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.

 

 

Saturday, May 24, 2025

Visuals

 These were some pics of the battle







The Next Leg

After waiting at Castle Justheart for a few days, to make sure the brigands do not attack, the party leave and head to Stoneash. Their plan is to go to Fallcrest and take the statue of Artemus to his Guildmaster hoping he can cast Stone to Flesh. As the party travel across the land, they feel trepidatious. It is winter but there are even fewer normal creatures about than normal.

 

   The elven ranger, Elesara, feels that there may be a fiendish or undead increase in the land. Thondami feels the disquiet of the land but only discerns that undead eschew the daylight. Strangely, after some hours of travel, they find what appears to be a large footprint. The breadth and width of so large a foot would have been much deeper if it were a giant, Galin notes. Given the oddness, nothing happens during travel.   Speculating, the party believe the queer feeling is due to the death knight, the witch-king of Myth Nathar now roaming the land.

  

   That night Thondami has visions of shadowy creatures  attacking a small town.  He was able to identify the town as Stoneash. The party aren’t sure whether this maybe a past or future vision.  Coming to Stoneash, the party see the town had been attacked the previous night. A troop of soldiers was camped outside town as well, and they seem to be helping with the clean up efforts of the town. The leader of the soldiers is one of House Anasazio’s generals, Alura. She tells Galen everything that occurred. Galen’s man-at-arms is with the soldiers.

 

   The attack was from shadows, shadow mastiffs, and shadow fiends. The creatures came from the north and seemed coordinated. Humanoids slain by the draining power of shadows become shadows in a few hours. The corpses are being burned in the hope that it will stop them from returning as shadows. The shadows targeted dwarves after a while and it is believed that the shadows did that thinking that dwarves slain by shadows would come back as stronger than normal shadows.

 

   The monsters attacked at dusk, seeming to only wreck havoc. The shadow mastiffs caused great mayhem baying. While the shadows killed many people, turning them into more shadows. It appeared the shadow fiends were in control but that is confusing as one is a demon and the other undead. When the monsters fled at dawn, they went north into the swamp.

  

   The party decide to stay in Stoneash that night to help if another attack occurs and indeed another attack does come. The party meet Sir Darian Conan, leader of this province, Stoneash being it’s seat. Ilyander learns that Sir Conan’s mage was slain in the attack and that there are no other mages in town of power. Ilyander asks to go through the mage’s personal belongings, much to Sir Darian’s chagrin. Ilyander returns with Lord Galin to speak with Sir Darian and they are able to convince him to allow Ilyander to rummage through the dead mage’s room. After an explosive runes goes off from the mage’s spellbook, Galin pays Darian some coin for the damage.

 

   Thondami meets the dwarven leader, a priest of Moradin named Drunsk. Thondami aids Drunsk in blessing the bodies which prevents them from rising as shadows, two thirds of the dwarves of Stone ash were killed but only 25% of those returned as shadows due to the efforts of the priests and their lay clergy.

 

   During the evening, the shadows, shadow mastiffs and shadow fiends return. The party are able to save many of the townsfolk and notice a huge shadowy creature that seemed to be observing. They learn later that the huge creature was a nightwalker. As the party began defeating more and more of the shadow creatures, a shadow dragon swooped down on the group and attacked.

 

   The party were able to drive the shadow dragon off by throwing and hitting it with a stone enchanted with continual light. The nightwalker melded back into the night, taking it’s minions with it. It seemed to be observing and gathering information, not hostile.

 

   After the battle, when the party decide to leave, the dwarves all decide to head to Gardmore Abbey. One dwarven acolyte decides to follow Thondami, hoping to become a priest of Marthammor.