Saturday, June 21, 2025

Rewards

After successfully aiding the fallen solar, Andor, he granted the characters present a boon. I made two for each of you. Choose one from the pair.

Bard Boon
Silver Tongue (3/day)
You are a master of saying the right thing at the right time. When trying to convince a non-hostile NPC, of something that is not contrary to the NPC’s nature, you can roll a Cha. check. Success means you convince the NPC, failure means the NPC will not do it but bears you no ill will. Critical successes or failures will be case by case.

OR

Dueling (at will)
When melee fighting with a one handed weapon and nothing in your other hand, you gain +2 to AC and +2 to damage on each hit you make.

Cleric Boon
Wrath of the Storm (twice/day)
When struck in melee, you may release the wrath of your deity to damage the creature that just hit you. The damage is 2d8 but cannot be resisted. Creatures with resistance or immunity to electricity save for half damage.

OR

Healing Strike (twice/day)
Your weapon glows with power. When you hit an opponent, it takes double weapon damage and you can heal yourself or an ally 2 hp/level. The ally must be within a 20’ of you.

Ranger Boon
Spear Plunge (3/day)
While wielding a spear in melee, you can strike an opponent that enters your threat range immediately. If the attack hits, the target must save vs paralysis minus half the damage inflicted. A failed save reduces the target to 0 Mv until the end of your next turn (the target remains just out of reach of the spear wielder).
   You may take this action out of turn, whenever the opportunity presents itself (i.e. before or after your turn if you have an attack available. This attack replaces it.)

OR

Heavy Weapon (at will)
When wielding a melee weapon in both hands, if your damage die rolls a 1 or 2 you may reroll the die but the second roll is permanent.

Henchmen Boon (permanent)
+5 max hp

Wednesday, June 11, 2025

The Mission

    The priest bows deeply, reverence clear in every word wearing the gold and purple of the Temple, standing and waiting for Lord Galin’s attention from training his squire.

   “My lord, your path of honor now leads to a place long lost to darkness. You are to go to the Crypt of Lathander—once a sanctuary of dawn and renewal, now defiled by a creeping evil. It is there you will find the Ritual Pool of the Morninglord, whose waters alone can restore your sacred bond with your blade.”

   She straightens, eyes shining with both dread and hope.

   “Although the task is perilous, the crypt can be redeemed. Three ancient braziers, each held in the grip of marble statues, must be rekindled with this—” she produces a worn striking stone and a rod of polished steel engraved with holy script “—to purge the unclean spirits. Once lit, no undead may cross their glow. Light all three, and the shades will falter before you.”

   “Also in the crypt stand three marble statues of Lathander. In ages past, they held radiant Seals of the Sun, now broken and missing. Find them. Return them to us that we may bless them. And acolytes can place them back in the statues’ hands, and  the entire crypt shall be sanctified by the Dawnfather’s might.”

   Her voice lowers, heavy with solemn weight:

   “Know this, noble cavalier: during this trial, you shall gain no reward* in coin or glory, no balm from priest or healer. This is not a quest for fame—but a pilgrimage of devotion. Only the light of the rising and setting sun will heal you, if you kneel before it with a true heart. Potions may serve, but divine hands will not**.”

   “Your squire may grow from this trial***, but you—this is a test of your faith, not your sword arm. Should you prevail, the Sword of Summer will once again shine with the true light of the Dawn.”

   She finishes with a whisper:

   “Only by standing alone, with nothing but your faith and your courage, can the bond be made whole.”

 

Learning of Galin’s quest, the party gather information as well.

Bardic lore (Ilyander learns)

Stories tell of a temple of Lathander, where Anon Tareek, a wielder of the Sword of Summer fought a servitor of Lathander. Anon failed in his battle at the temple. This battle made the angel evil and tainted the blade. The blade was broken as it severed the angel’s grace. The angel survived but could not leave that unholy place.


Church lore (Thondami learns)

There was a crypt with a reflecting pool that can fix magic items or enchant finely crafted items. The crypt was used to inter those faithful to Lathander. This crypt was later tainted by evil deeds from a wielder of the Sword of Summer named Anon Tareek. Anon was slain by a demon which then corrupted the site. A sacrifice of blood must be made to resanctify the pool.


*”No reward” – Galin can claim treasure during this quest if appropriate. He gains no xp.

**Clerical healing can help Galin but will negate the quest. Lathander will heal Galin at dawn and dusk for 2d10+5 if he prays while in it’s light. Potions do normal healing.

***Perrin is not restricted in this quest in any way.


Sunday, June 8, 2025

The Duchy of Haran

 A few notes:

The red line is the duchy border. The purple lines split the duchy into counties run by counts. The east patchwork area is the area controlled by Galen's father, Viscount Anasazio. Those are the many lords and lands he controls for King Alexander Lioncrest I, who rules the entire duchy.

 Brown lines are roads, brown dashes are trails, and blue lines are, of course, rivers.

 


Towns/Map Legend

Map #

Direction

Town

Size

Pop

Walled

1

West

Welwyn

Village

550

Y

2

West

Hammerfast

Large Town

4500

Y

3

West

Winter Haven

Large Town

4000

Y

4

East

Stoneash

Large Town

2400

N

5

East

Fallcrest

Large Town

4700

Y

6

South

Gardmore Abbey

Keep/Village

700

P

7

South

Erages

Large City

15200

Y

8

South

Harken Township

Large Town

3000

N

9

South

Albridge

Small Town

1750

N

10

Center

Parlfrey Keep

Keep/Small Town

1900

P

11

West

Dundraville

Village

850

N

12

West

Thurmaster

Village

360

Y

13

West

Milbourne

Large Town

4860

N

14

South

Odense-Fen

Village

850

N

15

South

Shilo Pass

Large Town

3710

N

 

South

Soubar

Large Town

3000

N

 

South

Triel

Small Town

1600

N

16

South

Boareskyr Bridge

Keep/Large Town

3000

P

17

East

Galin’s Well

Village

703

N

 

South

Hardbuckler

Hamlet

80

N

 

South

Drawn Swords

Hamlet

150

Y

 

Total Population: 73,749 (30% of population live near, but outside, most towns.)

Demographics: 75% Human; 11% Dwarven; 9% Elven; 5% Other

(55311 Human; 8113 Dwarf; 6638 Elf; 3687 Other)

 


Monday, May 26, 2025

New priest spells

These spells are added to the Travel Sphere for priests. They are all in test mode so they must be cleared with DM approval if you want to try something out of the box with them. There may also be plain, ole errors with them so we'll see. Overall, the primary reason for them is to make overland travel a bit easier, it can be pretty harsh travelling for 10 hours and only moving 3 miles!

Smooth Travels
(Alteration)
Level: 2
Sphere: Travel
Range: 0
Components: V, S
Duration: 1 hour/level of caster
Casting Time: 1 turn
Area of Effect: 1 individual/level
Saving Throw: None

This spell increases the reliability of the terrain that the party will be traveling on. The terrain effects for the party will improve by one step for the duration of the spell. Open fields will be like trails, trails will be like roads, and roads will increase to one step better on the road if impeded by weather.


Good Shoes
(Enchantment)
Level: 1
Sphere: Travel
Range: Touch
Components: V, S, M
Duration: 1 day/level of caster
Casting Time: 1 round
Area of Effect: 1 individual/level
Saving Throw: None

This spell enhances the footwear of a creature, allowing them to move at their maximum movement rate overland for the duration of the spell. Encumbrance is negated up to heavy. Severe encumbrance negates the spell. This effect only affects overland travel and completely wears out the said footwear when the spell expires. Creatures that do not wear shoes or the like, receive no benefit from this spell. The spell affects the character’s footwear, so if that footwear is lost, the character gains no benefit from the spell regardless of the duration remaining. If another person dons the enhanced footwear, the spell immediately ends, ruining the footwear.


Strengthen Steed
(Enchantment)
Level: 2
Sphere: Travel, Animal
Range: Touch
Components: V, S, M
Duration: 1 hour/level of caster
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None

When cast on a creature that can serve as a mount or draft animal, this spell increases the creature’s resilience to lameness or exhaustion. While under the effects of this spell, the creature automatically passes it’s required save vs death for moving at double speed. This spell cannot affect the same creature 2 days in a row. If forced to move at triple speed, the save is made normally (no penalty), however, the results of the save are the same.


Ignore Terrain
(Alteration)
Level: 4
Sphere: Travel
Range: Touch
Components: V, S, M
Duration: 1 hour/level of caster
Casting Time: 1 round
Area of Effect: 1 creature/level
Saving Throw: None

Creatures under the effect of this spell, moving overland, will reduce the terrain costs for terrain by 2 for the spells duration (i.e. heavy forest goes from 4 to 2 while tundra will change from 3 to 1). Terrain costs can never go to zero.


Load Forbearance
(Enchantment)
Level: 3
Sphere: Travel, Animal
Range: Touch
Components: V, S, M
Duration: 1 hour/level of caster
Casting Time: 1 round
Area of Effect: 1 creature/2 levels of the caster
Saving Throw: None

Casting this spell on a mount or draft animal will enable the creature to carry more weight than normal. The caster allows the creature to carry an additional 10 lbs/level of the caster. This allows the creature to move at normal speed with heavier loads and allows greater weight to be carried for half speed and one third speed.


Homestead
(Alteration)
Level: 4
Sphere: Travel, Protection or Wards
Range: 0
Components: V, S, M
Duration: 8 hours
Casting Time: 1 turn (ritual)
Area of Effect: 10’ square/level or less
Saving Throw: None

When this spell is cast, the priest creates an unmoving, opaque wall of force (see wall of force spell), of the color of the deity, around his person. The area projects above the ground only for about 25’. Up to two creatures/level can fit into the field with its creator; those to be included must be either in the area of effect or in contact with the caster (even by proxy/daisy chain), when the spell is cast. Those creatures included can freely pass into and out of the area without harming it. However, if the priest removes himself from the area, the spell dissipates.
   The temperature in the area can be adjusted by the caster +/- 5 degrees/level of the caster. An exterior temperature below 0 or above 100 only allows the caster to alter the temperature by 2 degrees/level instead. The area also provides protection against the elements, such as rain, dust, sandstorms, and the like; winds of less than hurricane force will not affect the area warded so.
   The interior of the area is a cylinder; the spellcaster can illuminate it dimly upon command or extinguish the light as desired. Note that although the force field is opaque from the outside, it is transparent from within. Passersby will see the warded area but not inside the area. Those inside see out with whatever visibility is prevalent outside. Any attacks made from inside the area will negate the spell and harm the caster, 1 hp/caster level. The ward can be dispelled with dispel magic, anti-magic shell, etc.
   The material component of this spell is a gem of 1000 gp or greater that is consumed on the spell’s expiration.

Sunday, May 25, 2025

New Rest Rule

When it is time for a rest for the night after travel or combat, players can declare that they are setting up camp.  This can be as simple as laying out a bedroll or as elaborate as creating a campfire, grilling for everyone, or even a bardic performance. Regardless of how much work gets put into it, the DM adjudicates the penalty to the coming Constitution check on a good night’s rest.

   A good nights rest means 8 hours of sleep and eating enough food to nourish them. The players need to make a Con. check the next day. If successful, the PC negates any negative effect from roughing it in the wilderness. Failed checks mean the PC did not rest well. Two unsuccessful rests make the PC uncomfortable resulting in the SPENT condition until succeeding a rest check. Spent conditions stack. A successful rest removes one spent condition.

   If very successful, pass the check by more than 10, the PC either (roll 1d3) 1) heals 1d4 hp, 2) loses a negative (non-magical) effect (sickness, etc.), or 3) gains +1 to saves, thac0, or NWP check until the beginning of the next rest.

 

Gear

Bonus

Bedroll*

+2

Blanket*

+1

Fire

+2

Food & water

+1

Tent**

+2

NWP use***

+1

Inspirational activity

+3



 

Terrain or conditions

Penalty

Dense forest

-6

Desert or tundra

-16

Grassy plains

-2

Hills

-6

Mountains

-16

Rough wilderness

-6

Ship

-10

Swamp or Jungle

-16

 

 

Fair weather

-2

Bad weather

-6

Harsh weather

-12

Very hot or cold

-9

 

 

 

 

 

 

 

 



















Choose terrain then condition. Apply all modifiers from gear. Result is penalty applied to the rest check.

 

Food: when eating in the morning, roll 1d6. On a 1, that day’s rations are spoiled. Discard or sickened for 1d2 days.

Water: If carried in a skin and fought in a battle earlier, roll 1d6. On a 1, the skin is punctured and empty.

 

*Cannot be combined with each other

**Can be combined with either blanket or bedroll

***Creative use of NWP applicable to the situation at the DM’s discretion.