Tuesday, August 19, 2014

Pleasure Slimes of Narcosa

Pleasure Slimes are full of narcotics and want to trade pleasure for sentience. They smell good and emit relaxing aromas. If you touch them, they gently creep on you while sending you soft waves of pleasure. They are kind of shy and if you feel creep out or fight them, they get the message, they will change color and ooze back into a corner. 

If you let them ooze on you, they will completely cover you, this is quite relaxing, just like receiving a shampoo. They will dissolve what you wear (except weapons, tools and shield) in a number of rounds equal to your ascending AC. While doing so they will give you a first gift for free and they will heal you for 1hp by round culminating into a sweet orgasm. Don't worry for your stuff, they mimic your clothing, armor and everything else. But the imitation is not perfect and your stuff look as if it was made of cake icing. If you had a armor, reduce your AC by two points.

Now that you are coated in it, the symbiotic slime want to trade you pleasure waves and orgasms for points of Intelligence.

The trade go like this:
For 1 point of intelligence the slime can:

  • Send you a pleasure wave of healing that heal you for d6 hp by rounds until you reach orgasm. While receiving the pleasure wave you are quite distracted and can't do anything else. The pleasure slime let you choose when you reach your orgasm. 
  • Send you into a blissful trance that boost all of your attributes bonus adjustments by one step for d6 turns. (Culminating in a orgasm that stun you for as many rounds). 
  • Soothe you and negate any fear or mind control attacks effects. 
  • Upgrade your AC by 1 point (up to a fullplate AC). (Take 1 blissful turn to upgrade for each AC point) 
  • Extrude a wave of pseudopods in a powerful orgasm that stun you for the duration of the effect. The pseudopods work like the spell entangle (effect, duration, etc) and can dissolve their victims for d6 damage by rounds (and/or 1 AC by 2 rounds).
  • Take it magnificient slime form and protect you with it body. While doing so, you use the slime HP and AC. You can't move but you can cast spells and attack with the slime HD using it pseudopods or your weapons. (Pleasure slimes regen d6 hp by non-combat turn). 
  • Once a magic user have traded half of his or her INT score, he or she can trade a spell casting for a point of INT. (The slime cast the spell for you as if you were casting it) (The slime can cast any spell from your spell book). 
  • Mimic the effect of a narcotic that you used once.
When you reach orgasm, make a saving throw vs paralysis to avoid transferring 1 extra point of intelligence to the slime. 

A pleasure slime can only leave it host body once it host have reached a score of 0 Intelligence. 

When a host reach 0 of Intelligence he or she have a wonderful orgasmic revelation and receive the XP that the slime is worth. While having this orgasmic revelation, the host may choose to give one permanent point of Intelligence to the slime as a parting gift. If doing so they reach a higher level of revelation and gain 1 permanent point of Wisdom.

After this, the former host will regain one point of intelligence by day up to half of his or her original score. Then, he or she will regain one point of intelligence by week.

If the pleasure slime is destroyed while the character is hosting it, the character will not regain the traded points of intelligence. (Fire damage both the character and the pleasure slime). 

Once detached, pleasure slime will mimic the form of it former host. It will loose 1 point of accumulated intelligence by month. It may hang around to take care of it now dumb former host or it may walk away to enjoy it new sentience. 

Now, each time that a former host have sex and reach orgasm, he or she have 1 chance on a d6 of having a flashback or the orgasmic revelation and to secrete a 1HD pleasure slime. (this may only happen once). 

Tuesday, August 12, 2014

Use Super Heroes gimmicks to create Cults.

Take your favorite or classic D&D deities and apply some super heroes or comic books gimmick to create variant cults.

Super heroes gimmicks cults d30:

  1. Dead: this cult believe that their deity is dead. They are collecting the stories and artifacts linked to it death and are hoping for it return, but some are against it. 
  2. Legacy upholder: while the original deity is dead or gone, this cult worship a other deity who decided to step in to uphold the original deity name. Some wait for the return of the original deity, other secretly work to prevent it.  
  3. Temporary holder of power: this cult believe that for a time, a mortal was granted powers similar to the powers of the original deity. They worship him or her as a herald, saint or a minor demi-god.  
  4. Noble Alien Paragon: this cult worship a utterly alien but noble version of the original deity who is often a legacy upholder or a temporary holder of power. 
  5. Depowered: this cult believe that the original deity is depowered and walk among them. 
  6. Satire: this cult venerate a caricatural, ironic or grotesque version of the original deity or a minor deity that mimic and caricature the original one. Theses cults often represent their deities with animal traits.  
  7. Grim Dark Version: this cult venerate a grim dark version of the deity. Those are often satire cults who lost their ways and who ended up worshiping their satire deities too seriously. 
  8. Undead: this cult venerate a undead version of their deity. Some believe that the original deity came back from the dead, some believe in a undead double that oppose the original deity. 
  9. Cyber-Techno version: this cult venerate a cyber-techno version of the deity that replace or exist alongside the original deity. 
  10. Color variants: these cults believe in multiple color variants of their original deity. Each color variant have it own traits and color derived powers.  
  11. Usurper: this cult believe that a other deity stole the powers or the name of their original deity. Some hope for the return of the original deity, some work against it. 
  12. Impostor: this secret cult believe that a other deity is secretly impersonating their deity. They often loose themselves in conspiracy theory.  
  13. Villain/Reformed: this cult believe that their deity have fallen from grace and is now evil or that their deity reformed and is now working for the good of mankind. This cult is sometime a alternate history cult that believe in a villain or reformed deity that exist alongside their original deity.  
  14. Instrumented: this cult believe that they have created and a instrumented version of a deity. They believe that this new deity is more efficient and powerful (and under their control). Those cults are often cyber-techno version cults. 
  15. Kid: this cult believe in a kid version of their deity. 
  16. Divine Spouse: this cult worship the divine spouse of their deity. Those cults are often alternate or lost continuity cults. Some wish that the divine spouse would lead his or her own pantheon. 
  17. Pet: this cult believe that the deity have a pet with a similar set of power. They believe that this pet is the herald of their deity and that it can intercede for them. They also believe that sometime divine pets work together to secretly protect humankind. 
  18. Sidekick: this cult believe that their deity have chosen and is guiding a mortal that will one day ascend to the rank of divinity. They worship this mortal as a saint. But some envy him or her and wish for his or her downfall (or replacement). Most of those cultists see clerics as potential chosen ones. 
  19. Mortal Lovers: those cults believe that different mortals are or were the lovers of their deity. They worship them as saints and often believe that they were temporary holder of power. Some of those cultists believe that clerics have dated their deity. 
  20. Family: this cult believe that their deity have a whole family with similar sets of powers. Those cults are often alternate or lost continuity cults. Some cultists believe that clerics are members of their deity's family. 
  21. Gender switched double: this cult worship a gender switched version of the deity that exist alongside the original deity.  
  22. Gender switched alternate: this cult believe in a gender switched alternate version of their deity that replace the original deity. (Or that their deity actually changed gender or was actually of a other gender). 
  23. Culture double or alternate: this cult worship a version of their deity that origin from a different culture. These cults are often combined with other forms of worship (alternate history, gender switched, etc). 
  24. What if: this strange cult wonder what if their deity was someone else or had done something different. They worship visions of those possibilities. 
  25. Alternate history: this cult believe in a alternate version of their deity that come from a alternate past or future. This cult is often combined with other forms of worship.
  26. Lost Continuity: this heretic cult believe in a former and forgotten scriptures and version of their deity.
  27. New Power Set: this cult believe that their deity have acquired new spheres of influence and a new set of powers. They may believe that the change was voluntary or not. 
  28. New upgraded cooler version: this new cult believe in a new upgraded version of their deity that closely mirror their identity and interests. 
  29. Retcon: this secret cult believe that the past history of their deity is being changed by their deity or by outside forces.   
  30. Rebooted: this cult believe that past history have vanished and that their deity history is beginning again. This cult is often accompanied by a impostor or lost continuity cult. 
  31. Big Event Crossover: this doomday cult believe in a upcoming big pantheons crossover that will change their pantheon status quo forever.

Sunday, August 10, 2014

Cardinal origins and languages

Cardinal origins and languages for my Lost City campaign. 

Cardinal origins:

When you create your character roll a d6 and choose his or her cardinal origin. 
(The campaign is set in the eastern lands). 
  • 1- 2 Northern or Western
  • 3- 4 Western or Eastern
  • 5- 6 Eastern or Southern
Each cardinal region host many kingdoms and cities. I keep them vague for now, but later if we develop the campaign, I (or maybe the players) will be free to invent villages, towns or kingdoms of origin. 
  • Northern lands: the untamed north, cold and icy. 
  • Western lands: pseudo medieval-Europe, farms, hills and dark forests.
  • Eastern: pseudo medieval Middle-East, majestic mountains and lot of desert.  
  • Southern lands: vast savannas, jungles, rocky cliffs and volcanic islands. 
(But those are only broad and general traits, it is totally possible to deviate from them.) 
(And there is also the "far" north, west, east and south.)

Languages of men:
  • Cardinal Commons: each cardinal common (northern, western, eastern and southern common) can communicate with each other but with a reaction adjustment penalty. 
  • Great Empire: the language that unified the Great Empire before it fall. Can understand Ancient Empire with a reaction penalty.  
  • Ancient Empire: the near forgotten language of the first Empire of men. Can understand Great Empire with a reaction penalty.   
  • Thief speak: local secret and coded language. Can understand rat speak and other thief speaks with a reaction penalty. (Thieves quickly learn local thief speaks and loose their reaction penalty after they spend some sessions in a new city). 
Languages of the Earth:
  • Dwarven: can understand gnomish and old dwarven with a reaction penalty. 
  • Gnomish: can understand dwarven and old gnomish with a reaction penalty.
  • Old Dwarven: can understand dwarven and troll with a reaction penalty.  
  • Old Gnomish: can understand gnomish and troll with a reaction penalty.  
  • Troll Tongue: the old language of the Trolls (and giants). Can understand old dwarven and old gnomish with a heavy reaction penalty.  
  • Cave speak: common language of the underdark, there is so many variants that it always used with a reaction penalty. 
  • Old Folk: the language of house and field spirits. 
Language of the Forest:
  • Elven: understand fae idiom with a reaction penalty. 
  • Fae Idiom: the strange way of speaking of the faery. Understand elven with a reaction penalty. 
  • Sylvan: the language of the sentient threes and plants creatures. 
  • Slow Tongue: lizard men and reptilian creatures speak this ancient language. They can understand the Dark Egg Speak with a reaction penalty. 
Desert, Sea and Sky:
  • Sea Tongue: the secret language of intelligent sea creatures. 
  • Sky Song: the secret language of of intelligent avian creatures. 
  • Desert Tongue: the secret language of the desert. 
Chaos Spawns:
  • Spawns Tongues: the crude tongue of the cruel and brutish humanoids born from chaos (goblins, orcs, etc). They can understand each other with a reaction penalty.
  • Dark Egg Speak: the language of Kobolds and chaotic reptilian cults. Understand the Slow Tongue with a reaction penalty. 
  • Rat Speak: the coded language of were-rats and rat-creatures. Can understand thief speak with a reaction penalty. 
Alignment and magical languages:
  • The Tablets of Law: the lawful language in witch the gods wrote the Tablets of Law. 
  • The First Words: the neutral language that beast and human shared at the dawn of time. 
  • The Changing Tongue: the changing language of magic and chaos. (Read Magic let you read the ever changing magical variations of the language). Can speak with chaos spawns with a heavy reaction penalty.   
  • The Dark Utterance: the dark language of evil spirits and demons.
  • Elemental Runes: elemental languages only usable as written runes. Can be slowly "spoken" as a sign language with a reaction penalty.    
  • Gem Speak: the vibration language of gem creatures.
Any creature have a chance of 1 on a d6 to speak their alignment language (even animals). 
Magical creatures always know their alignment language (this include spell casting creatures). 

Extra languages
  • Humans, Halflings and Half-Orcs start with their cardinal common language. 
  • Dwarfs, Gnomes, Elves and Half-elves start with their racial language, a cardinal common language and a free additional language.
  • Thieves and assassins also start with Thief speak.
  • Clerics and Druids also start with their alignment language. 
  • Magic-users and Illusionists also start with the Changing Tongue.
  • Fighters learned a enemy language during a military campaign. But they now have a reaction penalty when dealing with this ancient enemy.    
A character origins and alignment determine his or her choice of additional languages: 
  • Northern : western or eastern cardinal commons, Great Empire, Dwarven, Sea Tongue, Sky Song, Troll Tongue, White Spawn, Blue Spawn.
  • Western : northern or eastern cardinal commons, Great Empire, Ancient Empire, Old Folk, Sea Tongue, Elven, Dark Spawn, Carrion Spawn. 
  • Eastern : western or southern cardinal commons, Great Empire, Ancient Empire, Desert Tongue, Elven, Gnomish, Sky Song, Blood Spawn, Wish Spawn. 
  • Southern : western or eastern cardinal commons, Great Empire, Dwarven, Old Folk, Slow Tongue, Sea Tongue, Ash Spawn, Green Spawn. 
  • Elf : any cardinal commons, Great Empire, Ancient Empire, Dwarven, Sylvan, Sea Song, Sky Song, Fae Idiom, any of the Spawns Tongues, Storm, Ice and Stars Runes. 
  • Dwarf : any cardinal commons, Great Empire, Ancient Empire, Old Dwarven, Gnomish, Elven, Troll Tongue, Cave Speak, Deep Spawn, Stone, Iron and Fire runes.
  • Gnomes : Great Empire, Ancient Empire, Old Folk, Old Gnomish, Dwarven, Gem Speak, Cave Speak, Deep Spawn, Dark Egg Speak, Stone Runes.
  • Halflings : any cardinal commons, Great Empire, Old Folks, Sylvan, Gnomish, Rat Speak.
  • Half-Orcs : any cardinal commons, Great Empire, Troll Tongue, any of the Spawns Tongues, Dark Utterance, Rat Speak.
  • Lawful : The Tablets of Law.
  • Neutral : The First Words. (Druid only: Sylvan and Fae Idiom).
  • Chaotic : The Changing Tongue. (Cleric & Magic-User only: Dark Utterance). 
  • Thief: rat speak.
  • Magic users: storm, ice, iron, stone, dust, water and fire runes. 

Saturday, August 9, 2014

Base camp for B4 The Lost City

I am preparing to run B4 The Lost City (with Labyrinth Lord), since the player characters are lost in the desert and are stranded at the dungeon location, I decided to give them a base camp that they can return to as if they were "returning to town". 

So the idea is that the group was travelling with a large caravan convoy full of different people. The convoy was travelling through the desert, Oregon Trail style, when it was attacked by a group of bandits just before a big sand storm.   

The survivors of the convoy took refuge in the ruins of the Lost City. They don't dare to venture into the pyramid. They hope that PCs will bring back water and that they will find a map or some way to orient themselves. They have maybe a day or two left of water (see table 4).  

It can be fun to ask the players to roll the dice to create the camp.

The base camp 
I guess that the base camp is composed of 10 notable NPCs, plus a bunch of non-described NPCs who can serve as PC replacements and potential hirelings (see table 4). Maybe it better to not be to precise with the bunch of non-described NPCs. 

Table 1: Notable survivors (those 10 NPCs are present at base camp) (determine randomly their gender)
  1. A greedy specialist (1 alchemist, 2 armorer, 3 physician, 4 smith, 5 craftman, 6 engineer)
  2. A helpful specialist (1 alchemist, 2 armorer, 3 physician, 4 smith, 5 craftman, 6 engineer)
  3. A apprentice specialist (1 alchemist, 2 armorer, 3 physician, 4 smith, 5 craftman, 6 engineer)
  4. Someone lightly wounded
  5. Someone heavily wounded
  6. Someone interested in the artifacts of the dungeon
  7. Someone who keep the camp together
  8. Someone who is against going into the dungeon
  9. Someone who seem to support the PCs
  10. Someone who don't like the PCs

Table 2: Occupations (roll on this table to determine who are the survivors #4 to #10) 
  1. Specialist : 1 alchemist, 2 armorer, 3 physician, 4 smith, 5 craftman, 6 engineer.
  2. 1-4: Merchant, 5-6: Slave master
  3. Young and beautiful idealist or rebel: 1 orphan, 2 laborer, 3 slave, 4 servant, 5 poet, 6 poor student.   
  4. Noble who have lost (nearly) everything.  
  5. Family leader and some survivors of his or her family. Have family waiting for them at the caravan destination. 
  6. Stranger: 1 from the far north, 2 from the far south, 3 from the far east, 4 from the far west, 5 demi-human, 6 rare & unusual demi-human. 
  7. Sage: 1 mystic philosopher, 2 mathematician astronomer, 3 historian, 4 cartographer, 5 linguist, 6 naturalist & geologist.  
  8. 1-2 Desert guide (saved some water), 3-4 animal handler (saved some animals), 5-6 teamster (saved some equipment)
  9. Scum or shady character: 1 barbarian, 2 bandit, 3 nasty thug, 4 wanted murderer, 5 conman, 6 spy.   
  10. Religious: 1 cultist, 2 heretic, 3 major distant religion, 4 minor local religion, 5 major local religion, 6 prophet, oracle or seer. 
  11. Man-at-arm: 1 veteran mercenary, 2 caravan guard, 3 former henchman, 4 deserting soldier, 5 bodyguard, 6 former member of a town militia.  
  12. Classed (level: d4-1): 1-2 fighter, 3-4 rogue, 5 cleric, 6 magic-user.

Table 3: Events (roll each time the PCs return to the camp)
  1. Weather change (1-2 for the better, 4-6 for the worst)
  2. Bandits or Nomad raiders attack!
  3. Wandering fauna attacked someone. (1-4 wounded, 5-6 killed)
  4. Wandering humanoids from the dungeon captured someone. 
  5. Wandering monsters from the dungeon attacked someone. (1-3 wounded, 4-6 killed)
  6. A new survivor wandered into the camp.  
  7. The survivors found some food or water or some other useful supplies. 
  8. Strife, one of the survivor gain the leadership of the camp. Others don't like it.  
  9. Strife, violence and conflict between two survivors. 
  10. Strife, murder: one of the survivor was murdered. The murderer is unknown (secretly roll who it is). 
  11. The status of the wounded change: 1-2 for the best, 3-6 for the worst. (roll for each wounded). 
  12. Someone now want to follow the PC into the dungeon. (may be a good or bad idea)
  13. Someone left the camp with some loot that the PCs left behind. 
  14. Conspiracy VS the PCs. Determine 3 conspirators. Check for hirelings loyalty. 
  15. Someone have stolen loot from the PC or from someone else. (secretly roll who it is). 
  16. The camp split up! Half of the survivors moved to a new camp. 
  17. Moral is getting low. Test the hirelings moral to see if they are willing to leave the camp.  
  18. Someone gain influence. One of the notable survivor is now well supported.  
  19. Someone is lost. One of the notable survivor ventured outside the camp and never came back.
  20. Two events. (ignore new result of 20) 
No more water!
  • After the first day, the camp have 1 chances on a d6 of running out of water (they are rationing). 
  • This augment by 1 for each of the following days. Reset the chances if the group bring back water.
  • If the camp run out of water. In addition of the random events, the GM choose 1 of the nastier events from table. 

Table 4: Hirelings (Roll on this table if the PC want to recruit hirelings willing to venture into the dungeon.) (determine randomly their gender)

Hireling type d10 :
  • 1: Zaelots
  • 2-3: Men-at-arms
  • 4-5: Scums
  • 6-8: Torchbearers
  • 9: Servitor
  • 10: Follower (squire, novice, apprentice or young runaway)
Starting Loyalty (reaction test) :
  • 2: Friendly 9
  • 3 – 5 : Interested 7
  • 6 – 8 : Neutral 6
  • 9 – 11 : Unfriendly 5
  • 12 : Hostile 3
Zaelots (d4 volunteers)
  • Share : 1GP/day
  • HP : d4
  • AL : 1-3 chaotic, 4-6 loyal
  • Loyalty : depend of alignment : +2 if same, -1 if different, -2 if opposed.
  • ML : +2 (+2 with cleric of same faith)
  • AC : 9
  • WP : 1-2 club, 3 mace, 4 dagger, 5 shield, 6 spear.
Men-at-arms (d3 volunteers)
  • Share : 4GP/day (+1 ML/Loyalty for x5 pay)
  • HP : d6 (reroll 1, once)
  • AL : neutral
  • AC : 7(6) Studded leather + shield + helmet.
  • WP : 1 axe, 2 mace, 3 javelins, 4 spear, 5 short sword, 6 dagger & short bow
Scums (d6 volunteers)
  • Share : 2GP/day (+1 ML/Loyalty for x5 pay)
  • HP : d4
  • AL : chaotic
  • Loyalty : -2
  • ML : -1
  • AC : 8 leather
  • WP : club & dagger.
Torchbearers (d4 volunteers)
  • Share : 1GP/day (+1 ML/Loyalty for x5 pay)
  • HP : d4
  • AL : neutral
  • ML : -2
  • AC : 9
Loyal Servitor (1 volunteer)
  • Share : 3GP/day (+1 ML/Loyalty for x5 pay)
  • HP : d4 (reroll 1, once)
  • AL : loyal
  • Loyalty : +2
  • AC : 9
  • Weapon : dagger.

Followers (1 volunteer)
  • Will become LV1 when their PC reach level 2 (naturally only if they venture with them into the dungeon) 
  • Share : 4GP/day (+1 ML/Loyalty for x5 pay)
  • Class: same type of class as PC.
  • Alignment : same as PC.
  • Beginner luck: can be use once by session. 
  • Fighter LV0 (can use fighter gear & manoeuvers)
  • HP : 4
  • AC : 7(6) studded leather + shield + helmet.
  • WP : dagger + short sword.
  • Beginner luck : can reroll 1 morale or attack test.
  • STR 13 (+1 hit & dmg)
  • Cleric LV0 (can use cleric scrolls, turn at -1 step)
  • HP : 3
  • AC : 8 leather.
  • WP : quarterstaff
  • Gear : 2 vials of holy water, holy symbol.
  • Beginner luck : can reroll 1 morale or turn undead or saving throw test.
  • WIS 13 (save +1)
  • Magic-user LV0 (can use magic-user scrolls)
  • HP : 1
  • AC : 9
  • WP : dagger
  • Gear : 1 magic-user scroll, 1 lantern and 3 oil.
  • Beginner luck : can reroll 1 saving throw, spell effect roll.
  • INT 13 (know 1 encountered language).
Young Runaway
  • Thief LV 0 (can use thief skills at half their rating)
  • HP : 2
  • AC : 9 (8) dex
  • WP : dagger & sling
  • Gear : extra trail rations and water.
  • Beginner luck : can reroll 1 skill or trap trigger or a enemy to hit test.
  • DEX 13 (+1 to hit with ranged wp).