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Showing posts with label 3.141415926535897932384626433832795028. Show all posts
Showing posts with label 3.141415926535897932384626433832795028. Show all posts

Thursday, 1 September 2016

Wizard Sight 3rd level Arane spell

"Wizard Sight
(Divination)
Level: 3
Components: V, S
Range: 0
Casting Time: 3
Duration: 1 rd./level
Area of Effect: The caster
Saving Throw: None
Upon completion of this spell, the caster’s eyes glow blue and he is able to see the magical auras of spellcasters and enchanted objects. only the auras of those things normally visible to the caster are seen;this spell does not give the wizard the ability to see invisible objects, nor does it provide X-ray vision This spell does not reveal the presence of good or evil or reveal alignment. 
While wizardsight is in effect a wizard is able to see whether someone is a spellcaster and whether that person is a priest or a wizard (and what type of specialist, if any). He can sense if a non-spellcaster has the potential to learn and cast wizard spells (that is, whether a fighter might someday gain the ability to cast a spell).
Although a spellcaster’s level cannot be discerned, the wizard can see the intensity of a spellcaster’s aura and guess at the individual’s magical power (dim, faint, moderate, strong & overwhelming). This can be extremely ambiguous even when a wizard has some method of comparison; the DM might announce that a subject’s intensity is roughly equivalent to that of a companion, or he might announce that a subject’s aura is the strongest the wizard has ever encountered.
An object’s magical abilities cannot he discerned. The fact that it is magical and the type of magic (abjuration, alteration, etc.) are obvious. The wizard can see the intensity of an item’s magical aura and guess at its power, but cannot tell whether a magical item is cursed." TOM pg 28 or WSC pg 1030

Wednesday, 6 April 2016

Habergeiss


Habergeiss


        European European (culture)
    Flying Flying (attribute)
    Haunting Haunting (behaviour)

The Habergeiss is a goat-bird hybrid creature of multiple appearances in Austrian and Germanic folklore. The name ‘Haber’ means buck or he-goat and the word ‘geiss’ means she-goat in Austrian German.

Originally the Habergeiss was a spirit of corn who was called upon by ancient people of Austrians and Germans to help create a good harvest during autumn. Later after the advent of Christianity to Europe, he was demonized. He was portrayed as a goat, a three-legged bird with the face of a goat, or as a hybrid between a bird and a goat. The Habergeiss would moan at night as a sign of death to come in Austria. Later, stories of the Habergeiis were later used to scare children. During carnivals, the Habergeiss is represented by two people dressed as a goat with a snapping mouth at. Such carniclas that feature the Habergeiss include Saint Nicholas Day Customs, at the Blochziehen, at the cutting of the maypole in the border land between Lower Austria and Styria and even on the occasion of social events like weddings.
- See more at: http://www.mythicalcreatureslist.com/mythical-creature/Habergeiss#sthash.v7a4hpl9.dpuf
Schiechpercht
Habergeiss
   star star star star star
    Awesome (11 votes). Your rating?

    #1410
    European European (culture)
    Flying Flying (attribute)
    Haunting Haunting (behaviour)

The Habergeiss is a goat-bird hybrid creature of multiple appearances in Austrian and Germanic folklore. The name ‘Haber’ means buck or he-goat and the word ‘geiss’ means she-goat in Austrian German.

Originally the Habergeiss was a spirit of corn who was called upon by ancient people of Austrians and Germans to help create a good harvest during autumn. Later after the advent of Christianity to Europe, he was demonized. He was portrayed as a goat, a three-legged bird with the face of a goat, or as a hybrid between a bird and a goat. The Habergeiss would moan at night as a sign of death to come in Austria. Later, stories of the Habergeiis were later used to scare children. During carnivals, the Habergeiss is represented by two people dressed as a goat with a snapping mouth at. Such carniclas that feature the Habergeiss include Saint Nicholas Day Customs, at the Blochziehen, at the cutting of the maypole in the border land between Lower Austria and Styria and even on the occasion of social events like weddings.
- See more at: http://www.mythicalcreatureslist.com/mythical-creature/Habergeiss#sthash.v7a4hpl9.dpuf

Habergeiss

   star star star star star
    Awesome (11 votes). Your rating?
  • #1410
  • European European (culture)
  • Flying Flying (attribute)
  • Haunting Haunting (behaviour)
The Habergeiss is a goat-bird hybrid creature of multiple appearances in Austrian and Germanic folklore. The name ‘Haber’ means buck or he-goat and the word ‘geiss’ means she-goat in Austrian German.
Originally the Habergeiss was a spirit of corn who was called upon by ancient people of Austrians and Germans to help create a good harvest during autumn. Later after the advent of Christianity to Europe, he was demonized. He was portrayed as a goat, a three-legged bird with the face of a goat, or as a hybrid between a bird and a goat. The Habergeiss would moan at night as a sign of death to come in Austria. Later, stories of the Habergeiis were later used to scare children. During carnivals, the Habergeiss is represented by two people dressed as a goat with a snapping mouth at. Such carniclas that feature the Habergeiss include Saint Nicholas Day Customs, at the Blochziehen, at the cutting of the maypole in the border land between Lower Austria and Styria and even on the occasion of social events like weddings.
- See more at: http://www.mythicalcreatureslist.com/mythical-creature/Habergeiss#sthash.v7a4hpl9.dpuf

Habergeiss

   star star star star star
    Awesome (11 votes). Your rating?
  • #1410
  • European European (culture)
  • Flying Flying (attribute)
  • Haunting Haunting (behaviour)
The Habergeiss is a goat-bird hybrid creature of multiple appearances in Austrian and Germanic folklore. The name ‘Haber’ means buck or he-goat and the word ‘geiss’ means she-goat in Austrian German.
Originally the Habergeiss was a spirit of corn who was called upon by ancient people of Austrians and Germans to help create a good harvest during autumn. Later after the advent of Christianity to Europe, he was demonized. He was portrayed as a goat, a three-legged bird with the face of a goat, or as a hybrid between a bird and a goat. The Habergeiss would moan at night as a sign of death to come in Austria. Later, stories of the Habergeiis were later used to scare children. During carnivals, the Habergeiss is represented by two people dressed as a goat with a snapping mouth at. Such carniclas that feature the Habergeiss include Saint Nicholas Day Customs, at the Blochziehen, at the cutting of the maypole in the border land between Lower Austria and Styria and even on the occasion of social events like weddings.
- See more at: http://www.mythicalcreatureslist.com/mythical-creature/Habergeiss#sthash.v7a4hpl9.dpuf

Habergeiss

   star star star star star
    Awesome (11 votes). Your rating?
  • #1410
  • European European (culture)
  • Flying Flying (attribute)
  • Haunting Haunting (behaviour)
The Habergeiss is a goat-bird hybrid creature of multiple appearances in Austrian and Germanic folklore. The name ‘Haber’ means buck or he-goat and the word ‘geiss’ means she-goat in Austrian German.
Originally the Habergeiss was a spirit of corn who was called upon by ancient people of Austrians and Germans to help create a good harvest during autumn. Later after the advent of Christianity to Europe, he was demonized. He was portrayed as a goat, a three-legged bird with the face of a goat, or as a hybrid between a bird and a goat. The Habergeiss would moan at night as a sign of death to come in Austria. Later, stories of the Habergeiis were later used to scare children. During carnivals, the Habergeiss is represented by two people dressed as a goat with a snapping mouth at. Such carniclas that feature the Habergeiss include Saint Nicholas Day Customs, at the Blochziehen, at the cutting of the maypole in the border land between Lower Austria and Styria and even on the occasion of social events like weddings.
- See more at: http://www.mythicalcreatureslist.com/mythical-creature/Habergeiss#sthash.v7a4hpl9.dpuf

Tuesday, 22 March 2016

2025 + Philsopophy

2016 to 2025

This blog is a respost of mostly others work, but some of my own. Sometimes it is in the public domain, others with permission. and sometimes it is just the fear that the information may cease to exist on the internet and from the world in general - sites like way back machine or geo cities. Most of the sites that I used as a youth no longer exist - in recent memory for example Wizards of the Coast destroyed or removed all the forum posts made  by its users over the years. Vast wisdom was lost at that moment. I attempt to give full attribution, and if I have failed please let me have the information I have missed.

Monday, 14 March 2016

Od Metals, 3.141415926535897932384626433832795028,

 NOT A REPOST by inspired by others

Ed Scholz          


See 
https://www.google.ca/search?q=whta+ar+the+advantages+of+red+steel&ie=utf-8&oe=utf-8&gws_rd=cr&ei=Ih7nVv7BG4uOjwSio4y4Dg#q=what+are+the+advantages+of+red+steel+D%26D

.Abyss  Steel (Red steal, chaos iron)

      Red iron from the abyss. Acts as cold iron, as well for the purpose of hitting and damage reduction is chaotic and evil, hitting some powerful good/and/or lawful creatures. 
      The metal detects both chaos and evil.

Sunday, 13 March 2016

Raven:=3.141415926535897932384626433832795028


Group: A conspiracy or unkindness of Ravens.
Flock is considered uneducated or mad.
1”0 yards/ 270 yards round flying (1/2 climbing double diving, +50% to final if "running" maximum for one round every turn.+2 to hit on dive attack) Damage: 1-2 ; sharp wide angle color vision
Raven: 1”/27"“;  Damage: 1-2 ; sharp wide angle color vision. AC 6. There damage represents intelligent targeting for the eyes and jugular, or just extreme painful areas.
A target brought to 0 has been hit in eye (10% torn out) and the pain/bleeding causing them to fall.

 RAVEN: These are large members of the
crow family. They can be found nearly
everywhere, though they tend to avoid
populated areas. They are usually gray or
black, and have the same vocal talents as
common crows. They are good mimics, and as
familiars they can convey messages of three
words or less, though they can in no way
speak coherently or understand language
without magical aid.Ravens are largely predatory,
but as omnivores, they’ll eat whatever
is available. Farmers commonly accuse
them of harassing or killing livestock, and
they are well known for following armies.
(Dead soldiers make good meals.) Like
crows, ravens are never surprised in lighted
conditions, and a hit by a raven’s beak has
a 10% chance of blinding an eye, on a natural 20 hit.
Care/up Keep: can self hunt, with a 1-5% chance year of being killed
during the year. during the hunt (rolled after a few hunts, on a 1% happens
immediately, then based on danger/region) In violent regions (monsters etc)
the player rolls after he sends the Raven away. On a kill roll he
saves vs death, fail killed outright otherwise the
raven takes 1d6 damage which may not actually kill it anyway.
Magical protections can bring this chance of death to zero, at least
in "safe" areas. 
Food: Eats rotten food, so can eat the natural waste from a parties
non iron rations, 2 party members food waste is enough to keep it alive
but not happy. Otherwise it eats 3 extra meals a week if feed directly.

Weather: Temperate, non-winter conditions. Extra care must be taken
for the bird in cold or extreme warmth.




 CROW: This category covers most of the
medium-sized birds of the genus Corvus,
including common crows, fish crows, carrion
crows, rooks, and so on — but not
ravens. Crows are found in any climate
from subarctic to tropical, in all but the
most barren of wastelands. They do not fear
human habitations. They measure about
1½ feet from beak to tip of tail feathers.
Crows are black, sometimes with white
markings. They are good mimics, and as
familiars they can convey messages of three
words or less, though they can in no way
speak coherently or understand language
without magical aid. Crows do well on a
varied diet much like that of humans,
though they enjoy insects a good deal more.
They are class A fliers. During daylight
conditions, they are never surprised. If a
crow’s hit succeeds, it may (10% chance)
blind the opponent’s eye.








34 Skunk: 12“; 1 pt.; good night
vision, hearing, & olfactory.


The Heart of Light


The stone at first appears to be a 3-inchdiameter
glass “gem” of dull color and
cheap value. Touching the gem has these
effects:

1) The gem radiates light in a 60’ radius,
as a continual light spell, for one hour after
each time it is touched.

2) A good character who touches the gem
will have 2-8 HP of damage healed; an evil
character will be shocked for 2-8 points of
damage, and neutral characters will not be
affected. The healing or damage will only
affect a given character once per day.

3) After the gem is touched, detect good
will reveal the gem’s good alignment.

4) Any character who touches the gem
will automatically know it is the Heart of
Light; he also knows that the gem must be
removed from the mansion and taken to
Mekkari immediately.

5) And, when the “glass” illusion is
dispelled by a touch, the Heart of Light is
revealed as a 100,000 gp value diamond
that would make the most jaded dwarf
drool.


Spell lists


Magic-users

First level:  charm person,
comprehend languages, detect magic,
feather fall, hold portal, light, magic missile,
read magic, sleep.

Second level:  detect evil/good, detect invisibility invisibility
knock,levitate, web, wizard lock.

Third level: clairvoyance, dispel magic,
fireball, haste, slow, water breathing.

Fourth level: charm monster, dimension
door, fear, remove curse.

Monday, 29 February 2016


Blackmoor Technology part 3
Blackmoor Technology part 3

Conversions by Traianus Decius Aureus
Communicator2 800 gp ½ lb
Glow Wand2 200 gp —
Medkit2 400 gp 5 lb
Power Pack2 100 gp —
Snoopers2 3,000 gp 1 lb
Translator Badge2 2000 gp 2 lb


Communicator (Talk Box) (Blackmoor)
This item is a gray egg-shaped device that fits in the palm of the hand. A retractable metal clip extrudes from one end. This communicator lets the user have a two-way conversation with anyone who has an implant or communicator or with any device that is plugged into the alien communications network (a computer, for example). Communicators have a range of 48 miles. They can always receive anything being transmitted on their band. When in transmit mode, they transmit all sounds within 12" inches. A character activates a communicator by giving the transmit signal (a verbally communicated alphanumeric code, in most cases). The small clip is a belt clip that can be thumbed out for carrying or thumbed out of the way when the device is in use. If the user tells the communicator to "translate", it automatically translates everything that it receives into whatever language the user is speaking. His own words are not translated. Squeezing the base of the device causes it to eject its power pack. A new power pack can then be slid into the base. Each pack can power the device for six hours of continuous use (about 24 conversations). As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. 

Glow Wand (Magic Torch) (Blackmoor)
This item is a six-inch long, one-inch diameter gray metal tube with a translucent cap of some smooth, dense material at one end. The tube has parallel ridges running along its length. The item is a sophisticated portable light source. The "cap" is actually a combination lens/light source. To make it emit light, the user twists it clockwise. The lens immediately begins to cast a diffused glow. The further it is turned, the brighter and more focused the light becomes. Turning the lens in the opposite direction decreases and diffuses the light. Turning it all the way in the opposite direction shuts the light off. The glow wand is powered by a standard power pack inside the tube. The pack can be removed or replaced by pressing against one of the tube's ridges, causing an access panel to spring open. The panel snaps shut when pressed back into place. Each power pack is good for 24 hours of operation. When in diffuse mode, the glow wand clearly illuminates a 30-foot radius, and provides shadowy illumination out to a 60-foot radius. When focused, the glow wand provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. 

Medkit (Cube of Healing) (Blackmoor)
This item is a smooth, white 4-inch white cube. One side of the cube is covered with flashing lights and strange symbols. There is a small stud in one corner. The opposite side has dozens of shallow indentations. The remaining four sides are blank. When the side with the shallow indentations is placed next to a character's skin and the medkit is turned on by twisting the stud, the item performs a medical exam on the character and displays the results (including its diagnosis, if any) by flashing lights and changing the symbols displayed. The results include a readout listing any treatment that it is performing. If the machine is not turned off within 10 seconds of a course of treatment being indicated, the medkit executes the treatment. This may include debriding and sealing any wound over which it is placed, slathering ointments of various kinds on burns or irritations and/or spray-injecting the patient with one or more drugs. They only work on humans. Medkits don't use power packs; they have their own internal power source. They may treat up to 10 patients before becoming useless. In game terms, the Medkit will quadruple the patient’s natural healing rate for 2 days. If used on a non-human, the victim must make a fort. Save vs DC12 or be poisoned, taking 1d4 Con damage (both primary and secondary). As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. 

Power Pack (Blackmoor)
This is a standard item is a standard 1" x 2" x 1/2" pack that powers most of the Blackmoor technological devices and weapons. All power packs are fully charged when discovered, and all standard power packs are interchangeable. Useless once drained, the only way to recharge them lies within the ruins of the Beagle. 

Snoopers (Far Seers) (Blackmoor)
This item consists of a pair of short tubes joined along their sides by some rigid material. The tubes are filled with layers of some clear substance and can be seen through. Connected to the tubes is a strap of some flexible stretchy substance. This item is actually a set of goggles that are held in place by an elastic strap. The "short tubes" contain lenses through which the user looks. Sensors in the sides of the snooper goggles react to the focus of the user's eyes, multiplying the effect of natural focus so that the harder the user looks at an object, the more it is magnified. At maximum focus, the user sees up to four times as clearly and four times as far as other characters. When the user stops focusing, the magnification steps back. Similar sensors give the character low-light vision and darkvision while using the snoopers. Snoopers are very delicate, and any direct damage to them immediately destroys them. 

Translator Badge (Medallion of Speaking) (Blackmoor)
This item is a one-inch diameter button fixed to a pin, so that it can be attached to clothing. The button has two parts, a stationary center and an outer circle. A metal rim around the center contains a small arrow pointing toward the outer circle. The circle contains runes and revolves when turned. The center of the button contains two glowing runes one of which matches runes on the outer circle. Depressing the center causes the runes to change or disappear. This item translates the spoken word into other languages. The words of the wearer are translated into the languages represented by the outer circle; all other speech is translated into the languages represented by the center. The arrow in the metal band is an indicator used to show the language into which the wearer wants his words to be translated. The item has a tiny speaker that broadcasts its translation in such a way that the translated words seem to be coming from the mouth of the speaker. Pressing the center of the item turns it on and off or changes the language into which the words of speakers other than the wearer are being translated. The glowing runes in the center correspond to the languages into which the various speakers' words are being translated. One of the runes on the outer circle is a "wild card" that represents the language of the first speaker whose words are heard by the device after it is turned on. If the speaker's language is unknown, the device gradually builds up a vocabulary and grammar for that language by recording and analyzing the speaker's words. In order to assist it in this task, the button contains a small imaging device for use in recording noun referents and body language. A translator badge can learn the language after being exposed to it for at least 30 minutes. Translators can be plugged into computers and can then download the data they contain directly into computer. They have their own built-in power source and are designed to be thrown away when power is depleted (after 5-20 months). As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. In addition, most of the languages known by the badge have long since fallen from use. A character that succeeds in a Knowledge (Ancient History) check vs DC 25 may understand at least one language the badge knows. While the badge is building a database on a language, it can be difficult to understand. A DC 15 Intelligence check is required to understand the translation. 


Conversions by Traianus Decius Aureus
Communicator2 800 gp ½ lb
Glow Wand2 200 gp —
Medkit2 400 gp 5 lb
Power Pack2 100 gp —
Snoopers2 3,000 gp 1 lb
Translator Badge2 2000 gp 2 lb


Communicator (Talk Box) (Blackmoor)
This item is a gray egg-shaped device that fits in the palm of the hand. A retractable metal clip extrudes from one end. This communicator lets the user have a two-way conversation with anyone who has an implant or communicator or with any device that is plugged into the alien communications network (a computer, for example). Communicators have a range of 48 miles. They can always receive anything being transmitted on their band. When in transmit mode, they transmit all sounds within 12" inches. A character activates a communicator by giving the transmit signal (a verbally communicated alphanumeric code, in most cases). The small clip is a belt clip that can be thumbed out for carrying or thumbed out of the way when the device is in use. If the user tells the communicator to "translate", it automatically translates everything that it receives into whatever language the user is speaking. His own words are not translated. Squeezing the base of the device causes it to eject its power pack. A new power pack can then be slid into the base. Each pack can power the device for six hours of continuous use (about 24 conversations). As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. 

Glow Wand (Magic Torch) (Blackmoor)
This item is a six-inch long, one-inch diameter gray metal tube with a translucent cap of some smooth, dense material at one end. The tube has parallel ridges running along its length. The item is a sophisticated portable light source. The "cap" is actually a combination lens/light source. To make it emit light, the user twists it clockwise. The lens immediately begins to cast a diffused glow. The further it is turned, the brighter and more focused the light becomes. Turning the lens in the opposite direction decreases and diffuses the light. Turning it all the way in the opposite direction shuts the light off. The glow wand is powered by a standard power pack inside the tube. The pack can be removed or replaced by pressing against one of the tube's ridges, causing an access panel to spring open. The panel snaps shut when pressed back into place. Each power pack is good for 24 hours of operation. When in diffuse mode, the glow wand clearly illuminates a 30-foot radius, and provides shadowy illumination out to a 60-foot radius. When focused, the glow wand provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. 

Medkit (Cube of Healing) (Blackmoor)
This item is a smooth, white 4-inch white cube. One side of the cube is covered with flashing lights and strange symbols. There is a small stud in one corner. The opposite side has dozens of shallow indentations. The remaining four sides are blank. When the side with the shallow indentations is placed next to a character's skin and the medkit is turned on by twisting the stud, the item performs a medical exam on the character and displays the results (including its diagnosis, if any) by flashing lights and changing the symbols displayed. The results include a readout listing any treatment that it is performing. If the machine is not turned off within 10 seconds of a course of treatment being indicated, the medkit executes the treatment. This may include debriding and sealing any wound over which it is placed, slathering ointments of various kinds on burns or irritations and/or spray-injecting the patient with one or more drugs. They only work on humans. Medkits don't use power packs; they have their own internal power source. They may treat up to 10 patients before becoming useless. In game terms, the Medkit will quadruple the patient’s natural healing rate for 2 days. If used on a non-human, the victim must make a fort. Save vs DC12 or be poisoned, taking 1d4 Con damage (both primary and secondary). As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. 

Power Pack (Blackmoor)
This is a standard item is a standard 1" x 2" x 1/2" pack that powers most of the Blackmoor technological devices and weapons. All power packs are fully charged when discovered, and all standard power packs are interchangeable. Useless once drained, the only way to recharge them lies within the ruins of the Beagle. 

Snoopers (Far Seers) (Blackmoor)
This item consists of a pair of short tubes joined along their sides by some rigid material. The tubes are filled with layers of some clear substance and can be seen through. Connected to the tubes is a strap of some flexible stretchy substance. This item is actually a set of goggles that are held in place by an elastic strap. The "short tubes" contain lenses through which the user looks. Sensors in the sides of the snooper goggles react to the focus of the user's eyes, multiplying the effect of natural focus so that the harder the user looks at an object, the more it is magnified. At maximum focus, the user sees up to four times as clearly and four times as far as other characters. When the user stops focusing, the magnification steps back. Similar sensors give the character low-light vision and darkvision while using the snoopers. Snoopers are very delicate, and any direct damage to them immediately destroys them. 

Translator Badge (Medallion of Speaking) (Blackmoor)
This item is a one-inch diameter button fixed to a pin, so that it can be attached to clothing. The button has two parts, a stationary center and an outer circle. A metal rim around the center contains a small arrow pointing toward the outer circle. The circle contains runes and revolves when turned. The center of the button contains two glowing runes one of which matches runes on the outer circle. Depressing the center causes the runes to change or disappear. This item translates the spoken word into other languages. The words of the wearer are translated into the languages represented by the outer circle; all other speech is translated into the languages represented by the center. The arrow in the metal band is an indicator used to show the language into which the wearer wants his words to be translated. The item has a tiny speaker that broadcasts its translation in such a way that the translated words seem to be coming from the mouth of the speaker. Pressing the center of the item turns it on and off or changes the language into which the words of speakers other than the wearer are being translated. The glowing runes in the center correspond to the languages into which the various speakers' words are being translated. One of the runes on the outer circle is a "wild card" that represents the language of the first speaker whose words are heard by the device after it is turned on. If the speaker's language is unknown, the device gradually builds up a vocabulary and grammar for that language by recording and analyzing the speaker's words. In order to assist it in this task, the button contains a small imaging device for use in recording noun referents and body language. A translator badge can learn the language after being exposed to it for at least 30 minutes. Translators can be plugged into computers and can then download the data they contain directly into computer. They have their own built-in power source and are designed to be thrown away when power is depleted (after 5-20 months). As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. In addition, most of the languages known by the badge have long since fallen from use. A character that succeeds in a Knowledge (Ancient History) check vs DC 25 may understand at least one language the badge knows. While the badge is building a database on a language, it can be difficult to understand. A DC 15 Intelligence check is required to understand the translation.

Friday, 6 November 2015

PenDragon

Note: This includes some material excerpted from the Pendragon Book of the Manor. Please also see here for more about the book's contents, and for ordering a copy.

Retinue

A retinue is the mark of a nobleman. The bigger the retinue, the more important the nobleman.
Knights always have at least their squire as retinue, and when they can afford it, will hire other people as well. Landholders have a natural retinue of their household. Ranking Lord Knights have an elaborate retinue that reflects their personality and interests.
Here’s a guideline to some possibilities.

Contents

Glory for Retinue

Expenditure of treasure for Retinue personnel who are Professionals gets Glory, even if they have to be dismissed next year. Thus this is one of the most common ways to spend money. It acquires Glory, and the knight has a temporary expert in a skill, if needed.

Hiring Retinue

Most jobs on the manor are filled by the son of the person doing it. That is the feudal class system. Thus any Specialist Worker, Servant Personnel, Skilled Help or Unskilled Laborer is automatically replaced. However, the new replacement has skills at beginning level. 
There is no cost to finding Mercenaries. 
For Professional Personnel, the cost of £ 1 must be spent to find a suitable professional if one is desired.

Starting Skills, Skill Progression

Starting skills for all Retinue personnel begins at 1d6+6.
The Key Skill progresses at the rate of 1 point per year, up to 15. Afterwards roll 1d6 and on a roll of 1 he goes up one point in that skill.
Back to top

Professional Personnel

If a job is rare and requires education and expertise to be effective, it is probably professional. Each has a Key Skill. This indicates the skill that this person is a specialist at. Starting skill is 5+2d6. When in a retinue, they can perform this task instead of the knight.
Beginners are paid £ 1 per year per Key Skill, while persons of reputation and skill (Key Skill 16+) get £ 2, and sometimes more (figure +£ 1 for each full 5 points above 16 in a Key Skill). Individuals with multiple skills are thus expensive and special. A beginning Herald, with skills in Heraldry, Recognize and Courtesy would cost £ 3 per year, while such a one with 20 years of experience could be worth £ 12!
  • Bard. An expert entertainer who can sing, play harp and tell stories. Bards (as opposed to musicians and troubadours) have a special status due to their pagan religious traditions, even if professing Christianity. Such an expert always costs £ 1 more than their Key Skills would indicate. Key Skills: Sing, Play Harp.
  • Clerk, Reader/Writer. He is usually a church person, but not a priest; or perhaps simply was educated by the priests. Key Skill: Read Latin.
  • Doctor, Physician, Chirurgeon. Starting pay is £ 2. Key Skill: Chirurgery, First Aid.
  • Engineer. This man knows how to build castles and take them down. He can build towers and castles, and also make siege engines, emplace them, dig tunnels and so on. Key Skill: Siege.
  • Herald. An expert at recognizing coasts of arms and badges, he can also paint a shield, advise on tournament protocol, and make loud public announcements. Key Skill: Heraldry.
  • Lawyer. An expert on the ins and outs of law, i.e. - Court business. Key Skill: Courtesy.
  • Mistress. A woman dedicated to personal pleasure. Key Skill: Lust.
  • Musician. A professional trained at playing the courtly instrument of harp. Key Skill: Play Harp.
  • Priest(ess). A holy man (or woman). Key Skill: Religion
  • Proctor. He is a master at keeping figures and books—i.e. an accountant. Key Skill: Stewardship.
  • Raconteur. A professional storyteller, who has memorized histories, legends and other tales and can retell them in an entertaining manner. Key Skill: Orate.
  • Singer. A professional vocalist, also knows many songs for any occasion. Key Skill: Singing
  • Steward. An expert who looks after a manor sized estate, is usually a noble esquire. Key Skill: Stewardship. Note that if a knight is not married with a wife to support, but has engaged a Steward instead, his £ 1cost replaces the costs to support the family. (Yes, this leaves £ 1that goes to the landholder).
  • Troubadour. A poet and musician, who specializes in songs and poems of love and romance. Key Skill: Singing, Play Lute.
  • Valet, Body servant. He is not only an expert in getting and cleaning nice clothing, but also helps in grooming, dressing properly and information on protocol, etc. Key Skill: Fashion
  • Squire. An additional squire to the normal complement of the Knight’s station. Key Skill: Age Euse the rules above under “Your NPC SquireE
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The Wandering Bards

Bards are ordinarily not for hire, but live on gifts given to them. They wander the land going where their intuition and poetic obligation urges them to go. They do not charge a fee, but do their job and rely upon the largesse of their host for rewards. No one wishes to short change them, for this could incur their wrath—the satire that is a curse coming from the mouth of a bard!
A qualified bard, who lives at the rate of about £ 2 per year, gets about 1½ denarii a day, or the cost of a noble’s feast for one person. Thus a suitable reward for him would be to have him sit among the knights to eat for the duration of his stay, plus a place to sleep equivalent to a knight’s lodging. The bard would not ask or expect more. Of course, giving more warrants a Generous check for largesse.
And remember that bards whose skills have earned them great fame deserve more. Calculate about double fee for each five years of experience. But do not be stingy with the truly great! If Taliesin himself sings in your hall, it would not be overly generous to give him a gold ring worth £ 20!
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Lady’s Retinue

Wives and daughters live at the same level as their warder -- whether father, husband or brother. Wards of a baron live at their appropriate income level as if they had their estates. 
The wives and older daughters of the household knights and esquires are generally handmaidens to the lord’s wife, a high class rank in a noble household. Pages are in her care, to be trained.
The wife of a nobleman, and likely of any wealthy knight, has her own household of helpers. In addition to her handmaidens, plus whatever professional from the list above that she can afford, she may also have:
  • Fashion Expert. Seamstress, clothing designer and perhaps most importantly, knows what is au courant. Key Skill: Fashion.
  • Flower Gardener. He is critical to maintain luxury gardens. Key Skill: Industry (Gardening) £ ½
  • Groom. He, sometimes she, takes care of the horses. Key Skill: Horsemanship £ ½
  • Professional Hair Dresser. She is also skilled at making wigs. Key Skill: +1d6+3 bonus to APP. This lasts for one day.
  • Professional musician. She brings pleasure to the household as they work. Key Skill: Play Harp
  • Protocol Expert. She makes sure no social faux pas occur. Key Skill: Courtesy.
  • Recognizer. She remembers who, what and when among the people at court. Key Skill: Recognize.
  • Spinner. All women spin, but she is an expert. Key Skill: Industry (Spinning)
  • Tutor. She, or he, is a teacher of the Classics, the Bible and literature. Key Skill: Read.
  • Weaver. All women weave, but she is an expert. Key Skill: Industry (Weaving)
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Chief Steward

A single steward can be Chief Steward over several manors. Each manor needs it own Steward, but the Chief Steward can lead them, similar to how a unit leader leads in battle.
At the start of the “Stewardship Phase” of the BoM “Complete Landholding System,” (before Step D.1., page 43), a Chief Steward may attempt her Stewardship skill against the average of the Misfortune levels of the manors under her care. Use the Results Table on page 44, but interpreted to provide the modifiers below.
A Steward who would get the Gentlewoman's Bonus does get it for the results of the Chief Steward roll.
The result is a modifier given to the Stewardship skill for the all under stewards before they make their own attempt a at Step D. 1.
Chief Stewards cost the same as ordinary stewards to maintain.
    Harvest Results Modifier
  • Incredible: +10
  • Excellent: +5
  • Good: +2
  • Regular: 0
  • Meager: -2
  • Bad: -5
  • Very bad: -10
  • Negligible: -15
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Thursday, 11 December 2014

Orcus "the wild boy"

The Demiurge

Of all the Demons that further scar the infinite horror of The Abyss, none are greater, more mysterious, and more dangerous that the mighty Demiurge. The Demiurge, also called Demonic Monarchs or Demon Gods, are the true masters of The Abyss, beings of such magnitude that they stand as equals to the gods, and surpass the powers of most of the Lords of the Nine Hells. The degenerate, the insane, the nihilist, and any who wallow in the pit of utter depravity worship them.

According to ancient and magical texts (that have become increasingly difficult to find as the centuries have progressed) suggest that the Demiurge had something to do with the creation of the Prime Material Planes. Scholars who have read or have secondary sources referring to these texts state that there are a number of supporting elements behind this almost blasphemous theory. First, these heretical texts state that the Demiurge tend to represent the carnal and base aspects of the Prime Material. While the Elemental Planes represent pure matter, and while the Negative and Positive planes imbue the other Elemental Planes with Death or Life respectively, it is in the Demiurge, and much of the Abyss, that one sees the debased aspect of the Elements. In The Abyss, and in the Demiurge, the Elements are unwieldy, dedicated to destroying everything not of them, and ultimately interested in its own survival at the expense of everything else. Second, these texts point to the fact that the Demiurge, unlike the Lords of the Nine, possess complete divine power but have no need for worshippers. The Demiurge's very existence is based upon the carnal and unholy conditions, desires, and elements of the entities that inhabit the Prime Material Plane. Third, like The Abyss, the Prime Material Planes are infinite, stretching further than even the gods can tell. The Prime is a more benign reflection of The Abyss, a reflection the Demiurge seeks to shatter or erase, leaving only The Abyss in the end since the destruction of the Prime would result in the end of the gods, so these texts claim. These texts, and the scholars who support them, present the Demiurge as accidental architects of the Prime, monstrosities that spawned the worlds that spin eternally and infinitely in the Cosmos. As the profane agents of Chaos, the Demiurge seek nothing less than to not just return the Prime to the Chaos from which it accidentally emerged, but to consume the souls of those that exist in the Prime, condemning them to eternal and inconceivable torment.

Of course, there are many who discredit this background, who point to it as nonsense and the ravings of Demon worshippers and lunatics. Among the greatest of those who challenge these now lost texts are the Devils of the Nine Hells and the Yugoloths of the Grey Wastes. Still, there is something unsettlingly sensible to these legends and those who worship the Demiurge seem strangely silent and eerily unconcerned about the matter.

It is unknown how many Demiurge exist. A minority of scholars, however, believes that there are an infinite number of Demiurge, much in the same way there are said to be an infinite number of Demons and layers of The Abyss. All of the Demiurge are well known monsters, a few posing as gods, others presenting themselves as simple Demon Princes. Indeed, one, the Demon Queen of Spiders, Lolth, is worshipped throughout untold Prime worlds as the patron goddess of the Dark Elves, or Drow.

So long has Lolth maintained her status as a "pure goddess" that many, even the oldest gods, forget that she is a Demiurge, and dedicated to the eventual ruin of the Prime. However, her desire for destruction is reflected in the sadomasochistic behavior she expects of her Drow.

Another well known Demiurge is the villainous Zuggtymoy. Often referred to as Queen of Demons, Zuggtymoy is well known for her ties to a dark, mysterious force that has threatened creation numerous times, having been used as a pawn to that being’s designs. Despite these assumed affiliations, Zuggtymoy is a fearsome foe dedicated to the destruction of the current order for a new, corrupted existence of bizarre, wholly evil life. For the time being, Zuggtymoy dedicates herself to acts associated with wild nature and parasites.

A much better known Demiurge, Orcus, styles itself as the Demon Prince of Undeath. A mighty monster of a Demiurge, Orcus has threatened countless Primes and even succeeded in transporting one world and depositing it in some terrible demi-plane where all its inhabitants became Undead. Orcus' power is continually growing and it's only a matter of time before he begins to actively supplant established gods.

While Orcus is certainly brilliant, he's not subtle. The sinister Graz'zt, Demon Prince of the Triple Realm, has that claim. Graz'zt is an enigma. On one hand, he spends a considerable amount of time seeking to dominate the Prime Material Plane, but usually through lackeys and servants, like his son Iuz the Old of Oerth. On the other hand, he's integrally involved with planar politics, allowing his realms to function as relatively open cities to all interested in infernal trade. His true goals a mystery, Graz'zt is almost as adept at intrigue as any Lord of the Nine, and certainly not to be fooled with by mortals.

Perhaps one of the most terrible of the Demiurge is the Apollion, the Lord of the Bottomless Pit. Said to have been a Solar of the highest caliber, even surpassing the infamous Eblis, Apollion is truly a fearsome being who is in many ways the ultimate destroyer. While gods like Shiva destroy in an attempt to bring about a new order, Apollion destroys because it gives him tremendous pleasure to see other suffer. The Dark Angel possesses enough power to even give Greater gods pause, but he's not the greatest of the Demiurge.

For all their might, Apollion, Graz'zt, Lolth, Orcus, and Zuggtymoy can not measure in sheer power and majesty to the greatest of the Demiurge, the Prince of Demons, Demogorgon. At times referred to as "The Demiurge", Demogorgon is the most powerful of the Demons, wields the greatest number of Demonic servants, and poses the greatest threat to the Prime Material planes. Unlike Lolth and Orcus, Demogorgon is not interested in revealing itself to mortals. And, unlike Graz'zt, Demogorgon does not seek to present itself as something it is not. Demogorgon seeks knowledge and power of matter, hoping to one day use that knowledge and that power to rend the Prime Material plane into nothingness. It is the personification of utter, depraved madness and the ultimate representation of passionate, unbridled evil. Demogorgon attracts those who seek knowledge and power, hoping to be spared by the Dread One when it destroys existence.

Saturday, 4 March 2000

3.0 Spells animated object

Animate Objects

Transmutation

Level:Brd 6, Chaos 6, Clr 6
Components:V, S
Casting Time:1 standard action
Range:Medium (100 ft. + 10 ft./level)
Targets:One Small object per caster level; see text
Duration:1 round/level
Saving Throw:None
Spell Resistance:No
You imbue inanimate objects with mobility and a semblance of life. Each such animated objectthen immediately attacks whomever or whatever you initially designate.
An animated object can be of any nonmagical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as amove action, as if directing an active spell.
This spell cannot animate objects carried or worn by a creature.
Animate objects can be made permanent with a permanency spell.