Wednesday, October 26, 2016

Hospitaliers of the Shield Ghul

Detailed in the upcoming module, Wyrd Ways of Walstock, Hospitaliers are the crack enforcers of the Fell Cult of the Shield Ghul. Like paladins would for wholesome Divinities, the Hospitaliers serve the demonic Shield Ghul and its Ghul Physicians. The latter work their evil by forcing innocent townsfolk to wait unreasonable amounts of time, only to pay exorbitant sums of treasure, in order to receive simple healing! Those who can't (or won't) pay then face the ire of these twisted knights.

Not only are the Hospitaliers well-clad in armor and skilled with weapon and shield, but they also possess terrifying syringe-lances. Unlike the lances of normal knights and paladins though, these fiendish things are designed to exsanguinate their victims! Such is the greed of the Shield Ghul, that if won't receive its sacrifice in coin, then it will take its sacrifice in blood and vital humors! Woe be unto those who fall victim to such a fate.

No. Enc.: 1d6; Align: C; AC 2; HD: 3; Attk: 1; Dmg: by syringe lance or weapon; Mve: 30’; SP: those hit by syringe lance must Save or take 1d6 Constitution damage due to exsanguination ; Sve: F3; Mor: 9

Wednesday, October 19, 2016

New Map of the Shenbyrg Vale

I commissioned Michael J. Patrick to draw the Shenbyrg Vale and here’s what he came up with. This gorgeous map shows the lands discussed in my upcoming novel: Red Noon at Helltowne. It is set in a fantasy future, where perhaps not too much has changed after all.

Will the wholesome lands of the West drive off the depredations of infernal Helltowne and their goblin cronies from the East? Pick up your copy to find out! Due out this November.

Wednesday, October 12, 2016

On the Nature of Cults

Cults corrupt. Unlike the followers of the Gods, those who espouse real, practical aspects of existence, cultists follow Fell Lords that pervert that which is natural and right. Whether a Demon Lord, Arch Devil, or the like, such beings are necessarily flawed and thereby also impart such limitations upon their followers. As a result, they can be effectively counteracted by those who follow a certain virtue. Potential victims who truly follow such a wise path gain a +4 bonus to Save against the magical powers of such cults.

For example, Beliah is an Arch-Devil who deals in the corrupted idea of wishes: one can get whatever one wants, just by wishing it. If it doesn’t then happen, it is only the wisher’s fault. Such lies can destroy those who fall into their trap, but they can also be counteracted by the modesty of those wise enough to remember to enjoy that which the Gods have given them already, and to avoid the devilry deception of False Promise.

See Divinities and Cults: Volumes I & II, or the upcoming module: The Wyrd Ways of Walstock, for more details on the followers of these fell beings.

Fell Being
Corruption of
Counteracted by
More Details
Volume II
Volume II
Volume II
Volume I
Volume II
Common Sense
Volume I
Volume I
The Shield Ghul
Home Remedies
Wyrd Ways
Volume II
Male Independence
Volume I

Wednesday, October 5, 2016

Boons of the Greek Magical Papyri, Part 2

Continued from last week, here are some other ways that casters can use to make their spells work more easily and attempt even greater magical effects.

Asceticism (+1, +2, or +3): avoid food, drink, lovemaking, and/or other pleasures before attempting the spell. The bonus is based on how much is avoided and for how long. For example, fasting for a day before might grant a +1 bonus, while remaining ‘pure’ for a week might grant a +2.

Timing (+1, +2, or +3): cast the spell during the right time of day and/or season that matches either the Divinity being invoked, the spell being cast, or both. The higher bonus occurs when either both conditions are met and/or are very specific. For instance, invoking a dark goddess at night might bestow only a +1, while invoking her at the stroke of midnight on the eve of Samhain would grant a +3.

Tassel (+2): Attach a tassel to the recipient of the spell in order to make it more likely to work. The object will be obvious to all who notice, but not necessarily be identified as magical. If removed before the spell’s duration is over, then the spell automatically ends and the spell’s caster also takes a -2 penalty to all of his or her casting rolls for the next 1d6 days.