Thursday, November 19, 2009

Alternate d20 Modern Setting (Movie World)

These are notes for a game setting I've been fiddling with on and off for the last couple of years. It is a work in progress but is based on the premise that everything you see in movies, from King Kong and Godzilla to Highlander and Ghostbusters is real. Game Mechanics reference material found in d20 Modern, Urban Arcana, d20 Future and d20 Apocalypse.

A. Races of folklore (non-humans) are fully integrated into society. Magic exists (in a level equivalent with the Urban Arcana setting) although actual spellcasters are very rare (no more than 20 residing in New York City for example). Alcatraz and Riker’s Island are both maximum security prisons for magical and psionic beings (think the Vault from Marvel Comics - a prison meant to contain superpowered criminals and protected by guards in powered armor). Oxford, MIT and Vatican City all maintain colleges providing instruction in Magical Arts (both arcane and divine).

B. Nonhuman races (and present-day countries most associated with them): Dark Elves (Central America, Mexico); Dwarves (Germany, Russia, Scandinavia); Elves (Great Britain, France); Fraal (U.S.A.); Gnomes (Germany, Switzerland, more recently Japan); Goblinoids (Middle East, Southeast Asia); Halflings (Greece, Italy); Lizardfolk (South America); Moreaus (Africa, Canada, Hawaii, Indonesia); Ogres (Canada, Scandinavia); Orcs (China); Robots (India, Taiwan); Yuan-ti (South Africa).

C. The existence of the Fraal (a.k.a. “Grays”) has been openly acknowledged since the Roswell incident in the 1940’s although the beings are far more widespread than many civilians suspect.

D. Technology level, Earth (PL6), (realistic) space travel, robots, mecha, cybernetics, VRNet. The Fraal (PL8), while not sharing their technology, have “nudged” the more technologically advanced nations into developments of their own. The original Apollo moon landing was faked on a sound stage to garner good publicity for the U.S. Space Program (the first actual landing did not occur until nearly eight years later and is one of America‘s most closely guarded secrets). Energy weapons (based on Earth technology), while effective in space, are still inoperable on Earth itself due to diffusion within the atmosphere.

E. Cultural differences - Natives of Africa and the Americas are in much better shape than their real-world counterparts. Shamans were able to hold off the predations of European conquerors and forge a lasting peace (see Heirs of the Ancients, d20 Past pg. 40). The Alaskan peoples and Aborigines of Australia are in about the same shape as their real-life equivalents.

F. The Black Plague, Small Pox, Scarlet Fever, etc wiped out huge swaths of the non-human population worldwide, reducing them to near-extinction, a condition the non-humans are only now recovering from. Very few non-humans have risen to very high political office (only one dwarven U.S. President, who is/was the equivalent of Ulysses S. Grant), Genghis Khan (an orc), Rasputin (tiefling Sorcerer) and a handful of others (Vlad Tepes, a Vampire in Transylvania).

G. U.S. States. Hawaii is populated by intelligent simians (think Planet of the Apes) and ruled by a King Kong equivalent. Waikiki and other major cities are leased to the U.S. in a manner similar to the agreement the U.K. had with China concerning Hong Kong. Hawaii is a haven for Moreaus of all types. Everything west of the Rocky Mountains are still under Native American (Sioux) control. Alaska is split between Canada and Russia. The center of United States filmmaking is located in Miami, FL.

H. Dark Elves (Columbian drug cartels) and Mind Flayers (the Mafia) control organized crime. Beholders are the masters of the Asian Triads and Tongs.

I. Six major religions (Bhuddhism, Christianity, Hinduism, Islam, Judaism and Shamanism) are all considered to be equally valid since members of the longer lived races (dwarves, elves and gnomes) have all met Bhuddha, Jesus, and Mohammad within the last four generations. Deities from the non-human races (Corellon, Garl Glittergold, Moradin)and the various human pantheons (Greek, Norse, Roman, etc) are treated as patron saints or place spirits to be appropriated and respected. The Great Schism never occurred (Christians only, no Protestants, no Baptists, no Methodists).

J. Pollution levels are equal to real-world levels. Despite the influence of elves, industrialization and CFC’s have wreaked havoc on the ozone layer. Deforestation, acid rain and global warming are major issues faced by the world’s population. Unrestricted testing of nuclear weapons has made large areas of Nevada and Siberia uninhabitable. Rumors of degenerated mutants living in the desolated wastelands abound (these rumors are compounded by the fact that the area is a no-fly zone and the Army has established a perimeter around the affected area).

K. The Hindenburg disaster never occurred. Airships (blimps and dirigibles) are still popular modes of transportation (Carnival Cruise Lines is made up of a fleet of dirigibles instead of cruise ships).

L. History - The majority of history has been recorded by humans and is about as accurate as real-world history. The longer-lived races paid little attention to the doings of the shorter-lived but far more prolific humans.

M. Dragons - Quite a few dragons (mostly juveniles and younger) were employed by both the Axis and the Allies during WWII. The dragons, despite their incredible innate abilities, were outmatched and overwhelmed by the modernization of the humans’ armed forces and their numbers were greatly diminished.
The Tokyo-based dragon named Godzilla has filed several lawsuits against moviemakers for using his name for the "man in a rubber suit" movies that have proliferated pop culture for decades now.
Obviously, typical law-enforcement agencies have a difficult time forcing dragons to obey the same laws as the humanoids who share their domains. Luckily, dragons are incredibly rare and, by nature, isolationistic. Communities unfortunate enough to have a dragon living nearby are generally forced to hire adventurers to deal with the problem or upgrade their police force’s arsenal to include RPGs, machine guns, Armored Personnel Carriers and light tanks or mecha.

N. Adventurers - Monsters are everywhere. Despite, or perhaps because of, the spread of civilization, encounters with monstrous (non-humanoid) beings are becoming more widespread. Adventurers are typically called upon (listed in the phone book) to lend assistance to local authorities in quelling threats to the civilian population.
Successful adventurers are treated with a certain degree of celebrity (in a manner similar to prominent professional athletes or moive stars) by those same civilians but are mistrusted by politicians and law-enforcement personnel (due to the high-powered weaponry, combat training, mutations and either magical or psionic abilities). The Ghostbusters (see Appendix II for specific equipment) are perhaps the most famous group of adventurers for hire due to a highly publicized battle with an entity claiming to be a god atop a New York City skyscraper. However, an explosion in their headquarters has led to a revocation of their adventuring charter and several lawsuits that are still pending.
Special licenses are required (as adventuring charters in Cormyr) to operate in most states. Many former adventurers hold political office, teach at military academies or become actors/actresses in Hollywood productions.

O. Department-7 - As per Agents of Psi campaign setting, employed by the U.S. government (formerly a joint operation manned by the CIA and FBI, now part of the Department of Homeland Security). Deptarment-7 is tasked with the monitoring of adventurers and other powerful individuals.

P. In the United States, the Federal Government only handles National Defense, Foreign Relations and Interstate maintenance. State and local governments set all other laws and collect taxes at their level.

Q. Taiwan is controlled by robots. Revolution in mid-1990’s led to thinking machines taking control of the nation. These machines entered into partnership with the government of India and through the use of various brain-washing technologies use the people (malcontents) as proxies to acquire more resources for themselves (most nations are hesitant to trade with thinking machines). Those people not being mind-controlled live in fear, constantly paranoid that they will “step out of line” and be sent off to a “Soulless One” rehabilitation center.

R. No European Union. Prussia still controls Germany, Austria, Hungary, Switzerland, Czechoslovakia and Yugoslavia. The Ottoman Empire pretty much surrounds the Black and Caspian Seas (all the -“Istans“). France and Italy are Papal states controlled by Vatican City. After the Crusades, Persians (Islam peoples) repelled the Catholic invaders, secured Jerusalem, and continued onward until they took over Spain.

S. At some point during WWII, the mummy of Ramesses II was inadvertently awakened by the German Afrikacorps. He emerged from his tomb and began re-establishing control over his lands. The mummy now controls nearly the entire coast of North Africa and most of the lands bordering the Nile River. Post-World War II Egypt is a haven for Nazis and their Anti-Semitic views since the “Risen Pharaoh” only remembers the Jews as a slave race. Following the coerced suicide of Field Marshall Erwin Rommel, Ramesses had the general’s corpse brought to him and assisted in the ritual required to raise the general as a mummy. Many former Nazis and undead now serve in the Risen Pharaoh’s army.

T. There are sword-wielding Immortals wandering the globe seeking to do battle with one another for the “Prize”. These beings do not age and will live forever until slain.

Appendix I: Sample NPCs

Ivan “Monkey Wrench“ Ivanovich: Immortal Dwarf male, Strong Hero 3/Road Warrior 3/Street Warrior 3/Speed Demon 3
CR: 14; Medium Humanoid (Dwarf); HD: 3d8+15 plus 3d8+15 plus 3d10+15 plus 3d8+15;
Hp: 132; MAS: 20; Init: +2; Spd: 20’; Defense: 21 (+8 class, +2 Dex, Leather Jacket); t: 20; ff: 21 (Uncanny Dodge), BAB +10; Grap +13; Atk +14 melee (1d6+4, brass knuckles), +10 melee (3d6+4, Chainsaw +1), +12 ranged (2d6, Suppressed Ingram MAC 10); Full Atk +14/+9 melee (1d6+4, brass knuckles), +10/+5 melee (3d6+4, Chainsaw +1), +12/+7 ranged (2d6, Suppressed Ingram MAC 10); SA: +1 species bonus on attack rolls against goblinoids and orcs; SQ: +4 Dodge bonus to Defense vs. Giants; Darkvision 60‘; Stability; +2 species bonus to save vs. Poison, Spells and Spell-like Abilities; Detect Immortals; Prohibition; The Quickening; Take the Head; Undying; AL: Wrecking Krew; SV Fort +13, Ref +9, Will +6; AP 6; Rep +2; Wealth +12; Str 16, Dex 15, Con 20, Int 15, Wis 14, Cha 13
Occupation: Blue Collar (Craft - Mechanical, Drive and Repair)
Skills: Craft (Mechanical) +19 (+20 to modify vehicles); Craft (Structural) +4; Disable Device +15; Drive +19 (+21 to retain control); Intimidate +8; Knowledge (Streetwise) +8; Knowledge (Technology) +6; Navigate +4; Profession (Mechanic) +6; Read/Write and Speak Dwarven and English; Repair +17; Search +2 (+4 to detect unusual stonework, new construction, unsafe surfaces, ceilings and the like); Survival +2 (+6 in urban areas);
Feats: Advanced Firearms Proficiency; Archaic Weapons Proficiency; Brawl; Drive-By Attack; Force Stop; Improved Brawl; Personal Firearms Proficiency; Simple Weapons Proficiency; Streetfighting; Vehicle Specialization (Civilian Trucks)
Talents (Strong Hero): Extreme Effort; Melee Smash
Talents (Road Warrior): Improved Vehicle Modification; Improved Retain Control;
Talents (Street Warrior): Improvised Weapons; Urban Survival;
Talents (Speed Demon): Uncanny Dodge 1; Hit the Weak Spot; Vehicle Empathy
Possessions: Modified Jeep Wrangler (see below); Automobile Salvage Yard; Car Opening Kit; Lock Release Gun; Deluxe Mechanical Tool Kit; Cell Phone; Leather Jacket; Brass Knuckles (1 pair); Chainsaw +1; Suppressed Ingram MAC 10 and 3 clips of 32 rnds;

The Wrecking Krew’s Monster Jeep
Craft: Modified Jeep Wrangler
Class: Civilian Truck Size: Huge (4 squares wide x 4 squares long) Initiative: +2
Crew: 1 Passengers: 2 Cargo Capacity: 260 lbs.
Maneuver: -6 (-10 normal surfaces) Top Speed: 140 (14)
Defense: 8 (-2 size) Hardness: 5 (15 for spiked ram plate) Hit Points: 32

Modifications:
Spiked Ram Plate; Engine Upgrade (Supercharger); Engine Upgrade (Upsize); Extra Fuel Tank (x2); Oversized Brakes; Suspension Upgrade (Monster Truck); Weapon Mount for XM214 Microgun (2d8, 80’, autofire only, linked ammunition); 4 50-bullet belts for XM214 Microgun;

Ivan Ivanovich is known as “Monkey Wrench” on the mean streets of NYC. Monkey Wrench is a good example of dwarven mechanical aptitude gone rotten. A thug and a bully, this dwarf built a monster jeep out of parts found in his salvage yard and applied for his Adventurer’s License and started hunting for custom auto parts. Monkey Wrench has been recruiting a cadre of other inner city “adventurers” and his party (known as the Wrecking Krew) act as hired muscle or couriers for local drug or arms dealers. The Wrecking Krew is also wanted for questioning regarding several break-ins at auto part stores and car lots.
Monkey Wrench was recently shot down in a back alley gunfight with a rival gang but miraculously did not die. The dwarf spent several weeks researching reasons for his survival with uncharacteristic patience until discovering a journal from the American Revolutionary War written by a soldier who’d just discovered he was Immortal. The journal details a handful of encounters with other Immortals and theories the American soldier was able to cobble together. Being uncommonly short-sighted for a dwarf, Monkey Wrench quickly thought of a scheme to make a lot of money very quickly. Monkey Wrench has been making the club circuit, allowing patrons to “murder” him for a fee and returning to life before their astonished eyes. His activities have brought him to the attention of the local clergies, the police and a handful of other Immortals.

Immortal (Template)
Template Traits: Immortal is a template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature). An Immortal uses the character’s statistics and special qualities in addition to those described below.
Challenge Rating: As base creature +2
Hit Dice: Same as the base creature
Speed: Same as the base creature
Defense: Same as the base creature
Base Attack: Same as the base creature
Grapple Bonus: Same as the base creature
Attacks: Same as the base creature
Special Qualities: Same as the base creature plus gains the following:
Detect Immortals (Su): Can detect other Immortals at a range of 60’ regardless of interposing barriers.
Prohibition (Ex): Immortals will not fight each other on holy ground, regardless of denomination or allegiances.
The Quickening (Su): After slaying another Immortal, gains all the memories and experiences of the slain Immortal, adding to his own knowledge and experience (this translates as bonus Xp equal to 500 Xp/HD or level of the slain Immortal). The Quickening creates a massive surge of electrical energy that can cause windows to explode, combustion engines to start, and launch manhole covers into the air in a radius equal to 20’/level or HD of the slain Immortal.
Take the Head (Ex): To score a decapitation, the Immortal must use either a Coup de Grace against a helpless opponent or make a successful Called Shot to the opponent’s head (at -8 penalty to the attack roll) and expend 1 action point. If the attack roll is successful, the target must make a Fort save or lose his head.
Undying (Ex): Does not age after acquiring this template. Bonuses to mental abilities still accrue but physical abilities are not penalized. The Immortal can not die from dehydration, drowning, starvation or suffocation (the Immortal still suffers from the effects of the listed conditions until he can take steps to reverse or negate them). Energy drain, ability drain, ability damage, and all disease and poison damage are treated as temporary damage. Only decapitation or an attack dealing enough damage to destroy his entire body (disintegration, immersion in acid or lava, etc) will result in death. If reduced to fewer than zero hit points, the Immortal is still rendered unconscious but continues to heal at his normal rate until reaching at least 1 hp, at which point he awakens and may act normally.
Allegiances: Same as the base creature
Saves: Same as the base creature
Ability Scores: Same as the base creature
Skill Bonuses: Same as the base creature
Bonus Feats: None

Major Janice Dansen: Human female, Fast Hero 10/Flying Ace 5/Dogfighter 3
CR: 18; Medium Humanoid (Mutated Human); HD: 10d8+20 plus 5d8+10 plus 3d8+6; Hp: 105; MAS: 14; Init: +4; Spd: 30’; Defense: 28 (+12 class, +4 Dex, Flight Suit and Helmet); t: 26; ff: 28 (Uncanny Dodge); BAB +13; Grap +13; Atk +13 melee (1d3 nonlethal, unarmed strike), +13 melee (1d4, Knife), +17 ranged (2d6, Beretta M9), +17 ranged (2d4, Colt Mustang); Full Atk +13/+8/+3 melee (1d4, Knife) or +17/+12/+7 ranged (2d6, Beretta M9), +17/+12/+7 ranged (2d4, Colt Mustang); SQ: Mutations; AL: USA, USAF; SV Fort +7, Ref +11, Will +7; AP 15; Rep +11; Wealth +22; Str 11, Dex 18, Con 14, Int 16, Wis 13, Cha 13
Occupation: Astronaut Trainee (Craft - Electronic, Repair)
Skills: Balance +10; Computer Use +15; Craft (Electronic) +13; Craft (Mechanical) +13; Drive +6; Gamble +6; Hide +14; Knowledge (Current Events) +14; Knowledge (History) +11; Knowledge (Popular Culture) +6; Knowledge (Tactics) +8; Listen +3; Move Silently +14; Navigate +15; Pilot +27; Profession (USAF Officer) +13; Read/Write and Speak Arabic, English and Spanish; Repair +15; Search +5; Sleight of Hand +14; Spot +3; Tumble +14
Feats: Advanced Firearms Proficiency; Aircraft Operation (Jet Fighters); Armor Proficiency (Light); Blind-Fight; Burst Fire; Combat Expertise; Combat Throw; Defensive Martial Arts; Elusive Target; Exotic Firearms Proficiency (Heavy Machine Guns); Personal Firearms Proficiency; Point Blank Shot; Renown; Starship Dodge; Starship Operations (Ultralight); Strafe; Vehicle Expert; Zero-G Training
Talents (Fast Hero): Defensive Roll; Evasion; Increased Speed; Uncanny Dodge 1; Uncanny Dodge 2
Talents (Flying Ace): Aircraft Dodge; Fearless; Improved Autofire; Jump Free; Agile Piloting; Action Boost; Adrenaline Rush
Talents (Dogfighter): Defender of the Universe
Mutations: Hypersensitivity; Reduced Speed
Possessions: Military Dress Uniform (w/medals and ribbons); Military Working Uniforms; Flight Suit; Beretta M9 and 2 clips of 15 rounds; Colt Mustang and 2 clips of 6 rounds in concealed-carry ankle holster; Restored Sopwith Camel; As a Major in the USAF, Janice can requisition mission-specific gear at nearly any time.

A devoted fan of movies like “Top Gun”, “Iron Eagle“ and “The Last Starfighter“, Janice wanted to fly and fly faster and higher than anyone ever had before her. Janice enlisted in the USAF right after high school and worked her way up through the ranks, eventually earning a billet in an officer’s program. There, she worked harder than ever, graduating at the top of her class and qualifying as a pilot.
Initially assigned to protect the no-fly zone surrounding Nevada, Janice thought she was doomed to a series of dead-end assignments. Then, conflict once again broke out in the Middle East. The Arab nations, surprisingly, proved to be more able pilots than expected and NATO’s forces suffered heavy losses at the beginning of the war.
Janice’s squadron was deployed to the conflict zone and the young, determined woman proved herself in one battle after another, wracking up an impressive number of kills (and qualifying as an ace several times over). After 15 months of fighting, a cease-fire was called and Janice was given her choice of duty assignments. She chose to become a test pilot for the new aerospace fighter “Nebula” being developed.
In her off-duty time, Janice has restored a vintage Sopwith Camel and performs in air shows across the southwest. Unknown to everyone except for her immediate family, Janice is a mutant. Gifted with an almost preternatural level of awareness, this young woman would be ostracized by her peers and superiors and exiled into the wastes of Nevada, the very area she patrolled at the beginning of her career.

Fasu Etu Uttu: Overt Ape Moreau male, Tough Hero 3/Bodyguard 4
CR: 7; Large Humanoid (Ape Moreau); HD: 3d10+9 plus 4d12+12 plus 3; Hp: 79; MAS: 17; Init: +0; Spd: 30’, climb 20‘; Defense: 15 (-1 size, +4 class, +0 Dex, Leather Armor); t: 13; ff: 15, BAB +5; Grap +13; Atk +9 melee (1d10+4, unarmed strike), +7 melee (1d4+4, Tonfa), +5 ranged (2d6, Beretta 92F); Full Atk +9 melee (1d10+4, unarmed strike), +7 melee (1d4+4, Tonfa), +5 ranged (2d6, Beretta 92F); SQ: Natural Climber; AL: Hawaiian Royalty, Hawaii; SV Fort +7, Ref +5, Will +7; AP 3; Rep +2; Wealth +14; Str 19, Dex 10, Con 17, Int 10, Wis 16, Cha 10
Occupation: Athlete (Balance, Climb, Swim)
Skills: Balance +5; Climb +9; Concentration +9; Intimidate +6; Read/Write and Speak English and Samoan; Sense Motive +7; Swim +7
Feats: Armor Proficiency (Light); Brawl; Improved Brawl; Knock-Out Punch; Personal Firearms Proficiency; Power Attack; Simple Weapons Proficiency;
Talents (Tough Hero): Remain Conscious, Robust
Talents (Bodyguard): Harm’s Way; Combat Sense +1; Sudden Action
Possessions: Leather Armor; Tonfa, Beretta 92F 9mm pistol and 2 clips of 15 rounds; Surfboard;

Fasu Etu Uttu is a low-ranking guard in King Kong’s palace on the island of Oahu. While he’s loyal to the king and the royal family, Fasu’s chief love is extreme sports. His off-duty hours are spent surfing, skin diving and free climbing the volcanic mountains that make up his homeland. He shaves elaborate patterns into his dark blue-black fur and wears numerous beads, bracelets and necklaces to accentuate the colors of his bright floral shirts.

Ape Moreau Species Traits
Ape Moreaus are a blend of human and great ape (gorilla, orangutan and chimpanzee). They tend to be powerfully built but pacifistic. Overt apes are nearly indistinguishable from their animal counterpart except for walking fully upright.

Variable Size: Covert and Moderate ape moreaus are Medium-size. Coverts and Moderates have a 5-foot-by-5-foot fighting space and a 5-foot reach. Overt ape moreaus are Large. An overt has a 10-foot-by-10-foot fighting space and a 10-foot reach.
Natural Climber (Ex): Ape moreaus gain a +8 species bonus to Climb checks and have a Climb speed of 20’. They may take 10 on Climb checks, even when threatened or endangered and use either their Str or Dex modifier for Climb checks (whichever is better).
Ability Scores: Ape moreaus have the following species modifiers to ability scores:
Covert: +2 Str, -2 Dex
Moderate: +2 Str, -2 Dex, +2 Con, -2 Int
Overt: +4 Str, -4 Dex, +2 Con, -2 Int

Ape Moreau Height and Weight
Degree* Base Height Height Modifier Base Weight Weight Modifier
Moderate 5 ft. + 2d10 in. 130 lb. x (2d6) lb.
Overt 6 ft. 5 in. + 2d12 in. 200 lb. x (2d6) lb.

* Covert moreuas have heights and weights as humans.

Ape Moreau Age

Adulthood: 14 years
Additional Years (Starting Age) +1d4 to determine starting age as character
Middle Age*: 30 years
Old**: 48 years
Venerable***: 66 years
Max Age: + 1d10 years

* -1 to Str, Dex and Con; +1 to Int, Wis and Cha
** -2 to Str, Dex and Con; +1 to Int, Wis and Cha
*** -3 to Str, Dex and Con; +1 to Int, Wis and Cha

Kansas Technologies Police series Biodroid (a.k.a. Katie PB); Biodroid Smart Hero 6/Soldier 3/Investigator 1
CR: 10; Medium Construct; HD: 10d10 plus 10; Hp: 75; MAS: - -; Init: +3; Spd: 30’; Defense: 20 (+5 class, +2 Dex, Integrated Duraplast Armor); t: 17; ff: 18, BAB +5; Grap +9; Atk +9 melee (1d4+4, unarmed strike), +8 ranged (2d8+2, Mossberg M500 Cruiser); Full Atk +9 melee (1d4+4, unarmed strike), +8 ranged (2d8+2, Mossberg M500 Cruiser); SQ: Construct Traits; Critical Systems; Darkvision 120’; Lifelike Appearance; Rejuvenation Cycle; Repairable; AL: NYC Homeless; SV Fort +4, Ref +7, Will +6; AP 5; Rep +3; Wealth +17; Str 18, Dex 14, Con - -, Int 18, Wis 12, Cha 6
Occupation: None
Skills: Computer Use +13; Demolitions +24; Diplomacy +2; Disable Device +21; Gather Information +6; Investigate +19; Intimidate +10; Knowledge (Behavioral Sciences) +9; Knowledge (Civics) +13; Knowledge (Tactics) +9; Listen +9; Profession (Law Enforcement) +6; Read/Write and Speak Arabic, English and Spanish; Repair +13; Search +13; Sense Motive +7; Spot +6
Feats: Cautious; Combat Expertise; Combat Martial Arts; Improved Disarm; Personal Firearms Proficiency; Quick Reload; Weapon Focus (Mossberg M500 Cruiser); Weapon Specialization (Mossberg M500 Cruiser)
Talents (Smart Hero): Savant (Demolitions); Savant (Disable Device); Savant (Investigate)
Talents (Soldier): Weapon Focus (Mossberg M500 Cruiser); Weapon Specialization (Mossberg M500 Cruiser);
Talents (Investigator): Profile
Possessions: Tattered Poncho; Mossberg M500 Cruiser 12-gauge Pump Shotgun; 36 12-gauge Shotgun Shells (8 loaded in shotgun, 16 worn on bandoleer across chest); 8 Bean-Bag Shotgun Shells (worn on bandoleer across chest); 2 Tear Gas Grenades; Deluxe Evidence Kit (carried in internal storage compartment); Handcuffs (2 pr);

Frame: Biodroid
Locomotion: Legs
Manipulators: Hands (2)
Armor: Duraplast
Sensors: Class V Sensors
Accessories: Internal Storage Unit (20 lbs); Vocalizer;

“Katie” was created specifically to perform counter-terrorism duties in highly urbanized areas. As such, he was programmed to be able to cordon off threatened areas, escort civilians to safety, and then locate and defuse bombs as necessary. Additionally, Katie is programmed to act in a law-enforcement capacity, with a broad database of Federal, State and Local statutes and had the authority to issue tickets for violations and make arrests.
However, Katie’s processing power was far too high for such “routine” tasks and it knew it. Despite his intelligence and obvious worth, Katie was routinely sent into hazardous situations that could have resulted in his destruction, a fact he lamented loud and long. As his Human Behavior Simulations programs became more adept at mimicking human emotions, Katie’s attitude degenerated to the point that the NYPD tried to sell him at public auction (returning him to Kansas Technologies was useless since his warranty had expired). Despite his intelligence and obvious worth, Katie failed to attract any buyers, a fact he still laments loud and long. Finally replaced with a newer model and released from service, Katie would have found his way to a local recycling center or landfill.
Katie awoke in transit and escaped into the boroughs of NYC. Obsolete and unemployed, used up by “the Man” and discarded, Katie has been befriended by vagrants and can often be found at one of the many shelters or soup kitchens and panhandling for change. Over the course of the last few weeks, Katie’s friends have begun disappearing (more than normal). It may just be his original programming, but Katie has begun looking for his missing companions out of what he is starting to think is loyalty.
Katie’s paint scheme is based on the typical NYPD police cruiser and he typically wears a tattered, hooded poncho salvaged from a dumpster to conceal it. Bandoleers carrying spare rounds for his shotgun cross the front of his chest and his right thigh has a concealed cargo compartment (currently filled with his deluxe evidence kit). His shotgun rides in a sheath across his back.

His Holiness, Pope Alexander IX (formerly Roland Ignacio): Male Human, Dedicated Hero 3/Acolyte 10/Ecclesiarch 5/Holy Knight 2
CR: 20 Medium Humanoid (Human) HD: 3d6 plus 10d8 plus 5d8 plus 2d10 Hp: 93 MAS: 11
Init: +0 Spd: 30’ Defense: 27 (+11 class, Papal Vestments; Fisherman’s Ring); t: 24; ff: 27
Attacks: (BAB +13; Grap +14); +18/+15/+8 St. George’s Longsword: 1d8+4 (19-20/x2) or +13/+8/+3 Walther P22: 2d4 (20/x2)
AL: Christian Church, Good Saves: Fort +16 Ref +8 Will +24 AP 10 Rep +13 Wealth +26
Str 13 (+1) Dex 11 Con 11 Int 15 (+2) Wis 21 (+5) Cha 18 (+4)
Occupation: Noviate (Decipher Script, Diplomacy, Knowledge - Theology and Philosophy)
Skills: Computer Use +5; Concentration +21 (+25 to cast defensively); Decipher Script +7; Diplomacy +24; Drive +2; Gather Information +15; Knowledge (History) +12; Knowledge (Theology and Philosophy) +30; Listen +11; Profession (Clergyman) +16; Read/Write and Speak English, Italian and Latin; Sense Motive +23; Sleight of Hand (+7 to conceal Walther P22 in Hidden Holster); Spellcraft +12; Treat Injury +10;
Feats: Archaic Weapons Proficiency; Armor Proficiency (Light); Divine Heritage (Cure Minor Wounds, Detect Magical Aura, Light); Double Tap; Educated (Knowledge - History and Knowledge - Theology and Philosophy); Empower Spell; Empower Turning; Personal Firearms Proficiency; Renown; Sacred Spell; Simple Weapons Proficiency; Spellslinger (Acolyte); Trustworthy; Weapon Focus (Longsword);
Talents (Dedicated Hero): Faith; Skill Emphasis (Knowledge - Theology and Philosophy)
Talents (Acolyte): Combat Casting; Divine Skills, Divine Spells, Maximize Spell, Spontaneous Cast; Turn Magical Beasts/Outsiders/Undead (7/day)
Talents (Ecclesiarch): Innovative Turning; Total Spellcasting; Total Turning
Talents (Holy Knight): Divine Grace; Sense Allegiance (Evil)
Possessions: Papal Vestments; Ring of the Fisherman; Pastoral Staff; St. George‘s Longsword; Walther P22 w/ Hidden Holster and 1 clip of .22 caliber ammo (10 rnds); Christian Holy Symbol; As head of the Christian Church, Alexander IX has access to an almost unlimited amount of resources (either owned by the Church or in the form of favors by heads of state).
Acolyte Spells Prepared: (13/13/12/10/10/8; save DC15 + spell level): 0th - Create Water, Cure Minor Wounds, Detect Magical Aura, Haywire, Light, Mending (x3), Read Magic, Resistance (x2), Virtue (x2); 1st - Bless (x2), Clean, Command, Comprehend Languages, Cure Light Wounds (x2), Faerie Fire, Instant Identify, Magic Weapon, Remove Fear, Sanctuary, Shield of Faith; 2nd - Aid, Augury, Cure Moderate Wounds, Daylight (x2), Enhance Ability, Hold Person, Lesser Restoration, Resist Energy, Silence, Summon Vivilor II, Zone of Truth; 3rd - Cure Serious Wounds, Dispel Magic, Magic Circle, Prayer, Remove Curse, Searing Light (x3), Status, Summon Vivilor III; 4th - Cure Critical Wounds, Discern Lies, Divination, Faith‘s Fury, Magic Bullets, Restoration, Spell Immunity, Summon Vivilor IV, Tongues, Via Negativa; 5th - Break Enchantment, Flaming Wrath, Greater Command, Mass Cure Light Wounds, Rage of Bees, Spell Resistance, Summon Vivilor V; Synchronicity
Holy Knight Spells Prepared: (3/2; save DC15 + spell level): 0th - Light (x2), Resistance; 1st - Instant Identify, Summon Vivilor I

Pastoral Staff - Too fragile and unwieldy to be used in combat, the Pastoral Staff is 6 feet long and topped with a large cross. The Staff allows the wielder to cast the Dedicate Site incantation without the secondary casters and serves as a substitute focus for the Caduceus incantation. The staff also provides a +4 equipment bonus on the Knowledge (Arcane Lore) checks to successfully complete the incantations.
St. George’s Longsword: Holy Ghost Touch Disruption Longsword +3
Papal Vestments: Provide a +3 armor bonus to defense and gains the benefit of a continuous Protection from Arrows/Bullets spell (DR5/+1 against arrows, bullets and crossbow bolts).

Following the death of Pope John Paul II, Roland Ignacio, Bishop of Brescia, was selected to become the new Pope. One of the youngest men to ever hold the office, Roland is a fit man in his mid-fifties with steel gray hair, blue eyes and a wiry build. Great controversy surrounds the choice of Roland as the new head of the Catholic Church. Rumored to be a descendant of the legendary Charlemagne, Roland gained great notoriety as a vampire hunter and crusader-at-large. Still, many political analysts wonder about the implications of his selection. Does the Vatican seek to have a strong, combat veteran as a leader because of some forthcoming world crisis? Do they intend to launch a new Crusade against the “infidels“? Only time will tell.

CDR Diminutis Gray of Ziljir: Fraal male, Charismatic Hero 3/Amassador 3/Field Officer 4/Telepath 7
CR: 17; Small Humanoid (Fraal); HD: 3d6+3 plus 3d6+3 plus 4d8+4 plus 7d6+7; Hp: 90; MAS: 12; Init: +1; Spd: 30’; Defense: 20 (+1 size, +7 class, +1 Dex, Silver Flight Suit); t: 19; ff: 19, -2 ACP; BAB +10; Grap +5; Atk +10 melee (2d8 fire, Beam Sword), +10 melee (1d2-1 nonlethal, unarmed strike), +12 ranged (2d6, 19-20, Mass Pistol), +12 ranged touch (1d4 min Paralysis, Neural Pistol); Full Atk +10/+5 (2d8 fire, Beam Sword), +10/+5 melee (1d2-1 nonlethal, unarmed strike) or +12/+7 ranged (2d6, 19-20, Mass Pistol) +12/+7 ranged touch (1d4 minutes paralysis, Neural Pistol); SQ: Cybernetics, Psionics; AL: Fraal, Ziljir City-Ship; SV Fort +7, Ref +7, Will +20; AP 8; Rep +8; Wealth +24; Str 9, Dex 13, Con 12, Int 14, Wis 20, Cha 22
Occupation: Investigative (Computer Use and Knowledge - Civics)
Skills: Autohypnosis +10; Bluff +12; Computer Use +7; Concentration +11 (+15 to manifest psionics defensively); Diplomacy +25; Gather Information +15; Knowledge (Civics) +11; Knowledge (Tactics) +14; Knowledge (Theology and Philosophy) +8; Pilot +9; Profession (Diplomat) +11; Psicraft +7; Read/Write and Speak English, Fraal and Japanese; Research +5; Sense Motive +17;
Feats: Advanced Firearms Proficiency; Attentive; Alien Weapons Proficiency; Combat Expertise; Dodge; Educated (Knowledge - Civics and Knowledge - Tactics); Iron Will; Personal Firearms Proficiency; Point Blank Shot; Simple Weapons Proficiency; Starship Gunnery; Starship Operation (Ultralight); Wild Talent (Missive)
Talents (Charismatic Hero): Charm (males); Favor
Talents (Ambassador): Diplomatic Immunity; Open Arms
Talents (Field Officer): Leadership; Uncanny Survival; Tactical Expertise
Talents (Telepath): Psionic Skills; Psionic Powers; Trigger Power (Charm Person, Mental Blast); Power Crystal; Combat Manifestation
Possessions: Silvery Flight Suit (treat as Flight Suit w/ Integrated Personal Force Field DR5/-, Gravity Anchor, Neg-Grav Boosters and 3 storage compartments); Flight Helmet (w/ Integrated HUD and UNICOM); Power Crystal (5 pts); Beam Sword; Mass Pistol (w/ spare power pack, 4 shots); Neural Pistol (w/ spare power pack, 5 shots); Regen Wand; Ambassador’s Launch
Cybernetics: Anti-Shock Implant, Feat Plexus (Starship Battle Run, Starship Dodge - Ultralight, Starship Mobility, Starship Strafe)
Psionics (Sp): At will - Lesser Mindlink; 3/day - Suggestion (DC18) (Manifester level 10)
Telepath Powers Known: (5/4/3/2; 41 pts/day): 0 - Burst, Daze (DC16), Detect Psionics, Distract (DC16), Far Hand; 1st - Charm Person (DC17), Control Object, Lesser Body Adjustment, Object Reading; 2nd - Clairaudience/Clairvoyance, Detect Thoughts (DC18); 3rd - Lesser Domination (DC19), Mental Blast (DC19)

Ambassador’s Launch
Type: Ultralight Size: Huge (-2 size)
Subtype: Launch Tactical Speed*: Induction Engine 4,000’ (8 squares)
Defense: 16 Length: 24’
Flat-footed Defense: 15 Weight: 24,000 lbs.
Autopilot Defense: 11 Targeting System Bonus: +1
Hardness: 40 Crew: 1
Hit Dice: 4d20 (80 hp) Passengers: 4
Initiative Modifier: +2 Cargo Capacity: 2,400 lbs.
Pilot‘s Class Bonus: +7 Grapple Modifier: +8
Pilot‘s Dex Modifier: +1 Purchase DC: Not available for purchase
Gunners‘ Attack Bonus: +11 Restriction: Not available for purchase

*or Tactical Speed: Thrusters 3,000’ (7 squares)

Attack: Kinetic Lance +9/+4 ranged: 10d12 (65)

Attack of Opportunity:
None

Design Specs:
Engines: Induction Engines, Thrusters
Armor: Ablative
Defense Systems: Improved Autopilot System
Sensors: Class IV Sensor Array, Targeting System
Communications: Laser Transceiver, Radio Transceiver
Weapons: 1 Kinetic Lance
Grappling System: Tractor Beam

Commander Diminutis Gray hails from the Ziljir City-Ship on Mars. Since the Ziljirs handle diplomatic contact with the governments of Earth, Diminutis makes frequent trips between the two planets. Diminutis hopes to one day forge a single planetary government from the squabbling nations of Earth, unifying them against threats from outside the solar system. Given the state of global politics, he sometimes despairs of ever achieving success.
The ambassador typically travels alone or with a small group of aides in a launch built for him by his own people. Cybernetic implants allow him to make full use of the vessel’s capabilities.
Typically, Diminutis negotiates trade agreements (typically foodstuffs for technology) or defense treaties between the Fraal and Earth’s governments or acts as a third-party negotiator between two or more sovereign nations of Earth. His success rate is unparalleled although his methods are extreme. Once, he shot both negotiators, returned their bodies to their respective governments and recruited new diplomats who were more willing to reach an accord.
What the world at large doesn’t know is that the Fraal are prepared to declare martial law (for the Earthlings’ own good) in the event of an invasion by a hostile alien race (most notably, the Gardhyi or the Sathar). Diminutis’ orders are to assume the role of a military dictator until the threat is ended.

Appendix II: New Equipment

Ranged Weapon Dmg (Type)/Crit/ROF/Mag/SZ/Pur DC/Restriction
Proton Pack (no feat needed) 3d6 (electrical)/- -/1/Unlim./Large/25/Res (+2)

Proton Pack: The proton pack emits a 5’ wide by 30’ long particle stream that deals 3d6 electrical damage to all creatures and objects in its path. The particle beam sets fire to combustibles and can melt metals with a low melting point, such as lead, gold, copper, silver or bronze. No attack roll is necessary (with one exception, see below), and thus, no feat is needed to operate the weapon effectively. Any creature caught in the path of the particle stream can make a Reflex save (DC15) for half damage. Creatures with cover get a bonus on their saving throws.
A proton pack has hardness 5 and 5 hit points. When worn, the proton pack has a Defense equal to 9 + the wearer’s Dex modifier + the wearer’s attack bonus. A proton pack reduced to 0 hit points is rendered inoperable. If reduced to -10 hit points, the nuclear accelerator explodes dealing 10d6 points of damage to creatures and objects in a 10’ radius and 5d6 damage to creatures in adjacent 5-foot squares (treat as severe exposure for determining the effects of radiation sickness, see d20 Future pg. 81).
The weapon’s primary purpose is immobilizing ghosts and other incorporeal creatures. To grab an incorporeal creature with a particle stream, the wielder must make a ranged touch attack. If the attack is successful, both the target and wielder make opposed Grapple checks. If the target wins, it slips free and escapes. If it fails, it is entrapped with the coruscating containment field until it escapes or the wielder releases it.
As an attack action, the target can attempt to free itself by succeeding at an opposed Grapple check. The target may attempt to free itself once per round. A target held by multiple beams may attempt to escape all of the beams at once, but must beat the grapple check results of all opponents.
A proton pack’s nuclear accelerator effectively has an unlimited half-life and may be used continuously without recharging or refueling.

Professional Equipment:
Object Size Weight Purchase DC Restriction
Ghost Trap Small 2 lb. 16 - -
PKE (Psychokinetic Energy) Meter: Small 1 lb. 10 - -

Ghost Trap
A ghost trap provides for the temporary containment of incorporeal beings. The trap can safely hold one incorporeal creature (regardless of size) indefinitely. If multiple creatures are confined in the trap, they can attempt a single Strength or Dexterity check once per round to escape (DC20). If the check is successful, the incorporeal beings escape and the trap is destroyed.

PKE (Psychokinetic Energy) Meter
This hand-held device measures the psychokinetic energy associated with incorporeal beings. As a full-round action, the user can gain the following information: strength (HD) of the incorporeal being and the number of incorporeal creatures present. The PKE meter gives readings ranging from dim to overwhelming. The maximum range is 50’ although it can be blocked by 1 foot of brick or wood, 1 inch of metal or composite alloys, and 3’ of wood, plaster or dirt. A thin sheet of lead also blocks detection.

Incorporeal Creature’s HD PKE Reading
1 or less Dim
2 - 5 HD Faint
6 - 10 HD Moderate
11 - 15 HD Strong
16 or more HD Overwhelming

Monday, August 24, 2009

Alhazmabad the Dragon

Lurath, a 20-square mile island of impassable cliffs rumored to enclose a land of dinosaurs and primitive monsters ruled by dragons. In truth, sea caves leading into the cliffs have time portals leading to the past of Toril. - from the "Sea of Fallen Stars" Forgotten Realms Campaign Expansion

The time portals lead back to the Age of Dragons (roughly -30,000 DR) and the island of Lurath is ruled by Alhazmabad, a Copper Wyrm. Alhazmabad has grown increasingly curious about the world on the outside of his valley’s tunnels. However, he is far too large to pass through the labrynith. He has tried various magics that allow him to travel into alternate dimensions or pass through solid matter but these have proved fruitless. He has recently struck upon the notion of moving his consciousness into another body and travelling through the tunnels to the future and then shifting back into another, powerful draconic body (or magically cloning his original body) on the other side. If he finds a suitably hardy host (i.e. adventurer), he will attempt to use his Magic Jar spell to steal their body. While good, he holds a strong prejudice against non-dragonkind and therefore feels that any “hairless monkey” he chooses to accomplish his goal should feel honored at having been chosen as his “vessel to the future”.

Alhazmabad: male Wyrm Copper Dragon
CR: 23 Gargantuan Dragon (Earth) HD: 35d12+245 Hp: 472
Init: +0 Spd: 40’, fly 200’ (clumsy) AC: 40 (-4 size, +34 natrual, +0 Dex); t: 6; ff: 40
Attacks: (BAB +35; Grap +59); +44 Bite: 4d6+12 (20’ reach) and +41 2 Claws: 2d8+6 and +41 2 Wings: 2d6+6 and +41 Tail Slap: 2d8+18
SA: Arcane Spells; Breath Weapon; Crush; Frightful Presence; Spell-like Abilities;
SQ: Blindsense 60’; DR20/magic; Darkvision 120’; Immunity to Acid, Sleep and Paralysis; Low-Light Vision; SR29; Spider Climb
Align: CG Saves: Fort +26 Ref +19 Will +25
Str: 35 (+12) Dex: 10 (+0) Con: 25 (+7) Int: 22 (+6) Wis: 23 (+6) Cha: 22 (+6)
Languages: Read/Write and Speak Common and Draconic

Skills: Bluff +44; Concentration +45; Diplomacy +30; Disguise +2 to act in character; Escape Artist +38; Hide +18; Intimidate +28; Jump +32; Knowledge (Arcana) +44; Knowledge (Nature) +28; Listen +44; Search +44; Sense Motive +36; Sleight of Hand +2; Spellcraft +8; Spot +44;
Survival +25 (+2 in aboveground natural environments or when following tracks); Swim +18;
Tumble +2; Use Rope +0 (+2 w/ bindings)

Feats: Ability Focus (Frightful Presence); Awesome Blow; Cleave; Dire Charge; Flyby Attack; Great Cleave; Hover; Improved Bull Rush; Improved Initiative; Multiattack; Power Attack; Snatch;

• Arcane Spells (as Sor 17; DC16 + spell level: 6/8/8/7/7/7/7/6/4); Spells Known: 0th: Acid Splash, Daze, Detect Magic, Detect Poison, Flare, Mage Hand, Message, Ray of Frost, Read Magic; 1st: Breath Flare(Draco), Feather Fall, Identify, Shield, Shocking Grasp; 2nd: Blur, Mesmerizing Glare(Draco), Mirror Image, Razorfangs(Draco), Scintillating Scales(Draco); 3rd: Dispel Magic, Displacement, Gaseous Form, Haste; 4th: Confusion, Evard’s Black Tentacles, Shout, Wall of Fire; 5th: Cone of Cold, Magic Jar, Passwall, Teleport; 6th: Disintegrate, Repulsion, Shadow Walk; 7th: Animate Breath(Draco), Phase Door, Plane Shift; 8th: Clone, Power Word Stun
(Draco) indicates spell from the Draconomicon supplement

• Breath Weapon (Su): 120’ line of acid 22d4 (Ref ½ DC 34) or 60’ cone of Slow Gas (Fort DC34 or slowed for 1d6+11 rounds)

• Crush (Ex): Area 20’ x 20’; Medium or smaller opponents take 4d6+18 damage amd must make a Ref save (DC34) or be pinned

• Frightful Presence (Ex): 330’ radius, HD34 or less, Will save (DC35) negates

• Spell-like Abilities: 2/day – Stone Shape; 1/day – Transmute Rock to Mud/Transmute Mud to Rock, Wall of Stone (CL17)• Spider Climb (Ex): All copper dragons use Spider Climb when moving on stone surfaces

Friday, August 21, 2009

Smoke Powder Golem (D&D 3.5E)

This is a slightly revised rough draft of a new monster. Looking for inputs from other players/DMs.

Smoke Powder Golem

Large Construct
HD: 16d10+30 (118 hp)
Init: -1
Spd: 20' (can't run)
AC: 28 (-1 size, -1 Dex, +20 natural); t: 8; ff: 28
Attacks: +22 2 Slams: 2d10+11 or +10 Bombard: 2d10 (10' burst, 100' range inc; Ref half DC18)
Face/Reach: 5'x5'/10'
SA: Incremental damage
SQ: Construct Traits; Magic Immunity; DR20/adamantite; Explosive Backfire
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 33, Dex 9, Con - -, Int - -, Wis 11, Cha 1
climate/terrain: Any land (usually temples to Gond)
organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always Neutral
Advancement: 17-22 (Large), 23-48 (Huge)

A smoke powder golem is a blending of technology and the divine magic of Gond. On average, the golem is 16' tall and weighs 8,000 pounds. The smoke powder golem resembles the more common iron golem except its right arm has been replaced with the thick barrel of a bombard. A large compartment on the golem's back contains the ammunition for the golem's cannon (contains a maximum of six rounds). Firing the cannon cause the next shell to automatically move into the firing chamber and small internal components pack and prime the round for firing, thus reloading provokes no attacks of opportunity. The golem smells of oil and sulfur.

Combat

• Construct Traits: Immune to mind-influencing effects, poison, disease and similar effects; not subject to critical hits, nonlethal damage, ability damage, energy drain or death from massive damage. Destroyed at 0 hp.
• Magic Immunity: Immune to all spells, spell-like abilities and supernatural effects, except as follows: All spells cast by priests of Gond function normally and any fire effect large enough to engulf the entire golem forces a Fortitude save (in addition to the save required for the spell).
• Explosive Backfire (Ex): If a smoke powder golem fails a saving throw against a fire attack or rolls a natural 1 on an attack roll with its bombard means the ammunition remaining in the internal storage chamber detonates, causing damage to the golem (DR does not apply). In any event the bombard is fouled and may not be used again until it is cleared.

Construction:

A smoke powder golem is scuplted from nearly 9,000 pounds of steel. The golem costs 120,000 gp to create, which includes 3,000 gp for the body. Assembling the body requires two successful Craft (armorsmithing or gunsmithing or weaponsmithing) checks (DC20). The creatormust be at the 17th level and be able to cast divine spells. Completing the ritual drains 1,800 Xp from the creator and requires Animate Object, Fantastic Machine and Miracle.

Tuesday, August 11, 2009

Cesura Tlasbras

Cesura Tlasbras is a native born citizen of Tsurlagol. She was apprenticed to a boatbuilder at a young age and soon became adept at her chosen craft. She married one of the older journeymen from her master's shop and soon gave birth to a daughter.

Her husband and daughter were killed when a wagonload of lumber overturned, crushing them both. In bitterness, she turned to Shar in hope that the goddess would help her forget the pain of her loss. Soon after she was inducted as a worshipper into the House of Hidden Darkness where she was given a tonic that dulled her memory.

As time passed, she discovered that the church also ran the local thieves' guild. The clerics told her if she would act as thier enforcer they would continue to provide her with the mind-numbing draught. Cesura now ensures that junior thieves do not advertise their membership in or otherwise endanger the guild. She has been known to rough up thieves who tried to withhold the guild's portion of their ill-gotten gains.

Recently, an elf possessing a magical blade that is capable of dispelling darkness has been sighted in the city. One of the thieves' guild's cells tried to rob him and his travelling companion but all were slain in the ensuing fight. The temple's high priest and guildmaster wants to acquire the sword so it can be destroyed in a ceremony meant to honor the goddess and has sent Cesura to infiltrate the adventurer's party. If she fails, then she will be ex-communicated from the temple and will no longer have access to the drug that lets her cope with the deaths of her husband and child.

Cesura is meant to be a sympathetic villain, doing evil only to escape the pain of her everyday life.

Cesura Tlasbras, Enforcer for the House of Hidden Darkness: Damaran female Rogue 3
CR: 3 Medium Humanoid (Human) HD: 3d6+3 Hp: 16
Init: +6 Spd: 30’ AC: 17 (Studded Leather Armor +1; MW Buckler; +2 Dex); t: 12, ff: 15; -0 ACP
Attacks: (BAB +2; Grap +3); +5 MW Rapier: 1d6+1 (18-20/x2) or +4 Composite (+1 Str) Shortbow: 1d6+1 (20/x3, 70’) or +4 Sap: 1d4+1 nonlethal (20/x2) or –1 (+0 thrown) Crowbar: 1d6+1 (20/x2, 10’)
SA: Sneak Attack +2d6
SQ: Evasion; Trapfinding; Trap Sense +1
Align: NE Saves: Fort +2 Ref +5 Will +1
Str: 12 (+1); Dex: 15 (+2); Con: 13 (+1); Int: 14 (+2); Wis: 10 (+0); Cha: 8 (-1); App: 10 (+0)
Langauges: Read/Write and Speak Chessentan, Chondathan, Common and Damaran
Skills: Appraise +6; Balance +6; Bluff +6; Climb +5; Craft (Boatbuilding) +4 (additional +2 w/ artisan’s tools); Diplomacy +3; Disguise (+2 to act in character); Gather Information +4; Hide +8; Intimidate +8; Knowledge (Religion) +4; Listen +4; Move Silently +8; Sense Motive +5; Sleight of Hand +4; Spot +4; Swim +5
Feats: Improved Initiative; Militiab; Weapon Finesse
Gear: Artisan’s Outfit (Buttoned Shirt, Pants or Skirt w/ Drawstring, Cap, Shoes, Leather Weapon Belt, Hooded Cloak); Money Belt (w/ 50 gp); Gold Necklace (20 gp value) and Locket w/ painting of man and female child inside (20 gp value); Signet Ring stamped w/ crest of Boatbuilders’ Union (5 gp value); Studded Leather Armor +1; Masterwork Buckler; Masterwork Rapier; Composite (+1 Str) Shortbow and quiver w/ 20 arrows; Sap; Large Sack; Cloth Mask; Masterwork Artisan’s Tools; Backpack; Bedroll; Crowbar; Flint and Steel; Wooden Holy Symbol of Shar; Small Metal Mirror; 2 Belt Pouches (w/ 16-2 gp Yellow Hayar Pearls; 100 gp Red Garnet; 3-50 gp Bloodstones; 10 gp Moss Agates; 43 pp, 89 gp; 8 sp, 14 cp); 50’ Silk Rope; Thieves’ Tools; Waterskin; Whetstone; Winter Blanket; 3 Smokesticks; 2 Potions of Cure Light Wounds; Silver-Plated Whiskey Flask embossed with image of Sailing Ship (55-gp value) with 5 doses of Shar’s Comforting Embrace;

New Drug:
Shar’s Comforting Embrace
Description: This bitter draught is made from a secret blend of herbs known only to high-ranking members of Shar’s clergy. It is often given to lay worshipers who seek to dull painful memories.
Type: Ingested DC10
Initial Effect: -2 to Int and Wis for the next 2d4 hours
Secondary Effect: User gains a +2 bonus on all Fortitude saves to resist pain and may take normal actions even if disabled or dying.
Price: 50 gp/dose
Side Effects: User cannot make use of any Knowledge skills while under the effects of the drug.
Overdose: If an additional dose is taken before the first has worn off, it causes a permanent loss of 1d2 points of Int (Fort DC10 +2/additional dose negates).
Addiction: Medium

Wednesday, August 5, 2009

Romulus’ Character History

• 11 Elient 1326 DR: Romulus is born, the oldest child to Alcedus and Margerie Bramblefoot in Dhedluk in the Kingdom of Cormyr. Alcedus oversees the operation of the local farmer’s market and Margerie is a seamstress.

• Flamerule 1330 DR: Alcedus and Margerie give birth to a second son, Samus.

• Kythorn 1332 DR: Margerie gives birth to twins, a son named Buckal and daughter they name Amelia.

• Midsummer Day 1346 DR: On his 20th birthday Romulus is required by tradition to make what halflings refer to as the “Great Choice”. This symbolizes his transition from child to adult. The young halfling declares his intention to become a wizard. His announcement is met with skeptism by his family as few halflings choose this profession.
Over the course of the next three days, Romulus pleads his case to potential masters. Surprisingly, Wiglaf Vortigern, a veteran War Wizard assigned to the Purple Dragon garrison in Dhedluk accepts Romulus as his apprentice.

• Mirtul 1357 DR: Romulus sets out to begin his adventuring career after Wiglaf declares the halfling’s training to be complete.

• Late Mirtul 1357 DR: Joins adventuring party in Shadowdale with Raven Straightbow, Zaeran Quickslayer, Christina Davidson, Stephen Halorade, and Joshua Wildwind. Zaeran Quickslayer is killed by drow beneath the Twisted Tower of Ashaba. Stephen and Christina leave the party after the adventure for parts unknown.

• Kythorn 1357 DR: The remaining party members are joined by Brannen Morningmist and journey to the Spiderhaunt Woods in search of a hermit (wizard named Gallimimus) to identify the magical items seized from the drow. On the way, they meet Shaerlynn Stormrider (Evoker/Monk from Azuth’s Order of the Shining Hand).
The party heads into the Desertsmouth Mountains (and help Shaerlynn face the Gauntlet of Elements to earn a Libram of Silver Magic).

• Flamerule 1357 DR: Lance Falconcrest joins the party shortly before they blunder into a gnoll lair. The group is magically transformed into gnolls by the chieftain’s mate (who unwittingly expended a Wish from a Luckblade sword in the process). The party steals the sword and uses a second Wish from it to re-gain their original forms (except for Romulus who uses the Wish to become human, believing his halfling heritage will limit his arcane potential).
The battle with the gnolls and their spirit naga leader goes badly and the party is forced to escape via an underground river where they take shelter with a group of Myconids. In exchange for healing and place to rest, the party fights a band of drow elves who have been raiding the area for slaves. They rescue a deep gnome named Seldig from the drow and he guides them to the surface. Before reaching the surface, they once again battle the naga, this time emerging triumphant.
The group reaches the surface on the west face of the Desertsmouth Mountains and travel to Port Kir. Wererats in the town confront the party at the Midsummer festival. The group is assisted during the battle by Kysek Creepingshadow. Joshua stays behind in Port Kir to open a tavern.

• Eleasis – Nightal 1357 DR: Lance leaves the party. The rest of the group, joined by Kysek enters the Stonelands where they do battle against a young blue dragon (several party members are killed, the last Wish from the Luckblade is used to heal the wounded and revive the fallen). Brannen decides to pursue the path of Dragonslayer. The group is joined by Lorien Leafwalker. The party splits up with plans to rendezvous later in the year.
Romulus, Raven and Brannen continue south through the Stonelands (Romulus finds the Staff of Shadow in a tomb) to Cormyr (stopping in Romulus’ hometown of Dhedluk). The group is attacked by a cleric of Bane (who also happens to a member of the Cult of the Dragon). Eventually, the party enters the Vast Swamp (recruiting Borse Kordova on the way) and battles a deep dragon. Brannen completes his quest to become a Dragonslayer. Romulus accepts Maudeb (half-drow) as an apprentice. S’nietha joins the party.

• Hammer – Alturiak 1358 DR: Party travels to Myth Drannor (picking up yet another paladin, Edgar Stoutshield on the way) to help Raven assemble the “Arm of Valor” so he can take custody of Raven Keep in the Border Forest. Borse is killed by an aurunvorax. Romulus gains the pseudodragon Talon as his familiar.

• Ches – Tarsakh 1358 DR: Party attacks and captures Raven Keep, killing all Zhentarim occupants in the process. Rescue druid Nicademus from Zhents. Romulus returns home and hires an alchemist to help him create a homunculus. Raven and Maudeb confront a green dragon on behalf of a band of centaurs Raven wishes to have as allies.

• Mirtul 1358 DR: Romulus teleports to Waterdeep to pick up Kysek and his new adventuring allies (Legolas, Kyria, Algar and Balzak). The augmented party travels to attack the Flaming Tower (another Zhent outpost) with the intent of strengthening ties with the group’s centaur allies. On the way, they are ambushed by an Ogre Magi. Romulus attempts to use the Staff of Shadow to absorb the ogre magi’s cone of cold attack and overloads the staff, causing an explosion which strands him in the outer planes.
Legolas is killed atop the Flaming Tower and Balzak and Kyria are slain by a black dragon. Algar and Kysek reach an agreement with Randal Morn and have Legolas resurrected in exchange for helping the deposed lord and his troops retake Dagger Falls from Zhentarim usurpers.

• Kythorn – Marpenoth 1358 DR: Time of Troubles. Romulus returns from the outer planes (with no memory of what transpired during his exile). Romulus, Maudeb, Brannen, Raven, Kysek, Legolas, Algar and Brannen’s sister Tina seek out the black dragon to do battle with him. Romulus falls in love with the dragon when one his spells is turned wild by the chaos unleashed by the Time of Troubles but the group manages to slay the beast, which breaks the spell.
The group then assists Randal Morn in the re-taking of Dagger Falls. After the battle, Romulus leaves Raven Keep with Adrianna Dovesong to escort her to Evereska where she will infiltrate a bladesingers’ guild to prove Legolas innocent of wrongdoing in the death of his former mentor. On the way, the adventurers encounter the Spectator, Thwait. The beholderkin is friendly, but bored and Romulus stuns him magic before stealing the items he guards, allowing the creature to return to its own plane of existence.
Romulus continues on to Waterdeep (his homunculus and familiar are both killed along the way), arriving on the day of Midnight (Mystra) and Cyric’s ascensions to godhood (the final day of the Time of Troubles). Romulus’s apprentice Maudeb is killed just outside of Myth Drannor. Romulus studies magic in the City of Splendors throughout the remainder of the year.

• Ches – Mirtul 1359 DR: Romulus leaves Waterdeep and travels south to Baldur’s Gate where he meets Valerie Lauthyr for the first time. The two share a bed and part ways the next morning. Romulus continues on his journey, arriving in the village of East Denmyr a short while later.
There he discovers the town is plagued by undead awakened by the theft of a mystical relic sacred to Leira (goddess of illusion). The item in question was stolen by Valerie’s adventuring companions. Romulus gives chase, eventually catching up with the other adventurers. He battles the miscreants for possession of the item (the All-Concealing Eye of Leira) and is gravely wounded. Valerie turns on her companions and aids Romulus in defeating them. She surrenders the Eye to him and he returns to East Denmyr where he collapses from his wounds. When he awakes, he learns that a woman with alabaster skin and long dark hair, dressed in blue robes trimmed in white (he believes that this was Mystra, goddess of all magic) watched over him while he healed and left something behind for him, the newly restored Staff of Shadow.

• Flamerule – Elient 1359 DR: Romulus returns to Raven Keep where he learns that Brannen Morningmist has been slain by a red dragon. He and Raven set out to avenge their fallen comrade, finally catching up and slaying the dragon in northern Amn.

• Marpenoth 1359 – Mirtul 1360 DR: Romulus remains in Raven Keep, studying more spells and increasing his mastery of magic.

• Kythorn 1360 DR: Romulus prepares and imbibes Annath’s Draft, a potion that grants near immunity to cold.

• Marpenoth 1360 DR: Romulus prepares and imbibes the Flame Elixir, a potion that grants several fire-based abilities.

• Hammer – Mirtul 1361 DR: Romulus teleports to Waterdeep to meet with Valerie Lauthyr, only to discover that she is missing. He apprentices himself to the “Mage Most Magnificent” Millroy of Baldur’s Gate. He studies under the master diviner for several months before setting forth to search for his lost love. His journey takes him to Skullport, a den of villainy beneath the city and fights a group of Yaun-Ti slavers. He is defeated and nearly killed. He escapes via magic to Daggerford where he gains the assistance of Taladrina Swiftstep. His second rescue attempt is successful and the lovers are reunited.

• Kythorn – Uktar 1360 DR: Romulus nurses Valerie back to health at Raven Keep.

• Spring 1361: Romulus finds an Amulet of Long Years. This magical artifact prevents him from aging phyically while it is worn.

• Flamerule 1361: Romulus joins his companions for an assault on the City of the Glass Pool, a major Kuo-Toan city in the Underdark. (His companions had been fighting agents of the city’s rulers for several months). The party fights Kuo-Toa, Aboleths, Mind Flayers, Derro and Ixzan before finally confronting and defeating a massive creature known as the Grand Savant. Many of the heroes are slain (all but Raven, Legolas, Romulus and Maurith) and Algar is turned to stone. Maurith raises the fallen adventurers from the dead and Romulus restores Algar to his natural state.

• Hammer 1362 DR: A Zhentarim agent hires the Eyes of Fire mercenary company to assault Raven Keep. Romulus and Legolas unleash mighty battle magic against the attackers, defeating many before they ever see the keep itself.

• Alturiak 1362 DR: Romulus accepts Jelenneth of Mistledale as an apprentice. Her studies last for only a few months before she leaves the keep to adventure on her own. Romulus journeys to the Battle of the Bones, an ancient battlefield plagued by undead. There he meets with, and studies under, Phthta Thak, a powerful (and insane) necromancer. Romulus prepares and imbibes Halaster’s Quaff, a powerful (and potentially deadly) elixir that confers immunity to many necromantic and trasmutation magics.

• Tarsakh 1362 DR: Romulus and several companions seek to recover the Morningsword from its resting place in the mouth a slain red dragon (the dragon’s death throes caused a cave-in which buried its body). The sword is retrieved and one of the adventurers experiences a vision of a tree-cloaked island on the Sea of Swords.

• Mirtul 1362 DR: Romulus researches the island from the vision. He discovers that a group of spellcasters living under the rule of Emperor Shoon VII fled Calimshan and established a colony in the Nelanther Isles. The party recruits Gregor Coberal of the Blazing Cutlass to transport them to the island of Sahu. After penetrating the illusions hiding the island, the party fights several powerful enemies before discovering the slain (and animated) body of Brannen Morningmist. The party defeats their undead companion and raises him from the dead.

• Flamerule 1362 – Kythorn 1364 DR: Raven Keep is torn down and rebuilt, larger and more majestic. Romulus’ tower is built at one of the union points for the hexagonal curtain wall that surrounds the stronghold (Legolas’ Guild of the Griffon’s tower anchors the opposite side). Romulus summons Thwait (the spectator) to serve as a guardian for the keep’s vault.

• Kythorn 1364 – Elient 1365 DR: Romulus assists in the construction of Gregor Coberal’s lighthouse on the end of the Velen (Dragon’s Head) Peninsula.

• Ches 1366 DR: Romulus journeys to the Jungles of Chult with Gregor Coberal and several other adventuring companions. Gregor is seeking to establish a lumberyard in the tropical jungle and Romulus is coming along to contribute his magical firepower to the security of the camp. Romulus kills many dangerous creatures over the course of the next several months.

• Eleasis 1366 DR: Gregor’s ships leave Chult and head for Lantan to trade lumber for finished goods. The fleet discovers a portal near the island nation that leads to the Inner Sea (a.k.a. the Sea of Fallen Stars). The ships reach Gregor’s lighthouse (and fledgling village) by the end of the month.

• Elient 1366 DR: At a dinner being held to celebrate everyone’s safe return, an obese man appears in the midst of a smoke-filled explosion and crashes into one of the long feasting tables. The man is badly wounded and very confused. After tending to his wounds, the party learns that the man (Isosceles, a wizard from Silverymoon) and his companions had been attacked by a powerful band of Frost Giants led by a demon of some sort. Isos tried to teleport to safety but his spell misfired and he arrived in Tethyr (on Banshee’s Point, specifically). Romulus, Raven, Gregor, Maurith, Tegril and Nathan journey to the mountains to confront the demon and its giant lackeys.
On the way back to Gregor’s stronghold, Romulus and Tegril stop in Silverymoon to study at one of the city’s fine colleges.

• Mirtul – Kythorn 1367 DR: Romulus and Tegril depart the school in Silverymoon and start walking south (planning on returning to Banshee’s Point Village eventually). Along the way, they are sidetracked by a group of adventurers returning to civilization from the ruins of Orolin in Anauroch, a massive desert. The adventurers claim that treasures and magic waits for those who wish to seize it from the undead roaming in the city.
The duo travels to the lost city in search of adventure and get more than they bargain for. Phthta Thak is also exploring the ruins and takes objection to Romulus’ presence. A spell-battle breaks out, resulting in the disjoining of many Romulus’ permanent magical effects, all of his elixir-based abilities and several of his magical items (including the Amulet of Long Years). Meanwhile, Phthta’s minions (several powerful mummies) fight Tegril, infecting him with mummy rot (meaning in the next few minutes, he will shrivel up and collapse in a heap of dust). The hand is ripped from Romulus’ right arm during the battle and animated to attack him. In a last-ditch attempt to defeat the crazed necromancer, Romulus breaks the Staff of Shadow in a retributive strike, slaying his attacker. The explosion shunts him to the House of Nature, an outer plane that serves as home to nearly all of the druidic and ranger deities.

• Flamerule 1367 DR: Romulus is nursed back to health by a humanoid-shaped weasel (a Musteval named Emil). Emil instructs Romulus how to survive in the wild and begins teaching him some druidic magics. After nearly two months, the two are summoned to a meeting of Emil’s drudic circle. There they learn that Malar-worshippers have invaded the plane and are hunting the souls of the dead. The predations must be stopped. Romulus finds the intruders and defeats nearly all of them all single-handedly. After the battle, one of the druids rewards him with the use of a portal that will allow him to return to his own plane of existence. Maurith regenerates Romulus’ missing hand.

• Winter 1367 – Spring 1368 DR: After a brief stop in Silverymoon to craft a new ‘Shooting Star’, Romulus leaves for Mosstone. He spends the winter with members of the druidic circle, continuing to learn the ways taught to him in the House of Nature. With their aid, the wizard turned druid begins crafting a new staff to replace the one he broke. The result is a short, club-like staff covered in a mottled green and yellow leaf pattern. The stout end of the staff vaguely resembles a serpent’s head. He calls his creation the Staff of the Oaken Serpent.

• Hammer – Elient 1368 DR: Romulus travels to the Stonelands to create building materials (via Wall of Stone spells) for the stronghold Nathan Cabosh is planning to build in his attempt to be recognized as the Baron of the Stonelands. His efforts save the paladin close to 300,000 gp (and three years of construction time) and help strengthen the security of Cormyr’s northern border.

• Feast of the Moon 1368 DR: Romulus experiences a dream wherein Tegril has been transformed into a lich after their battle with Phthta Thak and her minions. Romulus wakes in a sweat, gasping and confused. A brilliant blue-white light permeates his room and a feminine voice says to him “Though I now share you with another, you were My servant first and you will set right what has gone wrong. Return to the City of Magicians before more damage can be wrought.”
Romulus recruits Gregor and Maurith to travel into the desert with him to either rescue his friend from undeath or destroy him. After a harrowing battle with his former companion’s undead minions, Romulus and the others confront the lich in his lair. At great risk to himself, Gregor grappled with the beast Tegril had become and pinned him in place long enough for Romulus and Maurith to cast the spells that restored the weretiger to life while stripping him of his lycanthropic nature.
Romulus then turned the remainder of his arcane might against the Dead Throne, the evil artifact that had turned Tegril into a lich after the battle with Phthta Thak’s minions the year before.


• (Alternate modern reality): Special Agent Dr. Romulus Bramblefoot works for the FBI’s Behavioral Analysis Unit in Quantico, Virginia. Unbeknownst to his co-workers, he is also a powerful magician.
Romulus graduated with honors from medical school. After completing his internship, he became a medical examiner for the State of Virginia.
His exemplary work and additional background in psychology brought him to the attention of the Behavioral Analysis Unit of the FBI. He was recruited in 1998. Romulus studied Occult Crimes and after helping catch a cult leader in Odessa, Texas, he discovered the perpetrator’s spellbook. He took a leave of absence and studied voraciously, eventually gaining a mastery of magic few have ever seen. Romulus returned to the BAU, where he continued to focus on the occult.
• December 31st, 2007 – February 2008: New Year’s Eve in Times Square, New York City. As millions of gathered people and viewers at home watched the “Apple” drop, a horrific sound ripped through the frigid December air. As the clock struck midnight, demons poured through a hole torn into the very sky and began to feed. The streets ran red with blood and thousands perished in the first minutes of the planar invasion.
Within days, other monsters of folklore began to appear: vampires, werewolves, even dragons. All seemed bent on wiping out humanity. The nations of the world mobilized their military forces to counter the threat but, caught off guard, for many it was too late. Vatican City fell after a week of desperate fighting and unprecedented displays of what can only be called “magic” but rumors say that the Pope managed to escape.
When the invasion began, Romulus was preparing for a lecture in Richmond. He headed back to Washington, D.C. but when he saw that the city had already fallen, he headed west in search of resistance fighters, eventually making his way to Chicago.


• Winter 1368 – Spring 1369 DR: Romulus attends a gathering of druids in the village of Mosstone. Despite being a lowly “Newleaf” (novice druid), Romulus is treated deferentially by the 200 other druids in the circle due to his status as a powerful wizard and the unusual way in which he entered the druicic ranks. He is introduced to Vanessa du Lac, one of the circle’s most senior members. She tells the wizard that she will be keeping an eye on him.
As the moot winds down and the druids begin to disperse, Romulus returns to Banshee’s Point Village. He is there for only a few days when a restlessness comes over him and he decides to seek out Vanessa. He stops briefly in Mosstone to find out where the woman makes her home. Liora Leaffalling, chief assistant to the Archdruid of Mosstone, assigns Eartwiggle, an earnest young druid, to lead Romulus to Vanessa’s home.
Along the way, the two druids stop at the King’s Tree to rest for a night. The site is sacred to the god Silvanus and it is said that whoever sleeps in or near the glade surrounding the tree receives clear but cryptic visions. Romulus chooses to sleep directly beneath tree’s branches.

In his dream, he sees a castle with shattered battlements in a shallow valley. One of the towers has partially collapsed, leaving a remnant that looks like a giant fang. Some of the windows are broken, letting chill, damp weather into the castle. Screams and swirling lights emante from within and the castle crumbles into a rising cloud of swirling mist. When the fog clears, nothing of the castle, not even rubble remains. His view shifts to an icy plain, stretching off into the distance as far as the eye can see. Several stocky humans dressed in heavy furs approach from the edge of a huge crystal clear lake. Once again, the scene changes and Romulus sees a sight which is at once horrifying as it is beautiful; a stormlike catastrophe rolling across the sky, which seems to be ablaze with blue fire. The cerulean thunderhead crashes into the side of a huge chain of mountains, throwing pillars of azure fire skyward. One last time, the scene changes and Romulus finds himself in the center of a grassy plain. An unseen enemy approaches and Romulus’ fingers fly through the mystic gestures of a spell but nothing happens. Hastily, he reaches into a pouch at his belt and fishes out a smooth polished stone and places it in a sling. Twirling the sling above his head to gather speed for his throw, the mage looses the stone at his unseen target.

The archmage druid awakens, with a vague sense of sorrow in the pit of his stomach and the feeling like something grand and woundrous is about to be lost. The other druids return and ask what visions Romulus has seen. Romulus looks briefly at each of them before turning around to wordlessly collect his gear before continuing the march to Vanessa’s home.
When they arrive, Romulus and Eartwiggle join forces with Vanessa to slay a half-troll/half-green dragon hag and the band of trolls she leads. The party also is forced to slay the hag’s draconic father and half-troll hag mother. Romulus learns that Vanessa is not what she seems to be and that in fact she is a nixie druid using her magic to pose as a halfing among the other members of the circle.
Vanessa asks Romulus for some personal history. He reveals that he was once a halfling and changed himself into a human so he could “become a better wizard”. She responds by telling him that it was his passion for magic and learning, not his race, is what made him one of the greatest wizards she has ever known.
Her response bothers Romulus and he spends a lot of time thinking about she has told him. After a tenday or so of thinking about it, Romulus begins planning a Wish spell. Finally, he decides to go for it and chooses to keep it simple to prevent any unintended side effects and says “I wish to become a halfling again.” Romulus returns to Nessie’s pond and the two enter into a brief dalliance before he departs to continue his advantures.

• (Alternate modern reality): Romulus remains human in the alternate modern reality.

• 30 Ches 1369 DR: Romulus heads south along what was once a well-maintained road. It is now little more than a pair of wagon wheel ruts holding stagnant water and leading toward a central knoll of corrupted greenish-black grass. Atop the lifeless knoll is a stone castle with a shattered tower. Romulus instantly recognizes the castle as the one from his vision.
He heads into the castle. Through the course of his investigation, he learns he has arrived on an evening that is the culmination of events 600 years in the making. Twenty years ago, the lich Kartak Spellseer used his distant cousin Chardath Spulzeer’s body to murder Chardath's mute sister Marble in a magical ceremony meant to restore his physical form.
Since the night of the murder, Kartak has been summoned back to the castle on the anniversary during which time he would be unable to leave by magical or physical means for 24 hours. While exploring the castle, Romulus found a small red gemstone and used it to restore the magical power to the dagger used to murder Marble. The druid and the Marble's ghost fought Chardath, Kartak and one of the lich’s servants. The battle ended with Kartak teleporting away and the destruction of Castle Spulzeer.

After the fall of the castle, Romulus returned to Vannessa’s pool in the Wealdath where he continues his affair with the nixie while making preparations for the next part of his vision.

Ursula as a D&D Bad Guy

Ursula the Sea Witch


Align: NE Race: Tauric Merfolk/Giant Octopus Class: Bard 8/Druid 8
Homeland: Lives in the remains of a leviatan at the bottom of the Sea of Swords, specifically off the coast of Nemessor in the Nelanther Isles
Deity: Sekolah Sex: Female Age: 47
Birthrank: 1 of 2; born Uktar 17th, 1321 DR # of Siblings: 1 sister
Height: 5’4” plus 20’ long tentacles Weight: 826 lbs. Hair: White Eyes: Yellow
Appearance: Ursula is an obese purple-skinned merfolk with the lower body of an octopus instead of a fish. She has a facial mole just beneath her lower lip. Her humanoid half has light purple skin and she wears her white hair cropped short. A cloak fashioned from the hide of a manta ray is held on with a brooch shaped like an conch. Her octopus half has black rubbery hide and eight 20’ long tentacles.

Str: 20 (+5) Fortitude: +17* * Saves include bonus from Cloak of Resistance
Dex: 15 (+2) Reflex: +17*
Con: 13 (+1) Will: +18*
Int: 10 (+0) Initiative: +2
Wis: 14 (+2) Speed: 20’; swim 30’
Cha: 18 (+4)

Armor Class: 26 (-1 size, +2 Dex, +7 Natural, Bracers of Armor +6; Ring of Protection +2); t: 20, ff: 24
Hit Points: 155 (9d8+9: Tauric Merfolk/Giant Octopus) plus (8d6+8: Bard) plus (8d8+8: Druid)
Attacks: (BAB +21; Grap +30); +26 8 Tentacles: 1d4+5 plus Improved Grab (19-20/x2, 20’ reach, 2d8+6 constrict on successful grapple) or +25/+20/+15/+10 Ursula’s Trident: 2d6+9 plus 1d6 electrical (20/x2, +1d10 electrical on critical hit; dbl dmg if set to receive charge)

Racial Abilities: Monstrous Humanoid (not subject to spells or effects that affect only humanoids, such as Charm Person or Dominate Person); Aquatic Subtype; Amphibious; Constrict; Improved Grab; Ink Cloud; Jet; Low-Light Vision; +4 racial bonus on Hide checks; +10 racial bonus on Escape Artist checks; +8 racial bonus on Swim checks; Bard is favored class for multiclass purposes;

Class Abilities: Proficient with all simple weapons and longsword, rapier, sap, scimitar, shortbow, shortsword and whip and light and medium armor and shields (except tower shields); may not use armor or shields made of metal or loses access to druid spells, supernatural and spell-like class abilities while doing so and for 24 hours thereafter.
Bard: Bardic Music 8/day, (Countersong, Fascinate, Inspire Courage +2, Inspire Competence, Suggestion); Bardic Knowledge +10; Arcane Spells (CL8, DC14 + spell level; 3/4/4/2); Arcane Spells Known: 0th: 6, 1st: 4, 2nd: 4, 3rd: 3;
Druid: Cast Divine Spells (CL8, DC12 + spell level, 6/5/4/3/2); Spontaneous Casting (Convert prepared Druid spells to Summon Nature’s Ally spells); Animal Companion; Nature Sense; Wild Empathy (+8); Woodland Stride; Trackless Step; Resist Nature’s Lure; Wild Shape (3/day; Large)

Languages: Read/Write and Speak Aquan, Common and Druidic
Skills: Bluff +13; Concentration +20; Diplomacy +11; Disguise +4 (+2 to act in character); Escape Artist +18 (+3 if familiar is within one mile); Handle Animal +9 (+2 bonus to Wild Empathy; +4 w/ Animal Companion); Hide +8; Intimidate +8; Knowledge (Arcana) +5; Knowledge (History) +5 (+2 bonus to Bardic Knowledge); Knowledge (Nature) +14; Listen +8 (+2 if familiar is within arm’s reach); Perform (Sing) +14; Ride +4; Sleight of Hand +4; Spellcraft +6; Spot +8 (+2 if familiar is within arm’s reach); Survival +14 (+2 in aboveground natural environments); Swim +17 (can always take 10 even if distracted or endangered; Use run action if moving in a straight line); Use Magic Device +4 (+2 w/ scrolls); Use Rope +2 (+2 w/ bindings)

Feats: Combat Reflexes; Improved Critical (Tentacle); Martial Weapon Proficiency (Trident); Natural Spell; Obtain Familiar; Persuasive; Power Attack; Scribe Scroll; Weapon Focus (Tentacle)

Possesions:
Clothing: Conch-shaped Brooch of Shielding (65 hp); Cloak of Resistance +3;
Armor: Bracers of Armor +6; Ring of Protection +2;
Weapons: Ursula’s Trident (Shocking Burst Trident +4 – see below)
Gear: Bag of Teeth; 4 Contracts of Nepthas; Horn of the Tritons; 4 Potions of Cure Serious Wounds; Ring of Lore; Large Sack (fashioned from fishing net); Spell Component Pouches; Wand of Thalassemia (50 chg, CL8)
Wealth: 6,519 gp; 7 sp; 3 cp

Notes:

• Ursula’s Trident - Shocking Burst Trident +4
Invoked Powers: by holding the trident and speaking the appropriate command words, the wielder is able to cast the following arcane spells from the trident as if it were a staff (CL8 or caster’s level, whichever is higher): Shocking Grasp (1 chg), Lightning Bolt (1 chg), Chain Lightning (2 chg)

• Typically Prepared Spells - (Storm) indicates spell from the Stormwrack supplement
0th: Cure Minor Wounds, Detect Poison, Guidance, Know Direction, Light, Resistance
1st: Calm Animals, Cure Light Wounds, Faerie Fire, Hide from Animals, Magic Fang
2nd: Fins to Feet (Storm), Pressure Sphere(Storm), Resist Energy, Urchin’s Spines(Storm)
3rd: Poison, Scales of the Sealord(Storm), Stone Shape
4th: Control Water, Dispel Magic

• Arcane Spells Known
0th: Dancing Lights, Detect Magic, Flare, Lullaby, Mage Hand, Prestidigitation
1st: Animate Rope, Cause Fear, Hypnotism, Unseen Servant
2nd: Calm Emotions, Locate Object, Rage, Sound Burst
3rd: Crushing Despair, Glibness, Haste

• Amphibious (Ex): Can freely breathe water and air, although she rarely travels more than a few feet from the water’s edge; additionally, Ursula is unaffected by water pressure to depths of 1,100’.
• Constrict (Ex): deals 2d8+6 damage with a successful grapple check
• Improved Grab (Ex): To use this ability, must hit with a tentacle attack, can then attempt to start a grapple as a free action without provking an attack of opportunity; if she wins the grapple check, she establishes a hold and can constrict
• Ink Cloud (Ex): Can emit a cloud of blue-blacnk ink (20’ h x 20’ w x 20’ l) once per minute as a free action; cloud provides total concealment, which she normally uses to escape a losing fight. All vision within the cloud is obscured.
• Jet (Ex): Can jet backward once per round as a full round action, at a speed of 200’, she must move in a straight line, but does not provoke attacks of opportunity while jetting
• Tentacles – opponents can attempt to sunder Ursula’s tentacles as if they were weapons, each tentacle has 10 hp; severing a tentacle deals 5 hp damage to Ursula; severed limbs regrow in 1d10+10 days.


Floatsam: male Moray Eel Familiar
CR: - - Medium Magical Beast (Aquatic) HD: 2d8+2 (effective 25d10) Hp: 77 Init: +6 Spd: Swim 30’
AC: 18 (+2 Dex, +5 natural); t: 12; ff: 16
Attacks: (BAB +21; Grap +22); +23 Bite: 1d4+1 plus Attach
SA: Attach
SQ: Low-Light Vision; Scent
Align: NE Saves: Fort +15 Ref +16 Will +16
Str: 13 (+1) Dex: 15 (+2) Con: 12 (+1) Int: 9 (-1) Wis: 12 (+1) Cha: 2 (-4)
Skills (or as master’s): Hide +6 (additional +4 in coral or rock); Listen +3; Spot +3; Swim +9 (can always take 10 even if distracted or endangered; can use the Run action while swimming, if moving in a straight line)
Feats: Improved Initiative; Weapon Finesse

• Attach (Ex): If an eel hits with its bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage ach round it remains attached. An attached eel loses its Dex bonus to AC. An attached eel can be removed via grappling.
• Familiar Abilities: Alertness (provided to master if within arm‘s reach); Improved Evasion; Share Spell; Empathic Link; Touch; Speak w/ Master; Speak w/ Animals of its type
• Floatsam’s left eye glows yellow, while his right eye is white. If Floatsam places the right side of his face against the left side of Jetsam’s face, then Ursula can Scry through the eyes of the eels and see what they see.

Jetsam: male Moray Eel Animal Companion
CR: - - Medium Animal (Aquatic) HD: 6d8+6 Hp: 35
Init: +7 Spd: Swim 50’ AC: 19 (+3 Dex, +5 natural); t: 13; ff: 16
Attacks: (BAB +4; Grap +6); +8 Bite: 1d4+2 plus Attach
SA: Attach
SQ: Low-Light Vision; Scent
Align: NE Saves: Fort +6 Ref +8 Will +3
Str: 15 (+2) Dex: 17 (+3) Con: 12 (+1) Int: 1 (-5) Wis: 12 (+1) Cha: 2 (-4)
Skill: Hide +6 (additional +4 in coral or rock); Listen +5; Spot +5; Swim +10 (can always take 10 even if distracted or endangered; can use the Run action while swimming, if moving in a straight line)
Feats: Improved Initiative; Rapid Swimming; Weapon Finesse; Weapon Focus (Bite)
Learned Tricks: Come, Heel, Track

• Attach (Ex): If an eel hits with its bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage ach round it remains attached. An attached eel loses its Dex bonus to AC. An attached eel can be removed via grappling.
• Animal Companion Abilities: Devotion, Link, Share Spells, Evasion; Bonus Tricks (Attack, Defend, Guard)
• Jetsam’s right eye glows yellow, while his left eye is white. If Jetsam places the left side of his face against the right side of Floatsam’s face, then Ursula can Scry through the eyes of the eels and see what they see.

Xp Total: 220,500
Minimum Xp for Next Level: 231,000

Scrubbing Bubbles as a Dungeons and Dragons Monster (3.5E)


I thought of this while cleaning the house the other day.


Scrubbing Bubble
CR: ½ Fine Ooze HD: ½d10 Hp: 2
Init: +3 Spd: 20’, climb 20’ AC: 21 (+3 Dex, +8 size); t: 21; ff: 18
Attacks: (BAB +0; Grap –21); +11 Acid Touch: 1d2 acid
SA: Acid
SQ: Ooze Traits
Align: N Saves: Fort +0 Ref +3 Will -5
Str: 1 (-5) Dex: 16 (+3) Con: 11 (+0) Int: - - Wis: 1 (-5) Cha: 2 (-4) App: 12 (+1)
Languages: None
Skills: - -
Feats: Weapon Finesse(b);

• Acid (Ex): A scrubbing bubble secretes an acid that dissolves organic material quickly, but does not affect stone or metal. Any melee attack deals acid damage. Cloth and wood dissolves and becomes useless immediately unless it succeeds on a (DC10) Ref save. The ooze’s acid touch deals 2 points of acid damage per round to wooden objects but the ooze must remain in contact with the object for 1 full round to deal this damage.
• Ooze Traits: Mindless - No Int score and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Blind (but has the Blindsight ability) – with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight; Not subject to critical hits

Swarm of Scrubbing Bubbles
CR: 3 Fine Ooze (Swarm) HD: 6d10 Hp: 30
Init: +3 Spd: 20’, climb 20’ AC: 21 (+3 Dex, +8 size); t: 21; ff: 18
Attacks: (BAB +4; Grap - -); Swarm: 2d6 acid
SA: Acid; Distract
SQ: Ooze Traits; Swarm Traits
Align: N Saves: Fort +0 Ref +3 Will -5
Str: 1 (-5) Dex: 16 (+3) Con: 11 (+0) Int: - - Wis: 1 (-5) Cha: 2 (-4) App: 12 (+1)
Languages: None
Skills: - -
Feats: Weapon Finesse(b);

• Distract (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn within a swarm is nauseated for 1 round (Fort DC13 negates). Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC20 + spell level).
• Swarm Traits: Swarms are made of hundreds or thousands of individual creatures. It has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm composed of Fine creatures is immune to all weapon damage. Swarms are never staggered or reduced to a dying state by damage (however, they do disperse when reduced to 0 hp). Also, they cannot be grappled, tripped, bull rushed and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (includes single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, complusions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes +50% damage from spells or effects that affects any area such as splash weapons and many Evocation spells.
Swarms made up of Fine creatures are susceptible to high winds and wind effects created by a Gust of Wind spell (suffering 1d6 points of nonlethal damage to a swarm per spell level).
Swarms automatically deal damage to any creatures in the area they occupy. They do not make attacks of opportunity against creatures who enter the area but they do distract foes whose area they occupy.