Tuesday, July 15, 2014

The Heptad (The Gods of Law for 'Sorrowfrost' a Labyrinth Lord Campaign)


I've got a new group of players, and I was inspired to make a new world for them to run around (or, at least, a realm of a new world: The Free Realm of Sorrowfrost).  I've got maps and dungeons too, and I'll be posting those as well.  This is the first time I've come up with a pantheon, but I'm having fun with it.  It's nothing too crazy; I actually told myself I wanted to make this world a fairly "standard" fantasy affair since my new group of players are first-timers (squee!)

The Temple of The Heptad (in Fairview)

  

The Temple:

Monsignior Leywin, an elderly priest of the Church of The Heptad, revered for his devotion, kindness, and wisdom, serves as the spiritual leader for the inhabitants of Fairview. Beside him, a tall and stern man of dark skin, amber eyes and brooding face, dressed in shining plate male along with a beautiful longsword at his side, can be seen accompanying Monsignior Leywin at all times. This is the paladin, Sir Leoril Tarmikos.  A holy warrior under an oath of silence, he is sworn to protect Monsignor Leywin and the other acolytes of the Temple of The Heptad.  The temple welcomes those who are weary and in search of physical and spiritual sustenance.

The Heptad:

Formed from the eternal Maelstrom Storms of Chaos in the Age of Entropy, these Gods of Law are the creators of our world and its first beings, each having given a part of themselves - from with which we are all made .  Each day of the week is in recognition of one:  Sun, ‘The One of Light and illumination’, who grants blessings of divine wisdom and foresight; Mourn, ‘The Orb of Night’, who grants blessings of health; Tyoos, ‘The Opportunous One’, who grants blessings of luck and second chances.  Wynd, ‘The One of Nature and Mysteries’, who grants blessings of understanding and arcane intellect; Thors, ‘The Hero’, who grants blessings of strength and skill; Frie, ‘The Shielded Mistress’, who grants blessings of quickness and defence; Sityr, ‘The Seductive Dancer’, who grants blessings of charm and bewitchery.      





Praying to The Heptad:

Those of any alignment may pray for a blessing to one of The Heptad each day, but those of Chaotic alignment suffer a -5 penalty to their prayer check; The Heptad will seldom answer to those attuned to Chaos - they are in perpetual war with the Chaos Lords and, thus, are usually unwilling to grant aid to anyone sharing the alignment of their adversaries.

Characters may only attempt to pray to one of The Heptad once per day.  In order to pray to one of The Heptad, one must be in a temple or church of The Heptad, or wearing a symbol of The Heptad.  Clerics of The Heptad may pray anywhere and receive a +2 bonus when praying.  When praying, choose one of these Gods of Law, and attempt to roll your Luck score or under.  If you succeed, roll on that god’s Blessing Table.  If you pray to one of The Heptad on their day of recognition (praying to Mourn on Mournday, for example), you get a +2 bonus to your Luck roll.  If you pray to one of The Heptad on a day which is not of their recognition, then there is no bonus to your Luck roll. If you fail, you must wait another day to pray for a blessing.  A roll of a natural ‘1 is an automatic result of 00% - for whatever reason (the gods can be fickle at times), this God of Law desires to aid you as best they can.  A roll of a natural ‘20’ grants a disapproval.  Roll on ‘The Heptad’ Disapproval Table (located after ‘The Heptad’ Blessing Tables).






‘The Heptad’  Blessing Tables:

* blessings last for 24 hours unless noted otherwise.
*some blessings are for specific classes, and will be noted under each god’s
table.
*options with ‘or’ must be chosen by the player upon receiving blessing
*hp gained may go over total hp, but are lost after 24 hours.




Sun “The One of Light and Illumination”

Non-clerics: 01-75%: +1 WIS; re-roll one WIS check
             76-99%: +2 WIS; re-roll one WIS check
             00%: +3 WIS; automatically pass one WIS check

Clerics: 01-75% +1 WIS (bonus spells may be applicable);
                     re-roll one WIS check or Turn Undead check
        76-99%: +2 WIS (bonus spells may be applicable);
                     re-roll one WIS check or Turn Undead check
         00%: +3 WIS (bonus spells may be applicable);
                    automatically pass one WIS check or Turn Undead check
                     *cannot Turn Undead higher than cleric’s level allows; still must
                      roll for amount of HD turned*








Mourn “The Orb of Night”

All Classes: 01-75%: gain 1d3 HP; re-roll one saving throw.
            76-99%: gain 1d6 HP; re-roll one saving throw.
            00%: gain 1d10 HP; automatically pass one saving throw.






Tyoos “The Opportunous One”

Non-thieves: 01-75%: +1 Luck; re-roll one attribute/skill check
             76-99%: +2 Luck; re-roll one attribute/skill check
             00%: +3 Luck; automatically pass one attribute/skill check.

Thieves: 01-75%: +1 Luck; re-roll one attribute/skill check;
                   +5% to any thief skill (cannot exceed 99%)
         76-99%: +2 Luck; re-roll one attribute/skill check;
                   +10% to any thief skill (cannot exceed 99%)
         00%: +3 Luck; automatically pass one attribute/skill
                check; +10% to all thief skills (cannot exceed 99%)








Wynd “The One of Nature and Mysteries”

Non-magic-users/elves: 01-75%: +1 INT; re-roll one INT check
                         76-99%: +2  INT; re-roll one INT check
                         00%: +3 INT; automatically pass one INT check

Magic-users/Elves:    01-75% +1 INT (bonus spells may be applicable);
                                   re-roll one INT check or an enemy must re-roll
                                   one passed saving throw against your spell
                       76-99%: +2 INT (bonus spells may be applicable);
                                    re-roll one INT check or an enemy must re-roll
                                    one passed saving throw against your spell
                       00%: +3 INT (bonus spells may be applicable);
                                  automatically pass one INT check or enemy
                                  automatically fails one saving throw against your spell







Thors “The Hero”

Non-fighters: 01-75%: +1 to hit *melee or ranged* (not damage);
re-roll one to-hit roll
               76-99%: +2 to hit *melee or ranged* (not damage);
re-roll one to-hit roll
               00%: +3 to hit *melee or ranged* (not damage);
                         automatically succeed one to-hit roll

Fighters:    01-75% +1 to hit and damage *melee or ranged*;
re-roll one to-hit roll
             76-99%: +2 to hit  and damage *melee or ranged*;
re-roll one to-hit roll
             00%: +3 to hit and damage  *melee or ranged*;
                       automatically succeed one critical hit (x2 damage).







Frie “The Shielded Mistress”

Non-dwarves : 01-75%: +1 to DEX (bonus AC may be applicable);
enemy re-rolls one to-hit roll against you
               76-99%: +2 to DEX (bonus AC may be applicable)
enemy re-rolls one to-hit roll against you
               00%: +3 to DEX (bonus AC may be applicable);
                      automatically negate one enemy’s successful to-hit roll.

Dwarves:    01-75% +1 to DEX or STR (bonus AC or to-hit/dam may be
                       applicable); enemy re-rolls one to-hit roll against you
             76-99%: +2 to DEX or STR (bonus AC or to-hit/dam may be
                        applicable); enemy re-rolls one to-hit roll against you
             00%: +3 to DEX or STR (bonus AC or to-hit/dam may be applicable);
                    automatically succeed one critical hit, causing (1d4):
                    1: x2 damage, 2: x3 damage, 3: x4 damage, 4: x5 damage.







Sityr “The Seductive Dancer”  

Non-halflings: 01-75%: +1 CHA (bonus CHA factors may be applicable);
re-roll one CHA check or one enemy/NPC reaction roll
               76-99%: +2 CHA (bonus CHA factors may be applicable);
re-roll one CHA check or one enemy/NPC reaction roll
               00%: +3 CHA (bonus CHA factors may be applicable);      
                      automatically pass one CHA check

Halflings: 01-75% +1 CHA or DEX (bonus AC or CHA factors may be applicable);
re-roll one CHA check or one enemy/NPC reaction roll
          76-99%: +2 CHA or DEX (bonus AC or CHA factors may be applicable);
re-roll one CHA check or one enemy/NPC reation roll
          00%: +3 CHA or DEX (bonus AC or CHA factors may be applicable);
                 automatically pass one CHA check; re-roll ANY die one time
                 (to-hit, saving throw, attribute/skill check, damage, etc.)





'The Heptad’  Disapproval Table:


01-30%:  ‘The Heptad’ will not answer your prayers for 1d3 days.

31-59%:  ‘The Heptad’ will not answer your prayers for 1d6 days.

60-74%:  ‘The Heptad’ will not answer your prayers for 1d4 weeks.

75-90%:  ‘The Heptad’ will not answer your prayers for 1d4 weeks, and you must
            donate ¼ of your wealth to a Church or Temple of The Heptad before
            your 1d4 week result.  Failing to do so will result in losing 1
            permanent random attribute point/day.

91-95%:  ‘The Heptad’ will not answer your prayers for 1d4 weeks, and you must
            donate ½ of your wealth to a Church or Temple of The Heptad before
            your 1d4 week result.  Failing to do so will result in losing 2
            permanent random attribute points/day.

96-99%:  ‘The Heptad' will not answer your prayers for 1d4 weeks, and you must
            donate all of your wealth to a Church or Temple of The Heptad before
            your 1d4 week result.  Failing to do so will result in losing 3
            permanent random attribute points/day.

00%:  ‘The Heptad'’ have glimpsed into your future and see that you may be
       tempted by agents of Chaos. They are compelled to end your mortal
       life with a preemptive strike. A blast of holy fires from the
       heavens, reaching you even if you’re indoors, causes you Xd10 damage.  
       (X = 1d10; a result of ‘4’ would be 4d10 damage, for example.)  If you   
       survive, then perhaps they were wrong in their judgement.






Friday, April 18, 2014

Port City of Ansbach

This has nothing to do with the "Invasion of the Red Queen" adventure I've been running, but I was going through some old notes, and found a city I was very fond of, so I thought I'd share.  I ran this as a home-base for another Labyrinth Lord campaign I was running last year.  I used the Vornheim city-building guide to put this together:

http://rpg.drivethrustuff.com/product/91110/Vornheim-The-Complete-City-Kit

Words can't begin to describe the awesomeness of this DM aid, from on-the-fly prices for items, all the way to instant in-game street layouts.  Anyway, here it is.  Use it or modify it to your heart's content for your own games.  I have only provided the basic skeleton of this city.  Known NPCs, locations, and random city encounters charts are not shown.

The Port City of Ansbach




           Viewed from outside its thick, cream-colored stone walls, the port city of Ansbach, capital city of the County of Ansbach, gives the impression of  a bustling, cosmopolitan maritime metropolis, its harbors eternally crowded with merchant ships unloading an abundance of curious and exotic goods--and rabble. After passing through one of the city’s three gates, however, a different scene  comes into view:  a twisting maze of labyrinthian streets, partially obscured from steam and smoke, leaves the uninitiated in a whirlwind of confusion.  Toothless grinning faces, blackened and dirtied with soot, smells and sounds of all varieties, and permanent dark clouds looming overhead invade the senses.  Perceptive individuals will realize this is a place where one needs to watch their back, lest it be stabbed repeatedly and left to bleed out on the cold stone floor--without even so much as a glance from passersby.  


...Welcome to Ansbach, City of 'a Thousand Smiles’.






The Districts of Ansbach
There are 12 districts in this city.  If PCs are looking for an NPC, shop, location, etc. not yet established, roll 1d12; that is the district where the desired person, place is located.


1. Southport

Demi-human Population: 16%
Wealth Level: Poor (50% random city encounter chance)
                                  (10% chance 1d6 guards arrive in 1d8 rounds, if called)
Most Prominent Landmark: The Dark Traveller Alehouse and Inn
Most Characteristic Business: brewery (competes with district of Runnymead)



2. Eastport

Demi-human Population: 10%
Wealth Level: Middle-class (25% random city encounter chance)
                                       (50% chance 1d6 guards arrive in 1d6 rounds, if called)
Most Prominent Landmark: Outdoor Market
Most Characteristic Business: leatherworks



3. Northgate

Demi-human Population: 18%
Wealth Level: Middle-class (25% random city encounter chance)
                                       (50% chance 1d6 guards arrive in 1d6 rounds, if called)
Most Prominent Landmark: Jorgen the Mad’s Manor House
Most Characteristic Business: moneylending




4. Pershore

Demi-human Population: 19%
Wealth Level: Wealthy (10% random city encounter chance)
                                              (75% 1d8 guards arrive in 1d4 rounds, if called)
Most Prominent Landmark: Fur and Silk Clothier
Most Characteristic Business: cheesemaking



5. The Slaughters

Demi-human Population: 14%
Wealth Level: Poor (50% random city encounter chance)
                                       (10% chance 1d6 guards arrive in 1d8 rounds, if called)
Most Prominent Landmark: Slums
Most Characteristic Business: Butchery .




6. Runnymead

Demi-human Population: 3%
Wealth Level: Wealthy (10% random city encounter chance)
                                       (50% chance 1d10 guards arrive in 1d3 rounds, if called)
Most Prominent Landmark: Clock Tower, and Militia Post
Most Characteristic Business: brewery (competes with Southport)



7. Newstead

Demi-human Population: 6%
Wealth Level: Middle-class (25% random city encounter chance)
                                                 (50% chance 1d6 guards arrive in 1d6 rounds, if called)
Most Prominent Landmark: Hack n’ Slash’s Weapons and Armor
Most Characteristic Business: bowyer




8. Blackford

Demi-human Population: 21%
Wealth Level: Poor (50% random city encounter chance)
                                        (10% chance 1d6 guards arrive in 1d8 rounds, if called)
Most Prominent Landmark: Black Widow's Apothecary
Most Characteristic Business: curiosity shops, jewelers


9. Windom

Demi-human Population: 2%
Wealth Level: Middle-class (25% random city encounter chance)
                                                 (50% chance 1d6 guards arrive in 1d6 rounds, if called)
Most Prominent Landmark: Book binder
Most Characteristic Business: winery


10. Dundalk

Demi-human Population: 5%
Wealth Level: Middle-class (25% random city encounter chance)
                                              (50% chance 1d6 guards arrive in 1d6 rounds, if called)
Most Prominent Landmark: Courthouse
Most Characteristic Business: lawyers


11. Ottery

Demi-human Population: 2%
Wealth Level: Wealthy (10% random city encounter chance)
                                                (75% 1d8 guards arrive in 1d4 rounds, if called)
Most Prominent Landmark: Granary
Most Characteristic Business: physicians




12. Romont

Demi-human Population: 15%
Wealth Level: Middle-class (25% random city encounter chance)
                                               (50% chance 1d6 guards arrive in 1d6 rounds, if called)
Most Prominent Landmark: Cathedral of The Seven
Most Characteristic Business: fine woodworking


The slums of the Slaughters 


Cathedral of the Seven in Romont


The Dark Traveller Alehouse and Inn in Southport


The docks of Southport


Vendors setting up their stalls in the morning in Eastport











Saturday, April 12, 2014

Pre-Game: "Invasion of the Red Queen" A 3rd- to 5th-Level Adventure for 3-6 Labyrinth Lord Characters


I've put together a brand spankin' new Labyrinth Lord adventure to run my players through.  Here's the adventure background:



     "Spies of the small Kingdom of Wenvance have learned that the Red Queen of Vordalox's 
undead fleet has--yet again--set sail for conquest. They are believed to be only nine days away from 
reaching the shore and launching an attack on Wenvance and the surrounding human kingdoms. 
The armies of the human kingdoms are small, but not all hope is lost! Rumors tell of a cruel and evil sorcerer, many ages past, who once ruled the lands where Wenvance now lies. He controlled the people with dark magics, and created terrible, frightening creatures that terrorized his subjects. The stories also say he was in possession of a ring that could control the currents of the sea, and produce massive tidal waves upon command. This ring is Wenvance's only hope of stopping the innumerable unholy forces in possession of the Red Queen. The catch? This sorcerer's tower is said to be located in the Myuglin Marshes, a place where only the foolish would go, for who knows what strange sorceries still lie in that foreboding place? But you are legendary heroes, a cut above the rest... right? You have been asked by King Thebaldus himself to retrieve the ring. You have been 
offered 1,000gp each if you return in time with this desperately sought-after magical item. The 
other catch? The Myuglin Marshes are two days away, and who knows exactly how large they are, 
let alone where the old sorcerer's tower is located. Well, what say you, adventurer? Will you accept 
this quest? If so, make haste, for you are the human kingdoms' last hope…." 

The Myuglin Marshes

    
      It should be noted that I'm running this game over Google+ Hangouts.  It should also be noted that I'm not very technologically savvy--I made the following map on Microsoft Paint! Heck, most of my notes are scribbled down in pen on a wide-ruled notebook.  Since I do not possess the capability to map things out as we play, and  in order to avoid in-game confusion, I decided to provide my players with a map of the Myuglin Marshes before the game starts, assuming they even accept the quest to begin with.  "As you travel the merchant roads north towards the marshes, a mysterious, dark-cloaked stranger approaches, seemingly out of nowhere, and hands you a scroll.  You accept it, almost without even realizing it, and unfurl the parchment.  You see it to be a map of the wild place you are about to enter.  As you look up to speak with the stranger, he is gone..." 

     Obviously, it does not provide any specified side-quests or locations, such as the wizard's tower--if it even does exist in these marshes;  this is merely to keep communication clear between everyone as we play.  The party will be traveling north towards the marshes, and can enter in any square from the 1st row.  For example A1, D1,  H1, etc.