Wednesday, November 30, 2016

Clerics of Asclepius (part IV)


Cleric Spells (Asclepius)
Clerics of Asclepius have access to any spells that cause healing, rejuvenation, and/or promote good health. Remember too that their Asclepian Mysteries can grant them a +4 bonus to all healing-related Casting Rolls, up to once per day per level (if using that rule, which you should!)

1st Level: Cure Light Wounds, Protection from Evil, Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary, Detect Snares and PitsD, Purify Food and WaterD

2nd Level: Bless, Delay Poison, Find Traps, Resist Fire, Snake Charm, Heat MetalD (for sterilization purposes)

3rd Level: Cure Blindness, Cure Disease, Prayer, Remove Curse

4th Level: Create Food and Water, Cure Serious Wounds, Exorcise, Neutralize Poison, Protection from Evil 10’ Radius

5th Level: Atonement, Cure Critical Wounds, Dispel Evil

6th Level: Heal, Restoration (gained at an earlier level than other clerics)

7th Level: Regenerate, Resurrection (use triggers an automatic Type V Divine Test!)

Asclepeion (healing temple) Encounters
Roll or pick to determine what adventurers encounter in a place of healing.

Roll 1d8
1. 1d6 Special Facilities are also at the Asclepeion (roll 1d8): a Gymnasium, Healing Well, Labyrinth, Library, Sacred Grove, Small Stadium, Theatre, or Tholos (small circular building/ gazebo)

2. Strange event (roll 1d3): random visiting spirit (see Divinities and Cults: Volume II), contagion (Save or catch a disease), or per Referee.

3. 1d10 Non-venomous snakes (75% chance of freaking out those not used to them)

4. 1d20 Patients that are either (roll 1d4): very ill, not ill at all, known to a random party member, or dangerous.

5. 1d4 Assistants or Orderlies that are (roll 1d4): very helpful, know ‘what’s really going on’ (35% chance of actually being right), suspiciously absent, or have some ulterior motive.

6. 1d6 Nurses that are either (roll 1d6): quite attractive, quite unattractive, very helpful, very rude, under duress, or a combination thereof.

7. 1d3 Clerics of Asclepius that are (roll 1d6): distracted, busy (wait time increases to 4d20 minutes), under duress, very skilled, very talkative, or a combination thereof.

8. Re-roll twice.

Sunday, November 27, 2016

Red Noon at Helltowne Now Available on Kindle!

I am pleased to announce the release of my newest novel, Red Noon at Helltowne, on Kindle! 

Fans of dark fantasy, comedy, and adventure, as well as foes of Communism should enjoy this book.

Order your copy now! (Available on Amazon)

On the road to revenge, Oborren and his eccentric allies must face not only the terrifying supernatural threats of Helltowne, but also the insidious philosophy pushed by that accursed land’s red dwarf masters: Equalitarianism. Devils and darkness; red flags and tyranny abound, and it is up to the brave adventurers to stop Commissar General Noel and his machinations to ‘Abolish Humanness’, including his scheme to unleash a mighty weapon of the Ancients upon them all!

But the vile plans of the red dwarves are not contained to Helltowne. Elfriede, the savages of Fjord Vallee, and others must work to free the land of Dinglesfuhr from the bizarre Glowing Spectral Personhood cult. Thanks to such supporters of Underreign, including the former leader of that land, Mekla, goblins were even invited into Dinglesfuhr! Now they have devastated it and subjected its inhabitants to a life of oppression, terror, and death.

Set in the Night Skies Over Valhallow world of the fantasy future, Red Noon at Helltowne is the first book in the new Vale War trilogy. A map and comprehensive glossary are included for those new to this setting, so that they can immediately begin enjoying this amazing work. 

Red Noon at Helltowne: a must-read for fans of dark fantasy, action, humor, as well as saving the world from the lies and calamities of Equalitarianism.