I've undervalued Tumblr for too long. Now that I have a Tumblr I hope to focus this Blogspot entirely on my home brew campaign content. My tangential rants, game reviews, and just anything too bizarre to place here can instead be found on my Tumblr. I hope to write shorter and more frequent posts on my Tumblr, so I can reserve this Blogspot for less frequent albeit more deliberated articles.
Read my Tumblr at http://lividastronaut.tumblr.com/
Thursday, July 26, 2012
Sunday, July 22, 2012
Design Inspiration: Telltale of the Wolf
I used to combat middle school ennui by visiting the library in search of occult lore. Instead I found several slim and cheaply printed black volumes detailing paranormal findings from the seventies or eighties. The series didn't attempt to be anything but investigative children's books, but at the time I found the black and white photos in the middle of each book remarkable. Some of the photographs took a lot of imagination to see anything unusual, but the ample light leaks and distortions in the shots kept me awake at night wondering.
I can't recall the titles nor can I recall the publisher. But I remember taking these books with me everywhere. What I gleaned in those pages was paramount, more so than the offensive and seemingly perpetual arithmetic forced my way in the classroom. Though written for children, these books leant me the foundation for what my interests would develop into over the years. Today I'm much more interested in statting the supernatural than finding it in my backyard with a flashlight.
But thats not to say these books don't still inspire my campaign design. I remember one of the books detailed the witch's mark, a common trope for use in myth and metaphor. But I like the idea enough that I'm applying it to the Cult of Aois Lychomancer. Every Lychomancer has a bite-shaped scar somewhere on his body. The origin stories vary, but every legend acknowledges that the scar runs deep through the flesh to pierce the soul.
Apparently like a legal stamp it binds a pact between the Lychomancer and his patron -- the Devil Wolf. But only Lychomancers know the truth. Some of these scars are easily concealable, others less so. But Lychomancers hide these scars desperately. Even the rumor of possessing such a scar will certainly summon harassment from local law-abiding authorities. Every Moon Lychomancer's scar is a luminous white. Every Sanctity Lychomancer's scar is a dull black. Besides a slight variation in scent, these scars are the only discernable physical difference between Moon and Sanctity werewolves.
I can't recall the titles nor can I recall the publisher. But I remember taking these books with me everywhere. What I gleaned in those pages was paramount, more so than the offensive and seemingly perpetual arithmetic forced my way in the classroom. Though written for children, these books leant me the foundation for what my interests would develop into over the years. Today I'm much more interested in statting the supernatural than finding it in my backyard with a flashlight.
But thats not to say these books don't still inspire my campaign design. I remember one of the books detailed the witch's mark, a common trope for use in myth and metaphor. But I like the idea enough that I'm applying it to the Cult of Aois Lychomancer. Every Lychomancer has a bite-shaped scar somewhere on his body. The origin stories vary, but every legend acknowledges that the scar runs deep through the flesh to pierce the soul.
Apparently like a legal stamp it binds a pact between the Lychomancer and his patron -- the Devil Wolf. But only Lychomancers know the truth. Some of these scars are easily concealable, others less so. But Lychomancers hide these scars desperately. Even the rumor of possessing such a scar will certainly summon harassment from local law-abiding authorities. Every Moon Lychomancer's scar is a luminous white. Every Sanctity Lychomancer's scar is a dull black. Besides a slight variation in scent, these scars are the only discernable physical difference between Moon and Sanctity werewolves.
Friday, July 20, 2012
Lychomancy Magic: The King's Way
I recommend starting with part one, and then reading part two if you haven't already.
Lychomancy is not merely a way of life. The tenants provide spells and bonuses, but most importantly they secure the Lychomancer's sanity. They keep the Lychomancer from destroying friends and loved ones. Lychomancy is an aberrant magic from an inconspicuous origin, so practitioners tend to be the desperately curious or those well adjusted to violence. There are of course Lychomancers who disdain the paths. But these damned souls live in brooding solitude with scarcely any humanity left at all.
Sanctity magic is called "The King's Way." To resist accidental frenzy against allies during demon form, every Sanctity Lychomancer must internally recite the mantra, "Walk lightly in the shade. Turn your eye from the moon so you may gaze inward." Magic is difficult to cast during demon form due to the mantra.
Sanctity Spell:
The Curse
Level: Lychomancer 1
Duration: Extended
Range: Melee attack
This is damnation in spell craft. The Lychomancer may declare this spell during a successful bite attack. The Lycomancer sacrifices a daily turning of demon form and rolls 1d3 on the table. Only three targets may be subject to the effects of The Curse per night. If a target is slain, the effects end and the spell may be cast additionally that night.
1. Target takes penalty to all attacks against the Lychomancer equal to the Lychomancer's level for 2d3 turns. The Lycomancer also gains an additional permanent +1 (during d6 roll) for tracking the target by smell.
2. Target takes penalty to all attacks against the Lychomancer equal to the Lychomancer's level + WIS modifier for 2d3 turns. Also, the target must make a will save, if unsuccessful, the target has till dawn to find the cure. If the will save succeeds, the target may pass the curse to an innocent before dawn instead of finding the cure.*
3. In addition to the effects of "2," the Lychomancer may add his WIS modifier to the duration of turns. Also, the target must make a will save, if successful, the target has 24 hours to find the cure. If the target fails to save, the curse manifests immediately.*
* Wolfsbane alchemically combined with the blood of the Lychomancer caster provides the cure. If it is not taken in time the afflicted target transforms into a "wolf knight." These wolf knight's maintain their intelligences but become utterly savage agents of chaos. They seek out the Lychomancer who transformed him and serve as retainers who seek only food and companionship as payment.
Even if a target had the opportunity to transfer the curse, they likely wouldn't know to do it. But to transfer the curse, the afflicted just needs to bite an innocent. In doing so, the curse will manifest in the innocent instead. A Lychomancer may only have one "wolf knight" per level + WIS modifier (maximum 3). Unscrupulous Lychomancers may choose to sacrifice wolf knights to empower the effects of the transformation table. Every sacrificed "wolf knight" adds a +2 bonus to the die roll on that table.
After the window of treatment passes, only the death of the casting Lychomancer can permanently transform the cursed target back to original form and mind.
Moon magic will be covered in upcoming posts.
Lychomancy is not merely a way of life. The tenants provide spells and bonuses, but most importantly they secure the Lychomancer's sanity. They keep the Lychomancer from destroying friends and loved ones. Lychomancy is an aberrant magic from an inconspicuous origin, so practitioners tend to be the desperately curious or those well adjusted to violence. There are of course Lychomancers who disdain the paths. But these damned souls live in brooding solitude with scarcely any humanity left at all.
Sanctity magic is called "The King's Way." To resist accidental frenzy against allies during demon form, every Sanctity Lychomancer must internally recite the mantra, "Walk lightly in the shade. Turn your eye from the moon so you may gaze inward." Magic is difficult to cast during demon form due to the mantra.
Sanctity Spell:
The Curse
Level: Lychomancer 1
Duration: Extended
Range: Melee attack
This is damnation in spell craft. The Lychomancer may declare this spell during a successful bite attack. The Lycomancer sacrifices a daily turning of demon form and rolls 1d3 on the table. Only three targets may be subject to the effects of The Curse per night. If a target is slain, the effects end and the spell may be cast additionally that night.
1. Target takes penalty to all attacks against the Lychomancer equal to the Lychomancer's level for 2d3 turns. The Lycomancer also gains an additional permanent +1 (during d6 roll) for tracking the target by smell.
2. Target takes penalty to all attacks against the Lychomancer equal to the Lychomancer's level + WIS modifier for 2d3 turns. Also, the target must make a will save, if unsuccessful, the target has till dawn to find the cure. If the will save succeeds, the target may pass the curse to an innocent before dawn instead of finding the cure.*
3. In addition to the effects of "2," the Lychomancer may add his WIS modifier to the duration of turns. Also, the target must make a will save, if successful, the target has 24 hours to find the cure. If the target fails to save, the curse manifests immediately.*
* Wolfsbane alchemically combined with the blood of the Lychomancer caster provides the cure. If it is not taken in time the afflicted target transforms into a "wolf knight." These wolf knight's maintain their intelligences but become utterly savage agents of chaos. They seek out the Lychomancer who transformed him and serve as retainers who seek only food and companionship as payment.
Even if a target had the opportunity to transfer the curse, they likely wouldn't know to do it. But to transfer the curse, the afflicted just needs to bite an innocent. In doing so, the curse will manifest in the innocent instead. A Lychomancer may only have one "wolf knight" per level + WIS modifier (maximum 3). Unscrupulous Lychomancers may choose to sacrifice wolf knights to empower the effects of the transformation table. Every sacrificed "wolf knight" adds a +2 bonus to the die roll on that table.
After the window of treatment passes, only the death of the casting Lychomancer can permanently transform the cursed target back to original form and mind.
Moon magic will be covered in upcoming posts.
Thursday, July 19, 2012
Lychomancy Transformation
Read Part one.
I think the Lychomancer tone I'm going for fits particularly well with Dungeon Crawl Classics. I've decided to write up a "Transformation Table" in the Style of DCC. This table modifies the Lychomancer's forms so roll on this table when the Lychomancer transforms. Roll 1d6 when transforming into beast form. Roll 1d20 when transforming into demon form. Note that once the demon form is activated, the Lychomancer must make a will save to attempt any action besides a melee strike (or a move towards a melee strike). Failure might indicate an attack on an ally instead!
Add one's level and WIS modifier to the roll. But a natural 1 on a d20 counts as a 1. CON and WIS may be burned to heighten the effects. Burned points recover at the rate of a magic user's recovery time. The beast form may be rerolled at the start of every encounter (The higher value may be chosen. It just takes the Lychomancer a little while for the moon to energize him). The demon form must be rerolled every time it is utilized. But re-roll if the value is lower than the Beast form's total value. A transformation grants all the benefits on the table up to (and including) the value of the roll.
I'm not really sure how well the Lychomancer will balance with the other classes. The Lychomancer is perhaps best suited to fulfilling an antagonistic NPC role. I'll allow the Lychomancer as a PC class in my game, but I'm sure I'll be tweaking it as the campaign churns on.
TRANSFORMATION TABLE
1. Flight over fight in beast form; gain x1.25 speed. DEX becomes 15 (unless it was already higher). In addition the Lychomancer's human form takes on a permanent lupine feature (tail, pointy wolf-ears, nocturnal eyes, etc). Enough of these features eliminates the human form until the Lychomancer only has the beast and demon forms.
2. Leap attack. Like a charge but without the AC penalty on the following turn. If the attack hits, deal an additional +1d6 "slam" damage (modified by STR).
3. Bite and claw attacks add double strength modifier damage to hit rolls.
4. Howl; -1 to enemy morale on failed will save.
5. Gain five temporary HP with resistances*
6. Gain six temporary HP with resistances*
7. Can verbally speak to and understand animals. Gain seven temporary HP with resistances*
8. Gain eight temporary HP with resistances*
9. Gain nine temporary HP with resistances*
10. Gain x1.5 speed. Gain ten temporary HP with resistances*
11. Leap attack (as above) but +1d8 "slam" damage (modified by STR)
12. May make a bite AND claw attack in addition to normal attacks.
13. Howl; -2 to enemy morale on failed will save. Furthermore, enemies subject to the effects of the howl cannot move for 1d3 rounds.
14. May cast spells in demon form without making a will save.
15. Gain x2 speed. Gain 15 temporary HP*
16. When a Lychomancer slays an enemy in demon form, an adjacent enemy must make an immediate will save or flee with a chance of dropping any held weapons.
17. Either a bite or claw attack may be rolled with 1d6 damage every attack (as opposed to 1d4).
18. Claw & bite attacks crit on a natural 18.
19. Every killing blow by the Lychomaner in an encounter grants a cumulative +1 bonus to attacks till the end of the encounter. The maximum bonus is equal to the Lychomancer's level.
20. Killing blows grant temp HP equal to damage dealt*
21. Black Pact; can telepathically communicate with any predator within line of sight at will. The predator is "friendly" once the psychic bond is instated.
22. Gain 18 temporary HP*
23. Bite and claw attacks crit on a natural 17.
24. Shadow Leap; Lychomancer may teleport from shadow to shadow within line of sight as a move action. This might allow for truly absurd leap attacks**
25. Gain 20 temporary HP*
26. Bite and claw attacks crit on a natural 16.
27. Savage Sight; Lychomancer see through any predator's eyes w/ in 100 miles.
28. Gain 22 temporary HP*
29. Bite and claw attacks crit on a natural 15.
30. Immortal moon; cannot die on the night of a full moon. These effects persist even after the demon form is shed (till dawn). Once reduced to to 1 HP the Lychomancer disintegrates into shadows and is dispersed. On the following dawn the Lychomancer will return to human form in the wilderness fully healed and rested (as though at least 24 hours had passed). If the Lychomancer is ever reduced to this shadow state, he will never age but may ONLY subsist on sentient flesh***
* These temporary HP with resistances take damage before non-temporary hit points. These hit points last as long as the form (that called for the roll) remains active. Temporary HP recovers in beast form after a short rest or short bout of non-strenuous activity. Regular HP heals as normal. The resistances work differently depending on the chosen Road. These temporary HP only take half damage from most attacks (round damage down). But silver weapons instead deal full damage to followers of the Road of Moon. Holy weapons deal full damage to followers of the Road of Sanctity.
Note: Alternatively the temporary HP might instead convert a number of already existing hit points to a resistant status (without granting extra HP). This would still allow the Lychomancer a significant measure of protection. I will probably use this tweak for players in Cult of Aois who choose to play werewolf characters.
** I owe this ability to the 3rd edition "Shadowdancer" prestige class.
*** DCC's Hound of Hirot is the premier inspiration for this power.
Part three will begin to cover Lychomancer spells.
I think the Lychomancer tone I'm going for fits particularly well with Dungeon Crawl Classics. I've decided to write up a "Transformation Table" in the Style of DCC. This table modifies the Lychomancer's forms so roll on this table when the Lychomancer transforms. Roll 1d6 when transforming into beast form. Roll 1d20 when transforming into demon form. Note that once the demon form is activated, the Lychomancer must make a will save to attempt any action besides a melee strike (or a move towards a melee strike). Failure might indicate an attack on an ally instead!
Add one's level and WIS modifier to the roll. But a natural 1 on a d20 counts as a 1. CON and WIS may be burned to heighten the effects. Burned points recover at the rate of a magic user's recovery time. The beast form may be rerolled at the start of every encounter (The higher value may be chosen. It just takes the Lychomancer a little while for the moon to energize him). The demon form must be rerolled every time it is utilized. But re-roll if the value is lower than the Beast form's total value. A transformation grants all the benefits on the table up to (and including) the value of the roll.
I'm not really sure how well the Lychomancer will balance with the other classes. The Lychomancer is perhaps best suited to fulfilling an antagonistic NPC role. I'll allow the Lychomancer as a PC class in my game, but I'm sure I'll be tweaking it as the campaign churns on.
TRANSFORMATION TABLE
1. Flight over fight in beast form; gain x1.25 speed. DEX becomes 15 (unless it was already higher). In addition the Lychomancer's human form takes on a permanent lupine feature (tail, pointy wolf-ears, nocturnal eyes, etc). Enough of these features eliminates the human form until the Lychomancer only has the beast and demon forms.
2. Leap attack. Like a charge but without the AC penalty on the following turn. If the attack hits, deal an additional +1d6 "slam" damage (modified by STR).
3. Bite and claw attacks add double strength modifier damage to hit rolls.
4. Howl; -1 to enemy morale on failed will save.
5. Gain five temporary HP with resistances*
6. Gain six temporary HP with resistances*
7. Can verbally speak to and understand animals. Gain seven temporary HP with resistances*
8. Gain eight temporary HP with resistances*
9. Gain nine temporary HP with resistances*
10. Gain x1.5 speed. Gain ten temporary HP with resistances*
11. Leap attack (as above) but +1d8 "slam" damage (modified by STR)
12. May make a bite AND claw attack in addition to normal attacks.
13. Howl; -2 to enemy morale on failed will save. Furthermore, enemies subject to the effects of the howl cannot move for 1d3 rounds.
14. May cast spells in demon form without making a will save.
15. Gain x2 speed. Gain 15 temporary HP*
16. When a Lychomancer slays an enemy in demon form, an adjacent enemy must make an immediate will save or flee with a chance of dropping any held weapons.
17. Either a bite or claw attack may be rolled with 1d6 damage every attack (as opposed to 1d4).
18. Claw & bite attacks crit on a natural 18.
19. Every killing blow by the Lychomaner in an encounter grants a cumulative +1 bonus to attacks till the end of the encounter. The maximum bonus is equal to the Lychomancer's level.
20. Killing blows grant temp HP equal to damage dealt*
21. Black Pact; can telepathically communicate with any predator within line of sight at will. The predator is "friendly" once the psychic bond is instated.
22. Gain 18 temporary HP*
23. Bite and claw attacks crit on a natural 17.
24. Shadow Leap; Lychomancer may teleport from shadow to shadow within line of sight as a move action. This might allow for truly absurd leap attacks**
25. Gain 20 temporary HP*
26. Bite and claw attacks crit on a natural 16.
27. Savage Sight; Lychomancer see through any predator's eyes w/ in 100 miles.
28. Gain 22 temporary HP*
29. Bite and claw attacks crit on a natural 15.
30. Immortal moon; cannot die on the night of a full moon. These effects persist even after the demon form is shed (till dawn). Once reduced to to 1 HP the Lychomancer disintegrates into shadows and is dispersed. On the following dawn the Lychomancer will return to human form in the wilderness fully healed and rested (as though at least 24 hours had passed). If the Lychomancer is ever reduced to this shadow state, he will never age but may ONLY subsist on sentient flesh***
* These temporary HP with resistances take damage before non-temporary hit points. These hit points last as long as the form (that called for the roll) remains active. Temporary HP recovers in beast form after a short rest or short bout of non-strenuous activity. Regular HP heals as normal. The resistances work differently depending on the chosen Road. These temporary HP only take half damage from most attacks (round damage down). But silver weapons instead deal full damage to followers of the Road of Moon. Holy weapons deal full damage to followers of the Road of Sanctity.
Note: Alternatively the temporary HP might instead convert a number of already existing hit points to a resistant status (without granting extra HP). This would still allow the Lychomancer a significant measure of protection. I will probably use this tweak for players in Cult of Aois who choose to play werewolf characters.
** I owe this ability to the 3rd edition "Shadowdancer" prestige class.
*** DCC's Hound of Hirot is the premier inspiration for this power.
Part three will begin to cover Lychomancer spells.
Tuesday, July 17, 2012
The Lychomancer
The variant of werewolves in Cult of Aois is the Lychomancer.
Requirements: 12 STR, 12 CON, 12 WIS
Prime Requisites: CON, WIS
Hit Die: D8
Attacks/Saves/Experience Chart: as cleric
Weapons/Armor: weapons as fighter, armor is leather or lighter.
The Path of Lychomancy is abhorred by civil society. Lychomancers are walkers of the wilds, savages in darkness, and callous warlocks. Well, so say the legends at least. Those who know better call them werewolves or skin changers. The ignorant know them only as wolf demons of hunger. While the Lychomancer shares some spells with the cleric, the Lychomancer is barred from many cleric spells and abilities (at the DM's discretion). Lychomancers have a few unique spells in their repertoire, but may never turn or command undead. Additionally, Lychomancers cannot be lawful of any variation.
Instead of heavy armor proficiency, the Lychomancer may only wear skins of the creatures he has hunted himself for armor. The Lychomancer may assume a "demon form" a number of times per day equal to the Lychomancer's level. A point of luck may be spent to fuel an additional demon form use per day. Generous DM's will add a character's wisdom modifier to the number of changes per day, as well. Once transformed, the Lychomancer remains in the form so long as he is currently endangered or a danger is perceived to be eminent. The transformation happens immediately as a free action in a grotesque and noisy fashion.
Unfortunately inside the demon form there is an unquenchable hatred and rage. Allies within the vicinity of a demon formed Lychomancer are subject to his agression if absolute restraint is not exercised. Once started, the rage is carried with an immense momentum. The Lychomancer may direct his rage, but he must rage still. In order to not rend his allies limb from limb, the Lychomancer must choose a sacred Road and follow its tenants well. But on a full moon, sometimes even the tenants cannot quell the lunar madness.
The Road of Sanctity:
1. Eat every kill.
2. Protect the wilds.
3. Advise the Pack.
>Hide/Move Silently on a 1-3 of a d6 (dex mods apply)
Track on a 1-3 on a d6 (wis mods apply)
An additional +1[-1] Armor Class
Access to Sanctity spell list.
The Road of Moon:
1. Never abandon a hunt.
2. Destroy law.
3. Protect the pack.
>Track on a 1-3 on a d6 (wis mods apply)
Hide/Move Silently on a 1-3 of a d6 (dex mods apply)
An additional +1 Attack Bonus
Access to Moon spell list.
*The benefits of the chosen Road persist while the the Lychomancer is in any form. Only if a committed tenant is broken will the Lychomancer lose the benefits.
So long as the Lychomancer maintains his chaotic status he may assume a "beast [aka wolfman] form." He most easily casts spells in beast form and gains a static 15 strength while beast form is assumed (unless already higher). This 15 STR carries over into Demon form as well. The beast or demon formed Lychomancer may also make an additional bite or claw attack for 1d4 damage every turn if he has a free hand/ or face to do so.
The Lychomancer's appearance is horrific in the beast and demon forms, so the DM might want to apply penalties or bonuses to social situations while the Lychomancer is transformed. But even in human form, Lychomancers smell fear, which might grant a bonus in circumstances involving intimidation or lie detection. Like magic users, Lychomancers are particularly at risk for their bodies becoming Lychanids.
Part two details the Lychomancer's transformations.
Requirements: 12 STR, 12 CON, 12 WIS
Prime Requisites: CON, WIS
Hit Die: D8
Attacks/Saves/Experience Chart: as cleric
Weapons/Armor: weapons as fighter, armor is leather or lighter.
The Path of Lychomancy is abhorred by civil society. Lychomancers are walkers of the wilds, savages in darkness, and callous warlocks. Well, so say the legends at least. Those who know better call them werewolves or skin changers. The ignorant know them only as wolf demons of hunger. While the Lychomancer shares some spells with the cleric, the Lychomancer is barred from many cleric spells and abilities (at the DM's discretion). Lychomancers have a few unique spells in their repertoire, but may never turn or command undead. Additionally, Lychomancers cannot be lawful of any variation.
Instead of heavy armor proficiency, the Lychomancer may only wear skins of the creatures he has hunted himself for armor. The Lychomancer may assume a "demon form" a number of times per day equal to the Lychomancer's level. A point of luck may be spent to fuel an additional demon form use per day. Generous DM's will add a character's wisdom modifier to the number of changes per day, as well. Once transformed, the Lychomancer remains in the form so long as he is currently endangered or a danger is perceived to be eminent. The transformation happens immediately as a free action in a grotesque and noisy fashion.
Unfortunately inside the demon form there is an unquenchable hatred and rage. Allies within the vicinity of a demon formed Lychomancer are subject to his agression if absolute restraint is not exercised. Once started, the rage is carried with an immense momentum. The Lychomancer may direct his rage, but he must rage still. In order to not rend his allies limb from limb, the Lychomancer must choose a sacred Road and follow its tenants well. But on a full moon, sometimes even the tenants cannot quell the lunar madness.
The Road of Sanctity:
1. Eat every kill.
2. Protect the wilds.
3. Advise the Pack.
>Hide/Move Silently on a 1-3 of a d6 (dex mods apply)
Track on a 1-3 on a d6 (wis mods apply)
An additional +1[-1] Armor Class
Access to Sanctity spell list.
The Road of Moon:
1. Never abandon a hunt.
2. Destroy law.
3. Protect the pack.
>Track on a 1-3 on a d6 (wis mods apply)
Hide/Move Silently on a 1-3 of a d6 (dex mods apply)
An additional +1 Attack Bonus
Access to Moon spell list.
*The benefits of the chosen Road persist while the the Lychomancer is in any form. Only if a committed tenant is broken will the Lychomancer lose the benefits.
So long as the Lychomancer maintains his chaotic status he may assume a "beast [aka wolfman] form." He most easily casts spells in beast form and gains a static 15 strength while beast form is assumed (unless already higher). This 15 STR carries over into Demon form as well. The beast or demon formed Lychomancer may also make an additional bite or claw attack for 1d4 damage every turn if he has a free hand/ or face to do so.
The Lychomancer's appearance is horrific in the beast and demon forms, so the DM might want to apply penalties or bonuses to social situations while the Lychomancer is transformed. But even in human form, Lychomancers smell fear, which might grant a bonus in circumstances involving intimidation or lie detection. Like magic users, Lychomancers are particularly at risk for their bodies becoming Lychanids.
Part two details the Lychomancer's transformations.
Monday, July 16, 2012
Lychanid
Corpses tainted by the reserves of arcane energy might rise again as undead abominations known as Lychanids. Lychanid's were almost unanimously fallen adventurers, and are only encountered in the most depraved and isolated depths. Some dungeons are so damned, so infested by malevolent will, that a demon might attempt to claim not simply a mortal's soul, but his body too.
Magic-users can offer their bodies to a demonic patron in exchange for avoiding the afterlife. Only the most desperate souls would be willing to ask such a price, because it incurs an eternity as an incorporeal ghost. The magic user must beg for mercy in his final breath at which point his soul is ejected from his body. The soul must be bound to whatever place, person, object, or entity means most to the dying character in their moment of death -- the body being the only exception.
The dying and soulless body is then immediately rejuvenated by dark magics and occupied by the demonic patron. A rapid process of evolution occurs at which point the magic-user's sold body transforms to fit the visage of the patron. To clarify, the soul of the magic-user is a ghost, so when I refer to "Lychanid" I am referring to the magic-user's sold body now occupied by the demon.
The ejected magic-user can still cast spells as in life, but cannot level, nor can he easily control or communicate with whatever he is bound to. To adult mortals the magic-user ghost is entirely invisible and silent. Only in the most exceptional circumstances (burning stats as in DCC) can the magic-user exert enough will to communicate (either telepathically or in a wraith like wail). This is the only physical action a ghost magic user may take.
The ghost magic user never gains back spent attributes. Once a stat is brought to zero the ghost dissipates to whatever incalculable fate awaits. Only through an external excommunication cast on his captive body can a magic-user hope to re-enter his body. Worse yet -- if the demon possessed body is slain, the magic-user's ghost is bound bodiless for eternity.
Sunday, July 15, 2012
RIP Jareth, Devotee of Orcus
*Spoiler Warning*
Even if a player makes all the right choices, the die gods care little for the affairs of mortals. Goodman Games' Doom of the Savage Kings module promised to be deadly, and for Jareth it was. I can't claim this to be an adequate review of the module because I modified the dungeon significantly to fit the scheme of my home-brew campaign. But for the purposes of this article, I will discuss only the aspects I drew from the module without getting into my custom content.
But I will say that Doom of the Savage Kings is easily adapted. I had no problem sculpting the content to fit my overarching ACKS sandbox. I've never really been one to run modules. I prefer to plan just the exoskeleton of my own adventures. My players are rather unpredictable, so extensive planning usually ends up as a waste of time (Gotta love players who keep a DM on his toes). But this module proved to be well worth the prep time.
Gauging the reactions of my players, they seemed to find DCC's serpent infested ghouls far more intimidating (and deadly) than the centrally antagonistic demonic Hound of Hirot. As I mentioned -- the dice gods didn't favor Jareth during the session. After burning stats to fend off the hound in a spectacular display of arcane might, the already wounded Jareth was slain by a snake infested ghoul perched in a high and shadowy alcove.
Doom of the Savage Kings provides everything I want in a dungeon; mythic treasures, bizarre monsters, the necessity of true strategy, and above all, peril. As Jareth's death was the first death in the campaign, the other characters certainly seemed sobered from their bloodlusts. It's a real feat to actually scare your friends at the game table as a DM, but I think this module gets as close as it gets in DnD.
If you manage to get your hands on Doom of the Savage Kings I would certainly recommend running it, or at the very least mining it for ideas. After reading through the module I'm really considering converting my campaign to DCC once the PC's hit level two -- if only to test out the system fully.
Even if a player makes all the right choices, the die gods care little for the affairs of mortals. Goodman Games' Doom of the Savage Kings module promised to be deadly, and for Jareth it was. I can't claim this to be an adequate review of the module because I modified the dungeon significantly to fit the scheme of my home-brew campaign. But for the purposes of this article, I will discuss only the aspects I drew from the module without getting into my custom content.
But I will say that Doom of the Savage Kings is easily adapted. I had no problem sculpting the content to fit my overarching ACKS sandbox. I've never really been one to run modules. I prefer to plan just the exoskeleton of my own adventures. My players are rather unpredictable, so extensive planning usually ends up as a waste of time (Gotta love players who keep a DM on his toes). But this module proved to be well worth the prep time.
Gauging the reactions of my players, they seemed to find DCC's serpent infested ghouls far more intimidating (and deadly) than the centrally antagonistic demonic Hound of Hirot. As I mentioned -- the dice gods didn't favor Jareth during the session. After burning stats to fend off the hound in a spectacular display of arcane might, the already wounded Jareth was slain by a snake infested ghoul perched in a high and shadowy alcove.
Doom of the Savage Kings provides everything I want in a dungeon; mythic treasures, bizarre monsters, the necessity of true strategy, and above all, peril. As Jareth's death was the first death in the campaign, the other characters certainly seemed sobered from their bloodlusts. It's a real feat to actually scare your friends at the game table as a DM, but I think this module gets as close as it gets in DnD.
If you manage to get your hands on Doom of the Savage Kings I would certainly recommend running it, or at the very least mining it for ideas. After reading through the module I'm really considering converting my campaign to DCC once the PC's hit level two -- if only to test out the system fully.
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