Before he leaves or evaporates, he will say, "Watch out for Papa."  

10- Child-Soldiers.
  They are a group of pale, hairless creatures wearing rags, eyes burning with hate and fell power.  They wear jagged claws of steel on their wrists and lope along in merry bands, creeping in silence or singing jaunty tunes.  The Child-Soldiers are the children who volunteered to stay behind and guard the Despoiler, to prevent him from ever escaping.  Most of them harbored a deep hatred for him, as he was the one who had killed their parents.  Or at least, they blamed him their parent's deaths.  Over time though, they realized three things.  First, they had grown to love the Despoiler as a replacement father, even calling him "Papa".  Secondly, they realized they could not kill Papa, even if they tried.  Thirdly, they loved killing. 

So now they wander the halls of this level, hunting anyone they know isn't supposed to be here.  Other tomb-robbers and Adventurers have come this way, but none have ever made it past the Child-Soldiers.  The Child-Soldiers kill anyone they can, traveling in groups of four, seeking out noise.  If you manage to kill them, they will whisper with their dying breath, "What out for Papa."

Note: There are only 30 Child-Soldiers on this level, counting the 6 in the Feast Hall, "23" and not counting Li'L Castain, because while he is one of them, he has his own statblock.
    
Child-Soldiers
HD 1  AC 14  Claws(+1) 1d6+1
Mor 10  Saves 7 or less is a success

Undead: Child-Soldiers are Undead.  They have all the properties of a feral Undead (see below).

Refuses to Die: If a Child-Soldier would be knocked below 1 HP by any source of damage, there is a 50% chance that they could instead ignore that damage, and survive at 1 HP.

Delayed Damage: If a Child-Soldier takes damage, it does not count that damage it has taken until 1 round later, on the next turn of the person who dealt it damage.

Weakness: Child-Soldiers will not take violent actions in the presence of the Black Despoiler.  They love him too much.  Also, if he saw them being violent, he would kill them. 

Tactics:
- Attack attack attack!
- Run away when convenient
- Never fight around Papa  

11- Li'L Castain.
  Li'L Castain is the leader of the Child-Soldiers.  He is larger and stronger than the normal ones, acting as a big brother to Nanacha's disapproving big-sister.  Unlike Nanacha, who disapproves of this violence, Castain encourages it, leading many hunts himself.  He stalks the halls with a small bodyguard of four Child-Soldiers, carrying a metal rod that he uses to beat anyone he finds to death.

Weakness: Castain has the weaknesses of a normal Child-Soldier, but he also possesses an additional one.  He cannot just crush someone.  He is methodical and obsessed with high-drama and chivalric folklore, so he cannot just kill you.  He has to drag everything out, so he can monologue, grand-stand, and do other dramatic things.  He will also run away, unlike most of the Child-Soldiers.  If forced to run away, he will warn you, "Watch out for Papa."

Li'L Castain 
HD 2  AC 12  Metal Rod 1d6+2
Mor 6     Saves 8 or less is a success

Child-Soldier: Li'L Castain has all the abilities and weaknesses of a Child-Soldier (see above).

Tactics:
- Retreat when you might die
- Sacrifice your allies
- Live to fight another day

12- The Black Despoiler. 
He is an absolute monster, a mountain of bone and muscle, 10 feet tall at the shoulder, with arms as broad as your torso.  He is wrapped in an enormous amount of steel and carries no weapon but for a small knife, though it resembles a longsword to someone like you.  His face is mostly concealed behind a helm, but of what you can see, it's clear he has a face only a mother could love.  His eyes are the worst part though, both completely black, with no sclera or iris, just voids of darkness.  Looking into those soulless eyes of his turns the knees to jelly and makes people break out into cold sweats. 

This is the Black Despoiler.  His name is unknown to you.  He can speak any language you can, though he's unlikely to.  He'll ignore you if you make yourself scarce and he can pretend he didn't see you.  If you insist on sticking around, he'll try to kill you, but in an uncommitted way.  Most of the time, when killing, he acts as if he's trying to swat a particularly annoying fly.  But if you try and fight him, or if you manage to hurt him, he'll get serious, and then you'll be dead for sure.

Weaknesses-                  
1: The Black Despoiler has a set of manacles, the chain between them broken, around his ankles.  He cannot physically leave this floor (ground level) until the shackles are unlocked.  The key is hidden, and it is the only way to open the manacles.

2: The Black Despoiler cannot bring himself to hurt someone who might be innocent.  He will not hurt children, maidens or simple folk.  However, he has no sympathy for murderers, promiscuous women, and Magic-Users.  He will kill the others on sight, once he has confirmed their identities.  He is currently looking for Eman, Son of Shavin for the last reason, as he saw Eman cast a spell.

3: The Black Despoiler hates Nanacha, and will avoid her.  If he must go into a room where she is, he will pretend she isn't there.  Pointing her out or asking him why will prompt an angry murder attempt.

If you attempt to fight the Black Despoiler, you will find he is an Outsider, possessing all the usual abilities of one, with a Damage Threshold of 7, an AC of 11, saves of "14 or less is a success", and makes three attacks, usually with his bare hands, each dealing 1d6+4 damage.  He has a STR of 19(+4), as well as the ability to turn his skin as hard as steel and make himself intangible to non-spiritual objects, though during this time he cannot affect non-spiritual objects.


Overview:

Referee's Note: The "Outside" Zones aren't actually outside, as the Forsaken's Palace is surrounded by a pyramid made of enchanted gray stone that extends up to the second floor, blocking off access to the open sky.  For more information on what the wall is like it was what touching it will do to you, see Zone 7 below. 

Zone 1: Tormenter's Garden


The escape tunnel from the basement level, "20" comes up here.

This is a walled space, with a floor of hard-packed dirt and high walls of barren stone.  The bottom inside of the walls are covered in scratches and pitmarks, as dozens tried to climb the sheer, smooth walls and failed.  You will find corpses all over this place, all of them reduced to skeletons, though many still bear the signs of their violent deaths.  You will also find a dozen metal crosses arranged in a circle in the center of the "garden", each one having a semi-rotten corpse attached to it.  Further inspection will reveal that these corpses were tattooed with magical runes of preservation and animation, to keep them from rotting to nothing.  These corpses are all Undead- if spoken to, they will sing the praises of the Forsaken in long-dead tongues.  If you manage to be able to communicate with them, they will ask to be unchained, so that they may seek salvation. If you let them down, they will thank you profusely, then do their best to kill you.  They want to die, that is their only motivation.     

Feral Undead
HD 2  AC 10  Atk Fist 1d6
Mor 12  Saves 7 or less is a success

Undead: These creatures are Undead.  They do not get tired, feel pain, are immune to poisons, or feel fear.

Sunlight Vulnerability: These Undead, if in sunlight, take 1d6 damage a round.

Hard to Kill: Unless decapitated, burnt to ashes, or reduced to 0 HP by a magical attack or weapon, these Undead have an X-in-6 chance of returning to life, where X is equal to their HD.

Tactics:
- Attack, attack, attack
- Never retreat
- Be very dumb 

Zone 2: Dreamer's Garden


This is a garden of empty flower beds and dead grasses with two major features.  First, there is a large fountain made of ornately carved blocks of black stone.  The water inside it is a pale, rose-pink, and smells faintly of blood.  If you drink some of the water from this fountain, you de-age to the size of a child for 1d10+1d6 minutes.  After the time is up however, you change back.

The second feature is the tree.  The tree is growing roughly opposite of the fountain, sheltering half the empty garden from non-accessible sunlight is a great tree.  The Tree is made of dark brown, almost black wood, and reeks faintly of almonds.  Its leaves are faded gold and copper, with many of them piled up around the base of the tree or covering the ground around it.  If you walk across these leaves, you will feel the ground underneath it move, as if you are not walking on stable ground.  You aren't.  If you dig back the leaves, you will find the ground beneath the tree is carpeted in bones and skulls.

Hanging from the tree's branches are small, dark-red fruits.  They have an intoxicating, overpowering smell when sniffed up-close, with an odor similar to shoving your nose in a glass of straight gin and taking a big whiff.  Additionally, just touching the fruit is enough to irritate exposed skin that touches the fruit.  It raises goosebumps across your entire body.  Every instinct you have is warning you, saying, "Do not eat this fruit."

Anyone who eats one of these dark red fruits falls into a deep sleep and dies, no save.  These are the Plums of Death Delayed.

The third thing in this room is the Child Mistress, Girl-Wonder, Starcounter, Nanacha, Daughter of Vollar.  Nanacha is a small, eight-year old girl, a hungry, thirsty and sad child who just happens to be smarter and older than any other mortal alive today.  For unlike all the others in this Palace, besides the Forsaken, Nanacha is alive.  She is actually immortal, though she won't reveal this to you.  Nanacha will talk to you if you come by, and she will prove to be an eager conversation partner.  She will ask you many questions about the state of the world, who you are, why you are here, and etc.  She will also warn you that you should leave, for the Despoiler is roaming this area, and if he catches you, he will kill you.  He cannot leave this level though, she will say, so if you leave, he won't be able to follow you.  This is correct information.  Nanacha will not lie, but she will avoid certain topics.  She will not tell you about the Sacred Treasures, about where the Black Fountain is, or how to free the Forsaken.

Weakness: Nanacha is riddled with self-hatred.  The one person she ever loved, she betrayed.  She knows he was evil, but she still regrets it.  He hates her and she deserves every drop of his venom.  She wants to abandon her sacred duty, to end her eternity of isolation and self-loathing, but she can't bring herself to do that either.

Nanacha, Daughter of Vollar
HD 1    AC 10    Dagger 1d4
Mor 7      Saves 7 or less is a success

Regeneration: Nanacha regenerates at a rate of 1 HP a minute.  She can also regrow limbs and even her whole body, but the former would take hours and exhaust her, and the latter would take weeks.

Conditional Immortality: Nanacha cannot die unless someone drains her blood and drinks it, accepting the power of the Black Fountain into themselves.  If anyone does that, they will gain her immortality.

Tactics:
- Don't fight
- Don't let them know
- Hide from the Black Despoiler

Zone 3: Despoiler's Garden

This garden is the only proper one.  It is full of sunlight, brilliant in comparison to all the other rooms, which are shrouded in darkness.  It is full of flowers and wind-chimes, with short walls draped in ivy and honeysuckle blossoms. 

The one thing out of place is the headless skeleton of bleached bone slumped up against a short, stone wall.  The skull, which once belonged to a child, has been cleaned and set atop a small boulder, a crown of flowers placed on its head.  The Despoiler occasionally stops by to pray to the Child's skull, and ask for forgiveness.

The Despoiler comes here to garden, to be rid of the Children, and to meditate to calm his wounded mind.  If you come in here and start trying to disturb him, he will react poorly.  If you come in here and start ripping up flowers or damaging his garden, he will kill you, no matter what.

The sunlight illuminating this place comes from the Shield of the Sun, a massive square shield made of hammered, gilded bronze that can emit natural sunlight as a full action for up to 10 minutes a day, before it needs to be recharged with real sunlight.  It is a magical item, but it is so heavy you must have a STR of 16 or higher to use and carry it as a shield.  A combined STR of 16 is more than enough to carry it, but not to use as a weapon.

This garden also has a walkway leading up to a pair of glass french doors that lead to "26".

Note: The Despoiler has been having some of the Sleepless upstairs bring him sunlight in exchange for the fruits of the Tree of Peace and Grave.

Zone 4: Palace

See below in the Zone 4 section.

Zone 5: Seer's Garden


This is a large garden with stone walkways riding through ponds of still water and beds of artfully raked gravel, still undisturbed after all this time.  There is an elevated stone platform in the center with a flat top, well worn by many years of padding feet.

The only real item of interest in this area is the giant mirror.  There is a giant mirror set in the corner of the garden, a curtain of reflective glass.  Anyone who approaches the mirror and peers into it will see themselves, of course.  But as they watch themselves, their reflection will begin changing, getting stronger, handsomer, or generally better.  The reflection will improve with the character's desire, so ask the players what their characters really want to be true about themselves. If they say "Stronger" then the character's reflection starts growing rippling muscles.  All answers will be accepted here.  If the character's secret desire is that they wish they were born a woman or were actually a half-goblin half-slime merchant, then that is what they will see.  However, as their reflections are changing, suddenly the character's reflections will see something unseen and begin panicking, moving independently of the character, as if the characters were watching duplicates of themselves through one-way glass.  The reflections will then be "killed" and dragged off by this unseen force in timely fashion, and the character will not be able to see their reflection in the mirror ever again.

This has no lasting effect, though the Referee should pretend like it did.

Other than this effect, the mirror is as breakable as any other mirror, though it is priceless in any medieval or pre-Medieval setting, though transporting it is likely impossible.    

Zone 6: Kitchen

See below in the Zone 6 section.

Zone 7: Spare Ground

This is a small sliver of dirt that was encapsulated by the pyramid.  There is nothing here except for a chance to huddle up next to the walls of the Warded Walls of the Pyramid.

The Pyramid itself covers the top three stories of the Forsaken's Palace, and is made of ugly, grey limestone etched with thousands of magic runes that still shimmer with power.  These runes include but are not limited to, "Pain", "Fear", "Suffering", "Death", "Repel Higher Being" and "Obliterate".  To even approach the pyramid's walls requires a strong will, as the magical radiation it exudes is enough to make your every hair stand on end and every instinct you possess scream at you to run as far away from this thing as you can, as it is clearly dangerous, sending the same signals a Dragon's presence would to your Lizard brain.

But if you manage to ignore your instincts and touch the wall, roll 1d6 below and add +1 to your roll for each time you've previously touched the wall.

What happens when I touch the clearly dangerous enchanted barrier?
1d6

1- Fear.  A terrible monster slithers out of a glyph on the wall and tries to attack you.  The monster is a hallucination.
2- Pain.  Your body is wracked by terrible pain.  You take 1d6 WIS damage, no save. 
3- Fire.  You burst into flames.  You take 1d6 damage a round until you take an action to smother or extinguish the flames.
4- Ice.  You are blasted by ice.  You take 2d6 ice damage and must save.  On a failure, you are trapped by a thin layer of ice and you will need to be chipped out of the icy shell.
5- Repulsion.  You are thrown backwards.  You take 1d6 damage from hitting the wall behind you, save for half.  Anyone hit by you being blasted backwards also takes damage as you did, save for half.
6- Hideous Suffering.  You take 3d6 damage as corrupting magical energy surges through your body, electrifying your body and filling your mind with hideous, incomprehensible visions.  Anyone killed by this reanimates as an Undead 1d6 minutes later, who is forever bound to this place until the Forsaken are destroyed or this Palace and the Pyramid around it are razed to the ground. 
7+- As "6" but add +1d6 damage for every digit higher than six.  For example, at a result of "7", touching the wall does 4d6 damage, "8" does 5d6 damage, and etc.

Additionally, if any Forsaken touches this wall, count their rolls as if they had already touched the walls 5 times.

                                                       from LotFP's Better Than Any Man

Zone 6 - Kitchen:

Note: The whole kitchen is actually a trap set by a bunch of Undead to entrap foolish tomb-robbers, to lure them here and kill them.  Thus, if the players trigger anything, it sets off the mouse-trap contraption of the entire Zone, awakening all the Undead and unleashing everything.

8: Entrance

The door to the kitchen is flimsy, made of barely together wood.  Touch it lightly and it falls inside.  Besides the door and in the interior of this room, someone has written "The Black Fountain is Here", "Eternal Life to the Victor", and "Save Us". This all looks like it was written in blood. 

9: Scullery Room


This room is full of bone-dry sinks and a pair of skeletons in ancient, threadbare dresses.  The skeletons are laying on the ground, dead and unmoving.  If you cast any form of 'Detect Magic' or some spell like that though, you will find these skeletons are undead, they are just lying down, pretending to be normal corpses.  They aren't actually sleeping though, just waiting for the signal.

Once the Trap is Sprung: The sinks begin to fill with hot blood and steam fills the room.  The two scullery maids will get off the ground and attempt to stop you from getting past them, out the door.  The scullery maids use the feral Undead statblock at the top of this post, in Zone 1. 

10: Long Hall

This is a long hallway, with several ancient barrels of wine stacked in the far corner.  The wine could be very valuable, or it could be worthless.

Once the Trap is Sprung: The wine barrels burst open and spectral vines reach out to ensnare anyone who is near it.  These vines then seek to drag anyone ensnared into the kitchen.  These vines use the Phantom Vine statblock, see below.

Phantom Vine
HD 3  AC 9  Vine Puncture 1d8
Mor 12  Saves 9 or less is a success

Vine Puncture: The Phantom Vine impales anyone pierced by its vines, and as an action, can do an additional 1d6 damage to them.  This produces dark red grapes that grow along its spectral lengths.  If anyone eats these grapes, they regain 1d6+1 HP.  The person stabbed knows this, as they can feel the Phantom Vine plundering their vitality and storing it in these grapes.

Ghost: The Phantom Vine is a Ghost.  Along with being Undead, it can also fly.  It could also turn itself intangible, but as this is just a Plant's Ghost, it is too stupid to do that.

Sunlight Damage: The Phantom Vine takes the max damage possible from sunlight if exposed to it.

Tactics:
- Impale the strongest person you can
- Suck them dry
- Repeat as Necessary 
   
11: Main Kitchen

This is an impressive kitchen, with a massive fireplace that takes up an entire wall, a huge stone hearth, and several counters for work area.  There are a pair of skeletons in chefs outfits in here, one slumped over the counter, the other sprawled in front of the hearth, which is full of nothing but cold ash now.

Once the Trap is Sprung: The fireplace is suddenly alight with ghostly green fire and the chefs get up and start sharpening their knives.  They will try to drag you into this room and throw you into the fire.  The chefs use the feral Undead statblock at the top of this post, in Zone 1. 

12: Dumbwaiter Access

This small room houses the other side the dumbwaiter reached in the Basement.  Room "17" in the Red Tormentor's area.  If the players climbed up the dumbwaiter, they came out here.   

13: Butchery Area

This is a place full of bones and blood-stained knives.  This whole place looks like it was abandoned mid-work, so fast that the chefs just dropped what they were doing and ran, leaving their work behind.

14: Smokehouse

This is a dark room with stiff, stone walls and a thick curtain of canvas to separate this space.  Inside you will find the bones of some animals littering the ground and some hooks hanging from the wall, but that is it.  There is also a large hole  in the center of the floor where hot coals would be poured so the heat would rise up, filling the air with smoke.  Of course, not it is cold.  

Also, on a rack slightly off to the side but still clearly visible, there is a large, gilded goblet of iron, embossed with scenes of war and glory, of single warriors fighting impossible battles against hundreds of foes.  The goblet is also decorated with a pair of skulls, each one with rubies in its eyes.  The goblet is magic as well.

If you take the goblet, this triggers the trap.

Once the Trap is Sprung: The hole in the ground flares with fire, and choking smoke fills the room.  The Smokehouse Ghost appears and tries to either chase those in his smokehouse into the kitchen, so they can be burnt alive, or drag them back into the fire with him, where they can burn with him, forever.  The Smokehouse Ghost's statblock is below.

Smokehouse Ghost
HD 3  AC 11  Chain(+3) 1d6 + 1d6 fire
Mor 12*      Saves 10 or less is a success
 
Chain: The Smokehouse Ghost wields a pair of flaming chains.  Anyone hit by one takes 1d6 damage from the hit and an additional 1d6 fire.  They continue taking this fire damage each round.  They are also grappled, unless that person has a shield, in which case they can save to avoid being grappled but risk losing their shield.  The Smokehouse Ghost can grapple up to two people at once. 

Fearless: The Smokehouse Ghost does not check morale unless he is threatened with total destruction or sunlight.  Then he will dive back into the fire pit and disappear until the sunlight goes away.

Conditional Immortality: The Smokehouse Ghost will continue being alive as long as the iron goblet is intact, he will continue to be alive.  But if it is destroyed or bathed in purifying, holy fire, he is dead for good.

Ghost: The Smokehouse Ghost is a Ghost.  Along with being Undead, he can also fly and turn himself intangible, so non-spiritual objects pass through him.  When intangible he is immune to non-magical damage, but can only affect spiritual objects.

Sunlight Damage: The Smokehouse Ghost takes the max damage possible from sunlight if exposed to it.

Tactics:
- Grapple someone with his fiery chains
- Drag them to the Main Kitchen, "11"
- Throw them into the fire
- Fear nothing but sunlight and the destruction of his goblet

                                                               by IIDanmrak

Zone 4 - Palace:

15: Entrance Hall

The entrance to the palace.  There was a massive set of double doors here, made of bronze and engraved with thousands of intricate designs.  The doors aren't there anymore though, instead laying off to the side because they looked like they were torn off their hinges by something incredibly strong.    

16: Foyer


Once you pass through "15", you will find yourself in a long hallway with vaulted ceilings and elaborate tile-work beneath your feet.  Two staircases with carved banisters stand to your left and right, and there are open doors on the left, leading to "20" and right walls, leading to "24" a pair of opulently appointed hallways.  Meanwhile, directly before you, there is an open passageway leading directly to "17", a large, mostly empty courtyard.

There is also a large, beautiful tapestry hanging over this entrance, though it is large enough that you can see the details from the ground.  The tapestry depicts four tall, powerful beings, entering a city on foot.  These figures are as tall standing as men on horseback, as some calvary are included for scale, and each one is beautiful and glorious.  One of these enormous figures is clad in black armor, holding a glittering silver spear and an onyx shield, he stands at the front, being greeted by a throng of children draped in flowers.  The others behind are less detailed, but still clearly impressive.  The next two figures are women, one is clearly the Red Tormentor, dressed in studded armor that is wrapped around her spiky, spiny body.  The female figure behind her has her face hidden, along with most of her body beneath a cloth-of-gold robe.  The last figure is the least significant looking, wearing a cape of royal purple and a cruel smile on his face.  He also seems to only possess one eye.

The tapestry is a beautiful work of art, and would be worth a princely sum undamaged.  Getting it down from where it was hung without destroying it utterly would be difficult though.  

17: Courtyard

This courtyard is covered in cobblestones with several large, raised beds of soil, where trees and plants were planted.  By now though, all the plants have been ripped up and left strewn across the ground, and all the trees have died and been cut down, so only a few ragged stumps remain.  Also, looking at the stumps, a few of them look like the trees were snapped off, not cut with an axe. 

There are only two exits from this room, one leading back to "16" and the other to "18"

18: Hall of Gifts

This hall has two staircases leading up on either side of the entrance from "17".  On the walls there are also open doors leading to "22" on the left and "25" on the right.

Before you is also an intricately tooled set of massive doors, covered in gold leaf.  These are unlocked, and lead to "19".

Besides that, along the same wall, there are a series of small tables, each displaying a rare treasure or trinket.  Roll 1d8 below to see what treasures are on display.  There are also small plaques next to each one, written in a language the players might not be able to read.  See the description below to see what the plaque says.

1d8
1- 1d20 Teapots.  Each one is hand-painted and beautiful.  Very delicate and fragile, but quite beautiful.  Plaque reads "400 Hand-painted Tea Pots, a gift from the Sultan of Byuwana, wishing you good health and sharp drink."  Each teapot is worth 1d100 silver. 
2- 1d10 pieces of Scrimshaw Jewelry.  Carved whalebone, made into charms, blades or other decorative pieces.  Plaque reads "100 pieces of fine scrimshaw, a gift from the Corsair King, wishing you honor and glory in all your exploits."  Each piece of scrimshaw is worht 1d20+10 silver. 
3- Bloodbane.  A sword made of white metal that is surprisingly heavy.  It is magical.  The Plaque reads "The Sword Bloodbane, enemy of mortals, cholerics, and fools, a gift from the Desperado Desix Four-Fingers, wishing you long life and good fortune."  Bloodbane is a magical sword that has the power that, if it wounds someone, it causes its next attack to do +1 damage.  This stacks each time a successful attack is made.  However, once you start accruing a damage bonus, you will become possessed by Bloodbane's cursed nature, and must succeed a saving throw to stop fighting, with a penalty to your save equal to the damage bonus.  While you have not passed a successful saving throw, you must attack a target each turn or you take damage equal to Bloodbane's current damage bonus.       
4- 1d6 Seeds.  The seeds are large, but don't look particularly impressive.  They are subtly magic, but nothing else about them stands out.  The Plaque reads, "A collection of seeds from my Garden, a gift from Oberon, Father of Spring and King of the Folk*, wishing you bloody battles and fine women."  Each seed is actually powerfully magical, and if planted and nutured, will grow a magical plant.  You can make up whatever magical plants you want to, but I would have them grow a piece of sugarcane that reaches up into the Heavens, a talking strawberry bush, or a tree that produces peaches that extend life and heal injuries.    
5- A Jasper Crown.  A fine crown carved of clear jasper.  Clear as crystal and refracts light like a prism, surrounding the wearer's head with rainbows and a shining glow.  The Plaque reads, "A crown of clear crystal, a gift from the Prince of Vottis, wishing you good judgement and keen eyes."  The crown is worth 1d100*1d10 silver.
6- A Tigerskin Cape.  A finely tailored cape of tigerskin.  Warm and aristocratic.  The Plaque reads, "A cape worthy of your majesty, a gift from the Governor-General of the Grand Court, wishing you peace and safety in these difficult times."  The cape is worth 1d20*10 silver.  It's also quite dashing. 
7- 1d8 Zebra-hides.  The Plaque reads, "100 Zebra-hides, a gift from Prince of Parties, Lalatino Petal, wishing you worth and comfort."  Each Zebra-hide is worth 1d20+1d6 silver.
8- A hairnet of steel wire and lapis lazuli.  The Plaque reads, "A hairnet made for a female with tough to manage hair, a gift from the King of Lyccica, wishing you able heralds and honorable guests."  

*Self-declared, the Folk don't have Kings

19: Throne Room

This is the largest room you've yet seen, with cathedral-like ceilings that stretch incredibly high, the floors covered in mosaics of victory, the walls covered in symbols of kingship.  There is a large dais set against the back wall, which is set underneath a massive window.  The walls of the pyramid do not cover this window, so this room is bathed in sunlight during the day as it shines through the massive window.

Set upon the throne is a massive throne of oily, black crystal.  It looks very intimidating, but is non-magical.  The only thing odd about it is its size, as it was clearly made for something much larger than a human.  If you sit upon this throne, you will feel too high off the ground, and probably vaguely silly, as it is far too large for you.  However, almost immediately, you will feel his eye upon you.  The Black Despoiler can sense when people sit upon his throne, and will come to investigate to see who is meddling with his furniture.

There are also two other pieces of furniture in this room.  The first is a couch set against the side wall, halfway between the dais and the door.  This couch is made of teakwood, wrapped in bundles of thick, bristly cloth, like a strange combination between a scratching post and a fainting couch.  This is the Red Tormentor's couch.  If she is still in her office, she will ignore you sitting on her couch, but if she has abandoned her pacifism, she will come to try and find out who is meddling with her favorite place to sit. 

The second piece of furniture is a voluminous yellow cushion set adjacent to the throne, fluffy, soft and sweet-smelling.  Anyone who lays down on this will be amazed by how comfortable it is and will have to resist the immediate desire to drift off into a restful sleep.  Anyone who does will immediately begin dreaming, and projecting a Dream-Ghost as one of the Dreaming Dead in "22".  They will also summon the Yellow Dreamer's Dream-Ghost from the third floor to come investigate who is napping on her cushion.

Finally, if anyone sits down on the steps leading up to the throne, the One-Eyed Man will become aware of their location.  
                  
20: Hall of Prophecies

If you turned left in "16", you enter this hall.  You see two doors in this hall, one to your left, leading to "21", the other straight ahead, leading to "22".  This hall is adorned with stone tablets hung along the wall, some covered in moth-eaten curtains, others exposed to plain.  The uncovered tablets detail certain historical events in your setting in prophetic form.  For example, for my setting, I would include the Human-Dwarven Wars, the Rise of the Orzanian Empire, the Collapse of the Frog Cult, etc.  All of these uncovered tablets also include little plagues next to them marking out dates, indicating that these events were predicted years, decades or even centuries prior to them happening.

The covered tablets, on the other hand, are draped in cloth to prevent them from being seen, and that cloth is tied in place with a ribbon sealed with a clay tag, each one describing a type of person in a modern tongue the players can understand, assuming they're not all unlettered savages.  These descriptions of people include such things as a prostitute, warrior, prince, magistrate, slave, hero or adventurer, whatever you decide.  If the players decide to open up any of these curtains and look at the tablets, give them a prophecy tailored to them, or just roll on the table below.

What did the Seer prophesy?

1d6

1- You are going to die soon.  Congratulations!
2- Your wife is an adulteress.  At least half of the children she bears for you will spring from another man's seed.  You have my sympathies.
3- You are going to get married to a monster that even the gods fear.  Good luck with that.
4- You are going to embarrass yourself in front of your family.  I'll try not to laugh, but your Father's expression is just too good.
5- Your friends are laughing behind your back.  Kill them.
6- People tell you you are an exciting and wonderful person.  You know they're lying.  If I were you I'd bar my doors and never leave my house ever again.            

21: Audience Chamber

A small sitting room meant for informal meetings with one of the Forsaken.  The walls of this room are paneled with rotting wood and the floor is dusted in dirt and scum.  There is an elegant chair set near the rear wall on a small dais, built for a creature much larger than any man.

There is also an Undead nailed to the wall.  It is one of the Sleepless.  His name is Clovis, and he is highly insane, very talkative, and helpful (for now at least).  His legs have been amputated below the knee and he's currently nailed, upside down, to the wall, but that doesn't seem to bother him much. 

Clovis will try to get you to let him down and if you're feeling generous, carrying him up to the third floor.  He will warn you about the Child-Soldiers, and tell you how it works with them.  What the rules are, so to speak.  If you could help him find his legs, that would be great as well.        

22: Hall of the Dreaming Dead

This hall has three doors, one to the south leads to "20", one to the left that leads to "23" and one to the right that leads to "18". 

There are six glass coffins in this hall, each one housing a different person.  If you have a warden-level access pass, you can individually or collectively unlock all the coffins, and release those trapped in stasis inside.  If you can't manage that, you could try to smash them open.

Who does this Coffin House?
1d6

1- Amur Hopecrusher.  He is an Axolotl-man, pale and thin-skinned, with big, frilly gills.  He is a depressing jerk, who hates non-reptilians and non-piscine species almost as much as he hates himself.  He has a powerful sceptor that blasts beams of white fire, and since the wand is magic, his Dream-Ghost could carry it with him.  He will flee rather than evaporate and risk losing it.
2- Algernon, Son of Russ.  He is a Human, mostly naked except for his loincloth and his crown.  Refuses to let this affect his royal bearing.  He enjoys many aristocratic practices, such as poetry, wrestling, and gardening.  He is secretly perverted, and derives sexual pleasure from being ordered around.
3- Gakrill the Mirthful.  A Spiderling, made of glistening chitin covered in ornamental etchings he mostly made himself.  She is very easy-going, a bit scatter brained, and doesn't want to hurt anyone.  If attacked, she'll just evaporate herself.
4- Milnay Huntress.  She is a Nekomimi (looks like an anime cat-person).  She is cute, eager, and high-energy.  She loves to brawl and will challenge you to a fight, 1 on 1.  She is hot-blooded but forgives easily.
5- Nebucar of Tychis.  An Orzane (a pigman) with most of his hair shaved off, leaving his pink hide exposed.  He is also blind, on account of not having any eyes.  He currently wears two eye patches to conceal this fact.  Nebucar is cynical and jaded.  He doesn't really want to talk to you, but if you insist on speaking to him, he won't do anything to stop you.  He used to be a powerful Wizard, but now without his eyes, he is powerless.  He will suggest that if you find them, bring them back to him, though he doubts they're still around.  Secretly, if Nebucar gets his eyes back, he will become a level 1d4+2 Magic-User and go completely crazy, becoming a violent, passionate individual who show his disgust for the world by destroying it.       
6- Dekar Solaine.  A Quarrian.  He was a Prince who sacrificied himself to the Forsaken so his people might be able to have peace.  His request was granted, and he was even spared from torture as he expected.  He's passed the centuries in a blissful trance.  Secretly, if you bring him back to Quarrian lands, you will find him to be a saint.  They might not believe you have the genuine article, but if you can prove it, the reward you receive would be inconceivable.                                   

23: Feast Hall

This is an ancient dining hall, with a massive fireplace at the far end and huge set of doors leading to it.  Somehow, these doors have survived destruction.  However, this room has been somewhat fortified, with all the furniture within having been used to build a line of wooden barricades across the room and the rest made into pile after pile of wooden stakes.

There will be 6 Child-Soldiers in here, waiting for their brethren to return.

24: Hall of Broken Vessels

This hall has two doors, one near the end on the left-hand side, leading to "24".  The other is straight ahead, leading to "25".  This hall is decorated with sets of painted wooden shutters, hung every so often along the walls.  If you look at the shutter from the outside, you see a portrait of some kind of person.  If you then open the shutter, you can see what happened to them on the inside.

What happened to this poor person?
 
1d6

1- Outside: An absolutely beautiful human male with long, blonde hair.  Inside: That man being flayed alive with red hot knives.
2- Outside: A Dwarf, black-skinned with dark hair, horns and flowers growing from its scalp.  Inside: That same Dwarf in a cage, with its limbs forced outside the cage, being dangled over a pool of crocodiles.
3- Outside: A pair of Quarrian girls, both beautiful and strikingly similar.  Anyone with experience with Quarrians will tell you that they are twins.  Inside: A series of engravings revealing the two being locked in a cell, slowly turning on each other, running out of food, then one beating the other to death and eating her.
4- Outside: A Handsome Man, stunning in his appearance, with rosy eyes and a pair of stunning eyes that captivate anyone who sees the painting.  Inside: A series of sketches depicting the Handsome Man slowly starving to death.  Reading the dates underneath the sketches will reveal this took almost a month and a half.
5- Outside: A family of Lizarians, a patriarch, a female, and their three children.  An absolutely picturesque scene.  Inside: A stunningly gruesome painting that depicts the patriarch nailed to a dinner table, slowly being carved apart and served to the people seated around him.  The Red Tormentor is hosting this meal, and she is trying to coax the female to eat a chunk of raw meat cut from the still-living Patriarch.  The children are also there, one is puking on the floor while the other two cry or sit stunned respectively.
6- Outside: Someone who looks disturbingly like one of the player characters.  Inside: That same person being crucified beneath a stone sky.

25: Hall of Conquests

This hall has three doors, one that leads back to "24", one on the right-hand wall, leading to "26" and at the end on the left-hand side, leading to "18".

This hall is covered in decorations, mostly paintings but also small platforms displaying important items.  Most of these items are small and seemingly insignificant, as if they were selected for sentimental reasons and not any other.  There are also small plaques set next to each one, to further explain what is depicted.  Roll on the table below to see what the painting/item you're looking at signifies.

1d4
1- A broken sword, a golden diadem that was snapped in two, and a pristine skull.  The plaque reads as follows: "The Battle of Milzo was decisively decided when Lord Tsychiak ambushed the King of the Olijorans by shapeshifting into a fly and landing on his horse, before transforming back and attacking him.  King Nerrik perished there, on the battlefield.  His army was soon routed and fled the field."
2- A flower-crown of tiger lilies in a glass case.  The plaque reads as follows: "The Battle of Jungle Gate ended in defeat for the Handsome Men of the Nahan Confederacy after Lord Carpathi successfully tricked them into chasing his fleeing troops.  However, it was no true retreat, merely a deception, and as their troops broke ranks, they were crushed by his calvary.  As a sign of their friendship, the Nahanian Handsome Men offered these flowers, enchanted with their power to never fade or die, not until this pact between us is broken."
3- A dozens swords partially melted together into a unusable lump of steel.  The plaque reads as follows: "The Battle of the Barley Fields ended when Lord Carpathi lured his enemy, the united armies of the Five Western Kings, into a great field of dry barley stalks.  He then set the field afire and arranged his infantry to prevent his enemies from escaping.  The flames swept through the dry fields and almost fifty thousand men died, either being burned alive or attempting to escape and being cut down by our Lord's infantry.
4- A pair of eyeballs in a glass tube.  The tube looks quite similar to the glass coffins in "22".  The plaque reads as follows: "Tychis was a city under the dominion of the Noble Cloud-Lords, who treated ehr with respect and care.  Tragically, Tychis rebelled, breaking the covenant between her and the Cloud-Lords.  Thus, Lord Carpathi and Lady Juliko rode out to administer justice.  For three weeks they besieged the city, until Lord Carpathi himself managed to breach the city walls and bring them tumbling down.  After that, his army spilled into the city and brought down the sword of judgement upon these traitors and criminals, as per Lady Juliko's orders.  After that, Lady Juliko set up her Court and tried many of the city's governors.  She found the eyes of this man, a servant of one of the City's Elders, guilty, and demanded they be removed.  They were, but Lord Carpathi ordered them preserved, along with the eye's owner, in a gesture of supreme mercy and divine benevolence."    
  
26: Ballroom

This is an elegant ballroom, a vast, tile floor flanked by glass windows on all sides, and large french doors of glass leading out onto a veranda.  This veranda has paths that lead down to Zone 3.  There is also a large staircase leading up at the edge of the ballroom, leading to a beautiful balcony that overlooks the whole area, and a shut door which would lead to the second floor of the palace.

However, the ballroom has endured severe abuse in the years since it once hosted the aristocracy of a hundred nations.  Now the glass is all shattered and the great chandelier that once dangled from the ceiling has crashed down onto the ground, leaving a pile of shattered crystal on the ground.

There are also two fat candles standing at either side of the staircase leading up.  They are both made of black wax, squat and fat as fireplugs, their wicks made of rope big and sturdy enough to restrain a horse.  The candles burn with cold, black flames that sap the heat of anything near them.  Additionally, touching the candle makes one's heart beat faster and all the hairs on your body stand on end, as you suddenly feel the shadow of death falling over you.

These candles cannot be extinguished for any reason.  They are linked to the Black Despoiler and to his Black Fountain respectively.  If the Black Fountain falls under someone else's control, one of the candles will go out.  If the Despoiler is freed from his shackles, the second will go out.

There is also one other thing in this room.  Two Sleepless are hiding behind the door to the upstairs balcony.  If you come into this room, they will talk to you, but they won't let you onto the third floor, unless you somehow convince them that you are actually one of the Guardians, responsible for keeping the Forsaken trapped in here.  Also, if you get chased in here by some Child-Soldiers, the Sleepless will come out of the door and take shots at the Child-Soldiers will their javelins.