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