Wednesday, November 23, 2016

Clerics of Asclepius (part III)

Photo: Wikipedia

Asclepeion
It may come time for the cleric to do Asclepius’s work more directly, or even experience some dangerous challenge.

Divine Tests
1-3. Time for incubation. The cleric must sleep at his or her earliest convenience for at least 1d3 hours. During this time, he or she has a 20% chance of being visited by Asclepius in a dream and experiencing the benefit described in the Healing Side-Effects section. 

4-7. Time to heal. The priest of Asclepius experiences a reduction in spells available (50% chance for each one) for the rest of the day. He can immediately regain one though for every time he successfully heals a patient (that actually needs healing). If too many healing spells had become unavailable from this Test though, then it might be difficult.

8-9. Have you come to some sort of Katharsis? It appears the cleric needs to, so he or she must purification themselves with hot baths, purgation, or even a visit to a gymnasium. Until he or she does so, all of the cleric’s spells will be unavailable.

10-11. The Healing God now calls the priest to work at the nearest Asclepeion or other place of healing. He or she must do so for the next 24 hours, leaving all other responsibilities behind for that time.

12-13. Chiron raised and instructed Asclepius and so now too must the priest. He or she must seek out a centaur or other great healer and spend at least 1d6 days with them. Until the priest does so, he or she will suffer a -3 to all rolls.

14-15. A snake arrives to remind the Asclepian cleric of the value of healing. It bites him for 1d20 (nonpoisonous) damage and then departs. If the cleric survives, then he or she gains a Rod of Asclepius, which grants them a +1 bonus to their healing rolls, which is constant as long as the cleric holds it (unlike the once per day per level bonus of Asclepian Mysteries). Future instances of this Test cause the surviving cleric’s Rod to gain an additional +1 bonus.

16-17. Cut open. Reenacting Apollo’s Caesarian section of Asclepius’s unfaithful mother, the Sun God rips the cleric from wherever he or she is to live with the nearest centaur teacher for the next 1d4 weeks. Depending on how far away that is, it may take the cleric some time to return.

18+ Zeus has had enough of the cleric’s meddling with the natural order. Whether he or she actually performed a resurrection or not, the Sky God will send a 5d6 damage thunderbolt to immediately smite the transgressor. For every Asclepeion result over 18, increase the damage by an additional 2d6 (so 7d6 damage at 19, 9d6 damage at 20, etc.)

Wednesday, November 16, 2016

Clerics of Asclepius (part II)

Healing Side-Effects
The healing of Asclepius is great, though not without its requirements at times. In all cases, there is also a 20% chance that Asclepius will later visit the patient in a dream when he or she next sleeps, granting the recipient a +1d3 bonus to any one roll related to healing or avoiding harm for the following day.

1. Telesphorus: Healing must be brought to completion. The spell takes 1d6 x10 minutes to cast; 1/2 that time if the cleric is a dwarf or often wears a hood.

2. Aceso: It takes a 1d6 x 10 minute process for the effects of the healing spell to kick in, but only 1d6 minutes if a snake is present.

3. Podalirius: Is the patient a hero or an animal? Is there a stream nearby? If so, then the healing works normally. If not, then the cleric must operate, causing 1d4 damage to the patient.

4. Iaso: In order to recuperate, the patient needs rest. At the earliest opportunity, he or she must rest for at least 1d3 hours in order to receive the healing. The chance of a visit by Asclepius is 40% in this case, rather than just 20%.

5. Machaon: All that is needed are medicinal herbs for the healing to work. If not on hand, then it will take the cleric 1d6 x 10 minutes to find them.

6. Aglaea: Such a healthy glow! The recipient is healed and gains a +1d3 bonus to all Charisma-based rolls for the next 1d6 hours.

7. Hygieia: Cleanliness is next to this goddess. If the patient is clean (per Referee) then he or she is healed and gains a +1d6 bonus to resist disease for the next day.  If not, then the patient only receives 1/2 the healing effect and no bonus vs. disease.

8. Epione: Soothed of all pain, the recipient automatically gains the full healing effect of the spell. What is more, the next time he or she is healed by any cleric, they may pick which Side-Effect they wish to experience, if any.

9-12. Blessing of Panacea: Not only is the patient healed by the spell, but is in fact healed of all injury and malady.

Look for more about clerics of Asclepius in upcoming blog posts!

Part I

Wednesday, November 9, 2016

Clerics of Asclepius (part I)

Asclepius
Lawful God of Healing

Tenets of Asclepius
* Heal others whenever you can
* Maintain Asclepieia (healing temples)
* Respect snakes, especially the non-poisonous kind
* Never bring back the dead without divine permission!

Clerics of Asclepius
Special: Clerics of Asclepius are also referred to as priests and priestesses. They are talented healers, but usually avoid participating directly in battles themselves.
Allowed Weapons: Rod, staff, or club
Allowed Armor: None!
Holy Symbol: Rod Entwined with a Snake
Can Turn: Those who have cheated death: undead and resurrectees
Asclepian Mysteries: Clerics of Asclepius can gain a +4 bonus to all healing-related rolls, up to once per day per level, including to their d20 Casting Roll (if using that rule)

Look for more about clerics of Asclepius in upcoming blog posts!

Photo: Wikipedia 

Wednesday, November 2, 2016

Red Noon at Helltowne

I've finished editing my third novel, Red Noon at Helltowne. It is dark fantasy with humor, action, and political commentary.

My design person is nearly done with the cover, then I'll be handing the text off to her for the Kindle and Createspace conversions. Stay tuned!

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
Balor
Primitivism
Prudence
Volume II
Beliah
Wishes
Modesty
Volume II
Enak
Technology
Moderation
Volume II
Maelfo
Elves
Patience
Volume I
Orcus
Race
Purity
Volume II
R’ti
Education
Common Sense
Volume I
Tezshnaz
Honor
Bravery
Volume I
The Shield Ghul
Healing
Home Remedies
Wyrd Ways
Thrym
Cold
Kindness
Volume II
Unharmonia
Courtship
Male Independence
Volume I


Wednesday, October 5, 2016

Boons of the Greek Magical Papyri, Part 2

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.

Wednesday, September 28, 2016

Boons of the Greek Magical Papyri, Part 1


The Ancients sometimes saw little difference between the ways clerics and magic-users cast spells. All things came from the Gods after all, including magic, so both classes would use similar methods at times. This fact is reflected in game terms by not only the custom spell lists available in Divinities and Cults: Volumes I & II, but also in the boons.

Below are a number of other boons available for spellcasters in your game, so that they can increase the usual chances of a spell’s success or even attempt greater elaborations (q.v.) Inspired by the historic Greek Magical Papyri, and all its many cultural influences (in addition to Greek), here is part 1 for your gaming enjoyment.


More Boons

Appeasement (+1, +2, or +3): Provide food, drink, and any other gifts that would appeal to the being that is summoned. The more appeasement provided and the greater its relevancy, the greater the bonus. This boon only works for spells that would summon beings, of course.

Scribing (+3 or +5): Carve special characters on a fitting object to help in the spell. The process usually takes at least 1d20 minutes to finish the carving, in addition to the time needed to either fabricate or acquire the object (per Referee). The particular item can then no longer be used for this boon, if and when the spell succeeds. The higher bonus is given if the item is particularly valuable.

Smearing (+2): Cover the target’s body with a substance or substances that match the spell’s intended effect and/or the cultural tradition of the caster. It takes at least 4d6 minutes to apply and also 1d4 hours to get the unpleasant smell off the target, once the spell is finished. The target suffers a -4 penalty to all Charisma checks, as well as Saves vs. Magic during that time.