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Saturday, August 31, 2019

New Class for OSE and BX - Saluk


Saluk

Requirements: Minimum DEX 9 INT 9
Prime requisite: DEX and INT
Hit Dice: 1d4
Armor: Leather, No Shields
Weapons: Daggers, Slings, Staffs
Languages: Common



               Saluk are scoundrels of the first order and know the secrets of empires long since lost to the sands. Saluk have learned the ability to dig deep into the mind of arcane spell wielders and steal the magic that lays within. These techniques (called The Pull) are not without risk, but to the poor that live in squalor on the streets this could be a way to a better life. Learning this technique is the worst kept secret in the slums around the Great Empire, and many a young person seeks out an older Saluk to learn the skill. No respectable person would ever decide to learn this trade as it is universally reviled.
                Once they have mastered The Pull the next step is to find some marks and start to pilfer some spells. Often they sell their magical services to the underworld, or use them to commit crimes of their own. There are plenty of criminals that would love an Invisibility spell cast upon them, or taking out a rival crime boss with Magic Missile. There is never a shortage of work for a Saluk with a proper arsenal of spells and a will to use them. Saluk often keep a stable of informants and street rats to gather information on what sorcerers have which spells.

Alignment: Non-Lawful






The Pull
               Saluk do not memorize spells in the traditional ways they steal spells from more reputable arcane casters. The Saluk can attempt to steal spells from another arcane caster by rolling an INT check with a -1 penalty. If the Arcane caster is higher level or HD than the Saluk, there is an additional -1 penalty per difference. A 1st level Saluk attempting to steal from a 5th level Elemental Sorcerer would have a -4 penalty for level difference and -1 penalty for attempt in general, for a total penalty of -5.
               If they fail the roll, nothing happens. If they succeed in the roll they may then steal memorized spells in the wizard’s mind equal to the Saluk’s level, the Saluk now has those spells memorized. The Saluk cannot have spells memorized exceeding the amount allowed to them as if they were a typical magic user. Thus a 3rd level Saluk could steal up to two 1st level spells and one 2nd level spell in total, though in one theft attempt could only steal a single 1st level spell and a single 2nd level spell, or two 1st level spells. The Saluk must keep line of sight with the arcane caster the entire time of the theft. The process takes one round per level of spell being stolen. The Saluk must maintain concentration and cannot do much more than walking, and cannot be in combat. 
               The arcane caster does receive a single chance to realize they are being stolen from whether the Saluk roll fails or succeeds. The Arcane caster can make an INT check with a penalty equal to the Saluk’s level. If they fail, the crime goes unnoticed. If the arcane caster succeeds they know they are being pilfered. At this point the arcane caster can choose to do one of two things, break the connection or attempt to flood the Saluk’s mind with magical energies they barely comprehend. The arcane caster can choose to “thrust” up to their current level/HD in memorized spell levels and attempt to go over the Saluk’s maximum allowed spells. If the arcane caster’s “thrust” does not exceed the Saluk’s spell limit, the Saluk simply absorbs them and can break the connection or continue to steal. If the thrust does exceed the Saluk’s spell limit they must immediately make a save vs paralyzation or be stunned for 1d6 rounds and for each level that exceeded the limit the Saluk takes 1d6 hit points of damage due to magical burn.

Mundane Skills
  • Climb sheer surfaces (CS): A roll is required for each 100 to be climbed. If the roll fails, the street rat falls at the halfway point, suffering falling damage.
  • Hear noise (HN): In a quiet environment (e.g. not in combat), a street rat may attempt to listen at a door or to hear the sounds of something (e.g. a wandering monster) approaching.
  • Hide in shadows (HS): Requires the street rat to be motionlessattacking or moving while hiding is not possible.
  • Move silently (MS): A street rat may at-tempt to sneak past enemies unnoticed.

Despised
               Saluk are universally despised, and their actions are considered theft, and illegal. The main issue is that it is extremely difficult to prove that a crime has been committed. Law abiding people that know the true identity of a Saluk can treat them as having a Station of 0. Oftentimes if a Saluk is exposed and cannot be convicted, the Saluk might end up having a deadly accident.



Magically Inept
              Saluk in general do not understand the magic they are stealing. They cannot use magical scrolls, and cannot use magical items that are limited to arcane casters.

I went ahead and created a Facebook group for the blog, if you are interested the link is here.

Friday, August 30, 2019

New Monster for OSE and BX - Lammasu & Asad


Lammasu

Winged lions that are the embodiment of good. Lamassu travel in prides protecting the deserts from evil.



Armor Class​ 6 [13]
Hit Dice​ 7+* (39hp)
Attacks​ 2 × claws 1d6
THAC0​ 12 [+7]
Movement Rate​ 120’ (40’) Flying 240’ (80’)
Saves​ D8 W9 P10 B10 S12 (M7)
Morale​ 10
Alignment​ Lawful
XP for Defeating ​850
Number Appearing​ 2d4
Treasure Type​ R, S, T

  • Aura of Protection: The Lamassu is considered to always have Protection from Evil 10’ cast upon them with double the normal effects. (-2/+2)
  • Magical Abilities: The Lamassu can use the following spells at will.
  1. Invisibility
  2. Dimensional Door
  • Divine Caster: Lamassu have four 1st level, three 2nd level, two 3rd level, and one 4th level clerical spells cast as if 6th level cleric. Any Cure Wounds spells cast by the Lammasu has double the effect.
  • Communication: Lammasu speak common, lawful, and their own racial language. They also can communicate via telepathy.
  • Magic Resistance: Lamassu receive a +2 to all spell saves.
  • Smite: 1 in 10 Lammasu can use Dispel Evil once per day.
Asad

Larger winged lions with the faces of humans. Asad are the pride leaders in groups of Lamassu.



Armor Class​ 3 [16]
Hit Dice​ 12+* (60 hp)
Attacks​ 2 × claws 2d6
THAC0​ 12 [+7]
Movement Rate​ 150’ (50’) Flying 300’ (100’)
Saves​ D6 W7 P8 B8 S10 (M12)
Morale​ 11
Alignment​ Lawful
XP for Defeating ​1900
Number Appearing​ 1d2
Treasure Type​ Nil

  • Aura of Protection: The Asad is considered to always have Protection from Evil 20’ cast upon them with quadruple the normal effects. (-4/+4)
  • Magical Abilities: The Asad can use the following spells at will.
  1. Invisibility
  2. Dimensional Door
  3. Teleport (without risk)
  • Divine Caster: Asad have five 1st level, four 2nd level, three 3rd level, two 4th, and one 5th level clerical spells cast as if 12th level cleric. Any Cure Wounds spells cast by the asad has double the effect.
  • Communication: Asad speak common, lawful, and their own racial language. They also can communicate via telepathy and have magical empathy.
  • Planar Travel: Asad can travel to the Astral and Ethereal Planes at will.
  • Magic Resistance: Asad receive a +4 to all spell saves.
  • Smite: 5 in 10 Asad can use Dispel Evil once per day.

I went ahead and created a Facebook group for the blog, if you are interested the link is here.

New Monster for OSE and BX - Ghuls and Ghul Overlords


Ghul Overlord

Pale-skinned, hunched humanoids with hands that have large claws and large jaws on their heads. Easily recognized, often under a polymorph spell to look like attractive humans to lure victims.



Armor Class​ 1 [18]
Hit Dice​ 4** (18hp) (Magic User 4+***)
Attacks​ 2 × claws 1d4 and bite 2d4
THAC0​ 15 [+4]
Movement Rate​ 120’ (40’) Burrow 15’ (5’)
Saves​ D10 W11 P12 B13 S14 (M4)
Morale​ 7 (Mage 8)
Alignment​ Neutral
XP for Defeating 175 (Magic User 350)
Number Appearing​ 1d3
Treasure Type​ C

  • Undead: Make no noise, until they attack. Immune to effects that affect living creatures like poison. Immune to mind-effecting or mind-reading spells like charm, hold, and sleep.
  • Creation: Ghul Overlords are undead Jann. They may be created by a Noble Genie, or if Ghuls kill a Jann. All other creatures killed by Ghuls are just food.
  • Subservient: Easily overawed to serve powerful creatures, especially Noble Genies and Necromancers.
  • Damage Immunity: Can only be harmed by magical weapons and spells.
  • Magical Abilities: Ghuls can use the following abilities at will.
  1. Polymorph Self
  2. Cause Light Wounds
  3. Invisibility
  • Magic User: 1 in 6 Ghuls are Magic Users equivalent up to 5th level caster.


Ghul

Appear identical to Ghul Overlords, besides being less intelligent and subservient.  




Armor Class​ 3 [16]
Hit Dice​ 3** (13hp)
Attacks​ 2 × claws 1d3 and bite 2d3
THAC0​ 17 [+2]
Movement Rate​ 90’ (30’) Burrow 15’ (5’)
Saves​ D12 W13 P14 B15 S16 (M3)
Morale​ 7
Alignment​ Neutral
XP for Defeating 65  
Number Appearing​ 1d3
Treasure Type​ B

  • Undead: Make no noise, until they attack. Immune to effects that affect living creatures like poison. Immune to mind-effecting or mind-reading spells like charm, hold, and sleep.
  • Creation: Ghul are undead Humans. They may be created by a Noble Genie, or if Ghul Overlord kill a human and sit with it all night. All other creatures killed by Ghuls are just food.
  • Subservient: Easily overawed to serve powerful creatures, especially Noble Genies, Necromancers and Ghul Overlords.
  • Damage Immunity: Can only be harmed by magical weapons and spells.
  • Magical Abilities: Ghuls can use the following abilities at will.
  1. Polymorph Self
  2. Cause Light Wounds
  3. Invisibility
  • Pathetic: Ghuls spend their time wailing and crying over their existence. They avoid combat, and unless cornered they suffer a -2 penalty to attacks.

I went ahead and created a Facebook group for the blog, if you are interested the link is here.

New Monsters for OSE and BX - Noble Genies


If you are not familiar with Dao, Jann, and Marid statistics please see my previous article here.


Noble genies are the ruling class of the genie world. Besides the Jann, most noble genies will not bother themselves to visit the mortal world. They prefer to stay in their own lands plotting the demise of other leaders and upping their own positions. Being of the noble class and “pure blood” they gain many powers beyond that of a standard genie often becoming akin to a demi-god. There are a few ways to become a noble genie; one is to be granted a title by the ultimate ruler of the planar kingdoms. Another is when a genie becomes bound to servitude by magical forces or a sahira, they gain the powers of a noble genie, but are bound to servitude. Lastly, a genie can try and gain followers in the mortal world that will worship them as a god. This is strictly forbidden and was the reason that King Suleiman made the laws against the interaction of genie and mankind. Even the bitterest rivalries will be put aside by genies in order to stop a rogue genie pretending to be a god. It is considered a myth that a genie with enough worshipers could rival in power that of Shaitan or the great Creator, but this is only a myth.


Djinn, Noble

Rulers of the Elemental Plane of Air the noble Djinns are known as Caliphs. They appear as regular Djinn, but often have regalia befitting their station.



Armor Class​ -2 [21]
Hit Dice​ 15*** (68 hp)
Attacks​ 2 × fist 3d10 or whirlwind
THAC0​ 9 [+10]
Movement Rate​ 120’ (40’) Flying 360’ (120’)
Saves​ D2 W2 P2 B2 S2 (M30)
Morale​ 11
Alignment​ Neutral
XP for Defeating ​4,200
Number Appearing​ 1
Treasure Type​ Nil

  • Damage Immunity: Can only be harmed by +2 or better magical weapons or magical spells.
  • Djinn Nature: Has all the same abilities as a Djinn.
  • Superior Whirlwind: As normal Djinn with the following changes: only takes 1 round to assume the form, inflicts 3d12 damage, and creatures with 5HD or less can be swept aside.
  • Noble Bearing: Noble Djinn cannot be summoned by Sahira or any other form of magic.
  • Magical Abilities: Following powers may be used once per day:
  1. Cast Cloudkill
  2. Control the weather
  3. Turn water into gas
  4. Grant another person’s wish
  • Load:  10,000 cn flying at full speed; 20,000 cn flying at  half speed;  or double this when walking.



Efreeti, Noble

Rulers of the Elemental Plane of Fire the noble Efreeti are known as Sultans. They appear as regular Efreeti, but are extremely large (15’-30’).



Armor Class​ -2 [21]
Hit Dice​ 20*** (90 hp)
Attacks​ 2 × fists 3d10
THAC0​ 6 [+13]
Movement Rate​ 120’ (40’) Flying 360’ (120’)
Saves​ D2 W2 P2 B2 S2 (M36)
Morale​ 11
Alignment​ Chaotic
XP for Defeating ​5450
Number Appearing​ 1
Treasure Type​ Nil

  • Damage Immunity: Can only be harmed by +2 or better magical weapons or magical spells.
  • Efreeti Nature: Has all the same abilities as a Efreeti.
  • Regeneration: Noble Efreeti regain 2 hit points a round.
  • Plane Shift: The Noble Efreeti can enter the Ethereal Plane by concentrating for one round.
  • Magical Powers: Following powers may be used once per day.
  • Superior Pillar of Flame: As normal Efreeti with the following changes: the form may be assumed for as long as the Noble Efreeti desires, damage is increased to 2d8, and effects flammable objects up to 15’.

  1. Cast Fireball (20d6)
  2. Grant another person’s wish
  3. Noble Bearing: Noble Efeeti cannot be summoned by Sahira or any other form of magic.
  • Load:  10,000 cn flying at full speed; 20,000 cn flying at half speed; or double this when walking.


Dao, Noble

Rulers of the Elemental Plane of Earth the noble Dao are known as Khans. They appear as regular Dao, but their features are often more unnatural and earthen-like.



Armor Class​ -2 [21]
Hit Dice​ 17** (77 hp)
Attacks​ 2 × fists 3d8
THAC0​ 6 [+13]
Movement Rate​ 120’ (40’) Flying 360’ (120’) Burrowing 90’ (30’)
Saves​ D2 W2 P2 B2 S2 (M30)
Morale​ 11
Alignment​ Chaotic
XP for Defeating ​4300
Number Appearing​ 1
Treasure Type​ Nil

  • Damage Immunity: Can only be harmed by +2 or better magical weapons or magical spells.
  • Dao Nature: Has all the same abilities as a Dao.
  • Honorable: While intensely evil, the Dao strictly believe in honor and will keep to their word.
  • Regeneration: Noble Dao regain 1 hit points a round.
  • Plane Shift: The Noble Dao can enter the Ethereal Plane by concentrating for one round.
  • Noble Bearing: Noble Dao cannot be summoned by Sahira or any other form of magic.
  • Hurl Magma Boulder: Noble Dao can throw boulders of magma 100' for 6d6 damage.
  • Magical Abilities: Following powers may be used once per day.
  1. Cast Flesh to Stone
  2. Create a large earthquake
  3. Gaseous Form (Sandstorm)
  4. Grant another person’s wish
  • Load:  10,000 cn flying/burrowing at full speed; 20,000 cn flying/burrowing at half speed; or double this when walking.

Marid, Noble



Rulers of the Elemental Plane of Water the noble Marids are known as Padisha. They appear as regular Marid, but their clothing is reflective of their station.

Armor Class​ -2 [21]
Hit Dice​ 26+*** (117 hp)
Attacks​ 2 × fists 4d10
THAC0​ 5 [+14]
Movement Rate​ 120’ (40’) Flying 360’ (120’) Swimming 480’ (160’)
Saves​ D2 W2 P2 B2 S2 (M36)
Morale​ 11
Alignment​ Chaotic
XP for Defeating ​8500
Number Appearing​ 1
Treasure Type​ Nil

  • Damage Immunity: Can only be harmed by +2 or better magical weapons or magical spells.
  • Marid Nature: Has all the same abilities as a Marid.
  • Regeneration: Noble Marid regain 5 hit points a round.
  • Superior Water Jet: As water jet ability with the following changes: jet can be 20’ long, causes 3d6 damage, and blinds opponent for 1d3 rounds.
  • Noble Bearing: Noble Marid cannot be summoned by Sahira or any other form of magic.
  • Following powers may be used once per day.
  1. Cast Death Spell
  2. Create a large whirlpool
  3. Grant another person’s wish
  • Load:  20,000 cn flying/swimming at full speed; 40,000 cn flying/swimming at half speed; or double this when walking.

Jann, Noble

Rulers of the wandering tribes of Janni, the noble Janni are known as Amirs. They appear as regular Jann, but are slightly taller (9’).



Armor Class​ 0 [19]
Hit Dice​ 12+* (54 hp)
Attacks​ Att by weapon with +3 damage
THAC0​ 10 [+9]
Movement Rate​ 240’ (80’) Flying 360’ (120’)
Saves​ D2 W2 P2 B2 S4 (M18)
Morale​ 11
Alignment​ Lawful
XP for Defeating ​1900
Number Appearing​ 1
Treasure Type​ Nil

  • Damage Immunity: Can only be harmed by magical weapons or magical spells.
  • Jann Nature: Has all the same abilities as a Jann.
  • Planar Traveler: Can survive in the Elemental Planes for an infinite amount of time.
  • Superior Growth: Works as a Potion of Growth with the following changes: triples the damage instead of double. 
  • Superior Travel to any Elemental Plane: As ability with the following change, can bring up to 18 others.
  • Following powers may be used once per day.
  1. Cast Dispel Evil
  2. Cast Neutralize Poison
  3. Cast Polymorph Self


I went ahead and created a Facebook group for the blog, if you are interested the link is here.

Wednesday, August 28, 2019

New Monster for OSE and BX - Sand Dragon

Sand Dragon



Smaller dragons that have brown scales and no wings found in deserts.

Armor Class 4[15]
Hit Dice 5** (23hp)
Attacks 2 × claw (1d4), 1 x bite 2d8 or breath
THAC0 15 [+4]
Movement Rate 90’ (30’) 60 (20) Burrowing
Saves D10 W11 P12 B13 S14 (5)
Morale 8
Alignment Neutral
XP for Defeating 425
Number Appearing 1d4 
Treasure Type A


  • Breath Weapon: Cloud of heated sand. Additional save vs breath weapon or blind for 1d4+1 rounds.
  • Languages and Spells: 10% 2 x 1st level.
  • Camouflage: Surprises opponent on 1-4. 

New Monster for OSE and BX - Yakmen


Yakmen

Inherently evil yak-humanoids that have grave magical powers and control of the Dao.




Armor Class​ 5 [16]
Hit Dice​ 5 (20 hp) Priest 5+*
Attacks​ 1 × 1d8  or by weapon
THAC0​ 14 [+5]
Movement Rate​ 60’ (20’)
Saves​ D6 W7 P8 B10 S10 (Dw 5)
Morale​ 8 (10 with priest)
Alignment​ Chaotic
XP for Defeating ​175 (priest 400)
Number Appearing​ 1d4
Treasure Type​ E

  • Magically Adept: All yakmen have some ability with magic and can use any magical item, even if it is designed for a certain class. 1 in 10 yakmen have a magical staff. They also receive a +2 to all saves versus spell.
  • Priest: Yakmen typically travel with a priest. The priest’s statistics do not change, but cast spells as a cleric between levels 1-10.
  • Summon Dao: Yakmen can summon a Dao into servitude as long as it does not have one already in service. The Dao must serve until the task is complete or 48 hours, whichever comes first. Dao hate this service and will attempt to undermine their summoner’s commands. No Dao may hurt any Yakmen directly, even if commanded by another master.
  • Possession: Yakmen can complete a ritual taking two full turns to “crawl inside” another humanoid’s body and control them. The victim must be restrained and physical contact must be maintained the entirety of the ritual. At the end of the ritual the victim can make a saving throw vs spell at a -2 penalty to resist. The yakman has access to all of the victim’s memories and thoughts. The yakman possessing a body cannot be detected by any magical means, but the effect can be dispelled. At any time, regardless of distance, the yakman can return to their body.



Tales from the Borderlands – Episode 1 - The Search for the Caves


With the school year back up and running I am beginning a new campaign using Old School Essentials. I am going with a Westmarches style of game also known as open table because of the size club that I generally end up with. Currently we are in a rebuilding year as far as the club is concerned due to a huge drop off due to graduation. I had five players, two of which had never played an RPG, two more that were 5e players, and one that I brought into the old school world last year. Needless to say they were lacking a lot of experience as far as for old school experience. I also decided to start with the classic B2 Keep on the Borderlands, with plans to expand it if the players end up getting some gumption to go other places. The two that had never played before did know the RPG lingo and parlance, I assume from watching YouTube videos, which did help to speed some factors of play up.

It is a pretty sight

I made them roll up some fresh 1st level characters and kept with the house rules that I presented previously on the blog. We ended up with characters with extremely good stats, I suspect it is the luck of the new player shining through on them. The party consisted of an Elf, Fighter, Halfling, Thief, and a Dwarf. Not the most well rounded group, especially lacking to two primary caster classes, but this was their decision and at least they would be well armored. They bought equipment and weapons, and I strongly suggested that the inclusion of polearms and missile weapons would be vital in the early stages, but the 5e mentality of going into hand-to-hand combat weighed out, at least I warned them.

Go to sytem of choice now

I started them by saying they were all adventurers seeking their fortunes because farming sucks and being rich is awesome. That was about the end of the premise, I am hoping the lure of adventure and gold will be enough to propel the plot along in the beginning. They immediately went to the inn and started to ask about the caves that was good. They then proceeded to goof off a bit, and I felt they did not know how to proceed with the adventure, in comes striding my Strider facsimile.
I had a woodsman approach and mention that he had been to the caves as a guide, and wanted to see if his services were required. He offered them a fair deal in that he wanted 1 share of what was brought out of the cave, though he would have settled for much less. They agreed to his terms, but were under the opinion that they would screw the guy over in the end. They had several plans, have them lead them to the Caves then come immediately back, now they knew the route. Also, lie about what they bring out of the Caves and give him a pittance. Lastly, have the guy lead them there, then kill him and take his stuff. Sounds like a typical new adventuring group.

I use this gag way too often.

They travel to the Caves and then proceed to head into the goblin cave immediately. They did not attempt to scout or listen, and ran into room 17’s guards. They decided to engage with 4 PCs, because the Elf had to leave early. They heard earlier that “Bree-Yark” was the goblin word for surrender, and began yelling it loudly. The goblins slightly confused decided to toss some ineffectual spears. The thief went sneaking around, and decided to hide because they didn’t want to get hurt, this left a 3 on 6 scenario. By the end, the Fighter was down, but not dead. The dwarf was down to 1 HP, and their reward was 60 copper pieces and 6 silver.


We had to end at this point, but we will see what happens in the future!

Missed the other Episodes? Look here to catch up.

I went ahead and created a Facebook group for the blog, if you are interested the link is here.

Sunday, August 25, 2019

Thursday, August 22, 2019

New Class for BX and OSE - Devotee of the Prophet

Devotee of the Prophet

Requirements: Minimum WIS 9
Prime requisite: WIS
Hit Dice: 1d6
Armor: Any, including shields
Weapons: Blunt
Languages: Common  

                The faith of the Prophet is ubiquitous throughout the Great Empire, and while it is universally known, tenets of the faith do not always seem to exist harmoniously. The Prophet did not solely contain herself to religious matters, she was a leader of civic government, a leader of armies, and also a leader in the faith. In trying to follow the examples laid out by the Sacred Texts, many of the devout followers pick an aspect of the faith to focus their study. The Mulldi spend years in the finest schools learning about the faith, but also learning heavily in the matters of state and governance. The Surshid are spiritual leaders whose main focus is interpretation of the Sacred Text, and how one can have a closer relationship with the Lord. Esmam are the defenders of the faith that are often found in streets or in the wilds, their true focus is letting none harm the faithful and especially the faith itself.


Mulldi preparing for court.

Combat

Devotees can use all types of armor. Strict holy doctrine prevents devotees’ use of weapons that have a sharp, cutting edge or stabbing point. Weapons usable by devotees are noted in the equipment list.

                 
Divine Magic

Holy symbol: A devotee must carry a holy symbol.

Deity disfavor: Devotees must be faithful to the tenets of their alignment, clergy, and religion. Devotees who fall from favor with their deity may incur penalties.

Magical research: A devotee of any level may spend time and money on magical research. This allows them to create new spells or other magical effects associated with their deity. When a devotee reaches 9th level, they are also able to create magic items.
Spell casting: Once a devotee has proven their faith (from 2nd level), the character may pray to receive spells. The power and number of spells available to a devotee are determined by the character’s experience level.

Using magic items: As spell casters, devotees can use magic scrolls of spells on their spell list. They can also use items that may only be used by divine spell casters (e.g. some staves).

Turn the Undead
Devotees can invoke the power of their deity to repel undead monsters encountered. To turn the undead, the player rolls 2d6. The referee then consults the table opposite, comparing the roll against the Hit Dice of the undead monsters targeted.


Surshid seeking their faith.

Successful Turning
If the turning attempt succeeds, the player must roll 2d6 to determine the number of HD affected (turned or destroyed).Turned undead: Will leave the area, if possible, and will not harm or make con-tact with the devotee.

Destroyed undead (result of D): Are instantly and permanently annihilated.

Excess: Rolled Hit Dice that are not sufficient to affect a creature are wasted. However, at least one undead creature will always be affected on a successful turning.

Mixed groups: If turn undead is used against a mixed group of undead monsters of different types, those with the lowest HD are affected first.

Turning Table Results

–: The turning fails.

Number: If the 2d6 turning roll is higher or equal, the turning attempt succeeds.

T: The turning succeeds.

D: The turning succeeds; the monsters are destroyed, not simply caused to flee.

Devotee Abilities
Each of these sects has different tenets which change the class slightly.

Mulldi

Additional Requirement: CHA 9
Additional Prime Requisite: CHA

Calm the Restless
The Mulldi can attempt to calm a restless crowd by focusing their holy gifts. The Mulldi begins a short prayer in plain view of the crowd and then states their positon on a matter. Roll a Turn Undead check. The crowd is treated as one “creature” for the purposes of the roll, and is equivalent to 1 HD of creature per 10 zero level commoners. This effect will only work on zero level beings. If the result is a “T” or higher than the number listed, the crowd is calmed, but is not necessarily satisfied. If the result is a “D” the crowd is calmed, and turned to the Mulldi’s position. If the result is a “-“ the crowd continues its behavior. This can only be used once per incident.

Respect
The Mulldi has 1 additional Station at the start of the game. This point cannot be lost, unless convicted of a crime.

Surshid

Additional Requirement: INT 9
Additional Prime Requisite: INT

Enlightened
The Surshid are closer spiritually then most in the world and as such have great power. The Surshid is gains 1 additional 1st level spell at first level.

Faithful
The power of God flows through the Surshid and banishes the wicked from the earth. The Surshid Turn Undead as if they were 1 level higher, and can use Turn Undead on the creatures of Shaitan.

Esmam

Additional Requirement: STR 9
Additional Prime Requisite: STR

Weapons of Faith
The Esmam defend the faith, sometimes quite literally. The Esmam are able to use all weapons, not just blunt.

Tip of the Tongue
Certain spells come like second nature to the Esmam due to their training and mantras. The Esmam can exchange an unused spell to cast and equivalent level spell from the list below. This means that the Esmam could have Cure Light Wounds memorized, and instantly change it to Protection from Evil.

Spells List

Protection from Evil
Hold Person
Striking
Protection from Evil 10’ Radius
Dispel Evil

Esmam preparing for battle.
I went ahead and created a Facebook group for the blog, if you are interested the link is here.

Wednesday, August 21, 2019

A Better Initiative System

       I am a huge fan of side initiative and I don’t think a lot of people use it. As editions of D&D go by side based initiative has been slowly replaced with individual initiative. This isn’t some fly by night rule, it is an optional rule in 5e, and the standard rule in the oldest editions. Since this article might be reaching newer players who have never heard of side initiative, in brief, the sides of a combat roll against each other to see who goes first each round. I generally use a 1d6, but 1d10 was the standard in 2e and that worked well too.  Player should declare actions before the die is rolled, that way they can plan, but actions might not go according to plan. The group then rolls the die, the highest number goes first, and the players can figure out among themselves who will go and in whatever order they desire. In the case of a tie, both sides are going simultaneously. To me it is clean, efficient, and most importantly fun.



Reasons that I like side initiative:
1. Quick
2. Nothing to track
3. Creates comradery
4. Teamwork
5. It is dynamic

Quick
This might be controversial but, from my experience side initiative goes faster than any other method, which includes a 5e style where one roll is made for the whole combat. One person rolls a d6 and we move on, that takes about 5-10 seconds at most. If you do individual initiative each round it takes forever even with the most organized group. I used a countdown with that method, starting at 10 and working my way down. Players are constantly interrupting the count, or not speaking up when it is there turn, it is a mess. Second to that is roll once for initiative, keep that order. You still run into the issue of player not paying attention, or the GM accidentally going out of order, skipping a player, etc. Overall this all takes time, time I do not want to waste.

Nothing to track
I don’t like to write things down during game, maybe it is the sign of a bad DM, I am not sure? I do not like noting all the initiatives and then cycling through each round. This generally takes time, which noted above I do not like, and seems like accounting work that I do not need to do at the table. I have enough to track with hit points, spell effects, possible ticking clocks in a battle, I don’t need one more thing. Side initiative solves this problem and cuts down on things I need to track because it is either my turn or the players. 

Comradery
The main reason I switched to side initiative is I read that it creates some great group moments at the table, and this is extremely true. There are times in the game where a lot rides on whether the players win or lose initiative, this creates a great tension at the table. The players are all rooting for the person rolling that round, and if they succeed, there is a great cheer at the table and the group bonds a bit more. There have been more nail-biting rounds at my table since I made the switch then in a year of games in the old fashion initiative style.

Teamwork
This allows both players and adversaries to work in a coordinated fashion. It encourages teamwork among the players and their actions. Ok, I am going to hit them with X spell, then you rush in for the kill. Which normally this is at the whims of the initiative order. The players start to communicate more at the table and working together, which is generally what I am looking for in my games. You often see people’s roles at the table shine through a bit more, with the abilities of the particular characters making a difference in the right context. 

Dynamic
I am not a fan of static initiative because it lets the players have too much information in a fight. They might not worry about a particular opponent because they know they go before it in the initiative order. When you are rolling each round that might not happen. You might go, you might not. This also leads to the dreaded double round. When one side lose initiative the first round, then wins it the second. This creates a scenario where you can be attacked twice before you can strike back or move, but the opposite is true as well. This means you cannot count on anything as given, the best laid plans are subject to the tide of battle. 


It's go time

One of the only augments against side initiative that I have heard that is relatively valid is that high DEX characters get a bonus and this is not reflected. I am not concerned with this, mostly because DEX has many other uses already, this small loss is not that big a deal. DEX adds to certain attacks, it helps with AC, it makes you good at DEX checks, and depending on edition it helps with one of the most popular saves. It is a wonderful ability without the initiative bonus, and frankly it might bring back down out of the clouds a bit as the best stat. 

Say you want to spice it up a little, one of the things I like from 2e was the Critical Event Table from Combat & Tactics. This table had many different results for when the groups rolled a tied initiative value. This added some really fun results to the activities in battle. I have created a truncated form of the table below, and I added a few options of my own. Before rolling on the table, roll 1d6. On a 1-3, it favors the enemy and on a 4-6 it favors the PCs.


Battlefields are crazy

Critical Event Table

Roll 1d10 

1 – Armor Trouble
2 – Battlefield Damage
3 – Item Dropped
4 – Shoved Over
5 – Lucky Break
6 – Luck Opening
7 – Slip
8 – Weapon Trouble
9 – Combatants Switch
10 – Freak Occurrence 

Armor Trouble
One random person in the combat has an issue with their armor. If they have a shield, it is lost and goes 1d6 x 5’ in a random direction. If they do not have a shield, something is wrong with their armor, a plate is missing or a strap comes undone. The combatant has a -2 penalty to AC until an entire round is spent to fix it. Note: This can only effect people with armor, if this is an impossible scenario, ignore the Critical Event Table result.

Battlefield Damage
Somewhere on the battlefield something is damaged. A table might get broken, a statue is smashed, or the wall to a tunnel collapses. 

Item Dropped
One combatant loses a random, non-weapon item. It will land 1d6 x 5’ in a random direction.

Shoved
One combatant that is in melee combat range is shoved by an opponent. The shoved model moves 5’ back, and must make a saving throw or fall down.

Lucky Break
For the round, one random combatant gets a +4 AC and saving throw bonus.

Lucky Opening
For one round, one combatant gets a +4 bonus to attack rolls.

Slip
One random combatant that is in melee range, will slip and fall.

Weapon Problem
One random combatant has a weapon issue. If that combatant killed an opponent last round their weapon has become stuck, it will take an entire round to pull out. If not, the combatant throws the weapon unless they make a successful saving throw.

Combatants Switch
Two combatants in melee circle each other and switch places

Freak Occurrence
The DM determines an unusual situation on the battlefield. This will offer an advantage to one side, and a disadvantage to another. This could be a random monster appearing for a round, a magical effect that was not expected, or an enemy switching sides.

This is my thoughts on side initiative give it a try, if even for one night. I think a lot of DMs and players might enjoy it, and you can add the table in for a bit of flare.

I went ahead and created a Facebook group for the blog, if you are interested the link is here.