Thursday, March 21, 2024

Antediluvia: The City-Repository of Xaccur (Overview)

(I haven't placed this anywhere on the map yet - I'll have to find a quite excellent place to stick it. This settlement keeps with the theme of books in the campaign being very important.)

    The small city of Xaccur is a city where knowledge is the only commodity and secrets or rare books can make a person rich. Every powerful figure in the city has a coveted and rare collection of scrolls, books, tomes, librams, codices, and tablets (and other, even more obscure items that store information in some way, including ancient or even future technology). They all employ teams of learned people and teams of vagabonds and thieves (and occasionally these folks are the same) to locate and acquire, by any means, items of rarity and worth. Secrets and intrigue are also quite valuable to any lord of the city, as well as new magic.
    Governmentally, Xaccur is a loose confederation of the most powerful people in the city, who usually govern by consensus, but all decisions are driven by each member's motivations and goals rather than fair governance. The city guard, sarcastically called Librarians by the common citizen, keep a form of order, but that order is often brutal and unjust, and enforcement tends to be at the whim of the head of the guard, or to further the ends of one of the leaders in the city. A position on the guard in Xaccur is a license to steal - and worse.

Sunday, March 17, 2024

New S&W Spell: Circle of Nauseous Effect

Circle of Nauseous Effect
Spell Level: Wizard 3
Range: 120 feet
Duration: 1d6 turns

This spell creates a powerful 15-foot radius protective circle around the center of the spell that gives creatures the nauseated condition if they enter the spell's area of effect, and the condition lasts for 2d4 rounds. Any creatures entering the area receive a saving throw to avoid the effects, but even on a successful save they are sickened for 1d4 rounds. 

Conditions for Swords & Wizardry

CONVERSION: Conditions for Swords & Wizardry

CONDITIONS
These conditions are adapted from Pathfinder 1E. I have chosen to adapt conditions because I like giving names to rules functions to both help me codify them in play and give players a description of their characters' current state. It's one of my favorite things about 3.5/Pathfinder 1E, and I view it as one of the biggest innovations in game design at the time. They definitely help me during play., So, I have adapted them for S&W.

Blinded
A blinded character cannot see. They are -2 to AC and lose any Dexterity bonus. All checks and activities relying on vision fail. Opponents are considered to have total concealment in combat (50% miss chance). To move faster than half speed, a Dexterity check is required at a -4 penalty, and if failed, the character falls prone.

Cowering
A cowering character is frozen in fear, and can take no actions. They are -2 to AC, and lose their Dexterity bonus.

Dazed
Dazed characters are unable to act normally. They can take no actions, but they have no penalty to AC while defending themselves. The dazed condition typically lasts just 1 round.

Confused
Confused characters are mentally befuddled, and cannot act normally. They cannot tell the difference between ally and foe, treating all other characters as potential enemies. Allies attempting to cast beneficial spells must be treated as if they were enemy spellcasters and it might be necessary to subdue to confused character. On the subject's turn each round, roll 1d100 - 01-25: Act normally. 26-50: Do nothing but babble incoherently. 51-75: Deal 1d8 points of damage + Strength modifier to self. 76-00: Attack nearest creature. If a confused character can't act on an indicated action, he babbles incoherently.

Deafened
A deafened character can't hear. They are -2 to initiative and fail all sound-based checks and activities automatically. They also have a 20% chance of spell failure due to not being able to correctly pronounce incantations when deafened, being essentially unable to hear themselves speak.

Entangled
An entangled character is ensnared or caught in something, or their mobility is impeded otherwise. They may only move at half speed, and can't run or charge. They are -2 to attack, -4 to Dexterity, and suffer a 20% chance of spell failure from lack of full mobility and distraction.

Exhausted
An exhausted character moves at half speed, and cannot run or charge. They are -6 to Strength and Dexterity. After 1 hour, an exhausted character moves up the scale to the fatigued condition.

Fascinated
A fascinated character is entranced by a supernatural effect of some sort. They stand or sit quietly, paying attention only to the effect that entrances them. They are -4 to any check made as a reaction. Any potential threat to them allows a new save versus the effect, if one is allowed. Any obvious threat breaks the fascination effect, if the GM sees fit. An ally may shake a fascinated character free of the effect, if the GM allows, taking a full round. 

Fatigued
A fatigued character can't run or charge, is -2 to Strength and Dexterity, and doing anything that would normally cause fatigue in this condition moves the character into the exhausted condition. After 8 hours of rest the character is no longer fatigued.

Frightened
A frightened character flees from the source of its fear as best it can. It may fight if unable to flee. They are -2 to attack, saves, and ability checks while frightened.

Grappled
A character in the midst of grappling is considered grappled. They are -4 to Dexterity, -2 on attack rolls except for rolls pertaining to the grappling contest, and must make successful Dexterity checks in order to cast spells. They can't complete actions that require two hands, as at least one hand will be considered involved in fending off the other grappler.

Incorporeal
Incorporeal creatures are immune to nonmagical attacks, and take only half damage from magical weapons, spells, and supernatural effects. They take full damage from other incorporeal creatures or ectoplasm-based magic attacks.

Nauseated
Nauseated characters become extremely ill and suffer severe stomach distress. They are unable to attack, cast spells, or do anything requiring concentration. They may only move or defend themselves.

Panicked
Panicked characters must flee at top speed from the source of their fear. They have a 50% chance of dropping anything they are carrying. They will flee along a random path, and are -2 to saves and ability checks. If cornered, a panicked character cowers in fear and does not attack.

Paralyzed
A paralyzed character is frozen in place, and cannot move or act. Dexterity and Strength are effectively 0, and the character is helpless. They may only take mental actions.

Prone
A prone character lies on the ground. They are -4 to attack and cannot use ranged weapons other than a crossbow. They receive a +4 AC bonus against ranged weapons, but are -4 to AC in melee.

Shaken
Shaken characters are -2 to attack, saves, and ability checks.

Sickened
Sickened characters are -2 to attack, saves, damage, and ability checks.

Staggered
Staggered characters only move and attack at half speed.

Stunned
Stunned characters drop anything they are holding, can take no actions, and are -2 to AC. They lose any Dexterity bonus they may have.

Two New S&W Spells: Serpentine Vestments and Garb / Unwilling Invasion of Minds

Serpentine Vestments and Garb
Spell Level: Wizard 3
Range: 30 feet
Duration: Special

This spell animates the wizard's robe, cloak, or other clothing, causing the fabric itself to come alive, extend from his body, and attack his enemies. It can be directed against one target per 5 levels of experience. Opponents who fail their saving throws are immediately considered grappled and automatically take 1d6 points of damage. This damage continues at the rate of 1d6 per round for as long as the wizard maintains his hold on the subjects. Treat the animated clothing as if it was the wizard for purposes of grappling. When a target breaks free of the animated clothing, the spell is broken against that character, but others are bound for as long as they remain in the grasp of the wizard. Alternatively, the wizard can choose to throw a grappled victim with this spell, launching them up to 1d3x10 feet away. They take falling damage accordingly.


Unwilling Invasion of Minds
Spell Level: Wizard 5
Range: Up to 1 mile radius
Duration: 1 minute

This spell allows the wizard to telepathically invade the minds of a group of people in an area to impart a message to them all at the same time, so that they all hear it at once. It is not a pleasant experience, causing discomfort and some pain to the listeners as their minds are telepathically linked to the caster for the duration of the spell. If a character hearing the wizard's message does not succeed on a saving throw, he is considered shaken. The spell lasts just one round, but it can cover a wide area, up to a 1 mile radius. All chosen characters within this area will hear the message. 

New S&W Class: Hexblade

I peeled this off my old blog Antediluvian Witchery, circa 2011, via the Internet Wayback Machine. I was heavily into creating for S&W for my own campaign at that point, and here is the result of one hour's work at the laundromat (yes, I remember where I created this post - it also makes use of some house rules).

Hexblade
The Hexblade is a warrior who dabbles in the black arts of sorcery. They are often found as servants to wizards, but just as often they are found delving into forgotten tombs, searching for forbidden lore. In the world of Antediluvia, Hexblades are feared and often reviled, and their reputations generally precede them.

Prime Attributes: Strength and Charisma. +5% experience if both scores are 13+.
Hit Die: 1d6 + Con modifier at every level through 9th. Starting at 10th level, +2 hp per level and Con modifiers no longer apply.
Armor/Shield Permitted: Any armor, no shield.
Weapons Permitted: Any.

Hexblade Class Abilities
The Evil Eye: A hexblade may curse any foe within line of sight. This curse imparts a -1 penalty to attack, damage, saves, and ability checks for 1 hour. It can only affect a target once in a 24-hour period. Targets get a saving throw to resist the effect, and if they save, the attempt is lost as if it was successful. Hexblades may use this ability once per day at levels 1-4, twice per day at levels 5-9, three times per day at levels 10-14, and four times per day at levels 15 and up.

Resistance to the Dark Arts: Hexblades are resistant to the sorcerous arts through their study of magic. They have learned basic countermeasures and what to watch for when wizards begin their work. They receive an additional saving throw bonus against spells equal to their Charisma bonus. If the GM decides that a spell is resisted by Charisma when having a Hexblade make a saving throw, consider his Charisma bonus doubled.

Spells: Hexblades learn wizard spells beginning at 6th level. Their self-imposed studies have taught them more than a few ancient secrets of sorcery by this time, and they will have mastered enough magical knowledge to begin putting it to use. The table below outlines the Hexblade's spell progression.

Hexblade Advancement Table
Level
XP Required
Hit Dice
Attack Bonus
Saving Throw
1
0
1d6
+0
15
2
2,000
2d6
+0
14
3
4,000
3d6
+1
13
4
8,000
4d6
+1
12
5
16,000
5d6
+2
11
6
32,000
6d6
+2
10
7
64,000
7d6
+3
9
8
128,000
8d6
+3
8
9
256,000
9d6
+4
7
10
350,000
9d6+2
+5
6
11
450,000
9d6+4
+5
5
12
550,000
9d6+6
+6
5
13
650,000
9d6+8
+7
5
14
750,000
9d6+10
+7
5
15
850,000
9d6+12
+8
5
16
950,000
9d6+14
+8
5
17
1,050,000
9d6+16
+9
5
18
1,150,000
9d6+18
+10
5
19
1,250,000
9d6+20
+10
5
20
1,350,000
9d6+22
+11
5

Hexblade Spell Progression Table
Level
1
2
3
4
1
-
-
-
-
2
-
-
-
-
3
-
-
-
-
4
-
-
-
-
5
-
-
-
-
6
1
-
-
-
7
1
-
-
-
8
1
-
-
-
9
1
-
-
-
10
1
1
-
-
11
1
1
-
-
12
1
1
1
-
13
1
1
1
1
14
2
1
1
1
15
2
1
1
1
16
2
2
1
1
17
2
2
2
1
18
3
2
2
1
19
3
3
3
2
20
3
3
3
3

I just found something amazing - my OLD BLOG

Using the Internet Wayback Machine, I just found my old blog Antediluvian Witchery, so I'm going to start pulling in material from there to add to this blog. One of the things I was hunting for in earnest was my conversion of the Hexblade class to Swords & Wizardry. I loved that class, and still do. Expect it here soon!

New Monster: Dirge Pirate

Dirge Pirate
Armor Class:  5
Hit Dice:  3+3***
Move:  120' (40')
Attacks:  1 sword
Damage:  1d8 
No. Appearing:  0 (5d6)
Save As:  F3
Morale:  8
Treasure Type:  H
Intelligence:  11
Alignment:  Chaotic
XP Value:  125

      Monster Type:  Undead (Very Rare).
    There are rumors along the eastern coast of Antediluvia of ghost ships whose crews ply the waters of the ocean to seek revenge on the living. Multiple tales tell of their origin and no one can be certain which of them is the true story. Pirates who operate out of the City of the Slave-Kings are especially fearful of attacks by these ghost ships, and often take holy men with them on their voyages to do whatever they can to defend against them.
    In fact, Dirge Pirates are not just rumor - they are quite real. They appear much as they did in life, depending on the historical period and culture from which they arose, but at night they're surrounded by a sickly green luminescence and are clearly unnatural.
    In combat, they have several abilities outside of combat they rely on, including the ability to summon rats. These rats are also ghostly, but statistically they are identical to giant rats. Dirge Pirates can summon 1d4 rats every 1d4 rounds.
    Just seeing a Dirge Pirate is terrifying, and when characters see a group of Dirge Pirates for the first time in a 24 hour period, a saving throw vs. Rod/Staff/Spell must be made successfully or the character is panicked with fear for 1d3 rounds, and can take no offensive actions. He can only flee or stand still.
    Being struck by a Dirge Pirate's weapon or unarmed strike carries a chance the victim contracts a horrible supernatural disease. A save vs. Death Ray/Poison must be attempted each time a living creature is struck, at a -2 penalty, and failure means the disease takes hold in 1d6 days. Once the disease has taken hold, the infected character will instantly know where the Dirge Pirate ship is located if it still exists and will attempt to find it and join the crew at all costs, using deceit and subterfuge in service of this goal. The character will claim he hears a haunting song on the wind that guides him. At the end of a 3-day period after disease onset the sick character will die if another saving throw is not made (no penalty on this second save), and if the character dies he will turn into a Dirge Pirate over the course of the next 3d6 hours.
    The ship of a group of Dirge Pirates appears as a lifeless derelict, barely seaworthy, floating on the ocean. Only when it is boarded will the crew begin to come to life, manifesting 1d3 rounds after a living character sets foot on deck. It is extremely rare for the crew to be manifested before the ship is boarded.
    Terrain:  Ocean, Coastal.

AI Generated Art


Sunday, March 10, 2024

Antediluvia: Nathulmog, City of the Changed (Overview)

(For Antediluvia, if you've been reading, I am on a quest to create unique Vancian fantasy cultures, taking inspiration from all kinds of things I stumble across while reading. I want to capture that sense of wonder that came over me while reading Cugel's adventures. I hope I'm nailing it! This particular small city isn't placed on the map yet.)

    In Nathulmog, it is a law that each citizen be disguised in some way, whether by mask or magic. Their law is strict enough that no one should be seen in public in his or her true form, unless this true form is also passed off as a disguise, and each appearance is limited to but once per fortnight per disguise. Founded by a paranoid group of former criminals, who escaped their lives of immortality, Nathulmog was a place to begin anew. They were worried about their former comrades and commanders hunting them down to keep their trade secrets unknown, and so they subsequently built their society around the Law of Disguise.
    Nathulmog is ruled by a council called the Shifted Convocation, a group of five men or women, since the original settlers of Nathulmog were five in number. All are welcome to visit, live, work, or trade, but even visitors must wear a new mask each day they are in the city. Upon becoming a citizen, which requires an oath to obey the Law of Disguise, the Shifted Convocation confers upon the new denizen of the city the ability to alter his appearance three times per day, as per the spell disguise, featured in the Player's Guide to Alphatia in the Dawn of the Emperors: Thyatis and Alphatia Gazetteer boxed set. A member of the Shifted Convocation will personally teach all new citizens how to use the spell (and the simplified way they teach it ensures success of learning, even with non-spellcasters, since they've become adept at using it exclusively to disguise themselves for centuries). A mask is still recommended since this spell can in fact be dispelled and the true appearance of the enchanted person revealed.

Antediluvia: The Mighty Men of Mo-ab (Overview)

(Today, in church, I was inspired by a line from Isaiah 40, which in the King James describes the "mighty men of Moab." I changed the spelling a bit to weird-fantasy it up a little, and used an idea I had prior about a community to write up. This particular settlement has not been placed on the map yet. I think I'll save it for a hex crawl.)

    Mo-ab is a town located deep in the wilderness, where all the inhabitants are eight to nine feet tall, but otherwise appear as any other human being. They use bronze more than any other metal, preferring its look and feel, and almost to a man their soldiers wear scale mail and wield hefty battle axes. Women do not serve as soldiers in this community, and instead take care of the homestead. If a male Mo-abite is not employed as a soldier, he will be a trader or a farmer.
    They worship the Nameless God, who is also worshipped in the city-state of Megiddo, even though they are not Megiddians. There is a legend the wise men of the town tell that suggests they do, however, have a common ancestor. This ancestor would be the Nephilim, a people born of human and angelic stock, who were also rumored to be giants.

Tuesday, March 5, 2024

New Monster: Mirage Eater

Mirage Eater
Armor Class:  6
Hit Dice:  3**
Move:  120' (40')
Attacks:  1 sword or 1 feeding
Damage:  1d8 or 1d6 Wisdom
No. Appearing:  1d2 (1d6)
Save As:  C3
Morale:  8
Treasure Type:  I
Intelligence:  16
Alignment:  Neutral
XP Value:  65

    Monster Type:  Humanoid (Very Rare).
    Mirage Eaters are a peculiar species of beings from another dimension that subsist solely on the dreams and subconscious thoughts of mankind. They appear human in many respects, except for the lankiness of their build, their deep gray skin, and their deep black eyes. At times, observers have said that they believe they can see the night sky sparkling with stars in the eyes of a Mirage Eater.
    In combat, they will usually attack with the sword that all Mirage Eaters carry. It is a long, curved, wicked blade comprised of an alien black metal. They are immune to all illusions and charm effects, and any other spell that affects the mind and how the world around them is perceived. 
    They can also choose to feast on the subconscious thoughts of their opponent three times per day per victim. If a saving throw vs. Rod/Staff/Spell is failed by the target, they sustain 1d6 points of Wisdom damage (which will return at the rate of 1 per hour). If the target's Wisdom drops to 0, they are slain. For each point of Wisdom damage done, the Mirage Eater heals 3 hp, which can exceed its normal maximum (dropping back to normal maximum hp at the rate of 1 per hour if not lost in combat).
    Terrain:  Ruins.

AI Generated Art


Monday, March 4, 2024

New Monster: Ruby Goblin of Rime

Ruby Goblin of Rime
Armor Class:  7
Hit Dice:  1* (S)
Move:  90' (30')
Attacks:  1 spear or swarm (see below)
Damage:  1d6 or see below
No. Appearing:  2d10 (6d12)
Save As:  F1
Morale:  6
Treasure Type:  (R) C
Intelligence:  9
Alignment:  Chaotic
XPV:  13

    Monster Type:  Humanoid (Rare).
    The Ruby Goblins are a peculiar species of small bright-red-skinned ugly humanoids that live exclusively in the caves along the coast of Rime, especially near the mouths of the rivers that cut through this land.  They are barbaric, tribal, and subsist on what they can wrest from the land and take from others.
    When encountered as a large group, Ruby Goblins will cluster together and swarm over opponents.  It takes five Ruby Goblins to attempt a swarm attack. The opponenent must make a saving throw vs. Paralysis/Turn to Stone with a -1 penalty for each Ruby Goblin over five that is involved in the swarm, to a maximum of -5. Ten Ruby Goblins can fit inside a 10'x10' space. If the save is failed, the victim takes 1d4 damage plus 1 per Ruby Goblin in the swarm (to a maximum of +10), and they are held prone on the ground (the penalty for the amount of Ruby Goblins in the swarm is larger than the penalty to saves for being prone, so this penalty is used). The process repeats the next round until the character breaks free with a successful saving throw.  Ruby Goblin swarms can be broken apart by attacks from the outside that reduce their numbers to below five.
    Terrain: Open, River, Cavern.

AI Generated Art


Sunday, March 3, 2024

Antediluvia: The City-State of Hagia Triadha, the City of Falling Coins (Basic Overview)

    On the coast of the land of Evech lies Hagia Triadha, a port at the mouth of a river that flows into the mountain range called the Eiglophian Spur.  The land of Evech is fairly peaceful, protected by those mountains almost completely from the rest of the Antediluvian world.  Hagia Triadha itself is one of the most egalitarian city-states in the known world, due to being a port city, and being governed by a council that votes by majority. All sorts of humans are encountered here, from cultures across the land, and it is a quite tolerant place with fair laws and adequate representation of the major religions of other cities. This all flows from Hagia Triadha's focus on trade. Most trade comes from the north, down the coast from the cities of the north like Uzuldaroum, Megiddo, Kanaan, and the City of the Slave-Kings. Some trade also enters the city along the coast to the south from the interior of Khapura and the Yezidee Tribelands. Along with commerce comes a melting pot culture, with innovations from all throughout Antediluvia being adopted here. 
    It could be an excellent base for a group of adventurers, with plenty of unexplored jungle around the city, the Eiglophian Spur being passable by traveling through them or to the north or west around them, and then on into even more unexplored country in Khapura or the nameless expanse to the north around Harmala Deep. The giant, miles-wide fissure in the continent called the Weird-crack lies to the west as well, and calls explorers to its depths to explore on a regular basis. It is rumored that the Weird-crack connects via miles of caverns and tunnels to the area underneath the Obsidian Throne and the Necropolis of Voor, as well as the areas below Taltun and The Spear, and continues far to the north where the mountains The Horn, Loshama, and the Mountain of the Spider dominate the landscape, forming a completely alternate world below the surface.