Sunday, 2 July 2017

Sunday, 18 June 2017

The Temples of the City State of The Invincible Overlord


This is the first post in an experiment to see if I can convert the temples of the City State of the Invincible Overlord into the religious outline from the previous post. The version of CSIO is the second edition from 1980 so there’s a few difficulties. The first one is that this edition was part-way between LBB D&D and AD&D. So the range of deities in the city includes some from GD&H as well as ones which were included in D&DG. Indeed, the gods of the city state are an interesting mix of major and minor, multi-planar, and local with a range of characteristics which makes it an interesting challenge to fit into any single framework.

Another point is that the alignment system in the 2nd edition seems to be a 5-point system with LG, CG, LE, CE, and N only. There are hints in the text that the authors wanted this or that NPC to be, say, LN - in particular, the overlord himself - and that applies to the gods as well. I’m going to try to represent the full AD&D 9-point system in this series of posts but I’m sticking to my stance of eschewing Concordant Opposition, although I will revisit it in the future.

So let’s get started:

The Temple of the Gargoyle

This temple is an example of a Holy of Holies. Indeed, an extreme example as the god physically dwells here and nowhere else.

The Gargoyle, Arghrasmak, is a demi-god of some sort from the Elemental Plane of Earth and is only worshipped in the city and the nearby area.

All the normal clerical spells can be obtained here up to 5th level, the highest that Arghrasmak is able to grant.

Symbol is a grey sphere held in a black claw. Clerical mace heads are normally in this form.


As a chaotic, the Gargoyle dislikes the rule of law and has become a sponsor of thieves in the city. As an evil chaotic, he encourages the more aggravated cruel sorts of theft in order to increase suffering.

As an elemental his interests are in things from the ground - gold, silver, jewels, and loves to accumulate these for no more reason than he likes them.

Beyond these things, Arghrasmak has little interest in the mundane world and spends most of his time sleeping and plotting the eventual overthrow of those who forced him from his border kingdom in the Inner World, as he calls the Plane of Earth. Anything which increases his standing amongst the denizens of that place will gain favour.

He is dangerous to attempt to deal with and his word, although rarely given, is seldom honoured. He really only wants the treasures of the underworld. Worship is nice but the clergy’s main function is really as a bodyguard.

Sacrifices and Dedications

For (any number of) third to fifth level spells, the god must be awoken by three sacrifices of metal (100gp worth), magic (any item, even a scroll of a single spell), and blood (1HD animal sacrifice). The deity will then wake, spend the requisite time in mental communion with the cleric, and return to its sleep.

Magical items usable by clerics are retained as dedications, everything else goes into the pit within which Arghrasmak sleeps. His stony skin soon destroys many of the magical items, but he retains a few useful ones in case of emergencies.

Lay Members

The temple’s congregation is mostly thieves and the temple itself is responsible for the thieves’ quarter’s existence as it offers sanctuary to its laity. Normal members (casual, 0-level thieves and beggars) pay 5sp per festival, and are expected to attend at least one per year (making up for missed events by paying the shortfall).

Classed thieves are expected to pay 100gp value per level per year and for this they get the protection sanctuary and +5% to their ability to hide in shadows.

All members in good standing will (must) receive the services of an appointed litigation trickster from the guild thereof if arrested for theft-related crimes. If the member is found not-guilty of their alleged crime, the fee is half the amount they were accused of; if found guilty the fee is only a quarter of the claimed amount. Note that the issue of whether the member actually stole anything at all is not relevant here.

The Overlord has compromised with Arghrasmak on sanctuary, avoiding a direct confrontation with a being of unknown but substantial power. Arghrasmak has abandoned human sacrifice, and the Overlord recognises the boundary of the temple as beyond his reach. The entrances, of course, can be guarded as he sees fit, so long as he does not actually barricade them.

Priests and Clerics

As well as access to the spells below, the high-priest and those of priestly level are granted +4 on all saves against petrifaction (including flesh to stone) once per season.


The first full moon after each solstice and equinox divides the Gargoyle’s year into four seasons. Missing four of these festivals in a row without good reason (DM’s decision) will result in loss of clerical status.

Special spells

Due to Arghrasmak’s nature, he can not personally grant spells without being physically present - and he has never left his pit/nest in the last 450 years - so remote shrines to him are only able to grant first and second level spells. These shrines tend to be underground caves, grottos, or platforms in high, rugged mountains where some one or other of his followers has settled down to play the role of local priest.

These require 100gp value per level. Animal sacrifice is valued at 50gp per hit die.

  • Stoneskin; Level 2; V, M; 1seg.

    Otherwise as 4th level magic user spell.

  • Forget; Level 1; V, M; 1seg

    Otherwise as 2nd level MU spell.

These spells are also available at the main temple in CSIO. Additionally, Arghrasmak has one each special forth and fifth level spell which can be obtained at the main temple:

Protection from Petrifaction (Alteration)

level: 4 Components: V,S,M
Range: Touch Casting Time: 4seg
Duration: 1 turn Saving Throw: -
Area of Effect: Creature touched  

Explanation/Description: Grants immunity for ten minutes only against any magic which would turn the recipient into stone.

Stoneform (Alteration)

level: 5 Components: V, S, M
Range: Personal Casting Time: 5seg
Duration: 1rnd per level Saving Throw: -
Area of Effect: Caster  

Explanation/Description: When this spell is cast, the cleric takes on the stony form of a gargoyle. While in this form he or she can only be struck by magical weapons and can attack either with a weapon as normal, or by using their hands (single attack routine doing 1d4/1d4 plus any strength modifiVitrificationNitrificationto normal heat or cold and against magical attacks of these forms takes half damage or none, depending on a saving throw.

Armour class is reduced to 5 or remains as it was before, whichever is best.

The form is not winged unless the target is, in which case it can fly at a rate of 12“ so long as the caster is unencumbered, 6” if carrying heavy gear, and nothing if very heavily loaded or worse. Manoeuvre class is E.

In this form, only spell casting that does not require somatic components and which can be performed with nothing more than the holy symbol as its material component may be performed.

Saturday, 10 June 2017

1 Magic and Religion

1.1 Background

1.1.1 Ye Wizards

D&D is, essentially, Vancian magic and level-based classes. I know WotC think otherwise but they only have the name because they paid for it and that doesn’t give them any rights to decide what it is, just what gets marketed under the name.

Anyway, without both of these things, you’re just playing a fantasy role-playing game. It might be a very good one, but it’s not Dungeons and Dragons.

Generally this isn’t a problem as the level-based system is pretty good at simulating how heroic or action fiction of all sorts works in terms of abilities and resistance to death - there’s normal people who die in droves against something that a small group of heroes defeat.

Vancian casting is a little less universal, although not so much in the practical sense of actually casting the spells so much as the preparing them.

Obviously, Vance’s work has examples of the process of basically jamming the energy of a spell into one’s head and releasing it later, losing in the process all that stored energy and so requiring the whole ritual to be repeated before the spell can be cast.

Vance’s ideas evolved, possibly riffing off Saberhagen, but the core idea had a little bit of an impact outside of his works, notably on Terry Pratchett although that was almost certainly by way of D&D.

The system allowed for the sort of tactical decision making and resource-management which is a hallmark of early exploration games.

But there was a problem which was created by that very exploration-heavy assumed motivation - a magic-user who went exploring more than a day’s journey from home was basically stuck with having to drag their precious spell-books with them and risk their total destruction, at which point they’re in real difficulties.

Now, dragging spell-books around on an adventure is definitely not something that occurs in source material of any kind that I can think of, including all the stuff in Appendix N. It’s a major issue for AD&D magic-users and a huge disadvantage beside their fellow spellcasters, the clerics and druids.

1.1.2 Ye Clerics

Now, clerics in D&D are not priests. They’re actually holy warriors who are given miraculous powers by their “deity”. I say “deity” because this is somewhere the deep roots of D&D in mediaeval wargaming rise to just below the surface. Far from being the modern, or ancient, fantasy vision of a world full of gods and spirits, the core books of both OD&D and AD&D are very much a Christian view. Clerics are followers of Christ without the game saying so. In OD&D, the cleric’s “holy symbol” was specifically a cross. AD&D moved away from that slightly but the broad vision of the class is the Christian vampire hunter.

The practical effect of this is that God is literally everywhere - and feels like he’s everywhere - and that is one thing that makes playing a non-Christian cleric unsatisfactory.

Clerics use the same “theory of spells” as magic-users - the energy of the spell is implanted in the character’s mind and is released when needed. The difference is that instead of spell-books, the cleric’s deity gifts the energy requested, either indirectly or directly and in person.

The rules apply no restrictions on where this gifting takes place. They specify that the cleric gains them by “supplication” but, in keeping with the assumption of an omni-present god, the 15 minutes-per-level of praying or whatever form this supplication takes can be done anywhere and at any time.

This is clearly a major advantage to the adventuring cleric as compared to the adventuring magic-user struggling to find ever more secure (and un-heroic) ways of transporting their most valuable possessions across open wilderness or even into deep oceans or planes of living fire. That would perhaps be acceptable as just something that magic-users have to live with in return for their much wider range of spells and, indeed, two entire extra levels of spells. I’m not sure where that argument leaves illusionists, though. But there is a knock-on effect of this al-fresco worship which is more subtle but also much more deadly to the role-playing experience.

Because there is no requirements about place of worship, the cleric character need never enter such a place. A “high priest” can happily reach that position without the player ever having had to deal with their religious organisation, enter a temple or perform any overt act of religious ritual. The cleric trains under another cleric and, similarly, there’s no need for that training to take place in anywhere more religious than an Inn.

Similarly, there are no real rules about ritual cleansing or purification, since there is nowhere the cleric has to worry about entering while “polluted”.

All in all, this aspect of the cleric’s spell-gaining mechanic is one of the main reasons that AD&D and OD&D have a fairly notorious lack of colour. There’s pretty well no depth to the relation between a cleric and their deity, with the possible exception that many players dream of one day taking on their god, or some god at least, in combat.

For many DMs it can be hard to find experienced players even interested in playing a cleric as there’s little difference between them, and their spell mechanics means that they all cast the same sorts of spells. Once you’ve played one cleric, you’ve played them all. The odd magic-user here and there will fail to “know” fireball or even magic missile and regardless of that their spell lists will be dominated by what spells they have found while exploring. Clerics are heal-bots not just because the cure spells are fantastically useful, but because there’s no cleric anywhere who can’t cast them.

I’m going to skip over the various attempts to make a cleric’s choice of deity useful in AD&D as they were all pretty feeble. Instead I am going to discuss a cure for both this ill and the question of magic-users’ books.

1.2 A Modest Proposal

The solution to both problems is, I think, this small change to Vancian casting:

  • Instead of being lost completely, a spell’s energy is drained until the caster has time to rest and meditate on it again, using the same time as is currently needed to learn the spells from the normal source (book or god).
  • However, only the spells currently assigned to the “spell slots” can be recovered this way, changing the memorised spell list is impossible.

For example, Jim the magician has a rest for 6 hours and gets his spell books out. He then spends another 2 hours memorising burning hands, magic missile x2, sleep; mirror image, invisibility; dispel magic, and lightning bolt. He then heads off on an adventure with some mates, leaving his spell books at home. During the next day or two he uses both magic missile spells and the invisibility.

Jim settles down in a nice warm cave and has 4 hours kip. On awakinging, he can spend 45 minutes bringing the components of the thaumaturgical circuits back together in his mind and he’s ready to go with a full complement of his initial spell list.

Only if he found another magic-user’s spell book would he have the chance to swap out one of his memorised spells for something new (or if he returned to his base of operations).

This obviously allows magic-users to work “in the field” at the cost of what flexibility they had. What about clerics?

Well, the same change applies to clerics. Instead of being able to change their spell-lists anywhere they like, they can now only change the memorised list by spending the normal 15 minutes per spell level on hallowed ground. Put simply, they need to visit a shrine, temple, glade, grotto, or other sacred ground in order to commune properly with their deity.

A cleric of Neptune can still pray for spells while 1000 miles inland and 10,000 feet up a mountain in a desert, she’s probably going to have to make her own holy site up there first. Otherwise, she has whatever Neptune granted her at the quay-side shrine in Pompeii as she set off for the high Atlas Mountains.

1.3 Colouring in the Cleric

The change proposed above is minor for magic-users and illusionists. It gives them less flexibility in spell-casting if they take the option of leaving the spell books behind. For clerics and druids, the change is much more profound.

By requiring some specific and sanctified area in which to commune with the power which grants them their spells, this change gives clerics, PC and NPC a motivation to protect such areas, to expand them, and to bring things (living or otherwise) to them for sacrifice or dedication to their god. Plot hooks! Hurrah!

1.4 The Effects of (Un)Holy Space

1.4.1 Physical

Let’s look at the holy space idea in a bit more detail. Firstly, it has to be a physical thing. It may be as little as an altar in a defined space; some deities will not demand one or the other but the baseline is that the holy space will have at least one of these two.

Druids will have groves, some of them will be created or sanctified by the druids, but some will be the “natural” homes of dryads or similar beings. A bank by a river inhabited by a naiad, or a mountain where sylphs dwell might also do. But even druids may have altars too.

Some sort of ritual, perhaps using the ceremony spells in UA, must be carried out to gift it to the deity, and this may have various restrictions on it, such as time of year, or specific sacrifices peculiar to the thing being worshipped.

1.4.2 Metaphysical

The holy space belongs to the deity; it is literally its house (one of many). The things brought there and dedicated to it belong to the deity and removing them is the same as stealing from the deity.

The same applies to spirits and souls. Regardless of alignment, the soul of a human sacrificed at a demonic altar is going to the Abyss. An Orc sacrificed at a heavenly altar is going to heaven.

The assumption is that objects have some sort of spirit and sacrificing an item by breaking it and leaving the pieces in the space for some period in some way sends a copy of the item “to the gods” as a token of esteem.

This aspect of ownership places a burden on the priesthood that is proportional to the size of the space. A simple altar overlooking a sea cliff is easy to maintain; there would be no need for a full time priest at all. But a complex like the acropolis in Athens would need guards and the guards would need monitoring, and the number of shrines, altars, and temples implies more or less full time staffing of some sort.

Notice that this is mostly about keeping the gods’ property safe. The role of the cleric is very much about serving the deity, less so the laity and even less so non-believers (or non-worshippers).

  1. Wipe Your Feet

    Coming into the deity’s house may mean abiding by various rules. For the Greeks, as an example, entering holy ground after killing someone was forbidden, similarly people who have had sex were “polluted”. These things could be fixed in many cases by simple washing (basins were provided outside all but the smallest shrines), but other acts would require more strenuous efforts. There’s no particular reason why intent or knowledge should be involved in these rules. A person who reverses their chariot over a small boy without noticing might find themselves judged as unfit in the same way as a soldier who has just returned from the battlefield.

    Obviously, a cleric who is unclean will not be given new spells until they have done something about it.

    This gives scope for active and intelligent use of both atonement and geas spells (as well as plain old having a bath now and then).

  2. Tidy Up In Here

    Related to this idea it also becomes necessary to look after the god’s house while s/he is off doing godly things. The area needs to be representational of the deity’s desires and goals as formed by their alignment, sphere of interest, and personality. This might mean polished marble, heaps of rotting corpses, the arms and armour of defeated foes, or garlands of flowers and a spring of fresh water.

    This, in turn, provides a means of attacking the deity’s interests (and the status of their local clergy) which may need to be defended against. Holy/unholy water is one simple way of attacking an area, but various rituals might be possible too. Once an area is desecrated in this way, it becomes unavailable for spell renewal until cleared up. More plot hooks!

1.4.3 Very Metaphysical

As a generic motivation, looking after the deity’s house will only get you so far. More specific motivations for the different deities will need to be, well, specified. Alignment is a reasonable start.

Broadly, Good deities want to protect the world from Evil deities who want to eat it. Evil deities share an enjoyment of causing suffering and loss. Morally neutral ones don’t want that, and Good ones want there to be active elimination of it.

Within those categories the gods’ personalities and areas of interest should inform what they expect to see in their material dwelling spaces and also what actions they are expecting their clergy to carry out on their behalf in return for their blessings (i.e., their hit points, saving throws, and above all their spells).

On the ethical side of things, Lawful deities will be looking to increase the degree to which societies are organised and stable, while Chaos wants to free the individual, or just go mental.

  1. Metagaming Metaphysics

    From various clues in the books, we can posit some metaphysical rules. We know, for example, that demons and devils can not enter the PMP at will but that devas and so forth can. There’s even rules about how long a demon or devil can stay if they do get invited or summoned.

    I suggest this: The Deities of Law and Good (top-left quadrant of the alignment graph) agreed that there should be restrictions placed to protect the PMP. Basically, the PMP is off-limits unless the rules are broken, in which case the powers of Law or Good can intervene to restore them and then return to their home plane as soon as possible.

    Lawful Evil (the devils) agreed to go along for the sake of stymieing Chaos; Chaotic Good for the sake of thwarting Evil. CN, CE, and NE go along with them (most of the time) because the Solars are the biggest boys on the block; they have no real choice. However, they did manage to at least get the various clauses in that do allow them to be called to the PMP.

    The main loophole is the sacred area which allows them to communicate directly to their clergy without breaking any access rules, since the space is by definition their property and not, in a sense, actually the Material Plane. Through this, they can maintain a clergy and have that clergy pursue their agendas by proxy (which has the additional advantage of not being personally dangerous; no arch-duke of hell wants to wake up to find Thor knocking on the door).

    So, although most deities have no great interest in 0-level worshippers (who they regard as nice pets/food, depending on alignment), they do take an active interest in classed characters because of their ability to Get Things Done™.

    Everyone knows this is a technicality but it actually suits all sides in one way or another.

1.4.4 Temporal Spaces

There’s no reason that holy spaces should be 24/7. They may only operate at certain times: when the moon is full, the spring tide is at its peak, or the stars are right and so forth.

In any case, there should be a specific necessity for clerics to make sacrifices at a holy site at least once per year. This can be handwaved as part of their monthly upkeep costs, at least in terms of what is sacrificed, but the DM should require actual physical attendance at a site. Failure will result in the blocking of any new spells until atonement has taken place.

Some deities may require more frequent attendance, but annual is a recommended minimum.

The same goes for non-clerical worshippers, but there’s no direct game mechanical effect.

1.5 Rough Ideas

1.5.1 Levels of Holiness

What’s D&D without levels?

There’s a natural instinct to think of a hierarchy of holy sites. Perhaps:

  • Personal or household Shrine
  • Public shrine
  • Village church
  • Parish church
  • Cathedral
  • The Vatican


  • Personal or household shrine
  • Public or shared family shrine
  • Village temple
  • City temple
  • Cult centre temple

That sort of thing. At the same time there’s a couple of “natural” ways of applying the idea of levels to AD&D clerical assumptions:

  • Shrine (cleric can gain 1st or 2nd level spells)
  • Temple (cleric can gain 3rd to 5th level spells from intermediary spirit)
  • Cult centre (cleric can gain any spell from deity)

Or, holy spaces might come in 7 levels, with each designating a corresponding spell level.

I quite like the idea of this second version as it means that lesser gods and demi-gods automatically have less impressive cult centres.

However, both of these divisions leave something to be desired when we look at the very low end and, in particular, at religions that worshipped gods and goddesses with aspects as well as hero-cults. I’d like these to be sources of small numbers of, or even single, spells specific to the aspect.

I don’t want to go “full Greek”, as it were and have cleric PCs have to do a tour of the land to stock up on the general spells from PHB. But I quite like the idea that if a party is going to go to sea, then a trip to a specific temple of Poseidon might grant the cleric a particular spell like ’calm sea’ or ’charm sea-monster’ etc. I’d also quite like to move many of the UA spells into this sort of frame-work so that players can simply play with PHB and discover new spells by asking around or exploring.

It also makes pantheons more relevant as a character has access to multiple allied deities for specific things without getting bogged down in questions of who is their “actual” patron god.

Without getting too setting-specific, here’s my idea for classifying holy precincts by “level”:

  1. Simple - spells of any level but limited to 1, 2, 3, or 4 spell levels (see below).

    Requires attendance from a lay-priest.

  2. Minor site - 1st and 2nd level spells

    Requires attendance by a cleric or druid of 1st level

  3. Important site - 3rd, 4th, and 5th level spells

    Requires a cleric of 5th level or druid of 3rd level

  4. Great site - 6th level spells

    Requires cleric/druid of 9th level

  5. Holy of Holies - 7th level spells

    Requires a cleric of 16th level or druid of 14th level.

If a priest, shaman, or cleric of the appropriate type is not available to perform the main holy day rituals of a year then the site is automatically downgraded one level, with an additional level loss per each subsequent festival day which is missed. Once a site reaches level zero it has been abandoned but up to that point it can be restored simply by performing the next major ritual in the god’s calendar.

  1. Simple site restrictions

    A simple site will have a number of spell levels available is based on the deity - 1 for cults based on spirits (ancestors, minor demons, ki-rin etc.), 2 for demi-gods, 3 for lesser gods, and 4 for greater gods.

    So a small barn shrine dedicated to a local grass spirit will offer only one 1st level spell (bless cow or some such). A small altar in the woods dedicated to Enlil will offer some mixture of spells adding up to 4: perhaps 4 first level spells, or a single 4th level spell, two 2nd level spells or whatever.

    These spells can be a mixture of general PHB spells or unique spells specific to the locale. The greater the object of worship the more likely it is that there will be general spells available.

  2. Unique spells

    Sacrifice must me made to the value of 100gp times the level of specific spells prayed for at a site. Unique spells might be available at any site, but simple sites will always have at least one and it will related in some way to the nature of that site.

    In addition to the on-the-spot sacrifice, the character is required to return and sacrifice 10% of whatever is gained through the use of the unique spell granted. This applies to the entire party and covers anything returned to safety on an adventure where the spell is actually cast.

  3. Lay priests

    Lay priests are 0-level NPCs who are pious enough to be allowed to perform rituals at a site. If their wisdom is high enough then they will be able to pray for and use the spells available at their site using their wisdom bonus alone.

    Since these are NPCs, their base wisdom is limited to 15, but age may increase that. So, for example, a lay priest with 14 wisdom can cast two 1st level spells; one with a wisdom of 17 can additionally cast two 2nd level spells and a 3rd level spell.

    There is no requirement that a lay priest be able to cast any spells at all, but their wisdom must be at least 9 in order to properly perform the required rites.

  4. Holy of Holies

    The top level of sacred space is the Holy of Holies. Each deity will only have one of these on any continent or similar sized area. There will be some representation of the deity there which forms the focus for the god. These will not necessarily be anthropomorphic or representative of the appearance of the god at all, although they will usually be emblematic in some way.

1.5.2 Mobile Altars, Fetishes, and Shamen

Mobile sites are available in several forms such as the famous Temple of the Wooden Sword, or a shaman’s fetish stick or similar items.

Such basic equipment acts as a simple site but with the additional restriction that the generic spells available (i.e., the PHB ones) are as listed for tribal casters in DMG.

1.5.3 Guardians

Aside from the material creatures which protect a site, it is possible for guardian spirits to be assigned to one.

Such guardians will be picked from an appropriate plane and could be modrons, oliphants, devils, demons, or any creature which can be encountered on the astral plane (for druids the guardian must be able to traverse the ethereal plane instead) of a compatible alignment.

A guardian’s challenge rating is limited to the square of the site it is attached to. If the site degrades, the guardian will remain until the site is completely abandoned.

Guardians will be empowered to engage in combat, possibly from the astral or ethereal planes and possibly psionically, any trespasser who touches any of the god’s belongings without permission or good reason. The guardian will use whatever faculties it has to determine this, and potentially can be fooled.

The deity itself will act as guard for its holy of holies.

  1. Making Friends

    Whatever ritual is used to summon a guardian, the creature must serve willingly and so the summoning (which may have similar restrictions and requirements as originally dedicating the site did) must end with a successful reaction roll from the guardian towards the summoner.

    The reaction roll is modified by charisma and the target score is based on the guardian’s alignment:

    Alignment Target
    LG 35
    NG 50
    CG 55
    CN 60
    CE 70
    NE 65
    LE 45
    LN 40
    N 80

    These are based on the loyalty mods with the exception of the modifier for neutral (i.e., elemental) guardians which assumes, based partly on contact other plane, that they prefer not to get involved with, or are just not interested in, events on the material plane. If you don’t view it that way, or you have neutral deities involved, then 50 would seem the logical score. I would say that for druids in particular, woodland and fey creatures would be a common type of guardian.

    These are minimums; further modifiers should be applied upwards if the character is not in good standing. Penalties should be applied if the holy precincts to be guarded are not worthy of the guardian - too small for a powerful one, in disrepair, or in an inappropriate place.

1.5.4 Hierarchy

There is no hierarchy of temples or sites by default. An individual religion may have such but since all the higher level clerics are in communication with the deity or its servants directly, there is no need for councils or synods or similar to decide what is or is not canon law nor any reason why a priest from one site should be able to order a priest from another around, other than personal respect or strength. There may be organisational issues which need oversight, of course, but even that is not a given.

1.6 Notes

1.6.1 Logic be damned

Logically, clerics under this system should really not get any spell recovery at all unless at a sanctuary but from a game perspective that’s just too harsh and we’d be back at the point where magic-users on campaign are crippled except it would be cleric PCs getting the crappy end of the stick.

1.6.2 Jesus!

Personally, as is probably apparent from the length of this post, I’m very excited about this, really rather simple, idea. It does have a minor issue in that it is actually a poor fit with pure monotheism of the modern sort where the single deity is literally the only one. Older forms of monotheism, as found in the Old Testament for example, allowed for the existence of multiple gods but simply insisted that a particular tribe exclude all but one from their worship. That sort of monotheism is a lot less omnipresent than the later versions which started to gain ground around 400 B.C.

So if, in fact, you really do want to run a mediaeval setting, much of this idea will have to be modified, possibly to use saints instead of other deities or aspects of the single one.

1.6.3 Transgressions

One area where this system is easier on players than the book system is that clerics who transgress will still potentially have access to spells - perhaps very powerful spells - which they can continue to use. I would suggest a two-pronged attack on this possible abuse.

Firstly, if the cleric changes alignment or begins worshipping a different deity, the shock of this re-alignment of their self- and world-views simply clears their minds of all previous spells.

If this does not apply then some form of divine retribution will be forthcoming. Just as servants of a deity grant the higher level spells, so they can be sent to destroy those that abuse the power given. Deities will not personally intervene in this way. Faithful clerics may be sent in the first instance, and if a rebellious cleric is recalcitrant for any length of time then they may be anathematised so that clerics and servants of the deity will sense immediately that they are under (edict).

Entering a sacred precinct while in such a state will possibly incur the immediate attack of any guardian spirit.

1.6.4 Our World and the World of Myth

One problem with adding rules for religion (or any aspect of a fantasy world, really) is that one has to decide what it is that one is trying to simulate. Does one simulate how religion was actually performed in real life or instead simulate what people believed was going on?

This carries through into almost everything about holy spaces. People believed that the gods liked sacrifices. Yet, with the exception of killing things, it was obvious that sacrifices didn’t really do anything except lie on the altar getting rusty/rotten/tarnished/stolen.

Primitive people had to rationalise some other form of sacrifice and common examples were breaking items, burying them, or throwing them somewhere inaccessible so that the owner would never be able to use them again, making them a sacrifice in the sense of losing something. The pretence being that the owner’s loss was somehow the gods’ gain.

But in a game, what happens? Does the gold given to the temple actually vanish? If so, what the hell are the gods doing with gold coins, torcs, and jewellery?

Items are an easier fit with the idea that the sacred space is in some sense the god’s house and so can be regarded as decoration. A cthonic deity might well be happy to have things buried in the ground.

I think a playable solution is to distinguish between sacrifices and dedications.

A sacrifice is materially consumed by the deity. That means that it is transported from the site of sacrifice to wherever the deity’s home is in the inner or outer planes, where that being can decide what to do with it. What is an acceptable sacrifice depends on the deity.

A dedication is something which is given to the god but which remains in its material home where it was placed, and is available for use by those sent on specific missions from that site.

Both of these conceptions are supported by the ceremony spells in UA. They are analogous to the keeping or selling of magic items. A sacrifice is more immediately rewarding; a dedication is a long-term investment.

Historically, and indeed currently, most temples and churches have been happy to accept cash for the simple reason that the priesthood could use it (similarly with food offerings, although Akhenaten was a notable exception, insisting that food be left to rot rather than eaten).

Again, in a fantasy world the question is what to do about cash sacrifices - do they vanish or remain. I’m inclined to go with the latter for the majority of gods.

Cash can be used to expand the holy areas and maybe pay for guards and so forth. For some deities a reasonable use might be to hire mercenaries or spread corruption and gambling. So long as the earthly representatives remember that, once sacrificed, the money is their god’s and not their own then they should be okay.

  1. Stop Waffling

    All of the above is a way of saying that sacrifices and dedications should affect the “standing” of a cleric (or any worshipper, in fact) in some way that I can not quite define.

    Characters not in good standing will not be able to renew spells until they have atoned, and if they go a long way beyond the pale, such as borrowing dedicated arms and not returning with them when they are needed for someone or something else, they may become anathamatised as mentioned above.

  2. The Free Market in Worship

    An important word in the study of religions, particularly polytheistic ones, is “reciprocity”. This the idea that humans do something for their deity in return for the deity doing something in return.

    The problem is that no deity ever actually does anything in return since they don’t exist. That means that there is nothing which fixes any sort of ratio between what is sacrificed or dedicated to the god and what the worshipper gets in return. The Aztecs got nothing more for their conveyor-belt approach to human sacrifice than the English Christians of 1316’s harvest festivals did to prevent the Great Famine

    From a game point of view, there’s nothing to hang off this back-and-forth as it simply didn’t actually exist.

    However, in a fantasy game we have living gods taking an interest in the world “below”. What each wants from that interaction should be defined, as mentioned above, by their alignment, sphere of interest, and personality. Essentially, I’m saying that each deity (and each aspect of each deity) should have it’s own requirements for being in good standing there and that the “exchange rate” will vary, possibly wildly.

    For example, a simple site devoted to a CE god of disease may offer cure disease in return for a human sacrifice while a NG god of healing might do the same thing in return for donating funds towards building a hospice within a holy site. Or in return for dedicating the head of a mummy or other disease-spreading monster.

    There’s no way to draw up a generic system for this sort of thing. In particular, I reject Gygax’s suggestion in Dragon #97 of a universal system of power-brokerage. I think that’s just the temptation to systematise every detail that many of us are vulnerable to.

  3. The Negative Effect of Gods

    In the real world, religion develops and changes according to the needs of the worshippers. This isn’t unexpected since it was they who invented the deities, chose the sacrifices, and set the rules. Socially, this allows the religious leaders to adapt instead of condemning new ideas (an option they don’t always take).

    As M.A.R. Barker noted in his own fantasy world of Tekumel (Empire of the Petal Throne), if the gods are actually real then this flexibility goes away. Or, at least, the option resides with the deity rather than its followers. Priests and clerics are the enforcers of their gods’ views of how the world should work and if that god says that electricity is an abomination, then it is their job to hunt down anyone working on generating it and stop them. Potentially at least, progress itself becomes blasphemous.

    While this may grant the DM an in-built excuse for why their world, or some region or other therein, has never developed beyond the point at which the DM wants it to had reached, it may also give players something to fight against. Perhaps another set of plot hooks, or just a pain in the neck for the DM, depending on how they handle this.

1.6.5 What is a cleric?

In this vision of the religious character, an AD&D or D&D cleric is an active agent. To make an analogy with a temporal baron, the normal “priest” takes the place of a steward to the god while the cleric is the champion sent out int the world to take care of some business or to win some prize.

This model is a much happier and clearer fit, especially if we eliminate the whole concept of Concordant Opposition that was introduced in D&DG. Doing so leaves all clerics as having a non-neutral alignment and that means they all have a diametrically opposed alignment. Even more plot hooks!

Now, any adventure for a cleric has a purpose of some sort - at the very least to bring back great prizes or wonders to give to their god, and beyond that the chance to root out the actions of the opposing alignment(s).

The cleric is no longer a strange anomaly, a priest with no church, but an active agent in the world much more in keeping with the class description in PHB but with no mysterious questions about why they never have any religious duties. Adventuring is their religious duty. Not necessarily proselytising but certainly carrying on work which pleases their god. And back at base there’s a whole body of priests looking after the god and with whom the cleric has a reason to interact.

There are several other types of holy agent in the game, however:

  1. Paladins

    Paladins must likewise visit holy sites in order to change their clerical spells and to dedicate or sacrifice their tithe.

  2. Bards and Rangers

    Similarly, bards and rangers must spend time with druids in order to adjust their druidical spell lists.

  3. The Demi-humans

    Just as human deities are interested in things on the material plane, so other races’ deities may have other spheres more relevant to them. Thus, perhaps, we have an explanation for the lack of dwarven, gnomish, and elven PC clerics - these races worship gods with no specific interest in the realms in which most adventurers travel. Thus they are unavailable for normal play.

Friday, 19 May 2017

Magic Item: The Oracle Crown

The Oracle Crown

A crown in the form of a coiled python with its head raised, mouth open and forked tongue pushed out. It will detect for divination magic if its magic resistance is overcome (see below) and appears to be made from jadeite (although it is even harder) with ruby eyes and a polished haematite tongue. As with all powerful items, it is much harder to damage than a normal sculpture would be.

When worn, the crown possesses the wearer and the spirit of the python speaks through their mouth.

The crown will answer questions in sets of 7:

  • One question will be answered with 100% chance of veracity.
  • One question will be answered with 5/6 chance of veracity.
  • One question will be answered with 4/6 chance of veracity.
  • One question will be answered with 3/6 chance of veracity.
  • One question will be answered with 2/6 chance of veracity.
  • One question will be answered with 1/6 chance of veracity.
  • One question will be answered with no chance of veracity.

All questions will be answered; the crown will only say “unknown” if that is the correct answer and it is telling the truth or if it is lying and “unknown” is the most misleading answer the DM can think of.

The wearer has no way of knowing what order these levels of veracity will appear and the DM should secretly record the order. Once seven questions have been answered, the DM should generate a new order for the next seven (shuffle six numerical playing cards and a joker to get a new order). After the seventh question is asked in a sequence, no further questions may be asked for seven days.

The crown fits human-sized heads and will not work for non-humans; it will flex slightly to grip the wearer’s head and can not be removed until at least one question has been asked without doing 1d4 damage to the user. While wearing the crown, the user is in a trance state and unable to take any action except to answer questions or, once they have done that, remove the crown.

Wearing the crown boosts a psionic’s ability score by 100 points (50 strength, 50 defense) but has no effect on a non-psionic. Using the crown counts as using a psionic power for various purposes.

The crown has a magic resistance of 56% and this will apply even against a wish or similar spell used to determine the level of veracity of answers, whether to questions already asked or previously asked.

The crown will detect as Chaotic.

Other names: The Crown of Python, The Crown of Fortune, the Snake Crown (not to be confused with the Serpent Crown) etc.

xp: 5000
gp: 12000

Sunday, 14 May 2017

Magic Item: The Sword "Voracious"

The Sword “Voracious”

A +3 longsword, Lawful Good, INT 12 EGO 13

Primary power

When this weapon makes a successful to-hit score damage is rolled as normal and then the player must make another to-hit roll against any enemy in melee range. If there is a choice of targets, randomly select one. There is no requirement for each attack to be against a different foe and this process continues until there are no living opponents within reach or the sword has missed as often as its bearer has attacks per round.

Each attack takes but 1/6 of a segment

This power is limited in several ways. Firstly, it will not operate against Good opponents, although the sword will not object to being used normally against such.

Secondly, surrendering enemies may not be attacked unless they are high-level (8+) chaotic NPCs or monsters with a racial alignment which includes chaos. Not only will the power not operate, but the sword will object to such usage.

The power will operate against enemies that simply turn to run.

Finally, the power and sword treat non-combatants in the same way as it treats surrendering enemies.

Secondary power - The Dying Wish

A player may use the sword to make a wish. The wish must be specifically concerned with the situation the player’s character is in, and specifically about the sword rather than the character. It may not alter the past. It may be to allow a last successful attack but, beyond perhaps asking for maximum damage, it may not wish for instant kills or similar. It may not be used to make any sort of ranged attack out of line of sight of the character.

If the wish is granted, the soul of the character begins its journey to the afterlife immediately. The only magic capable of reversing this process is another wish, and a consequence of that will be that the dying wish will be undone in some fashion. Thus, if it was used to finally kill a demon prince, then some other demon prince will take up the dead one’s realms and seek vengeance on the mortal who struck the blow against the Abyss.

The only other limitation on the dying wish is that the character must not already be dead when it is made (e.g., not at -10 if using the bleeding rules). The character may be fully healthy, in fact.

Tertiary powers

Sword of Light

The sword emits a light similar to other magical blade, but its brightness and radius alter in combat. When drawn, the sword illuminates an radius of 1“ to the level of a flaming torch.

On initiative being rolled, this increases in brightness so that it the illumination has a radius of 1“ per level of the user, with a consequent increase of brightness so that by 8th level, the light within 1” of the wielder is so bright that creatures which receive a penalty to fight in daylight do so within it. The radius of this “daylight” area also spreads at 1“ per level above 7th so that when used by a 12th level fighter it will illuminate a 12” radius with a 5“ core of pseudo-daylight.

The light is not daylight, however, and will not for example cause damage to vampires.

Scatter Thine Enemies

Any creature within any area illuminated by the sword must save versus fear when they enter that area (or it envelops them) if they are aligned to Evil or Chaos. Chaotic Evil saves at -3. Failure indicates an inability to enter the light without collapsing in fear and trembling.

Whether successful or not the result of this roll applies for the creature for a whole day.

Blind creatures are not immune to this power.

Bulwark Thine Allies

Any allied creature within the light never checks morale.


The sword can not communicate with its owner in any way, although it effectively has permanent know alignment and esp powers which allow it to judge situations.

As such, it will not cause damage to innocents who simply touch it as is normal for swords with Ego scores. Alignment and intent will be taken into consideration.


The sword is of divine nature, and is indestructible in the normal course of things. It has surfaced on the PMP a few times, wielded by The Silver Arm, as well as by the mortals U-thur and his son Ar-thur.

Since the sword can not communicate, it has been called by many names, but its true name translates as "Voracious"

Xp: 8,000
Gp: 20,000

Art: Jim Fitzpatrick

Friday, 12 May 2017

Magic Item: Cloak of Disguise

Cloak of Disguise

Appears to be a simple grey woollen cloak, although it will detect as alteration magic if tested. When donned, the cloak’s main affect will to keep the wearer warm in the cold in the same way as any woollen cloak would. However, if the wearer holds any item strongly associated with another person (or touches them) and concentrates, they will transform into the appearance of that person, as visualised. At this point the DM should make a hidden Int roll using the following table. If the total on the dice is less than the wearer’s INT, the disguise has been successful.

Level of Familiarity Dice (d6)
Close friend or relative 2
Acquaintance or distant relative 3
Talked to on several occasions 4
Met briefly 5
Described by one of the above +1

Thus, a description by someone who has only met the target briefly would require a roll of 6d6. Rolling the PC’s INT score or higher indicates that the disguise is “poor” and the difference between the roll and the character’s INT should be noted for later (i.e., this will be a modifier of 0 or more).

Once the disguise is established its usefulness will depend on whether it is poor or not. If not, then the PC will be able to pass as the target without any difficulty in casual circumstances, including talking (although the cloak does not provide any translation ability).

In more exacting circumstances than casual conversation, the disguise will be tested. Examples of such situations are: talking to close relatives or friends for more than a minute; openly contradicting some known habit or opinion of the target; interacting with enemies in unexpected ways (e.g., being friendly); spending an hour or more with less familiar companions. The DM can adjudicate others.

The first time this happens, any witness is allowed a saving throw against magic (with WIS mods). Success indicates that the NPC is suspicious and may try to engage the PC in further interactions to find the source of this feeling. A second save caused by such interaction indicates that they have seen through the magic, although filing the throw indicates that they have become reassured.

Witnesses automatically save against the first test of a poor disguise (i.e., they’re automatically suspicious). Subsequent saves are modified by the number noted earlier to represent how poor the disguise is.

For example: Jackomo dons the cloak hoping to get access to the seraglio of the Sultan in the guise of a midwife he knows works there. He has only met the woman a few times and has an Int of 14. On putting the cloak on the DM rolls 18 on 4d6, indicating a poor disguise with a modifier of +4.

The 0-level guard at the door (WIS 15) needs to roll 19 to see through the disguise modified by 1 for wisdom and 4 for the quality of the disguise, for a final target roll of 14+. Since Jackomo has to talk to the guard to get past, and the guard is automatically suspicious, there is no way for him to avoid this roll.

If Jackomo had been successful in his initial INT roll, the guard would probably have simply waved him through unless, say, the midwife was actually his own mother.

Players will naturally attempt to check a disguise and if they ask another PC to look at it, simply make a secret saving throw roll and inform the players whether or not the checker feels uneasy or not. In this case, the checker is assumed to start off suspicious, so this is equivalent to the second saving throw of a totally unaware witness.

Sex changes are possible, as are forms with more than one set of arms or legs, providing that the difference in size/weight is no more than 50%. However, any extra body parts compared to the wearer’s natural form will not be functional (including disguise limbs which replace ones the wearer has lost). Scent is not changed, nor are thoughts hidden from spells or psionic abilities. The cloak will not fit anything bigger than a gnoll or smaller than a halfling.

Objects held or worn, including the cloak itself, are subject to a version of polymorph any object in order to fit in with the disguise but shifts must be within kingdom (so leather armour can become a leather coat, but not metal armour). No net improvement in AC can be obtained (although it can be reduced) and weight/encumbrance is not changed. Items that are part of the disguise return to their normal forms after more than a turn of being 10 feet away from the user of the cloak and will detect for alteration magic while disguised.

The cloak can be removed at any time, dispelling the disguise immediately for the wearer and any items even if not currently about their person.

Finally, a dispel magic will deactivate the cloak for a day if the spell succeeds against a caster level of 16.

xp: 800
gp: 7000

Thursday, 4 May 2017

Magic Item: The False Translator

"More and bloodier wars than anything else..."
A failed attempt by some long-lost would-be demonologist to harness the innate ability of demons to communicate with intelligent species, this ornate wooden box is subtly dangerous.

Outwardly it is a six-inch hollow cube made from expensive and highly polished wood, with silver thaumaturgic circles inlaid on each face. It has a bulk of 100gp and is light enough to float. Carved into the wood inside the circle of one face is an image of a mouth; on the opposite side a human ear.

If the ear is held up to the user’s mouth and spoken into, the mouth will become animate in the manner of a magic mouth spell and repeat the same words in the language of any one intelligent creature within a foot of the appropriate face of the cube. Communication can be achieved by passing the cube back and forth or simply by the holder turning it around to let the other party speak.

Within its confines lives a minor demon - a rutterkin, in fact - which does the work of translation. However, the rutterkin is not bound other than physically and is able to decide for itself what to say in the translation. The rutterkin is cunning and can hear (and understand) everything going on around itself, meaning that it can usually adapt to pass any translation test for reliability that is set up by a party.

Once the owner’s confidence in the translations is established, the rutterkin will bide its time until it can cause the most mayhem and the most harm it can to everyone involved.

Not a cursed item in the normal sense, the False Translator can be given away or passed around. However, an owner could decide that it is cursed and have a remove curse spell cast on it. If this is successful the demon will be freed, initially shedding darkness and then spending the next 666 minutes (11 hours, 6 minutes) on the material plane wreaking its revenge on any inhabitants it thinks it is capable of taking on. After that, the fading summoning magic which allowed it to enter the plane will send it back to the abyss.

Note that against any magic at all, the rutterkin’s 40% magic resistance operates as normal and a side effect of this is that spells, good or ill, targeting anyone actually holding it may well fail to affect them.

There is unlikely to be more than one of these items and it is likely to be found in the midst of a heap of bodies.

xp: –
gp: 1200

Wednesday, 3 May 2017

Magic Item: The Assassin's Noose

This appears to be a piece of rope about a cubit long with the ends dipped in tar to prevent fraying. It will detect as alteration magic.

When thrown by a thief or assassin (only) it becomes a deadly weapon against any target with a neck or similar limb or appendage needed for breathing. On a successful to-hit roll the rope will stretch up to twice its normal length and then constrict strongly, eventually causing death. Maximum range is just 3" (but there are no penalties for range). If using weapon Vs armour adjustments, use the ones for fist/open-hand.

The target is immediately "slowed" by the loss of air and bloodflow. On each following round the victim may attempt to make a save Vs death magic modified by its strength to-hit modifier and if successful the noose has been ripped off and probably discarded. However, this is only possible if the target has two limbs capable of gripping the rope and gives up any attack routine(s) for those limbs.

Each failed save reduces the target's maximum level by 1 (so a 3/4/5 F/MU/T would go to 3/4/4, and then to 3/3/3). Once zero-level is reached, the victim is "slowed greatly".

Death follows at -1. Notice that the level reduction will impact saving throws, however hit points are not reduced.

Levels lost this way are regained at the rate of one per half hour of complete rest (again, the 3/4/5 character would go from 0/0/0 to 1/1/1, to 2/2/2, 3/3/3, 3/4/4, and finally to 4/4/5 over the course of two hours of rest).

If thrown by an assassin with surprise, a successful to-hit roll allows an immediate roll on the assassination table and if successful the victim is incapacitated and collapses into helplessness immediately. They still lose one level per round but are unable to free themselves without aid.

Naturally, shape-shifters and similar magic will be able to negate this item (unless surprised by an assassin).

xp: 1400
gp: 6000

Friday, 28 April 2017

The Blitz Spear

This artefact is a relic of Altantis’s war on the Sky which ultimately resulted in its sinking.

Large (9’) and made of a metallic blue metal (from blueish-white at the point to a dark violet at the butt of the haft) it is heavy, weighing 5lbs and requires a strength of 12 to use it in melee and 16 to hurl it properly.

Its normal combat bonus is +3, and each strike does a base 1d8 physical damage to which this bonus and any strength bonus are added as normal.

Additionally, a strike from the spear does 2d8 electrical damage to targets which are vulnerable to this.
Since metallic armour is of little defense against this, the to-hit roll gains an extra +4 against such armour.

For example: the spear is thrown at a target wearing magical plate and a total AC of -2, requiring a roll of 14 to-hit. If the roll is successful then 3d8+3+strength bonus damage will be done. If the roll comes up with 10 to 13 then just the 2d8 electrical damage will be done.

This effect is at the 11th level for the purposes of MR.

Once per day the spear can be used to control weather as per the druid version, although the weather must be moved towards cloudy and storm. If this produces the necessary conditions (or they are pre-existing), the spear can then be used to call lightning (1/day again) as if cast by a 23rd level caster.
Anyone grasping the spear shaft is granted 100% magic resistance to any magic electrical effect and absolute immunity to any natural electrical effect.

When hurled, despite its heaviness and the strength requirement to use it fully, the spear has a range of 1“ per strength point (exceptional is ignored) and trails a lightning bolt behind it doing 8d6 electrical damage to everything other than who or whatever threw it. That person is instead transported to where the spear is, appearing with a grip on the shaft and ready for combat (no save, no choice).

The thrown spear does the following structural damage:
Wood Earth Soft Stone Hard Rock
6 2 3 2
The spear has a special purpose of overthrowing Law and when held aloft or used in combat causes a fear effect on all lawful beings within 18“ for 1-4 rounds.

Finally, the spear acts as a wand of lightning with 25 charges. Hence, the electrical damage done on a successful melee strike can be increased by 1d10 by the use of a charge, or 2 charges can be used to project a lightning bolt without throwing the spear.

Each die (or 5 pts) of electrical damage the spear protects its owner from adds one charge (spells may be cast directly on the spear if wished). There is no special effect from running out of charges and they may never exceed 25.

Mental powers

The spear has an intelligence of 18 and an ego of 18. It has speech and telepathic powers. Communication with its wielder will always be telepathic and has no language boundaries.

It can speak Xag-ya, Air Elemental, Blue Dragon, and the lost tongue of Altanis. It can read the latter language through the eyes of anyone holding it.

Its alignment is CN and any non-chaotic grasping the spear will suffer 18 points of damage.

Its personality score of 36 and general bent means that it will expect to be used by at least a name-level character but even so, the character will need decent scores in INT and CHA to be able to overrule the spear which will be noticeably reluctant to flee any combat encounter, especially one with lawful opponents.

To those that can understand it, it will sound like a demon talking over an old analogue telephone line with interference.

Side effects

A minor effect of the spear is that anyone who uses it in combat can be smelt quite easily as they give off a “just after a storm” ozone smell. Creatures which use electricity or come from the elemental Plane of Air or the quasi-elemental Plane of lightning can smell this at a considerable distance even from the Ethereal Plane.

As the Blitz Spear is used over a long period, it has a slower and more dangerous cumulative effect on its owner as each time the owner loses a personality clash with the spear, their charisma reduces by one point.

This change continues until a charisma of zero is reached, at which point the character transforms into a quasi-elemental form and departs the PMP (and the game) for the plane of lightning.

The in-game process is one of the character gradually becoming more and more alien in outlook, speech and appearance, so that eventually others shun him or her. This loss of charisma does not require characters to become assassins if it reaches 5, and it can be restored by abandoning the spear. Note, however, that personality scores for PCs are based on charisma and the spear will not take lightly to attempts to discard it or remove it from its owner. Each month during which the spear is not handled will restore one point of charisma.


It may be hard to discard the spear, but if it is aware of a suitable being of greater power than its user it may well attempt to force the current user to give it away.


As an item of artefact level power, the Blitz Spear brings no experience point value. If potential purchasers are prepared to bargain rather than capture, it would fetch about 50,000gp.

Such items can only really be sold at the largest cities in a campaign, however, not in border towns or similar locales where trying to get a fair price will result only in various agents becoming aware of the item’s presence.

Wednesday, 26 April 2017

Magic Item: Cloak of the Berserker

How many friends have I killed today?
This appears to be a normal bear-skin cloak with a gold broach at the neck. It will fit any half elf, human, or half-orc and while worn it reduces movement penalties for terrain by one step. It will also keep the wearer comfortably warm down to -10°C (14°F) and prevent frostbite down to -40°.

If the wearer is struck for damage (other than falling damage), the magic of the cloak will cause it to become unremoveable and in addition each point of damage gives a 1 in 10 chance (non-cumulative from hit to hit) of causing the wearer to transform into a large and very angry bear - specifically the one that donated its hide to make the cloak. The bear will act pretty well as a bear and fight anything nearby, starting with anything associated with the damage that set the transformation off. After that it will simply turn on the nearest animate creature or object in reach/sight. The bear can only be struck magical or silver weapons and can continue to fight after 0hp in the same way as a true bear.

This process will continue until ten combat rounds have passed without the bear being hit for damage or doing any damage. At this point the transformation will wear off and the owner of the cloak will be found standing in it, probably otherwise naked and with their possessions scattered around the area (consult the lycanthropy rules on DMG p23 for effects of wearing armour during the change).

If the wearer is struck for damage but does not eventually transform, the enchantment on the clasp will allow the cloak to be removed after a similar ten rounds wherein no damage is suffered or dealt.

The specific bear form is one of the following:

1-12 Brown
13-15 Black
16-18 Cave
19-20 Polar

When the cloak is placed or found, the DM should roll the hit points of one of these bear types and retain these. Damage done to the bear comes off these and heal at a rate of three per day if the bear does not manifest or just one point if it has done so within the previous 24hrs.

If the bear is killed in combat the cloak will not activate again for a full month, at which point the bear will be at its full hit points again.

On returning to normal form the owner will have lost half as many hit points as the bear did, and may therefore be dead.

The magic of the cloak will detect as alteration and necromancy.

xp: 200+100/HD (ignore +'s)
gp: 600+500/HD

Monday, 24 April 2017

Magic Item: Ring of Truth

Based on simple-looking white-gold bands, 8 of these rings were created centuries ago for the use in the higher courts of a long forgotten empire. Their enchantment is simple: the wearer can not lie while wearing such a ring. It is possible to refuse to answer or to be evasive, but nothing the wearer knows to be false can be conveyed either by word or deed (e.g., shaking of the head; winking etc.).

Any of the rings can be removed at any time; they are not cursed although some would count them as such.

A character under the influence of an undetectable lie spell must make a roll against the rings' magic resistance of 50%, based on the level of the caster of the spell once when the ring is donned. So a spell from a 7th level caster has only a 10% chance of defeating the ring. This roll applies for the duration of the spell even if the ring is removed and put back on and the wearer has no way of knowing whether it has worked until they first attempt to lie.

Monks of 9th level and above have a chance to defeat the rings as if they were charm spells.

Finally, the rings can be automatically defeated by a Wisdom score of 23 or higher.

xp: 350
gp: 8000

The high gp sale value reflects the desirability of these rings to governments and rulers.

Sunday, 23 April 2017

Magic Items: The Wolf Banes

The Wolf Banes

The Wolf Banes are a set of enchanted weapons and armour specifically for combating wolves: a spear, a shield, a scimitar, and a shortbow make up the full set:


A scimitar +1, +2 Vs wolves. Does double damage (i.e., (1d8 x2)+2) against all wolf types and in addition, if wielded by a fighting class, allows one attack per level as if the wolves were <1HD.
xp: 800
gp: 5000


A 7' spear +1, +2 Vs wolves; includes a cross-bar like a boar-spear. Does double damage against all wolf types and in addition, if maximum damage is rolled against a wolf, the creature must make a save Vs death or expire instantly. May be set against a charge, possibly resulting in an additional doubling of damage so that against a warg or winter-wolf it would do (1d8 x4)+2 damage.
xp: 750
gp: 4000


A shortbow +1, +2 Vs wolves. Does double damage against all wolf types and in addition, if wielded by a fighter, each arrow acts (if wished) as a flame arrow doing an additional +1 damage on striking. Unless the struck wolf makes a save at 16+ (cloth Vs magical fire), it will catch fire for 1d4 rounds, doing 1d4 damage each round (1d4+1 for winter-wolves). The wolf struck must make a morale check at -50%, and all wolves within 1" must make normal checks.
xp: 750
gp: 4500


A medium shield +1, +3 Vs wolves. Causes attempts by wolves to overbear the user to fail automatically. Additionally, winter-wolf breath attack damage is halved or totally negated if the save is made, unless the user is surprised.
xp: 800
gp: 3500


The Wolf Banes set will attract a sale bonus of +10% per item over the first, so a complete set will have a sale value of 22100. However, the items are unique and derive from an ancient tribal hero who fought wolves. That tribe may still exist and may track down the current owner of any of these items. What happens then is up to the DM.

For these items, Yeth Hounds are not wolves, however werewolves are, even in human form.

Thursday, 6 April 2017

Women (Amazons)


Frequency Rare
No Appearing 20-120
AC By Armour
Move 12"
Hit Dice 4-7hp
% in Lair 80%
TT Individuals K; I, Y
No of Attacks 1, 2, or 4
Damage/Attack by Weapon
Special Attacks Leaders
Special Defenses Leaders
MR Standard
Intelligence Low to Exceptional
Alignment Chaotic (N or G)
Size S to M
Psionic Ability See Below
Attack/defense modes See Below
Amazons are human women who have abandoned their native patriarchal societies and banded together to live on their own terms.

Amazons are found in remote areas away from any male-dominated cultures: forest, jungle, and mountains are most likely, with other terrains only if very isolated indeed, for example on an island or aboard a ship.

Encounters in other terrains being with raiding parties of 10 to 60% of the lair number (so roll 2d6x10 for the lair, which is somewhere in the general region, if possible, and another 1d6 for the size of the encountered party).

Amazons are highly adept with missile weapons and a group will be armed as follows (in addition to a dagger):
d10 Weapons
1-6 Short comp. bow + spear
7-8 Spear + large shield
9 Javelin + large shield
10 Long comp. bow + javelin

All amazons are proficient with all these weapons; these are simply what a group will be armed with during a random encounter.

Due to their constant practise the amazons will attack at +2 to-hit with whichever missile weapon they possess (spears used as melee weapons receive no bonus). If fighting a group which is led by or mostly made up of human males, the amazons will attack with a berserk fury and receive double the normal number of attacks with the weapon (including bows).

They will never check morale against such a group, although leaders may call for a tactical withdrawal and if that is not possible, they will fight to the last man on the opposing side, or the last woman on their own.


If needed, an amazon’s individual stats are rolled as per DMG pp 11 and 100, “mercenaries”, thus strength runs from 7 to 16 and constitution from 9 to 18, with a minimum 4hp; other scores run from 6 to 15 and base hp is 1d3. Leader types should be rolled with 4d6 (discard lowest) in order with low scores being boosted to class minimums.

The bonus to missile fire is in addition to any dexterity bonuses and, like them, is reliant on having no encumbering weight or armour, so normal amazons dress simply in practical clothing for the terrain they are found in, although if arrayed for war 20% will wear leather armour if they have nothing better (i.e., magical armour). Shields are worn on the back while combat is at range, negating the penalty for the bulk of the large shields they prefer, and adding 1 to AC from the rear only.

All amazons, including leaders carry main weapons designed for their specific strength and these will be at half range and do only d4 damage if used by anyone of lesser strength.
8th level (superhero) amazon leader


Amazon leaders are fighters if warriors (d6: 1-4), and clerical (5-6) of various female deities otherwise. Clerical amazons are proficient with and able to use the same weapons as above.

For every 10 amazons encountered, one will be a 1st level leader, for every 20 a 2nd level leader, for every 30 a 3rd level leader, and for every 40 a 4th level leader.

Each lair will include a warrior (tribal) queen of 5th (if less than 70 amazons encountered), 6th (if up to 90), 7th (if up to 110), or 8th (if 120 amazons are rolled).

A lair will sometimes (5%) include a magic user of 6-11th level who does not normally venture forth with the normal patrols or raiding parties.

Leaders of the 4th level upwards will have 1-3 assistants of 1-3 levels lower and of the same class (so a 4th level cleric amazon who has one assistant will have a single 3rd level cleric assistant; if she has 3 assistant they will be 1st, 2nd, and 3rd level). These assistants frequently carry their mistresses’ extra gear such as spare arrows and spears.

All leader types have normal chances for psionic abilities and disciplines. Leader types do not receive followers apart from the other amazons.

Companion Animals

Amazon lairs will contain 1HD of companion animal per 5 Amazons (including leaders).
Each band of amazons will have a single type of animal as rolled below:
d100 Animal
1-50 War dog
51-70 Owl, giant
71-80 Wolf
81-85 Eagle, giant
86-90 Hippogriff
91-97 Gryphon
98-99 Pegasus
00 Snake, giant poisonous
These animals will be trained to a high degree and even the snakes (a holy animal for these tribes) will be able to respond to being called by name and the queen of a specific tribe will be able to speak to animals of that type, even if they are not from the lair.

In the case of giant animals, the lair or its surrounding area will contain large numbers of the natural animal too.

If the terrain of their lair makes it reasonable, amazons will also use normal horses for mounts.

The Amazon Queen

It is rumoured that there is a Queen of the Amazons somewhere, a 12th level warrior (i.e., fighter) whose treasure includes a magical girdle that gives her the attacking bonuses of a fire giant, but not the carrying or throwing capacity. The Queen’s recurved composite bow was reputedly given to her by her goddess and requires a strength of 22 to draw it properly and 18/50 to use at all. The Queen leads a group of 300 amazons and has six assistants of levels 6-11.


Leaders will have the normal chance of having magical items as given under “Men” in the Monster Manual but each leader has an additional 5% chance per level of having a set of bracers of defense (1-5) or of archery (6). These will be enchanted and sized for the exclusive use of females (not necessarily humans). All bow-using amazons will have at least normal non-magical bracers.

As amazons eschew the sword, they will not have any and instead will be armed with a high-quality but brittle non-magical obsidian blade with acts as a +1 dagger but will lose this bonus on any natural '1' on the attack roll.

Finally, any roll for miscellaneous weapons will be a weapon matching their main weapon (short-bow, spear, javelin, or long bow as rolled above):
d2d6 Bonus
2-7 +1
8-10 +2
11 Roll normally
12 +3
“Roll normally” - Roll as per DMG/UA and any rolled miscellaneous weapon which is of the correct type is retained; anything else indicates no magical weapon.

Magical shields will be of any size but each amazon will carry a large shield for use in the phalanx.

Girdle of the Queen G.P sale value: 5,000 Xp value: 400
Great Bow of the Queen G.P sale value: 7500 xp value: 600
The bow carries a curse for any man who owns it (it need not be carried). He will fail any saving throw against a female opponent and his female opponents will always succeed in theirs against him. This can be removed by a remove curse acting against a 50% magic resistance or by becoming a woman.

Unless the curse is lifted, amazon clerics will feel a desire to single the man out in any combat and will always give a hostile reaction.

The Phalanx

Three or more amazons can link their large shields and form a fighting phalanx. The right-hand amazon (from their point of view) gains no advantage, but the others gain the benefit of 50% cover (i.e., +4 to AC). The phalanx can advance at a maximum rate of 9" (or the slowest member), however it can charge.

A dozen or more amazons can form a circle, eliminating the single “weak point” at the right-hand end. However, movement rate for the circle is but 1". Note that the circle can face outwards or inwards.

Typically, amazons will try to have multiple rows in the phalanx so that opponents can be attacked by massed spears and an amazon lair will normally have enough long spears/pikes to enable the entire band to attack in at least two ranks and up to 5, depending on the number of amazons. The spears carried by raiding parties are not long enough to allow more than three rows to engage and the pikes stored in lairs will not be used for individual or melee combat.

All spears not in the front two rows are classed as pikes for the purposes of weapon speed.


Non-hostile men will be tolerated for a time and may be used for breeding purposes, however male children will disposed of before adulthood. Good leaders will arrange adoption, neutrals will probably sell the children to those who need or want them.

Leadership roles are by merit based on a vote. Warrior roles, however, may be decided instead by combat if the loser of a vote believes that she is the superior leader. Nevertheless, it is possible to find normal 0-level amazons in important positions within a particular group.

Amazons are defined at least partly by what they oppose - the rule of men - and as such they are not necessarily united by anything else. This can make their societies fractious, rather like Brexit voters who can only agree about one thing and don't actually get on very well outside of that.

Amazons in Greek and Roman art are almost never shown with one breast; probably they would have used a simple leather archery guard over their chests, similar in principle to the wrist bracers.

Lairs are usually abandoned settlements in the wilderness somewhere, with native architecture of any sort mixed with more classical-styled buildings that the women may have constructed mixed in.


Optionally, 1% of individual amazons may be female dwarves (possibly with beards).