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The Birth of Wolves - Franz Marc (partial)

Go to Dream Pacts (Part 1)


ALLADAR, THE WHITE STAG

A large, white stag seen within the dappled forests. Lord Alladar is a powerful, totemic connection between the sentient subconscious and the rhythms of the natural world. He offers his protection to all life, but paradoxically will often lead the dream quester to visions of death. Alladar’s path follows the natural rhythms of the world and its creatures and he is often drawn to those places where that cycle has been disrupted.

Spirit Circle: 4th

Pact Check DC: 20

Physical Sign: Alladar’s antlers, a pair of pale white antlers which grow from the forehead.

Influence:

  • Cannot eat meat or harm a living animal.
  • Will defend the innocent, the wrongfully injured, and the helpless.

Granted Powers:

  • Alladar’s Antlers: Alladar’s antlers grant can be used as a natural attack that deals 1d6+1 points of damage (plus 1-1/2 times your Strength bonus). The horns are considered a +1 magical weapon. You cannot use this attack if you have suppressed Alladar’s physical sign.
  • Alladar’s Insight: At all times while bound to Alladar , you gain a +4 bonus on Heal, Knowledge (nature), and Survival checks.
  • Alladar’s Immunity: At all times while bound to Alladar, you gain immunity to disease and poison, including diseases and poisons already afflicting you.
  • Alladar’s Touch: An ally who touches Alladar’s antlers benefits from delay disease and delay poison (as per the spells). At will as a standard action, you can cure 1 point of damage to a creature touching your antlers. As a full action, you can cure 1d8 points of damage + 1 per effective binding level (maximum 1d8+10).
  • Fast Healing: At all times while bound to Alladar, you gain fast healing 1. This fast healing increases by +1 every 4 levels after 4th level to a maximum of fast healing 5 (fast healing 2 at 8th level; fast healing 3 at 12th level; fast healing 4 at 16th level; fast healing 5 at 20th level).
  • Track: You can track as though you possessed the Track feat.

BAALTERROK, THE FACE OF THE ROCK

Baalterrok appears as a great face which appears to exude from the rock of the ground itself. He speaks with a deep, booming voice. He is surly and recalcitrant, although he had a certain fondness for dwarves and their kin.

Spirit Circle: 4th

Pact Check DC: 22

Physical Sign: A hardening of the skin as it changes to resemble rock or stone. Dexterity-based checks suffer a -2 penalty.

Influence:

  • Must remain in contact with the ground at all times.
  • Prefers the dark places and hates the feel of the wind.

Granted Powers:

  • Blindsense: At all times when bound to Baalterrok, you can detect any creature in contact with the ground within 30 feet with blindsense.
  • Damage Resistance: At all times when bound to Baalterrok, you gain DR 5/adamantine.
  • Earth Mastery: At all times when bound to Baalterrok, you gain a +1 bonus on attack and damage rolls if both you and your opponent are touching the ground. Airborne foes take a -1 penalty on attack rolls and weapon damage rolls against you.
  • Earthshaking Touch: As a standard action, you can touch the ground and cause every creature within 10 feet of you (either touching the ground or climbing a surface touching the ground) to make a Reflex save or fall prone. Neither you nor your summoned elemental can be knocked prone by this ability.
  • Summon Elemental: As a full round action, you can summon an earth elemental which will obey your commands. If the elemental is destroyed or lost, you cannot summon another for 1 hour.
Effective Binding LevelElemental Size
1st-10thSmall
11th-14thMedium
15th-18thLarge
19th+Huge

ILSASIL, THE RIVER OF MAGIC

Ilsasil is not a Spirt Lord, but rather a landmark of the Dreaming (albeit a fey and ever-changing one). Ilsasil is the River of Magic, a flowing embodiment of pure magical energy which courses through the vales and byways of the Dreaming.

Although Ilsasil is not a proper Spirit Lord, similar techniques can be used to form a pact-like conduit between the River of Magic and the natural world.

Spirit Circle: 3rd

Pact Check DC: 25

Physical Sign: A rainbow halo above the head.

Influence:

  • Fascinated by all magical effects.
  • Cannot resist harmless magical effects.

Granted Powers:

  • Disrupting Touch: As a standard action you can dispel magic, as per the spell, against a single target as a melee touch attack. You can only use this ability a number of times per day equal to your effective binding level.
  • Ilsasil’s Insight: At all times while bound to Ilsasil, you gain a +2 bonus to Spellcraft checks.
  • Magic Attunement: At all times while bound to Ilsasil, the save DC for effects you create using magical items is increased by 2.
  • Magesense: At will as a standard action, you can detect magical auras as per a detect magic spell.
  • Wizard’s Way: At all times while bound to Ilsasil, you can use spell trigger items as if you were a wizard of your effective binding level.

KATH, THE CAVALIER KING OF CATS

Kat in krokusveld - Herman Kruyder (partial)

Kath is a fierce tomcat and troublemaker. He’s a patron for the quick of wit and loud of mouth. He possesses a beautiful coat of shining silver fur. He has an opinion for all occasions.

Spirit Circle: 4th

Pact Check DC: 25

Physical Sign: Silver fur grows on the face and the backs of the hands.

Influence:

  • Cannot forgive any insult and will seek a secret vengeance for it.
  • Must always have the last word.

Granted Powers:

  • Blinding Strike: At all times while bound to Kath, a creature suffering a critical hit from your attack must make a Fortitude saving throw or be permanently blinded.
  • Cat’s Antic: At all times while bound to Kath, when a critical hit or sneak attack is scored on you there is a 25% chance that it is negated and damage is rolled normally instead.
  • Cat’s Cunning: At all times while bound to Kath, you gain +4 insight bonus on Bluff checks.
  • Cat’s Speed: As a swift action, you gain the benefits of haste, as per the spell, for 1 round per 3 effective binding levels.

MAAB, THE CURIOUS QUEEN OF CATS

Maab is a sleek twister of fate, a sly trickster devil, and the patron of the wise, clever, and subtle. She wears a majestic coat of golden fur that glistens like precious metal. She rarely speaks, preferring to lead and show.

Spirit Circle: 3rd

Pact Check DC: 20

Physical Sign: Golden hair and golden eyes, occasionally matched with long, golden whiskers.

Influence:

  • Must pocket small items that won’t be missed if the opportunity presents itself.
  • Cannot confess to wrongdoing.

Granted Powers

  • Cat’s Claw: At all times while bound to Maab you gain the ability to make sneak attacks (as per the rogue’s class ability) dealing +1d6 points of damage when you do so. You gain an additional +1d6 points of damage for every 5 effective binding levels you possess. If you already possess the ability to make sneak attacks, this bonus damage stacks.
  • Cat’s Eyes: At will you can use see invisibility, as per the spell.
  • Mad Cat’s Gaze: As a standard action you can make a gaze attack to affect a single target as per a hypnotic pattern spell. There is no limit on the duration of the effect, but the target can make an additional saving throw each round to break the effect.
  • Sense Trickery: At all times while bound to Maab, you automatically detect any attempts to use Sleight of Hand to take something from you. In addition, you gain a +4 bonus on Appraise, Sense Motive, and Spot checks made to oppose Disguise checks.

TERRIOR, THE KNIGHT OF MISTS

One of the Dreaming Knights, Terrior appears in a suit of pale green plate. He often appears near or on lakes. He represents chivalric grief; the losses endured in the name of true duty and faithfulness.

Spirit Circle: 3rd

Pact Check DC: 20

Physical Sign: Surrounded by a light haze of mist.

Influence:

  • Must be willing to sacrifice yourself for the greater good.
  • Must comfort those in grief.

Granted Powers:

  • Aura of Grief: At all times while bound to Terrior, creatures within 10 feet must succeed at a Will save or suffer a -2 penalty on attack rolls, skill checks, saving throws, and weapon damage as a mind-affecting effect of grief.
  • Cloud Lightning: As a standard action, you can call down a bolt of lightning to strike any target within 10 feet per effective binding level. The bolt deals 1d6 points of damage plus an additional 1d6 points of damage for every three effective binding levels you possess. The target takes half damage on a successful Reflex save.
  • Veil of Mists: As a standard action, you can raise a veil of mist across the vision of any creature within 30 feet. The target must succeed on a Fortitude save or become blinded for 1 round.
  • Warrior’s Proficiencies: At all times while bound to Terrior, you are considered proficient with all simple and martial weapons, all armor (heavy, medium, and light), and all shields (including tower shields).
  • Water Breathing:At all times while bound to Terrior, you benefit from water breathing, as per the spell.
  • Water Walk: At all times while bound to Terrior, you benefit from water walk, as per the spell.

UTHARAH, LADY OF THE BLADES

Utharah appears as a slim woman. Her eyes are milky-white and blind, but she acts with both the sureness of sight and an impossible gracefulness. Her arms taper beautifully into long, rune-carven blades.

Spirit Circle: 3rd

Pact Check DC: 22

Physical Sign: Your skin takes on the appearance of glistening metal.

Influence:

  • Cannot refuse the challenge of a duel.
  • Will seek to face foes in open combat.

Granted Powers – Pact of the Blade Master:

  • Bladed Proficiency: You are proficient with all bladed weapons.
  • The Purposed Blade: You gain the benefit of the Improved Critical feat with any weapon you wield. If you already have the Improved Critical feat with that weapon, you gain a +4 bonus on the roll to confirm the threat with that weapon.
  • The Sly Blade: Add your Intelligence bonus (if any) to a single melee attack. If the attack is successful, deal 1 extra point of damage per effective binding level. This ability cannot be used against creatures immune to sneak attacks or critical hits.

Granted Powers – Pact of the Blade Dancer:

  • Bladed Proficiency: You are proficient with all bladed weapons.
  • Dance of Death: At all times while bound to Utharah, you gain the benefit of the Dance of Death feat.
  • Dancer’s Dexterity: At all times while bound to Utharah, you gain a +4 bonus to Dexterity.
  • Uncanny Dodge: At all times while bound to Utharah, you retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. You still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead.
  • Utharah’s Grace: At all times while bound to Utharah, you gain a +4 bonus on Tumble checks and Perform (dance) checks.
  • Whirlwind Attack: At all times while bound to Utharah, you gain the benefit of the Whirlwind Attack feat.

Special: When forming a pact with Utharah you choose either the Pact of the Blade Master or the Pact of the Blade Dancer. If you can form two pacts simultaneously, you can make both pacts with Utharah.

Go to Dream Pacts – Part 5: Spirit Lords of the 5th and 6th Circle

Bastion Rolero

Bastión Rolero has been translating articles from the Alexandrian into Spanish:

You can find the original versions of these articles in Gamemastery 101.

 

ptg*ptb

Places to Go, People to Be, a French RPG ‘zine, has published Structures de jeu 1-2-3, which is a translation of the first three parts of my series on Game Structures. (The original version can be found here.)

They’ve also told me that we can expect translations of Chapters 4-8 within the next few months.

You can check out previous PTGPTB translations of Alexandrian content here and here.

IN THE SHADOW OF THE SPIRE

Session 17B: The Coming of Shilukar

As they reached the intersection, Agnarr tried to bring his sword down upon the first of them. But before he could, the gray goblin darted to one side and used its scythe-like claws to gash the flesh of the wall. On the other side of the hall, a second goblin did the same. A thick, arterial spray of viscous blood gushed forth. The floor suddenly became slick and treacherous. Agnarr and Tor both fell, with Tor toppling backwards into Dominic and carrying him to the ground as well.

One of the cool things about D&D fantasy is that the creatures you fight are often packages of unique abilities which makes an encounter with, say, a basilisk completely different from an encounter with a hydra. This creates innate variation in tactical challenges, preventing the bevy of combat encounters that usually make up the core of a D&D scenario from becoming rote or repetitive with an absolutely minimal effort from the DM.

Hydra - LadyofHats

With that being said, our familiarity with this form factor – unique abilities being delivered by packaging them into monster stat blocks – can blind us to other vectors for delivering those encounter-defining abilities.

In other words, if you’re thinking, “I really want the PCs to fight some monsters who can do X,” it might be worthwhile to think of ways that the monsters can do that without innately possessing those abilities.

This is useful in scenarios where the PCs are facing a large number of the same type of monster over and over again. (“Oh. Look. It’s Goblin #789.”) By allowing the monster to utilize an externalized ability, you can introduce the same variety that you would normally get from varying the creature types involved. (And, yes, you could just mix in other creature types into the encounter mix, but that’s not always logical in the context of a given scenario.)

Agnarr swung his blade high and cut down into the pulpy flesh. And from the wound a spray of blood burst forth, coating the walls and floor… and Shilukar.

An even cooler feature, as seen in this week’s campaign journal, is that tactical interest which has been externalized can be seized by the PCs and turned to their advantage, encouraging creative and memorable play.

In pursuing the image of a spray of blood which works in a fashion similar to a grease spell I could have very easily made that an ability inherent to a creature. (And, in fact, I would later do so in the form of the blood terrors.) But because the goblins triggered this ability by slashing the walls, it allowed the PCs to use the same tactic to their own advantage.

Externalized tactical interest can be environmental (like the walls that can be slashed to create blood sprays). An even more straightforward variety is simply equipment: The goblin with a magic item that lets them throw a lightning bolt or grow to giant size or create a caustic cloud at the head height of a human (but which Small creatures can easily run around underneath) is distinct from a typical goblin. And just as the wall can be slashed, so the enemy’s equipment can be looted and turned to the PCs’ use (creating long-term tactical adjustments).

EXTERNALIZED TACTICAL INTEREST AS DYNAMIC TERRAIN

Back in July I talked about the importance of dynamic terrain / tactically rich environments. Some may perceive a contradiction between my argument in that essay that “you don’t need to drape mechanics over it” in order to create dynamic terrain and this essay in which I’m basically saying, “Include a wall that can be slashed to mimic the effects of a grease spell.”

The difference is one of focus, intent, and utility.

There is a difference between saying, “There is a staircase here,” and saying, “The banister is here so that characters can slide down it, so I’ve applied the Slideable tag to it so that they can do so.” The former is a statement of existence; the latter features not only what I would describe as wasted prep in the form of contingency planning, but also an overly complicated mechanical framework for interacting with the environment.

When I say, “There is a wall which gouts blood when its damaged,” the statement I’m making is, in my opinion, more similar to the former statement than the latter. Yes, there is a mechanical component. But the mechanical component exists because the properties of the wall are a unique ability. It’s the same way that punching someone with a fist is generally handled with a general purpose mechanic rather than giving individual creatures a “Punching” tag.

The distinction may be a subtle one, but I think an important one. Note, for example, that I did not specifically anticipate (or even attempt to anticipate) that the wall’s ability to spray blood would reveal the presence of an invisible adversary. That’s because my focus was on modeling the wall’s existence, not its utility.

By way of contrast, note how saying “this Banister is here so that characters can slide down it” is a statement which ideologically suggests one needs to predetermine and list all the other potential functions to which the banister might be put. (For example, “characters can seek cover behind the banister.”) Whereas, the statement “there is a staircase here” doesn’t waste any time making suppositions about how it might be used during play (even though we are immediately cognizant of the fact that it can be walked up and down).

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 17B: THE COMING OF SHILUKAR

March 9th, 2008
The 7th Day of Kadal in the 790th Year of the Seyrunian Dynasty

From around the corner (and out of sight) a fair voice cried out: “Fall back to me, Servant of Ravvan!”

But even as the command was given, Agnarr surged forward. His blade ripped brutally through the brute’s throat, trailing a gout of blood. The brute gave a gurgling cry, stumbled back, and fell.

The unseen voice muttered a bitter curse and then gave an arcane cry. Before any of them had a chance to react, a small dart of flame shot around the corner. Striking the wall it burst into a massive explosion.

ShilukarThe arcane flames passed quickly, leaving in their wake scorched flesh and smoldering garments. Ignoring these wounds, they rushed forward. Agnarr rounded the corner just in time to see a young and handsome elf hovering in the air and completing the incantation for a second time.

The others dived for cover as the second explosion roared around them, but Agnarr simply ignored the flames, charging forward and slamming his greatsword into the arcanist.

The elf spun away, blood gushing down his side. “You fools! You don’t know who you’re meddling with!”

Tee smirked. “I’m guessing we’re meddling with Shilukar, right?”

Shilukar cursed and waved his hand, disappearing instantly from sight.

Tee instantly whipped up her dragon pistol, firing blindly at where Shilukar had been. Unfortunately, the elf had already ducked away. “Agnarr!” she cried. “Hit the floor!”

Agnarr swung his blade high and cut down into the pulpy flesh. And from the wound a spray of blood burst forth, coating the walls and floor… and Shilukar.

Tor leapt between Agnarr’s legs, rolled to his feet, and swung away. But Tor’s blade met only air, as Shilukar – hurling epitaphs behind him – ran for the door at the end of the hall.

Tor moved to pursue, but was stopped by a cry from Ranthir: “Look out!” (more…)

Blackmoor Village Map

Go to Part 1

In running my remixed version of Castle Blackmoor, I knew that the village of Blackmoor at the foot of the castle would become quite important. I printed out copies of some of the earliest maps of Blackmoor created by Arneson, but quickly discovered in actual play that they had not been made available at legible resolutions. With a little bit of research you could sort of figure things out, but the map ultimately proved more confusing than illuminating to most of my players.

What I needed was a copy of the map at a higher resolution so that I could print it out, put it in my GM screen, and have it be clearly visible to players at the opposite end of the table. On the other hand, I didn’t want to radically depart from Arneson’s original material. So what I ended up doing, basically, was redrawing the entire map.

The map above is based on this map from Domesday Book #13:

Blackmoor Village - Dave Arneson

An even older version of this map was made available on Havard’s Blackmoor blog:

There were a few places where I was tempted to make alterations/corrections. But I ultimately decided to remain as true to this original map as possible. (There is exactly one exception to this, and it shouldn’t be too hard to spot.)

For the version given to my players, however, I did decide to roll the clock back: Jenkins Hill is not yet (and may never be) Jenkins Hill in this version of Blackmoor, nor has the Great Svenny built his freehold. So this will be the version of the map I give to my players:

Blackmoor Village (Original Player's Version)

You can click either of these maps to download high resolution copies.

Go to Part 11: Blackmoor Player’s Reference

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