Thursday, April 25, 2013

Pantheon Part 2C: Crescere [Deity of Creation]


Name: Crescere
 
Crescere is a somewhat different Deity in that she cares about her clergy, but can disappear for months at a time without any contact.  Her worshippers, however, seem to understand this well enough because she isn’t really disappearing, but is being so absorbed in whatever project she is working on that nothing else matters.  However, when there isn’t a project requiring her attention, she pays as much attention to her worshippers as any other Deity does to their own followers.
 
Crescere’s main temple is located within the Dwarven city to the north.  She tends to find their personalities more fitting to her own than any others.  Because of her location and her rare movements, people have been traveling to the Dwarven city on pilgrimages in order to see her at work and her rare machinations.  She has no problems with this and even encourages it.  In recent years, the Dwarves have created a small section in their city in order to house their frequent guests as best as possible.  While at first they didn’t like this idea, it has brought in lots of money and trade.
 
Gender: Female
 
Appearance: A mismatch of skins from different women and machine, Crescere’s body is designed to have the perfect shape, but the mismatching of flesh and machine create the appearance of an unattractive girl.  While her features may appear beautiful in separation [as they were all taken very enchantingly beautiful women], together, they create a horrible monster of life and unliving.
 
Special Equipment/Weapons: While it is said that Crescere does not need weapons as she can create anything she wants in her hands, she is always found with the most intricately created pair of repeater rifles that she carries on her back or keeps close at hand when working.
 
Manifestations: When she is pleased with the performance of a faithful follower, she may manifest within the mind of the person a set of instructions.  Rarely will the goal of the creation be known until the very end, but it will always be helpful.  Alternatively, she may provide a hint or clue at solving a problem the follower has been trying for a long time to figure out.  Most commonly, however, when appearing before a group of clergy, she will manifest as a golem of machinery, one of such perfection that no one could have any doubt that it came directly from her.
 
Symbol: A crossed pair of repeater rifles on a background of gears.
 
Allies: Civitatem is an ally because of a connection they will always have together.  Part of his own life went into the creation of hers and even on their bad days, they always feel connected.
 
Enemies: Ravina, the one who feels the desire to destroy everything Crescere attempts to create.  Occasionally Wyrre because his battles of conquest are frequently destroying what she has so lovingly put together.  However, Wyrre has been an occasional ally depending on the reason for the war.  This happens only when she believes that more good will come from the bad, such as the takeover of a regime who suppressed creativity and independent thought.
 
Clergy
Above all else, the clergy of Crescere desire to create, preferably not weapons of destruction.  Their goal is create the new, the interesting, and the fascinating and to make sure that Ravina does not touch what is created.  The ultimate goal in any clergy member of Crescere is to create a way to make a creation last forever without failure.  They do not differentiate between race or sex because they believe that creating transcends all differences in a way nothing else can.  Only intellect and creativity matter in a person, nothing else.
 
The clergy spends part of their days experimenting, creating new substances, magicks, anything.  The other part of the day, they travel about their area and make sure everything is in fine order.  A clock, for example, once created, must be cleaned and oiled, occasionally the parts must be replaced or fixed.  Creating something and then letting it fall to disorder is even worse than not creating anything at all in the first place.
 
Holy Days/Ceremonies: For two weeks every year, fairs are held in major cities.  These fairs are when everyone takes the opportunities to share ideas, trade, and simply to show off what they have created.  Occasionally, ideas are stolen, but everyone is cautious not to destroy, even by accident.  Destruction during this time carries a severe penalty, one that few know and most desire not to experience.
 
Dress Code: There is no dress code for the members of this clergy except for their watch.  This is the symbol of their offices and the more intricate and special the watch, the higher the rank.  It is said that the watch of the head of the order is capable of stopping time and that he uses this to be able to create great wonders in a fraction of the time it would take anyone else, but this is, of course, pure speculation.
 
 
Affiliated Orders
Order of Knowledge: While most of Crescere's worshippers are focused on creation and experimentation, some take a slightly different route: the recording of such knowledge.  It wouldn't do for a person to create something and then to lose it when the person dies.  This Order catalogues new discoveries and old [and lost], experiments [both successes and failures], and more.  The purpose of this group is to make sure the knowledge will always remain in order that people don't do the horrible and basically recreate something that has only recently been created.  Preventing plagiarism is also important to this Order.
 
Portfolio: Artifice, Earth [Metal Only], Knowledge, Run
                            
Weapon of Choice: Repeater Rifles
 
Temples: Tend to be large, intricately designed building which make it easy to become lost.  Some are even moving temples as if works of art created by the most brilliant of Crescere's creators.  Simple shrines do not exist because why should anything be simple when it can be complex [this rule does not always apply, however, especially when simpler is basically better].  For temple layout, however, this is practically a law all follow.
 
Frequently, they also tend to be attached, or a part of, great libraries or schools.

Pantheon Part 2B: Civitatem [Deity of Civilization]


Name: Civitatem
 
Civitatem rarely leaves the comfort of the capital cities.  He is able to freely travel between them and he does so frequently.  It seems that he doesn’t like to stay in one place in order to ensure that people won’t know exactly where he is, but he can almost always be found in some major city.
 
He enjoys working with his worshippers as closely as possible because he believes this inspires them to continue their work and to keep the world as peaceful as possible in order to hold back the forces of chaos and evil from destroying all of civilization.
 
Gender: Male
 
Appearance: Civitatem has the appearance of a young man in his early twenties.  Despite that, he has gray hair that matches his gray eyes, giving him an almost old look that counteracts the youthful features in the remainder of his face.  Due to his height and lanky build, he doesn’t seem like he would be a deity, but he holds himself well, if somewhat casually, and his dress is certainly not the type anyone but an extremely wealthy person could afford.
 
Special Equipment/Weapons: Rubix cube made of stone blocks.  No one truly knows what the purpose of this item is, although people have theorized that there are at least hundreds of combinations and that by changing one little bit of it, Civitatem can create a different effect.
 
Manifestations: Civitatem’s most common manifestation is a Stone Golem, one built extremely well with his holy symbol etched into the Golem’s chest.
 
Symbol: An ornate tower with the design of a crossbow etched into the side of the tower.
 
Allies: Salvatica is an important ally to Civitatem, though occasionally, they are known to bicker.  They work together in an attempt to further each other's goals and sometimes, these goals conflict with the other.
 
Enemies: Wyrre, the God of War.  If there is anyone that bothers Civitatem the most, it is this God.  It is his armies which have torn down so many great cities and caused so much to be lost in the destruction.
 
Clergy
The main expectations of Clerics is to build up cities.  Ideally, a small number of Clerics should be able to go to a village and within several years create a good-sized city.  They understand that this process takes times and there are many obstacles, but this is their main goal.  Their other, just as important goal, is to maintain the size and strength of a city.  They do not wish to see a city destroyed and all the history and knowledge within lost, so many of the Clergy are trained warriors designed to fight against enemies.  While in the beginning these enemies come in the form of raiders or bandits, the larger a city becomes, the more enemies that appear within the walls themselves.  They have trained themselves to fight these enemies as well.
 
Holy Days/Ceremonies: There are two main holy days the clergy of Civitatem celebrate.  The first is the Day of Independence for a nation.  This day, of course, varies depending on the nation, but the clergy will be the ones to hold the celebrations and prepare for them.  The second is a city-wide holiday in which the clergy remember the day a small settlement becomes a city.  The exact prerequisites for this are never the same from city to city, but no matter what factors go into deciding which day it is, once decided, it never changes.
 
Dress Code: What each member wears is determined by his rank.  The bottom rank, the basic clergyman, wears work clothes because he is part of the main force building the city.  He is the one who is out among the people helping them.  In the beginning of a small village, all members are of this rank, though they are each numbered in importance.  As the settlement grows, more ranks are formed as the bottom ranks are filled in.  The higher the rank, the more fancy the clothing - aka, the more civilized the dress - as they work on fitting in with the nobles and leadership of the city in order to keep watch on those who further the goals of the settlement and to make sure that none attempt to betray their city.
 
Affiliated Orders
Mason's Guild: Some worshippers are not so much into the defensive part of Civitatem and his clergy.  These tend to be the workers.  They let the others defend the city from threats while these members work on building structures - some of which, of course, are defensive in nature.  What makes this a more separate guild than being solely under the watch of the clergy is the fact that they allow, and encourage, non worshippers to join.  Not all masons worship Civitatem specifically and those in the Mason's Guild understand this the best.  As long as you are willing to work, that is fine enough with them.  Skill is more important than Religion.
 
Secret Police: This is a more nasty side of Civitatem and occasionally is incorrectly thought to be under the leadership of Wyrre.  While enemies can be looked out for by the leaders of the church, they don't necessarily have the capacity to deal with traitors.  This is where the Secret Police come in.  They keep an eye out for traitors and those who prefer money more than the defense of their own city.  Some of a city’s worst enemies can be found within the city’s walls instead of from without.
 
Portfolio: Artifice, Community, Earth, Knowledge, Nobility, Protection
 
Weapon of Choice: Crossbow (any but hand, includes ballista)
 

Pantheon Part 2A - Arthris/Sithra [Deities of Time and Fate]


Name: Arthris/Sithra
 
Arthris/Sithra do not call any place home.  They are constantly on the move, searching for any means which can remove their curse.  They leave the most important work for their higher class minions to work on.  For the most part, they seem to care little for their Divinity and desire nothing else but an answer to their questions.  This, in fact, is the reason why they did not warn the other Deities to the impending doom of the Chaos in the previous war.  They were too involved in their own interests to pay attention to that of the mortals.
 
They tend to avoid mortals as best as they can use.  They use their powers to know when they can move by an area and how to do so while attracting as little attention as possible.  They rarely choose to manifest themselves in front of their worshippers and when they do, they help their followers as quickly as they can before returning to their quest.
 
Their clergy sometimes feels the lack of their Deity’s presence, but they have faith in Arthris and Sithra, in both their power and that they will find a way to remove the curse.  In fact, one of the goals of the clergy is to spend time searching for a way to end this curse.  While not a required practice, it has become somewhat standard, to spend a year before becoming a Priest to help their Deity searching for this answer.  They hunt down ancient legends, stories, and rumors in their attempt.  Whether or not they believe they have any chance whatsoever of finding what their Deity or not, they view this as an excellent learning experience.
 
Gender: Male - Arthris/Female - Sithra
 
Appearance: Arthis is a handsome man with fine features, if a little lacking in the muscle area, but he knows he looks fine and acts as if there is nothing more beautiful in the world than him.  Sithra is an attractive woman, most would say exquisitely beautiful if they spoke such elegant language, but she takes no indication of it.  Whereas his black hair is short and neatly trimmed, hers is almost unkempt, but done on purpose as if every strand of hair was put seemingly out of place in order to enhance her beauty even further.  Their eyes are the same translucent, piercing green color.
 
Personal Equipment/Weapons: Neither chooses to carry any weapons.  They do not believe they need any and feel that any who wish to harm them are foolish.  The only item they carry is an hourglass that measures out time with dust of gold instead of sand.  This hourglass is most commonly seen when in Sithra form.  In Arthris form, the hourglass flattens out into a gold coin with the images of Arthris on one side and Sithra on the other.
 
Manifestations: Arthris never manifests as anything but himself.  He is somewhat vain and believes that nothing can truly symbolize him better than himself.  Sithra, ironically, does the same, but for quite different reasons.  If she ever feels the need to visit someone, she prefers to honor that person with her own presence instead of anything else.  When she does appear before someone, everything in the world pauses during that brief time except for herself and the person she is appearing before.
 
Symbol: A shattered Hourglass on a cracked coin.
 
Allies: While they remain almost aloof of all the other deities, they have but to request the aid of Webyrd and/or Mrutvu, their parents, who would do anything to help if they viewed the request as being worthy of their attention.  The notable exception is to help them remove their curse.
 
Enemies: None.  Not even Wyrre would be willing to incur the wrath of the deity of both time and fate, at least not until he believed himself capable of handling them.  Which, given his current state, is probably not for a long time.
 
Clergy Beliefs: While the two deities may essentially be the same deity now, their followers still tend to worship them separately as if they were two completely different entities.  Both clergies believe that the two Deities will eventually find the way to lift the curse and separate.  When this happens, they do not want to be confused as to which Deity exactly they worship and thus almost refuse to acknowledge both simultaneously.
 
Those who worship Arthris specifically tend to create churches, gambling halls, or combinations of the two.  They believe that everyone should test their luck at least once per day, even if it something as simple as heads: mutton tails: beef stew.  They tend to roll with the punches and see things which occur as being inevitable and a test of their resolve.
 
Those who worship Sithra specifically take a much more serious view of the world.  They believe that along with the main power sources in existence, that there is actually one more: Time itself.  They believe that it exists in smaller quantities, but it is a great deal more powerful than the others.  It is a rare power and one they spend their lives searching for.  There are people born with this unique gift, people called the Runeborn.  They are few indeed, but fate of time itself rests upon the lives of these Runeborn.  They believe that whenever a Runeborn is killed outside of natural causes, that a great, horrifying event occurs and that if there is ever a single moment where no Runeborn live, Time itself will freeze, essentially causing the end of the world.
 
Holy Days/Ceremonies: 
End of Time: This is an odd time and one which confuses people still even though it has been celebrated for a long time.  This day marks the final day of both Arthis and Sithra among the living.  The odd thing is that no year is mentioned because no one knows when this time is going to occur because both Gods are quite alive.  This is among one of the most difficult days to live because every minute, for an entire minute, each worshipper of Arthis/Sithra have a 50% chance of acting or of being lost in time and unable to move.  It is thought that while virtually impossible, anyone who manages to stay frozen the entire day is able to see the exact time and moment of their own death, when fate snatches their life from them.  Other than this, it is quite an ordinary day for them [no extra praying and whatnot, for example, no actual celebration, just knowledge of one aspect of the truth within the world.]  Note that while some people have attempted to steal from or injure worshippers of Arthris/Sithra on this day, it is definitely not recommended any longer.  When a person messes with the deity of Destiny, their Fate tends to come shortly and gruesomely.  This is the only day of the year that both Arthris and Sithra do nothing buy pay attention to their clergy as if this one day will make up for their inattention every other day of the year.
 
Dress Code: They do not have a specific dress code.
 
Affiliated Orders: 
Gypsies: While all Gypsies follow the tenets of Arthris/Sithra, only a few groups of them could be considered as creating an actual order.  These Gypsies travel around with the sole purpose of furthering the goals of Arthris/Sithra, though they never specifically tell outsiders that this is their goal more so than simply traveling and enjoying themselves.  These groups of Gypsies, however, are not interested in theft and one can generally tell only after the fact if they view the lack of stolen goods as opposed to when other Gypsies have passed by.
 
Domains: Luck, Magic, Rune, Trickery
 
Weapon of Choice: Boomerang.  While Arthris/Sithra don't actually wield any weapons, it is said that once long ago, they seemed to be interested in this weapon due to it's returning nature.  Sometimes you throw it and it doesn't come back, sometimes it returns easily, and other times you have to be careful or you will be hit by your own weapon.  This is one view of how life can be treated.
 

Random Encounters

While in general I actually dislike random encounters after the one time I decided to do a random encounter that ended up being higher level than the party and almost annihilated the entire group.  Was 3.x.  The encounter was against some sort of painful, incorporeal undead monster.  It was seriously one of the hardest encounters in the campaign.  Since then, I've only ever done preplanned encounters so I know that it'll be somewhat of a challenge or other encounters that are not supposed to be killed.

I believe I found some sort of random encounter chart and then added to it and modified it.  I honestly don't remember well and if someone tells me that I completely stole their chart and pretended to use it as my own, I'll give them credit for it.

But anyway, attached is a chart that I like because it offers a variety of options.  In general, it's not a bad way to get ideas or just to use if you happen to like random encounters.  But this adds an extra level of complexity to the random encounter.  Some of these, however, definitely benefit from a little preplanning.  Although if I feel up to it, maybe I'll add other options to expand some of these options.


Encounter Conditions
2d10    Result
2          Hostile.  Encounter attacks.  No Diplomacy check.
3          Catatonic.  Encounter doesn’t react to anything.  Perhaps magic can help it?
4          Chasing something.  Roll again to find out what it’s chasing.
5          Conniving.  Encounter wants to take advantage, perhaps theft.
6          Desperate.  Encounter needs help.
7          Enterprising.  Encounter willing to help for something in return
8          Friendly
9          Having encounter of its own.  Roll again.
10        Hostile.  Encounter may attack, but doesn’t immediately.
11        Ambush!
12        Wandering aimlessly.  Encounter is neutral.
13        Indifferent.  Encounter attempts to pass by without trouble.
14        Injured and returning home.  Encounter may accept help.
15        Insane.  Who knows what Encounter will do?
16        Lost.  Encounter may need help.
17        Malicious.  Encounter acts friendly, but attacks when guard down.
18        Panicked.  Encounter flees.
19        Trapped.  Encounter needs help.
20        Dead.  Encounter is already dead.  No treasure.

Monday, April 22, 2013

Pantheon Part 1: The Creation Story

For a while I liked the idea of creating my own world and my own pantheon. It allowed me to be more creative in what I want and understand the motivations of the deities and the clergy in order to create a more vivid experience. It also allowed me to create the type of Pantheon that I prefer. In general, there are several things I like about my religion:

1) A Pantheon that covers different portfolios, a very standard thing about most published pantheons.

2) The idea in my pantheon is that a deity of a portfolio is the deity of that portfolio for all races and that the different races worship the same deity but their put their own twist on the deity. For instance Humans and Goblins may both worship the deity of war, but the Humans will picture the deity as a Human and the Goblins will picture the deity as a Goblin.

For now, the Creation Story.

Webyrd awoke simultaneously as the world was created from nothing. It is a part of her and will always be a part of her. She cannot die if the world remains. [Some say Webyrd created the world with her own life force and that she existed before anything else did. She tired of living within the void of nothingness, so she decided to create the world and with it, life. Others say the world was first and that in order to populate the world, it created Webyrd in order for someone to have control over how the world was to be shaped with the beings upon it].

Webyrd was the first Deity. She created life among the mortals and she created the sustenance they required upon the world. She guided the world, modified it to suit her needs. The world was good and everyone seemed to be happy.

Mrutvu, however, ended that for the people when he took his first life. He is the Deity of Death and he was created one second after Webyrd. With life, there is always death and there cannot be one without the other. [Some say he appeared when the first person died, that that person’s death brought into existence a Deity who could figure out what to do with the dead after their life had ended. Others say that as soon as mortals had been created, he was created as well. Death only appeared in their minds when Mrutvu acted and caused them to feel hunger and their bodies to slowly perish]. The truth is that Webyrd knew of Mrutvu and believed that he would be unable to stand against her, but that was not what happened. Instead, she was forced to work with him, to be the Yin to his Yang. They had to keep the balance of life and death and if one cheated the other, the entire world was going to suffer.

Webyrd comforted the people and they, while not completely happy, appreciated her words and slowly began to understand the need for death.

Webyrd spent much time with Mrutvu in order to maintain the balance between life and death. It is in this time that she began to fall in love with him and vice versa. Her attention slowly drifted from the mortals to the Deity of Death. Then, she found out she was with child. Her attention almost fully disappeared from the mortal world as she paid attention to her family.

This is when trouble started. In this neglect, the people became angry. Her most faithful followers attempted to assure these people that Webyrd’s distance was only temporary, but not all believed them. Fights began to occur, fights which soon escalated into war. Without anyone looking, Wyrre, the Deity of War, was created. [It is said he was born when the first person balled his hand into a fist and first struck someone. Others disagree, saying that a fist-fight isn’t important enough to mean anything to Wyrre. Some also say that he was created when the first person killed someone, but as this is likely to be considered a murderous act, this had also been denied by many. The most common thought is that he first appeared during the takeover of one of Webyrd’s temples, feeding of the energies of the fight and the anger. This would also explain why he feels so much hate of Webyrd because anger towards her and her followers was part of the fuel that led to his very existence].

Wyrre excelled at his job and began to spread war within the world. In fact, he did this so well that he began to set his eyes upon Webyrd herself. Webyrd found this out and learned that his favorite method of killing was to cut a person in half from head to groin. Knowing this would kill her unborn child, she reached inside herself, drew forth the child, and hid the girl inside of a great oak where her baby would continue to grow and be safe. [There are a few strange stories regarding this tree and why it was so special and how it could hide the unborn babe from a Deity and how it could giver the babe nourishment. Some say the tree itself was special, one of a very rare breed that is unique in the present. Others say it was the first true created by Webyrd which became the first Treant and that it’s constant moving allowed them to remain hidden from Wyrre.]

Wyrre did not come for her yet, however. He had other plans in his head. There was a group of people who had hidden themselves off from the war and were drawing like flies people who were tired of the war. Wyrre certainly did not approve and he desired little more than to destroy these people. He sent his soldiers to destroy this city and there was a great battle. [This city is thought to have been destroyed, but many scholars debate on which of the current cities it actually was, though only a few cities are old enough to debated for. It is one of these that scholars believe that Civitatem was created to protect originally]. Just as his victory became certain, Webyrd herself appeared before him. She created Civitatem to watch over the people and to protect them. Wyrre himself was not present during this battle and perhaps the history of the world would have been different had he been.

Defeated in the battle, Wyrre knew he had not yet lost the war. He readied himself for what he was sure was going to be the last battle of the war. When this battle came, it was one to shake the very foundations of the world itself and threatened to destroy it. He searched for Webyrd in the midst of all the fighting and when he finally found her, their battles did not last long and he killed her, chopping her in half from head to groin. She split apart, but she rejoined her parts. The Deity of Life could not be killed so easily. She trapped him in a great tree, the Tree of Life, and it is here that he remains until this day.

Webyrd looked out among the warring world and was saddened. The war was torn apart and in some places, the followers of Wyrre were continuing to fight without realizing that their leader had been defeated. She assigned Civitatem the job of fixing up the mess. However, while he was able to help stop the fighting and repair the cities, there was little he could do about the numerous burned crops, the torn down forests, the ravaged wilds.

It was then that her own daughter, strengthened by the great oak she had been placed in before her birth, came before he mother, offering to help. Her daughter was a Deity in her own right and due to her connection to nature was able to work with Civitatem to fix the problems of the world, between the two covering both civilization and nature together.

The two spent a great deal of time together and because of this, they grew to care about the other and became lovers. They had a child they named Crescere. This child took on more attributes of her mother than her father and became the Deity of the Elementals. She had power over Air, Earth, Fire, and Water.

The daughter began to help her parents reshape the world, but through the machinations of Wyrre, her reign ended shortly. Through great magic, she was ripped apart. While it seemed likely that she would perish, Webyrd stepped in to keep her daughter happy. However, all she was able to do was to keep alive all four separate parts of Crescere, creating minor Deities, one for each element. Wyrre was not done, unfortunately for her, and in their weakened state, he managed to catch them all separately, killing them one by one almost simultaneously in order to not warn the others. All Civitatem could do was take the pieces of his daughter, wrap them up on a body created from the most beautiful women in the world, and create Crescere anew. The elemental powers faded away, but she was left with a new, stranger power, and she became the Deity of Creation. [Most believe that Civitatem and Salvatica had a child whom they named Crescere, but she was killed early on in her life. Some say Wyrre did so, others say it was done by the Chaos Lords. None of these people made any connection between the four elemental powers that helped Salvatica and her daughter. Civitatem was upset by her death and created a new version of her. Others say that they were unable to have children – there are arguments about which parent was the one unable to have children – and that he created Crescere in order to for them to have the child that both desperately wanted].

In the meantime, Webyrd gave birth to two more children, twins, whom she named Arthris and Sithra. While she attempted to instill within them the values she believed a Deity should have, they let the power get to their heads and they had fun playing with the lives of the different mortals on Lecrutia. Mrutvu went to confront her after a large number of mortals had been killed due to their playing. They argued on what way they should punish their children. They didn’t know it, but their angered was fueled by Wyrre who was always causing trouble in both the mortal and immortal worlds. They were unable to control themselves and their fight threatened to annihilate the entire mortal population as Life and Death fought. Webyrd tore the love from her body and threw it away.

Without the love, she punished her twins by putting them into the same body, explaining that they would only be able to become separate once again when they had learned from their mistake and why it had been a mistake.

Crescere happened upon the thrown away love. She kept it hidden away, believing that it would be needed again. However, the emotion made her curious and she experimented with it. It was through these experiments that she ended up creating Lubhyati, the Deity of Love. [Some believe she did it on purpose, though others believe it to be an accident].

While she was distracted by working on the love and creating Lubhyati, Wyrre took a piece of her power and placed it in the body of a loyal servant of his. He took some power from the Chaos Lords as well, a dangerous task, but one his servants were able to accomplish. He combined the two and twisted them, curious to see what he would create. What he did create was Ravina, the Deity of Destruction. Due to her twisted mind and what she remembers of Crescere, she hates the Deity of Creation, though this is due to jealousy than anything else. [People tend to say that she hates Crescere because they are opposites and that they will always work to destroy the other, though neither of them are capable of doing so].

Wyrre came to her with a proposition and in her attempt to gain another ally to use against Crescere, she agreed to his plan. She managed to steal minor parts of both Mrutvu and Webyrd while they were continuing to spend their time apart. She combined their powers and, tricking Crescere into using her powers, created Samstorfen, the Deity of Undeath, the Deity of that which is neither truly alive not truly dead.

What Wyrre did not foresee was Ravina’s obsession with destroying Crescere and what lengths she would go to in the attempt. She tapped into the Chaos and stole as much power as she could. Her mistake was in thinking that she could control the amount of power she had stolen into Lecrutia. The Chaos grew, creating powers of Chaos.

The world warred once again. Wyrre was very happy at the idea until he realized that he gained no strength from this war. Everywhere Chaos went, only Chaos gained in power. It stole his power. To everyone’s surprise, he had his soldiers fight the Chaos to their fullest ability. Unfortunately, by this time, the Chaos had gained too much power and the Deities could not completely stop it. In an act of desperation, the Deities joined forces and use a great amount of power to lock the Chaos away. They put a lock on the Chaos Realm, one able to be broken in very minor ways and one which the Chaos may be able to eventually break, but hopefully not for a very long time.

Sunday, April 21, 2013

Monster: Tauric Phase Spider Ninja CR 11

Okay, here's something a little different. As I said, I enjoy creating monsters. And here is the first of hopefully many!

This is a Tauric [From an OLD 3.5 book, I know, but still one of my favorite templates as it allows me to use cool abilities from a monster plus cool class ideas from the humanoid top part] Human Phase Spider Ninja.

I have to warn you though, it can be pretty vicious. I used one of these things and it completely annihilated the Cleric on the surprise round because of the Ethereal Ambush ability. It was funny because while the PCs were in this one room and exploring it, I kept trying to think of when a perfect time to ambush the group was. No time seemed right. Unless the Cleric decided to start casting a minute long spell. I waited five rounds, then had the ambush happen. Cleric died in the surprise round. The rest of the group struggled and barely managed to defeat the creatures.

And as for the nunchakus, those were just something funny because I never said what weapons were being used until I said 'The creature smacks you in the face with a nunchaku. Everyone in my group was like seriously? you seriously game them nunchakus? It was hilarious.

And now, the Stats.


Tauric Human Phase Spider Ninja 9                                                              CR 11
XP
CN Medium Monstrous Humanoid
Init +4; Senses Perception +13; darkvision 60ft
AC 20, touch 13, flat 17 [+3 dex, +5 wis, +2 armor]
Hp 83 (9d8+27)
Fort +6, Ref +9, Will +4
Speed 30ft
Melee nunchaku +11/+6 (1d6+5)
Ranged shuriken +12/+7 (1d2+5) or +10/+1/+5 (1d2+5)
Special Attacks Ethereal Ambush, Sneak Attack (5d6)
Str 20, Dex 19, Con 16, Int 14, Wis 12, Cha 15
Base Atk +6; CMB +11; CMD 25 (29 vs Trip)
Feats Combat Expertise, Greater Feint, Improved Feint, Point Blank Shot, Rapid Shot, Stealthy
Skills Acrobatics +15, Bluff +15, Climb +16, Disable Device +15, Disguise +14, Escape Artist +17, Knowledge (Local) +14, Perception +13, Sense Motive +13, Sleight of Hand +15, Stealth +17
Languages common, orc
SQ  Ethereal Jaunt, Improved Uncanny Dodge, Ki Points (7 points), Light Steps, Ninja Talents, No Trace +3
Combat Gear Leather armor, nunchaku, 20 +2 shuriken, Belt of Incredible Dexterity
Other Gear


Ki Pool (Su): At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.
Ninja Trick Talent
Acrobatic Master: 1 ki point for +20 to Acrobatics
Vanishing Trick: 1 ki point to go invis for 1 rd/level
Honeyed Words (Ex): Once per day, a rogue with this talent can gain a +10 bonus on a single Bluff check.
Flurry of Stars (Ex): A ninja with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of her shuriken attacks are made at a –2 penalty, including the two extra attacks.


Ethereal Ambush (Ex): A phase spider that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.

Ethereal Jaunt (Su): A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt(CL 15th)

Friday, April 19, 2013

The Megadungeon Part 1C: Locations Within the Town

So now we come to locations within the town.  There are three classifications of locations within the town.

1) Frequently visited places

2) Interesting locations, basically places  that aren't going to be commonly visited but could be added for flavor

3) Locations that won't be visited until something happens, essentially Town Adventure Locations

As for 1) Frequently Visited Places, they include places such as:
The Inn
The Tavern
The Blacksmith
The General Store
The Herbalist
The Wizard
The Jeweler's

Basically, my idea is that these places are places that adventurer's will visit because of need to rest, need to heal, need to buy or need to sell.  The Tavern is there because what sort of adventure doesn't include a tavern?

As for 2) Interesting Locations, I include the following:
The Baths
The Butchers
The Restaurant
The Seamstress
The Tattoo Parlor

Basically, the idea here is that these places are optional places that people may wish to go to or optional places to add more interest into the town.  You see a person walking down the street with a tattoo of a dragon that seems to move almost as if it's alive.  Or perhaps in a fight the dragon actually comes alive and breathes on people because it's a Magical tattoo.  Now you're interested in where that came from.  And you learn: the Tattoo Parlor.

If it doesn't add interest or adventure ideas, then it doesn't really need to be used, but in general 2) isn't going to be a primary focus.

And lastly 3) Town Adventure Locations.
Any location where adventurers learn of evil within the city and decide it's save to go in swords in hand and spells on the tongue.  These will not really be detailed right now, but they may come up at later points in time.

Technically, I may decide to expand on any and all of these lists if I think of something later, particularly if it's something I forgot with my list right now.

For all locations, I will try to write up using the following template:

Type of Location
Name
Description of Building
Inhabitants
Owner Info
Owner Secrets