Wednesday, January 4, 2017

Maurian Encounters (The Maurians Part II)

While moving about Mauriatown ‘on official business’ can be relatively safe and easy, moving about Mauriatown while ‘not on official business’ isn’t. The area is heavily patrolled, not only to keep out invading monsters and humanoids, but also to suppress the work of spies from rival settlements, (especially Helltowne) as well as to keep down any pesky gnomish uprisings.

ZONES
Mauriatown has a variety of area types to which the locals refer to as ‘Zones’. Though their land is often characterized as being dominated by ‘militaristic humans bent on killing all other races, each area demonstrates its own local flavor of that stereotype.

Mighty One Trail
The main thoroughfare of the Vale and therefore Mauriatown, many still travel this age old path, just as the Ancients did in centuries past. Though folk may no longer hurtle down the roads in their magic drive-cars, it remains a good trade route and method for adventurers to get to other lands quickly, even if it is only now via horse and foot.

1d8
1-3. 1d10 Foreigners from (roll 1d12):  1. Middlechest (a feudal monarchy), 2. Stephania (an amazon matriarchy), 3. Strass Hill (viking warbands), 4. Columba Furnace (dwarf miners and smiths), 5. Fjord Vallee (human noble savages), 6. Caelum Mount (Olympian human magocracy), 7. Monjaksen (undead-overrun society), 8. Narquay (Frankish nationalists), 9. Timber Fell (Celtic hamlet), 10. Madisonburg (cosmopolitan duchy), 11-12. Other (per Referee). Wherever they may hail from, foreigners have a base 85% chance of traveling on ‘‘official business’. (Helltowners are arrested on site, though they sometimes pose as folk from other lands while spying on Mauriatown- a 10% chance of any Foreigner encounter actually being the case)

4-7. Maurians (roll 1d12): 1-2. 1d4 Greyshirt Scouts, 3-5. 2d6 Greyshirt Farmers or Workers, 6-7. 3d6 Blueshirt Soldiers, 8-9. 3d4 Leader Scouts, 10-11. 1d4 Black Hat Constables, 12. 1d2 Secret Police (Black Hats disguised as other types of Maurians or Travelers)

8. Weather change or Notable view (per Referee)

Elder Pike and other roads that wind through Mauriatown
Use the following encounter matrix instead:

1d8
1. Foreigners
2-7. Maurians
8. Weather Change or Notable View

  
Farmlands
Despite being a major industrial power (at least for the Vale during this period of history), much of Mauriatown remains farmland.

1d6
1-2. Empty field (10% chance of Nature spirit, Ancestral spirit, or other being is present)
3-4. 1d10 Greyshirt farmers at work
5-6. 3d12 Gnome slaves with 1d4 Maurians supervising them

Clutch Houses
Following in the teachings of the Great Philosopher Plat, the Maurians do not have families per se. Instead, they are grouped together, based on the dictates of the Maurian Wizards, never really knowing who their real parents are. Such an arrangement certainly helps solidify citizens’ loyalty to Mauriatown, but also gives them somewhat of a sense of loss for never knowing a nuclear family. Children then forge close bonds with their clutch mates that include the same Caste (Greyshirts, Blueshirts, or Black Hats), as well as others they meet in the Leader Scouts that come from any Maurian Caste,

1d6
1-4. Greyshirt Clutch House (1d20 residents present)
4-5. Blueshirt Clutch House (1d20 residents present)
6. Black Hat Clutch House (1d10 residents present)

Town Holds
Including Old Mauriatown in the south, Brookstown further north, and Exitia to the west of that, these hamlets give Mauriatown the appearance of having a similar arrangement to other lands, though they are mainly locales for the manufacture of Maurian arms and other equipment, as well as fronts for the Maurian Secret Police, rather than being any actual social entities of their own.

1d6
1. Tavern
2. General Store
3. Smithy
4. Carpenter
5. Hopeful Mother (courtesan licensed to breed with fitting fathers)
6. Other (per Referee)

(Secret Bases)
Though they officially aren’t supposed to exist, a number of secret bases are rumored to be found throughout Mauriatown, offering anything from keeping their land on the cutting edge of arms, working their strange magic, and especially keeping their gnomish slaves in check. How else will they keep their society together?

1d6
1. Weapon development
2. Maurian Wizard Temple
3. The Leader’s Headquarters (one of many)
4. Secret Weapon (too secret to even describe)
5. Other (per Referee)
6. Gnomish torture black site (don’t ask!)

Coliseum Park
Once a great reserve of the Ancients, the Maurians have converted the place to a spectacle of blood and valor. Here the various castes of Maurian society can compete for the privilege of having the Leader wear their color as his uniform for a time (if he is so inclined, of course) not to mention practice using the more unusual Maurian weapons on each other. Rebellious gnomes can even attempt to win greater (temporary) rights in gladiatorial combat- a true extravaganza to behold..

1d6
1. Jousting with tank barded horses (yes)
2. Maurian dive-glider competition
3. Repeating crossbow ‘tag’
4. Foot race
5. Wrestling match
6. Gnomish Gladiatorial combat!

Wednesday, December 28, 2016

The Maurians (Part I)

POLITICAL STRUCTURE
In the land of Mauriatown, the Leader and his servants rule supreme. Yes, the humans there are safe from most invading orcs and goblins, rampaging monsters, and supernatural threats, but they must also obey the Leader and belong to one of the Maurian castes. And it is only humans that are welcome: all others must serve as slaves or become banished, though the Leader has been known to make exceptions for specific individuals, those who might better assist Mauriatown, from time to time.

Whatever the case, the Maurian ‘M’ device is displayed prominently throughout Mauriatown, whether on hat, helm, armband, or flag.
The Leader: The Leader himself is a mysterious figure, always keeping his face obscured by some hood, cowl, or other mask. His dictatorial rule is followed without question or at least, without obvious defiance by his subordinates. Depending on the Leader’s mood and which caste he wishes to support at the time, he has matching uniforms in various colors: black, blue, grey, and even red and violet for some reason, though his main color of choice is that of white.

Some might whisper that the Leader is then prone to impersonation, since so few actually have seen his face, but his very direct and charismatic demeanor certainly marks him apart from all others, as well as his very eccentric accent and apparent magical abilities.

What is more, the Leader is sometimes surrounded by a cabal of Maurian Wizards who remain silent and yet are dressed in a similar manner to him, albeit with far less medals and marks of rank. He also has certain unique advisors, as well as the four castes below him, and his personal unit of crack Black Hat personal guards.


Black Hats
The elite caste of Mauriatown, the Black Hats serve as leaders of their society, beneath the Leader himself, of course. As such, they dress in black uniforms with tall, black boots. Officers wear tall peaked, black caps and soldiers wear simple, black caps or helms. Both are armed with crossbows and swords, though officers wield crossbow pistols and long swords, while soldiers use repeating crossbows and short swords. Neither wear any armor, but due to their superior intelligence and athletic ability (for which members of the caste are selected), they are skilled enough at dodging attacks.


Blueshirts
Intermediate, Blueshirts are the main warrior caste in Mauriatown, though of course, all castes are expected to fight. Blueshirts dress in blue uniforms, naturally enough.  Officers wear peaked, blue caps and tall, black boots and soldiers wear simple black helms and balaclavas. Unlike the other castes though, they bear light armor and shields, since they are selected for physical strength and endurance. Still, they do wield crossbows (pistols for officers; repeating for soldiers) and short swords like the less numerous and more skilled black hat soldiers.


Greyshirts
The worker and farmer caste, Greyshirts run most of the day-to-day tasks of Maurian society. Though they have very few officers, the vast majority wear their grey uniforms whether tilling a field, crafting a house, or lining up for battle.. Whatever the case, when called to fight, they wield cudgels and light crossbows and are used  en masse, since the only requirement for being a Greyshirt is being fully human and swearing allegiance to the Leader.


Gnomes & Other Slaves
Mauriatown is a place for humans only. When so many threats exist for humans in the Vale today, it isn’t surprising that so many are willing to give up some freedoms in order to gain a great deal of safety. What may be surprising is that non-human races would be willing to live in such a society. The vast majority of these unusual types are gnomes, since they are often unable to defend themselves against other threats, so they accept slavery amongst the humans in Mauriatown. Nevertheless, rumors of a Gnomish underground cannot be discounted.


Outcasts
Those humans who fail to follow the Leader, as well as those non-humans who fail to accept slavery, become outcasts from Mauriatown. Despite the (not completely untrue) propaganda of the Maurians being heartless murderers, they often (at least try) to banish offenders from their land before killing them. Of course, any who attempt to return are then executed in one of the very imaginative ways of Mauriatown (detailed next week).

Wednesday, December 21, 2016

Atavar Stats (Atavars Part III)

Atavars
Ruminant-headed folk, atavars are hostile to civilization and all who support it, often doing unto errant humans that which humans might do unto livestock! Those who pay proper respect to the wilderness and to the atavars themselves though might then just be ignored (a 50% chance), unless of course they are hungry or looking for some new (human) pets. Whatever the case, the use of soap, extra garb, and polite conversation is not recommended when venturing into atavar lands, unless that is, the travelers are looking for a fight!


ATAVAR VARIETIES

Atavar, Cervine
No. Enc.: 1d6
Alignment: Chaotic
Movement: 60’
Armor Class: 7
Hit Dice: 3
Attacks: 1
Damage: 2d4 (gore) or 1d8 (hunting spear) or 1d6 (bow)
Special: Charge attack for 2d4+1 damage, immune to Sleep and Confusion
Save: F3
Morale: 7

Usually found in the deep forests, these deer-headed folk enjoy turning the tables on those who would make way for civilized lands or other abuses of the woods. Many an unfortunate huntsman, trapper, or logger has found his head mounted upon the sylvan walls of a cervine atavar’s home. After dining on his carcass, it is said that the atavar might remark that the human was a bit ‘gamey’.


Atavar, Hircine
No. Enc.: 1d4
Alignment: Chaotic
Movement: 40’
Armor Class: 6
Hit Dice: 3+1
Attacks: 1
Damage: 1d4+1 (gore) or 1d6+1 (shearing sword)
Special: Charge attack for 2d4+2 damage, immune to Charm and Confusion
Save: F3
Morale: 9

These goat-headed people are fond of hills and mountainous areas, but not very fond of those who lack barbarity. As a result, hircine atavars will likely attack any civilized-seeming intruders in order to subdue, shear, or even challenge them to a head butting competition. Such an encounter will likely be fatal, and most certainly, gruff.


Atavar, Bovine
No. Enc.: 1d2
Alignment: Chaotic
Movement: 40’
Armor Class: 5
Hit Dice: 4
Attacks: 1
Damage: 1d6+1 (gore) or 1d8+2 (battle axe)
Special: Charge attack for 2d6+2 damage, immune to Sleep and Charm
Save: F4
Morale: 10

Often found in deserted fields, these cattle-heads may appear similar to minotaurs (to which they are related), but they are man-sized and are more concerned with violating civilization than with roaming labyrinths.  Those unfortunate enough to meet a bovine atavar and then act in any way that borders on high society will face goring and the terrible experience of being cut into steaks or even milked! In any case, such victims are asked to not ‘have a cow’, whether they survive the ordeal or not.



ATAVAR TYPES
Additionally, atavars come in three main body types, further sub-dividing the cervine, hircine, and bovine varieties:

Arcadian: head, legs, and lower torso are animalistic; upper torso, arms, and hands look human. These are the default type of atavars encountered.

Antediluvian: animalistic and quite furry all over: essentially a very feral animal that walks upright with longer hind legs and humanoid hands. Grant them +3 extra hit points per HD, as well as the ability to make an extra a bite or claw attack for 1d4 damage each round, but also take away their ability to use weapons and act in anything resembling a polite manner.

Minoan: only the head is that of an animal- the rest of the atavar’s body appears human. Unlike other types, Minoan atavars are quite intelligent and even refined in their own manner, but not as strong or as tough. Reduce their HD by 1, but also give them the ability to speak Common, as well as act as a 1d6 level cleric, shaman2, or druid2 of one of the following divinities (roll1d6):

1. Dionysus1     2. Pan1
3. Poseidon1    4. Cernunnos 2
5. Balor2          6. Baphomet3

1See Divinities and Cults: Volume I for further details
2See Divinities and Cults: Volume II
3To be detailed at a later date

Wednesday, December 14, 2016

Atavars Throughout the Vale (Atavars Part II)


GORE
Found north and west of Middlechest, the rugged lands of Gore hold many atavars and even some human savages amongst them. Those there are known for their wilderness ways and bouts of ceremonial violence. Quite simply, it is the atavars who are in charge, and any others who resist their claim to the land are attacked- others are left alone, though they most likely are relegated to a very primeval and unclad existence. Whatever the case, it is fittingly a place of much ‘goring’, as well as much ‘gore’.

Gorian atavars are more likely to be Arcadian in type (roll 1d20: 1-14: Arcadian, 15-19: Antediluvian, 20: Minoan.

Gore encounters (roll 1d10)
1. 1d6 Wild Animals (50% chance of being dangerous)
2. 1d12 Human Folk (25% chance of being good at singing; 75% chance of being savage or hippie-types; 95% chance of being unclad)
3. Roaming Atavars: 1d6-1 Deer-heads, 1d4-1 Goat-heads, 1d2-1 Bull-heads (50% chance of each being aggressive)
4. Atavar Hunting Party: 2d6 Deer-heads, 2d4 Goat-heads, 1d4 Bull-heads (75% chance of being aggressive, otherwise they are really aggressive!), plus a 25% chance of also having  1d2 minotaur or 1d4 satyr allies.
5. 1d2 Minotaurs (100% chance of being aggressive)
6. 1d4 Satyrs (50% chance of being intoxicated; 100% chance if being lecherous)
7. 1d3 Nature spirits, dryads, or nature fey
8. Natural event (roll 1d6): [1] weather change, [2] terrain change, [3] noticeable tree, rock or hill, [4] pitfall, [5] bug swarm or coldness (depending on season), [6] poison ivy or brambles
9. 1d2 Great beasts (75% chance of simply being giant versions, otherwise are mutants/monsters)
10. Other (roll on a general mountain, field, or forest table)


PENTAGRAM TANNERY
Located north and west of Strass Hill, Pentagram Tannery is a cursed place, at least for humankind. Whether by some demonic influence or simply because of the way the atavars there evolved, they tolerate no humans running free. Any who are not immediately attacked and butchered are instead sent to live as chattel for the atavars. There they live out what little remains of their lives as either beasts of burden, foodstock, or even pets!

Pentagram atavars are more likely to be Antediluvian or Minoan in type (roll 1d20: 1-4: Arcadian, 5-12: Antediluvian,13-20: Minoan.

Gore encounters (roll 1d10)
1. 1d6 Wild Animals (25% chance of being dangerous)
2. 1d6 Folk (75% chance of trying to pass through Pentagram Quickly, otherwise here to fight the atavars)
3.  Atavar Ranchers: 1d2-1 Deer-heads, 1d4-1 Goat-heads, 1d6-1 Bull-heads herding 2d6 human ‘livestock’
4. Atavar Raiding Party: 1d6 Deer-heads, 2d4 Goat-heads, 2d4 Bull-heads looking for human livestock and pets, plus 50% chance of also having  1d4 centaur allies or 2d6 pack humans (see below)
5. 1d4 Centaurs
6. 2d6 pack humans used for (roll 1d3); [1] hunting, [2] carrying, [3] or being pets, with 1d3 Atavars of random types watching over them
7. 1d3 Nature spirits or Demonic spirits
8. Other event (roll 1d6): [1] weather change, [2] terrain change, [3] noticeable tree, hill, or field, [4] pitfall, [5] bug swarm or coldness (depending on season), [6] human mass grave
9. 1d2 Great beasts (50% chance of simply being giant versions, otherwise are mutants/monsters)
10. Other (roll on a general mountain, field, or forest table)

Wednesday, December 7, 2016

Atavars (Part I)

Not to be confused with avatars (the physical emanations of Gods), atavars are humans with the heads of animals, often ruminants. Though the varieties and types of atavars may have different tendencies in their behavior, all are hostile to civilization and its effects on animals, even taking it upon themselves to treat humans like pets and livestock. A hunting party might be very surprised to find a barking woman on a leash, or even a man being put out to pasture by some animal-headed master... before he becomes its dinner steak!

Atavar Varieties
Most encountered in the Vale have either stag, ram, or bull heads, though other herbivores and even some carnivore heads have been reported. 

Stag or doe-headed atavars are usually found in the deep forests. They often enjoy turning the tables on those who overhunt or over- log, though those who respect the wilderness may just be ignored.

Ram or she-goat headed atavars are instead more often found in lonely hill or mountain areas. Unlike satyrs, those fey-like beings that lack full goat heads and enjoy frolic of all kinds, Ram atavars will likely attack any civilized-seeming intruders in order to subdue, shear, or even challenge them to a head butting competition.

The Bull or cow-headed ones are more often found in deserted fields. Though they may appear similar to Minotaurs (to which they are related), they remain man-sized and are less concerned with labyrinths.  Those unfortunate enough to meet them and appear or act in a civilized manner will face goring and even possibly the terrible experiencing of being milked.

Atavar Types

Atavars are further divided by how animalistic or human they appear.

Arcadian: though the head, legs, and lower torso are animalistic, the upper torso, arms, and hands will reveal bare human flesh. Arcadian atavars are the default type of atavars encountered.

Antediluvian: animalistic all over; essentially an animal that walks upright with longer hind legs and hands, rather than claws or hooves. Antediluvian atavars are stronger, tougher, and faster than their Arcadian cousins, but also less intelligent and are incapable of using tools or weapons.

Minoan: only the head is that of an animal: the rest of the atavar’s body appears human. Unlike Arcadians, Minoan atavars are quite intelligent and even refined, but not as strong or as tough.

Wednesday, November 30, 2016

Clerics of Asclepius (part IV)

Photo: http://www.hermitagemuseum.org/

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.


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