Wednesday, June 9, 2021

Totems: Bear, Part I

Ways of the Bear
* Grow large with much eating and rest
* Protect yourself and your loved ones, being terrifying when need be

* Keep to the old ways
* Eschew non-bearish things, especially non-bear shamanic magic!

Followers of Bear Totems
Special: The bear is honored by shamans and barbarians, though other cleric-types and fighters can do so as well. 
Associated Divinities: Thor, Artio (Celtic), Artemis (Callisto), Perun, Mielikki, Ukko
Allowed Weapons: Club, hammer, axe, dagger
Allowed Armor: Bear hide and shield or lighter (and often little else)
Spirit of the Bear: Those who follow the bear will gain a random special ability for every odd level they have. See the wolf totem (link) for specifics, noting that those who access the bear's power must also make a Wisdom check first, as well as roll for totemic side-effects (see Part II) and even totem tests at times.

Bear Shamans (roll 1d6)
1. Bear-skin: Assume the form of a black bear, becoming one in all ways but cognition for up to 1d3 rounds per level per day. The transformation takes 1d3 rounds, but doesn't count towards the duration limit. At 5th level, they can assume the form of a grizzly bear instead, and at 9th level, a cave or werebear.
2. Spirit Bear-skin: Can project their spirit as an ethereal bear. The shaman's body is left behind for the duration, helpless and comatose. Otherwise treat as #1 above, along with the advantages discussed in #4 below.
3. Ursine Aspect: Gain either a black bear's bite attack, hug or climbing ability, superior sense of smell, hearing, or hit points for up to 1d3 rounds per level per day. At 5th level, two can be used at once or one of the grizzly bear's can be used (they can't climb though). At 9th level, three of the black bear's or two of the grizzly's can be used at once.
4. Bear Guardian Spirit: Call upon an ethereal bear ally to fight other spirits, scout an area, or even detect other supernatural forces. It will obey for up to 1d3 rounds per level per day. At 5th level, it can be an ethereal grizzly bear instead, and at 9th level, an ethereal cave or werebear.
5. Hibernate: Can sleep in a cave for 1d3 weeks per odd level, not needing food or water and only waking if truly disturbed.
6. Bear Breed: Gain a random bear barbarian ability or even a magical ability from a similar totem, reflecting how the totem is a specific type of bear (black, brown, sleeping, little, or the like).


Bear 
Barbarians (roll 1d6)
1. Hardy: Gain a +1d3 bonus per odd level that can be added to either increase their damage or to reduce damage done to them each round, for up to 1d3 rounds per level per day.
2. Hug: Can make a free grapple attempt against a foe that they hit in melee, gaining a +1d3 bonus for attempting to do so for every odd level they have.
3. Rage: Can fight in an especially outraged manner for 2d6 rounds up to 1d3 times per level per day, gaining a +3 to hit, damage, and hit points while suffering an AC penalty of 4. To stop the rage early, they must save vs. spell/ make a Will save DC 15, otherwise they may even attack allies until it's over. What is more, the barbarian has a base 33% chance of actually turning into a grizzly bear for every 3 rounds that he is raging, in which case it lasts 2d6 rounds longer and he also gains +2d4 Strength and Constitution during that time.
4. Tough: Gain a natural +1 AC bonus and reduce any damage done to them by 1 for every odd level they have, 3 if it would be damage from the elements.
5. Large: Gain +1d4' in height and girth, along with +1d3 Strength, +1d3 Constitution, -1d3 Dexterity, and -5' speed.
6. Bear Breed: Gain a random bear shaman ability or even martial ability from a similar totem, reflecting the bear totem being a specific type (cave, grizzly, polar, mama, papa, or the like).


Next week: Totems: Bear, Part II!

Wednesday, June 2, 2021

Totems: Wolf, Part V

 
Wolf Divinities & Folk Variations
"Geri and Freki the war-wont sates, the triumphant sire of hosts; but on wine only the famed in arms, Odin, ever lives." - Grímnismál, Poetic Edda

The wolf totem is a well-known attendant of various divinities and groups. Reflecting this, clerics and fighter-types of those folk can opt to substitute specific wolf totem abilities, side-effects, tests, and/or spells for ones they would normally have, reflecting how the wolf aspect can come more to the fore with them.

Select or roll 1d8
1. Odin: Ulfhednar (see Volume I) focus on ferocity, and can substitute such wolf aspects at later levels for uses of their unique, Odin-granted Wolf Fury, though such Norse always select that at first level due to its reliability (it, like other divinity-granted abilities can be reliably selected and requires no Totemic Side-Effect to use). Odin's clerics can do the same with certain magical side-effects and spells too if they have a particular bond with Freki & Geri, though the Fury of Freki and Geri magical side-effect would be naturally maintained.

2. Fenrir: its fell followers can focus more on swapping certain frightening wolf abilities, side-effects, tests, and spells, though doing so might make them somewhat less murderous and demonic. All keep the Fenris Curse ability at 1st level, of course, though afterwards, others might do.

3. Apollo & Artemis: harkening to Apollo Lykaios, their followers' powers would often wane in the sun and wax under the moon (or vice verse). Otherwise, such Greeks would wear only belts (many being Koryos) and at times even eat the occasional human flesh that happens to turn up in order to be turned to wolves for extended times.

4. The Morrighan & Cernunnos: Celts who follow these divinities can focus on summoning wolves, whether to terrify those upon the moor in the former case) or have a more mystical communion in the later. Morrighan goes further with opting to turn her faithful more often into full wolves, while those who follow Cern tend more to wolf-hybrids.
 
5. Mars: dutiful always, his Roman clerics might not substitute much in the way of wolfishness. Still, velites are wolfish peltasts (link), paying special homage to the she-wolf who nursed young Romulus and Remus by coordinating attacks to take down prey, and his other followers may do the same. 
 
6. Veles & Dazbog: focus more on being able to move well and having wolfish senses, Slavs who follow these gods might substitute wolf powers, whether to ultimately be cunning or to discover truth. Furthermore, those who follow Veles tend to gain wolf heads, while those who follow Dazbog instead tend towards having full wolf forms, especially amongst the southern Slavs. 

7. Dacians: known as wolves themselves, they focus on wolf aspects in defending their lands, having wolfish heads, and, when turning completely, being great white wolves. Until their divinities can be examined more at a later date, they would fit closely with full wolf shamans and barbarians.

8. Scythians: like the Gteeks, they have Neuroi that are known to be turned to wolves for long periods of time. And being horse archers, they can get a wolf's speed and sensing ability too.
 

  
Next week: Totems, Bear!


Wednesday, May 26, 2021

Totems: Wolf, Part IV

 
"The wolf changes his coat, but not his disposition". ~ Traditional Proverb

Wolf shamans and other spellcasters who call upon the wolf gain access to more magical abilities in the form of knowing 1d2+1 of the following spells per level. Half of these are determined at random and all come from spell levels that they can cast.

1st Level Spells (d7)
1. Alpha Command: as Command, but only works on those who you have already established dominance over.
2. Detect Wolf: as Detect Magic, except that it senses the presence of wolf spirits, wolves, or those others who emulate their nature.
3. Howling Fear: as Remove Fear (reversible), except that it only removes fear from those with wolfish nature and causes fear with those who don't.
4. Full Moon Charm: as Charm Person*, but requires aggressive, animalistic seduction.
5. Lick Light Wounds: as Cure Light Wounds, but only works on those with a wolfish nature.
6. Lupine Protection
: as Protection from Evil, but only works against non-wolf-kind.
7. Wolf Companion: as Animal Companion (D), but must be a single wolf.

2nd Level Spells (d6)
1. Halt Prey: as Hold Animal (D), but only works on non-wolf types.
2. Howling Terror
: as Scare*, but the same.
3. Lupine Blessing: as Bless, but grants a +1 initiative, to hit, and to damage bonus to allies instead.
4. Phantom Wolf: as Spiritual Weapon, but appears as a spirit wolf that can keep attacking even if the shaman doesn't concentrate, and has a 25% chance of attacking someone else of its choice each round instead.
5. Speak with Wolves: as Speak with Animals, but only works with wolves, who do become friendlier with the casting.
6. Wolf Spirit: as Unseen Servant*, but is faster and has better senses (like a wolf), and can even attack ethereal foes.

3rd Level Spells  (d5)
1. Fang: as Striking, but the bonus can only be used by those with a wolflike nature.
2. Howl: as Prayer, but only helps those who are behaving in a wolflike manner and harms those who are not, whether actually friend or foe.
3. Wolf Cure: as Cure Disease, but only removes disease from those with a wolflike nature.
4. Wolfskin: as Polymorph Self* or Other*, but can only take on or grant the form of a wolf. 
5. Worg: as Animal Growth, but only works on wolf-kind.

4th Level Spells (d5)
1. Lick Serious Wounds: as Cure Serious Wounds, but only works on those with a wolfish nature.
2. Lupine Honor: as Detect Lie, but if one is detected, then the shaman must attack!
3. Pack Protection
: as Protection from Evil, 10' Radius, but only works against non-wolf-kind.
4. Wolf Call: as Summon Animal I (D), but only summons wolves. 
5. Wolf Terrain: as Hallucinatory Terrain (D), but can only appear as a forested and/or cold area.

5th Level Spells
 (d5)
1. Greater Wolf Call: as Summon Animal II (D), but summons a werewolf. 
2. Greater Wolfskin: as Polymorph Self*, but can only take on the form of a dire wolf or werewolf. 
3. Lick Critical Wounds: as Cure Critical Wounds, but only works on those with a wolfish nature.
4. Lunar Gaze
: as Confusion* or Feeblemind* (determined at random whenever cast), though eye contact with the target must be made.
5. Wolf Communion: as Commune with Nature(D), but only works in forested and/or cold areas.

6th Level Spells (d3)
1. Lupine Realm: as Plane Shift, but only transports to and from those dominated by wolves and wolf-beings.
2. Spirit Stalker: as Invisible Stalker*, but sends an invisible wolf instead that has 2 less HD, but double the speed and wolf senses.
3. Track the Path
: as Find the Path. but shows the shortest way to an individual instead.


Next week: Totems: Wolf, Part IV! 



Wednesday, May 19, 2021

Totems: Wolf, Part III

 “Hunger drives the wolf out of the wood.” – German Proverb

Totem Tests
1
-9. Lupine urges overwhelm the devotee, forcing him to lose access to one or more of his spells and/or special abilities (50% chance for each one) until he performs some deed. Roll 1d8 for each one lost to see what must be done to get it back.
[1] Take down one prey with only his has hands, teeth, or other natural weapons. 
[2] Guard at least a 1d6 x 100' diameter area from any non-wolf follower interlopers for at least 1d6 turns, killing them if need be.
[3] Establish dominance over another so as to best empower his pack.
[4] Breed with one's mate, or if unavailable, find a fitting one to breed with for the rest of his life.
[5] Run unclad in the woods, acting wolfishly, marking territory for 1d6 turns.
[6] Commune with wolf spirits, doing nothing else but drum, dance, chant, or the like for 2d6 turns.
[7] Slay at least 2d3 livestock and feast upon their raw flesh.
[8] Destroy a non-wolfish magic item.

10-13. The spirits demand more of the wolf follower, lasting for the next 7d4 days. And if the same is experienced twice in a row, it becomes permanent. Roll 1d4.
[1] His power wanes in the daytime and waxes at night, especially under the full moon. He suffers a -2 penalty to all wolf totem-related rolls when the sun is up, but a +1 bonus at night, +3 under a full moon.
[2] He behaves wolfishly, even when it would seem inopportune.
[3] Like the wolf, he may only have his hunger satisfied with fresh meat. Eating anything else will make him feel ill.
[4] His bite confers the wolf totem-hunger. When a worthy target (per Referee) is found, he must bite them. The target must then save vs. death/ make a Will save DC 10 or become a wolf totem follower too. The wolf-hunger can only be conferred once per instance of this test. 

14-16. The wolf shows more apparent in the follower now. He transforms forevermore, gaining some wolf trait along with a cumulative 15% chance of causing fear or revulsion in any non-wolf types who notice it. The trait also increases the chances of experiencing the totemic side-effect Carnage! by one by replacing another totemic side-effect with it too. Roll 1d4 to see which trait is bestowed, rerolling if the same is rolled more than once, becoming increasingly a wolf hybrid.
[1] Wolf Senses: gain superior hearing and sense of smell, allowing a +12 bonus to such checks.
[2] Wolf Head: gain a bite attack for 1d6 + their STR modifier damage, along with a +3 bonus to hit again after each successful attack.
[3] Wolf Feet: gain +15' speed.
[4] Wolf Fur: gain a +2 AC bonus and a +5 bonus to hide in woodland and/or cold settings.


17+
 The moon rises and the devotee howls to greet it. It is then that the test begins, lasting 4d6 hours per totem test result over 16. And if he dies in the process, he can save vs. spell/ make a Will save DC 15 and barely survive instead. Roll 1d4.
[1] The devotee is turned into a werewolf, full of bloodthirsty frenzy.
[2] The devotee is turned into a normal wolf, though for 4d6 weeks instead,
[3] One dire wolf per totem test result over 16 tracks and attempts to eat the devotee and his comrades, arriving within half the time remaining of the test's duration. Its HD will be equal to the devotee's level.
[4] The devotee is sent to a Wolfish Otherworld, his body lying comatose and his spirit returning with 1d10 hit points lost  per 3 hours gone.


Next week: Totems: Wolf, Part IV!


Wednesday, May 12, 2021

Totems: Wolf, Part II

Totemic Side-Effects
"It never troubles the wolf how many the sheep may be" - Virgil.
Roll 1d12 whenever one who calls upon their wolf totem to use a special ability or spell.

1. Carnage!
The wolf demands blood or some other carnal satisfaction. The follower must immediately go after 
prey for at least 1d3 rounds, even gaining a free, extra attack on the same round that this side-effect occurs. A save vs. death/ Will save DC 10 is required to resist even trying to take down the first tasty person he sees. If not, then he must go after someone or something else- he will not rest until it is done.

2. Stay Back! Those who violate the wolf's territory should beware. The follower must drive off one interloper who is within sight, even a party member if they are foolish enough to not respect the wolf. Marking his territory too also wouldn't hurt.

3. With Wolfish Grin: The follower takes on the appearance of his totem, gaining anything from very wolfish features to actual wolf parts. Those not partial to such traits may respond with fear (save vs. death/ Will save DC 10 negates). This effect lasts for the next 1d6 turns when he would otherwise appear human, though the follower might wish it was longer.

4. Hunting Ground: A lupine presence is felt by all, granting a +2 to hit, +4 against those who are wounded or notably sheepish. The area affected is 1d6 x 10' and it lasts for 2d6 rounds.

5-8. No Side-Effect: Though one might feel a cold, forest breeze or hear howling in the distance, the spell or special ability occurs normally.

9-11. Wolf Pack: If the follower has at least one other wolf follower ally who is present and also working against the same foe, then he can increase the special ability or spell's range, effect, or duration by 50%.

12. Who's Afraid of the Wolf? Not only can the follower add 50% to the special ability or spell's range, effect, or duration, but he can also have the foe he faces save vs. spell/ make a Will save DC 15 or flee in terror!


Totem Spells
In addition to rolling on the table above, shamans and other cleric-types also must perform a certain task for at least 2d3 rounds when casting a wolf totem spell. The task must be done before the spell can be completed, though if they make a Wisdom or Charisma check (DC 15) to better placate the wolf spirits, it can be done that round. Roll 1d6.

1. Chant or Sing                                        2. Dance or Be Wolfish            3. Drum or Rattle     
4. Make Offering or Wear Wolf Parts    5. Lie Comatose or Babble      6. Roll 1d5 twice      


Next week: Totems: Wolf, Part III!

 

Wednesday, May 5, 2021

Totems: Wolf, Part I


Those who call upon the primal spirits of fierce beasts can tap potent forces, whether in magic or might.

Ways of the Wolf
* Honor your pack
* Hunt prey, especially in the cold and forest
* Be strong, resolute, & fierce
* Protect your domain
* Eschew modern, non-wolfish things, especially (non-wolf shamanic) magic!

Followers of Wolf Totems
Special: The wolf is typically honored by shamans and barbarians, though other cleric-types and fighters can do so as well. In these cases, substitute select wolf totem abilities and rules with the class's to an extent that matches a particular character's nature (see Part V for suggestions). 
Associated Divinities: Odin, Tyr, Fenrir, Apollo, Artemis, the Morrighan, Mars, Veles, Dazbog, Anubis
Allowed Weapons
: Spear, axe, sword, dagger
Allowed Armor: Wolf hide and shield or lighter (and often little else)
Spirit of the Wolf: Those who give themselves to the wolf will gain a random special ability for every odd level they have (1st, 3rd, 5th, etc.). If the same result is rolled twice, then double the amount of time it can be used each day per level. 

Using Totem Special Abilities
In return, those who use such power (whether wolf shamans, wolf barbarians, or others- all also known as totemic followers, devotees, or totemists) must also abide by the following whenever they use their totem abilities:
1.
 R
oll for totemic side-effects (detailed in Part II).
2. Roll for totem tests (detailed in Part III) if they critically fail (by rolling a 1) or when rolling a 13 when using their special abilities or spells, when gaining a new level, or when violating the ways of their totem.
3. Totem followers cannot use their special abilities or spells when touching magic items that weren't created by a shaman who follows the same totem, and for 2d12 hours afterwards.

Wolf Shamans: can abdicate the generic shaman abilities to turn, use a divinity's mysteries, and become ethereal (detailed in Volume II) and instead use one or more of the following (roll 1d6):
1. Wolf-skin: Assume the form of a wolf, becoming one in all ways but cognition, for up to 1d3 rounds per level per day. The transformation takes 1d3 rounds, but doesn't count towards the duration limit. At 5th level, they can assume the form of a dire wolf instead, and at 9th level, a werewolf.
2. Spirit Wolf-skin: Can project their spirit as an ethereal wolf. The shaman's body is left behind for the duration, helpless and comatose. Otherwise treat as #1 above, along with the advantages discussed in #4 below.
3. Lupine Aspect: Gain either a wolf's bite attack, superior sense of smell, hearing, or speed for up to 1d3 rounds per level per day. At 5th level, two can be used at once, and at 9th level, all three.
4. Wolf Guardian Spirit: Call upon an ethereal wolf ally to fight other spirits, scout an area, or even detect other supernatural forces. It will obey for up to 1d3 rounds per level per day. At 5th level, it can be an ethereal dire wolf instead, and at 9th level, an ethereal werewolf.
5. Lupine Essence: Cause another who is within eyesight to save vs. death/ make a Will save DC 10 or act in a wolfish manner, experiencing a +/-1d6 to select rolls for up to 2d3 rounds per level per day.
6. Wolf Breed: Gain a random wolf barbarian ability or even a magical ability from a similar totem, reflecting the wolf totem being a specific type of wolf (grey, arctic, steppe, dire, red, teen, or the like).

Wolf Barbarians: give up the fighter's ability to use most weapons or armor, as well as the ability to gain a steady bonus to hit, damage, or AC in select situations. Instead, they are followers of wolf totems, as described above, and thus gain one or more of the following abilities (roll 1d6):
1. Fierce: Gain a +1d3 bonus per odd level that can be added to either their initiative, to hit, or to gain a +1d3 x 5' speed bonus.
2. Predatory: Able to track in cold or forested areas, following those they hunt with their superior scent or hearing, as well as hide and move silently, as a ranger or thief of equal level, for up to 1d3 turns per level per day.
3. Frenzy: Can fight in an especially wild manner for 2d6 rounds up to 1d3 times per level per day, gaining an extra attack each round while suffering an AC penalty of 4 while doing so. To stop the frenzy early, they must save vs. death/ make a Will save DC 10, otherwise they may even attack allies until it's over. What is more, the barbarian has a base 33% chance of actually turning into a wolf for every 3 rounds that he is in frenzy, in which case it lasts 2d6 rounds longer and he also gains an extra wolf bite attack, senses, and speed during that time.
4. Howl: Able to cause the equivalent of either Cause Fear or Hold Person (due to fear) to affect a target by howling, determined at random whenever the barbarian uses it, up to once per level per day. 
5. Fury: When in a cold or forested area, can ignore up to 10 damage from iron or fire up to 1d3 times per level per day.
6. Wolf Breed: Gain a random wolf shaman ability or even martial ability from a similar totem, reflecting the wolf totem being a specific type of wolf (grey, arctic, steppe, dire, red, big bad, or the like).


Next week: Totems: Wolf, Part II!



Wednesday, April 28, 2021

Moneychangers of Geedeepee, Part V

 
Geedeepee Encounters

Roll 1d12 
1.  A wealthy man holds a  menacing influence over this area. Named Master Ignatius, he is as haughty as he is decrepit and rich, and if he hasn't yet begun to work with Geedeepee, he soon will. Even worse, he controls the local node (see Volume II).

2. With a blackness in the air, the party correctly senses that an unholy shopping event is about to befall the next market they visit. Once found, the townsfolk will fight madly for the newest item, happily stampeding any who stand in their way (including any party members foolish enough to do so), causing 3d6 damage to those who fail their save vs. paralysis/ Reflex save DC 15. Geedeepee will smile upon what a Dark Day it will be!

3. Rumors abound of the local Thieves Guild challenging some upstart banker. Once the latter calls upon the aid of Geedeepee though, it will be hard to see who the cruelest will be.

4.  A random, unlucky party member is suddenly overcome with the urge to spend all his or her gold on frivolous things. He or she might think that is bad until it also attracts the attention of a new confidant, one who shows great interest in their lack of financial restraint: a moneychanger.

5. Someone claiming to be a 'commissar' approaches the party, intent on rooting out 'Capitalist Scum'. Though he follows the fell Uncle Steel Dwarf, scrolls he shows do point to an actual Geedeepee plot, which they may wish to foil after they're done with him.
 
6. At the next tavern the party enters, all the working folk wear garish outfits and forced smiles. Whether serving wench or barkeep, they remain under the spell of a new owner, one keen on making a profit at everyone else's expense- very devilish indeed.

7. With a devastating roar, a large and strange bear emerges. The party may soon realize it's sacred to Geedeepee when their fortunes quickly drop...
Geedeepee Bear: Align: C, MV: 50’, AC: 4, HD: 7, Atk: 3 (2 claws, 1 bite), Dmg: 1d3+2/ 1d3+2/1d6+4, SP: those fighting it have all their rolls 
and their wealth halved  too (save vs. death/ Will save DC 10 negates, can be rerolled each round, though any lost wealth must be regained through the usual methods), SV: F7, Mor: 10

8. 1d4 random items that party recently purchased prove to be faulty: weapons break when parried, armor seizes up, waterskins leak, and the like. Though they originally seemed fine, on close inspection, they show shoddy craftmanship. Perhaps that's why they were so enticingly priced and had the face of a laughing coin on them?

9. Rumors of boxing clubs have sprung up in this area, intent on removing the greed and shallowishness of the local rulers. And though the boxers are harsh and subversive, it's nothing compared how the rulers are when crossed.

10. The greediest member of the party is visited by a number of ghosts during the night. The following morning, he must save vs. spell/ make a Will save DC 15 or forswear his avarice, otherwise he must become an official follower of Geedeepee.

11. Rumors tell of an exceedingly dangerous bull in the area. Those who stumble upon it find it to be one spawned by Geedeepee, and a pet of a local moneychanger.
Geedeepee Bull: Align: C, MV: 70’, AC: 2, HD: 4*, Atk: 1 (gore), Dmg: 1d8+5, SP: may charge for double damage; for every victim it kills, it gains 1 additional HD, though if it reaches 12 HD, it explodes- otherwise, its HD reduces back to 4 at the rate of 1 per hour, Save: F4*, Mor: 11.
  
12. A moneychanger counts his wealth at this place. He is level 1d10 and guarded by (roll 1d4): [1] 2d3 bodyguards with 1d2 HD each, [2] a Geedeepee Bear (per #7 above), [3] a Geedeepee Bull (per #11 above), [4] reroll 1d3 twice. Though formidable, there's also a base 25% chance that he abuses his protectors (since they don't have nearly as much treasure as he does), and if properly motivated, they could turn on him.
 

 
Next week: we begin a new series on totems, starting with the wolf!


Wednesday, April 21, 2021

Moneychangers of Geedeepee, Part IV

 
Spells
Skilled at conjuring apparent wealth, holding it, and duping others, moneychangers must recruit the forces of other Fell Lords if they wish to work different magics. Such are the devilish ways of Geedeeoee, and such cleverness will come at a cost (1d10 gold pieces per spell level cast). Moneychangers who fail to pay up in these cases (or somehow otherwise foul the spell) will incur the wrath of that Fell Lord via a divine test with a +4 modifier, especially if they use Golden Promises as payment.

For example, if a moneychanger were to cast Command, then he'd only have to roll for Geedeepee's magical side-effects. If he wanted to cast Cure Light Wounds though, he'd also have to pay an additional 1d10 gold pieces to do so since the magic for that spell would be sourced out to the Arch-Devil of Ill-Healing, Tyranny, Waiting, & Cost. He'd also roll on the Shield Ghul's test table if he rolled a one on his casting roll or otherwise provoked a test, and that test would be more difficult than normal.

1st Level: Command, Cure Light Wounds (via the Shield Ghul), Protection from Evil (via Beliah), Remove Fear (reversed, via Tezschnaz), Sanctuary (if at a market or place where wealth is stored), Charm Person* (with regards to money matters, for all others, via Unharmonia), Floating Disk* (via Enak), Hold Portal*, Identify*, Jarring Hand* (via Balor), Mending*, Message*, Read Languages* (via Ghul-Ghul), Shield* (via Enak)

2nd Level: Augury (with regards to financial issues), Bless (reversible, via Maelfo), Hold Person (via Orcus), Reveal Charm, Spiritual Weapon (wielded by a phantom bodyguard, via Thrym), Amnesia*, Arcane Lock*, Auditory Illusion*, Detect Invisible* (via Nergal), False Gold* (up to 100 gold pieces in Golden Promises can be created out of nothing per caster level), Invisibility* (via Maelfo), Knock*, Locate Object*, Magic Mouth*, Mirror Image (via Set), Rope Trick* 

3rd Level: Animate Dead (via R'ti), Cure Blindness/Disease (via the Shield Ghul), Glyph of Warding, Haste* (if recipient will be shopping or barreling over others to grab things), Protection from Normal Missiles* (via Beliah), Tiny Hut*, Suggestion* (with regards to money matters, for all others, via Unharmonia), Summon Monster I (via Tiamat)

4th Level: Create Food and Water (via Johnny Applewheeze), Confusion (via Dagon), Cure Serious Wounds (via the Shield Ghul), Divination (via Ghul-Ghul), Charm Monster (via Tiamat)

5th Level: Commune, Faithful Hound* (via Fenrir), Flame Strike (usable on those who owe the moneychanger money, via Surtur), Secret Chest*

6th Level: Animate Objects (via Enak), Word of Recall, Flesh to Gold* (as Flesh to Stone, but victim can then be converted into Golden Promises), Guards and Wards*, Invisible Stalker* (via Fenrir), Summon Geedeepee Bear or Bull (see Part V for stats)

7th Level: Instant Summons* (summoned item need not be marked and no gem is required-  moneychanger simply pays for it with Golden Promise when it arrives)s, Summon Demon* (via any Fell Lord)


Key to Fell Lords
Balor- see Volume II
Beliah- see Volume II
Dagon- see Volume III
Enak- see Volume II
Fenrir- link
Ghul-Ghul- link
Johnny Applewheeze- link
Maelfo- see Volume I
Nergal- see Volume III
Orcus- see Volume II
R'ti- see Volume I
Set- see Volume III
Shield Ghul- see Wyrd Ways of Walstock
Surtur- link 
Tezschnaz- see Volume I
Thrym- see Volume II
Tiamat- see Volume III)
Unharmonia- see Volume I


  
Next week: Moneychangers of Geedeepee, Part V! 



Thursday, April 15, 2021

Moneychangers of Geedeepee, Part III

 
The bears and bulls might prove too much for even the greediest moneychanger.

Devil Tests
1-3. With diabolic scheming, the moneychanger must scry the Infernal Realm of Markets, taking at least 2d6 turns.

4-9. The Corpus of Geedeepee grows hungry, demanding its disciple take more initiative so it can feed upon his profit. The moneychanger loses access to some of his spells (75% chance for each one, possibly including his turn ability) until he commits such acts. Roll 1d6 for each one lost to see what it must be. 
[1] Trick someone out of at least 10d20 gold pieces.
[2] Hire a servant for a task, berate them, and then pay them poorly.
[3] Pollute, overharvest, and/or leave much refuse on a natural area that's at least 1d6 x 100' in size.
[4] Purchase new items for himself, worth at least 1d4x100 gold pieces in value.
[5] Attack a victim directly, call them lazy, and take their money.
[6] Have a victim slain by a bear or bull, then take their money.

10-12. Such devilry can come at a cost to one's health and well-being. Unless the moneychanger can find a willing dupe to take his place by the next dawn, he suffers a permanent 1d2 penalty to a random ability score as Geedeepee's corruption of life or distortion of mind takes hold of him too.

13-14. The earth cracks and moans beneath the moneychanger's fancy shoes, emitting noxious fumes, foul refuse, and a dismal air fitting for diabolic wealth. The area within a 1d6 x 100' diameter will grant a +2 to all rolls related to industry and commerce from now on, but also a -10 penalty to all rolls related health, happiness, freedom, and serenity.

15-17. The moneychanger gains 3d6 zero-level workers to assist him, depressedly serving his every selfish whim for 1d4 copper pieces a day. Still, there's a base 66% chance each day of a 'setback' occurring, rolled for each of them (1d6): [1-2] fallen ill, the worker now has a -2 penalty to all rolls, [3-4] maimed, the worker loses the ability to walk, use one hand, or see out of one eye [5] worker is slain, [6] worker is on strike and now devoted to killing the moneychanger. If enough workers are affected at once, such 'setbacks' might actually become serious for the moneychanger.

18+
 The markets collapse under the moneychangers fiat fallacies, causing all Golden Promises he has created so far to be adjusted to their true value (zero). Depending on how much he spent in a given area, many lives may be ruined, but he certainly will be, as an angry mob tracks him down sometime within 1d6 turns and inflicts 6d6 damage before he can escape. And for every devil test result over 18, the damage done increases by 3d6 more.



Next week: Moneychangers of Geedeepee, Part IV!