(Cydra Rogues' Gallery-My Players STAY OUT)


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Magic on Arba

The pcs eventually come to understand the effects of magic on the plane of Arba, but to avoid confusion I'll post them in their essentials here as this little arc gets rolling.

General Notes: Spells have a maximum duration of 1 round/level, a maximum range of short, give maximum bonuses of any type except for skill bonuses of +1, and give a maximum skill bonus of +4.

Targets and Damage: Spells deal a maximum of 1d6 damage. A targetted spell can only target one creature or object..

Healing: Healing spells turn real damage into subdual damage. Spells that heal ability damage heal only one point.

Transmutations: Spells that change a target's shape or substance fail. Teleportation effects will not funciton. Spells that give an ability such as water breathing, flight or something similar instead grant a +4 competence bonus to the most appropriate skill (Swim or Jump).

Illusions: Illusions last only a single round.

Conjurations: Fail.

Divinations: Any divinations that involve asking questions take at least an hour to cast and require an animal sacrifice for entrail reading.
 

Yeooowch. "Low-magic"? Thats the understatement of the year! :)

Anyway, loving the new twists and turns the heroes take, can't wait to see some stats on high level foes (and Felenga...and the Deleter...and anything else cool coming along - Sybele's sword!).

Keep up the great work man.

Technik
 

One More Thing About Arba

Oh yeah, I forgot to mention- because of the effects on pc equipment and abilities, I treated all monsters not unduly toned down by the nature of the place as one CR higher.

Now, this didn't apply to the Knights of Crush and other creatures just as toned down as the pcs, of course...


[edit: I forgot this, too...]

Also, heavy armor's armor bonus is increased by 2 points. Medium armor's armor bonus is increased by 1 point.
 
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The Knights of Crush

These are the stats for the Knights of Crush, starting with 'typical' knights and followed by knights of quality (shades of 1e DDG, eh?) such as Sir Breaker (next update in the story hour, you'll get to meet him!)


Typical Knight of Crush: Male human fighter 8/cavalier 4; CR 12; AL LE.

HD 12d10+36; hp 106; Spd 20' (40' mounted); Init +4; AC 22 (+10 masterwork fullplate, +2 masterwork large shield); BAB +12; Grapple +17; Atk +19 melee (masterwork razor-sharp bastard sword 1d10+7/18-20) or +19 melee (masterwork heavy lance 1d8+7/x3) or +15 ranged (masterwork heavy crossbow with masterwork bolt 1d10/19-20); FA +19/14/9 (sword) or +19/14/9 (lance); SA Deadly Charge 2/day (x3 damage, x4 with lance); SQ Burst of speed (doubles charge distance), tall in the saddle +1; SV Fort +13, Ref +3, Will +7; Str 20, Dex 10, Con 16, Int 11, Wis 12, Cha 13.

Skills & Feats: Handle Animal +12, Intimidate +9, Knowledge (nobility and royalty) +4, Ride +19, Spot +2 1/2; Exotic Weapon Prof (bastard sword), Improved Initiative, Mounted Combat, Quickdraw, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (bastard sword, heavy lance), Weapon Specialization (bastard sword, heavy lance).

Gear: Masterwork full plate, masterwork large steel shield, masterwork razor-sharp bastard sword, masterwork heavy lance, masterwork heavy crossbow, masterwork bolts (30), heavy warhorse.


Quality Knight of Crush (including Sir Breaker, Sir Heavyfist, Lord Tonguehammer, Sir Kelledus, Sir Tyran and others), male human fighter 10/cavalier 6; CR 16; AL LE or NE.

HD 16d10+48; hp 140; Spd 20' (40' mounted); Init +4; AC 22 (as above); BAB +16; Grapple +22; Atk +24 melee (masterwork razor-sharp bastard sword 1d10+10/18-20) or +24 melee (masterwork heavy lance 1d8+10/x3) or +18 ranged (masterwork heavy crossbow with masterwork bolt 1d10/19-20); FA +24/19/14/9 sword or lance, +18 crossbow; SA Deadly Charge 3/day, Full Mounted Attack; SQ Burst of Speed, Tall in the Saddle +3; Str 22, Dex 10, Con 17, Int 11, Wis 12, Cha 13.

Skills & Feats: Handle Animal +12, Intimidate +9, Knowledge (nobility and royalty) +4, Ride +23, Spot +6 1/2; Exotic Weapon Prof (bastard sword), Improved Initiative, Mounted Combat, Quickdraw, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (bastard sword, heavy lance), Weapon Master (bastard sword, heavy lance), Weapon Specialization (bastard sword, heavy lance).

Gear: Masterwork full plate, masterwork large steel shield, masterwork razor-sharp bastard sword, masterwork heavy lance, masterwork heavy crossbow, masterwork bolts (30), heavy warhorse.


A few notes: the 'razor-sharp' quality requires a special combo of master smith and special metals. It's a nonmagical property that adds one to the weapon's threat range.

The Weapon Mastery feat I'll reproduce below (it's one of my custom feats and is essentially the next step up from specialization, though I may revise it what with Greater Wpn Focus and GWS in the 3.5 PH):

WEAPON MASTERY (Fighter)

You are a master of a specific weapon.

Prerequisites: 10th-level fighter, Weapon Focus, Weapon Specialization

Benefit: Choose one weapon you already have specialization in. Before each attack roll with you mastered weapon you may allocate a total of +2 to attack and damage rolls. For example, you could declare a +2 to attack, a +2 damage bonus, or a +1 on each. You may change your mastery bonus around with each attack roll. Unlike specialization, a damage bonus from mastery applies even past 30’ with a ranged weapon.
 

The Book of Olaf

The Book of Olaf

The Book of Olaf was written an age ago by a mad wizard who repeatedly investigated the Far Realms. Exposure to those planes of madness has infused it with pseudonatural energies and it is now a minor artifact. It is wrapped in moist red leather; if squeezed, the book drips a disturbingly blood-like scarlet fluid. Any creature ingesting the fluid must make an immediate Will save (DC 24) or suffer a 25% chance of acting as if under a confusion spell each round whenever a stressful situation arises. Worse yet, it is constantly surrounded by creatures of the Far Realms that are mostly invisible and intangible to most creatures, but those with a connection to such dimensions of madness may see them quite easily. A creature with no connection to the Far Realms that makes a Spot check, DC 35, will spot little wet, translucent motes ‘flitting around’ the book; those who have a prior or tentative connection (such as Lester or someone who has read the Book of the Gate) will spot them with a Spot check, DC 20; and those with a current active connection to the Far Realms (such as an alienist) will be able to notice them on a Spot check (DC 10). These entities of madness require all creatures within 60’ of the Book of Olaf to make Will saves (DC 24) to avoid 1d6 points of Intelligence damage each day. A character whose Intelligence is reduced to 0 is transformed into a stegulon over the course of 24 hours and cannot be saved without a wish or miracle, although a break enchantment spell will have a percentage chance of success equal to the caster level of reversing the transformation.

Any creature reading the Book of Olaf will suffer 1d4 points of Wisdom drain per day of investigation, with no saving throw; this can be healed through the standard means, but it certainly is discouraging. A character whose Wisdom is drained to 0 is transformed into a kaorti instantly and cannot be saved without a wish or miracle, although a break enchantment spell will have a percentage chance of success equal to the caster level of reversing the transformation. Reading the book for a solid week will allow the user knowledge of the following ‘benefits’:

The Book tells of three ways into the Far Realms- through the portal in Firestorm Peak, through the Citadel of Eternity, or through a powerful and dangerous ritual involving casting a gate spell in the backwash of an illithid elder brain’s retreat from the Material plane to the Astral.

The Book grants the reader a +4 inherent bonus to Charisma after a month of study; the month of study is dangerous indeed!

A number of weird spells may be learned from the Book of Olaf, including all the following: forbidden speech, consume likeness, rapture of rupture, apocalypse from the sky, waves of grief, dance of ruin, wall of ooze, liquid pain, utterdark (all from the BoVD), death state, extra eye, softening, wall of hate (all from Cydra spells), analyze portal, attune form, reality maelstrom, zone of revelation (note that this will reveal creatures folded between dimensions we know; all from Manual of the Planes), Evard’s black tentacles, summon monster VII, VIII and IX, gate, finger of death, and vision. It takes the normal amount of time to learn a spell from the Book of Olaf (after the week of study).

*The Book is described as being able to guide creatures through the Far Realms to a limited extent- mostly the areas that it has traveled through. Nevertheless, the reader becomes convinced that the Book can lead them to the Deleter, though it will likely take a terrible toll on their minds.
 

I have to question how much you like your players with all the cruel things you do to them. This isn't secretly a CoC game is it?
 

Welverin said:
I have to question how much you like your players with all the cruel things you do to them. This isn't secretly a CoC game is it?

No, but there's a strong Cthulhu-esque element to it, heavily inspired by the Hillside Thickets. Witness Lester's occasional visions of things between the spaces we know and such.

Wait 'til you see their trip to the Far Realms...
 

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