Wednesday, November 20, 2013

Torlynn Map


Torlynn legend

1 – Soft Pillow Inn
2 – Stable
3 – Lumber Mill
4 – Warehouse
5 – Courthouse
6 – Jail
7 – Meeting Hall
8 – Burgomaster’s House
9 –
10 – Grinning Goblin Tavern
11 – Chapel of Eratil
12 – Baker*
13 – Butcher*
14 – Equipment Store
15 – Well
16 – Smith*
17 – Armor and Arms Store
18 – Carpenter*


*Open during curse

Torlynn

Torlynn

This once-proud alpine town is now dilapidated and decrepit.  Many of its homes are vacant, abandoned by their former owners when a foul magic crept upon the region. There are still a few humans living in the town - a group of survivors who are convinced that the town is again destined for greatness.
The town's layout is centered around the road to Melinir and the mines. The road makes a loop through the town and exits to the southwest. Most of the important buildings in Torlynn are along the Melinir road which circles about the town well. The burgomaster’s house is here as is the town meeting hall and courthouse.
Also located around the circle are the businesses of the various craftsmen necessary for the town's survival. The butcher and the baker hold shop here, as do the carpenter and the smith. Each business has remained in town in spite of the severe drop in business caused by the Curse of Eternal Winter.  The lumber mill has closed down since the people left because it no longer had a reason to produce anything, nor the power to do so.
The chapel, established by clerics of Erastil in the area, is still open, although it operates on a minimal budget. No priest or cleric really stays here regularly.  A few itinerate clerics used to pass through here on a regular circuit to maintain the chapel.  Thus, any healing that the party may need will cost them quite a bit of money (so that the chapel might defray it’s expenses; 2 gp/hp healed). To raise money (5 gp/month), the chapel instructs the children of Torlynn in reading, writing, history, and geography.
The farms in the area were hit very hard by the unnatural winter, and their crops withered and died in the harsh frost. Since many farmers had nothing to trade after the winter destroyed their livelihood, most of them moved from the area and into the Grasslands or down to Melinir.
The Soft Pillow Inn and the Grinning Goblin Tavern are open but have very little patronage currently. 
Torlynn is a democratic little town, electing its burgomaster from the deserving citizens once every five years.  The current burgomaster has held the office for several terms. He is a large, jovial fellow with a silver monocle.  Despite his kindness, however, he can be firm and even brutal when he must perform his duties. He has only the good of the town at heart.

Tuesday, December 11, 2012

Curse of Hatred


The touch of Lamashtu is upon Rorin, Chad, Bellen, and Beldar.  This curse will fade with time but it is unknown how long the curse will be in effect.  Removal of the curse is simple, if the characters chose to find a priest of Lamashtu, take that priest to the shrine they defaced and aid the priest in rebuilding the shrine.  Otherwise, the removal of the curse will be a bit onerous.
            To remove the curse without appeasing Lamashtu, the characters must find a cleric of 7th level or better.  This cleric must worship Desna, Urgathoa, Rovagug, or Pazuzu.  The cleric requires each character to donate 666 gp (or 1000 gp for Desna) and agree to a geas to perform a service for the deity.

Monday, December 10, 2012

Rules: Bleed


When a character takes damage that causes bleed that character suffers the indicated damage for the next 1d4 rounds.  Any action such as bandaging, heal or first aid check, or cure spell will stop the bleeding before it’s run it’s course.  If a character regenerates, the bleed damage is halted on the following round but no regeneration occurs that round.  Bleed damage occurs at the top of the round, before initiative is rolled. 
Magical bleed damage is handled slightly differently.  These wounds bleed for one full turn (10 rounds).  Also, magical bleed damage only heals naturally, no potion or spell can restore hit points lost in this manner.  Magical bleed damage completely negates regeneration.

Rules: Shields


Shield Proficiency
By spending a weapon proficiency, warriors and some priests can become more skilled in the use of their shield.  The extra protection conferred by the shield varies by the exact type the character becomes proficient in:

Shield 
Normal 
Proficient 
# of
Type 
AC bonus 
AC bonus 
Attackers
Small 
+1 
+2 
2
Medium 
+1 
+3 
3
Large
+1/+2 vs. 
+3/+4 vs. 
4
missiles 
missiles 

The number of attackers is the maximum number of times the shield bonus can be used in a single round by the character. Normally, shields can only be used against enemies in the character’s front spaces or in the flank spaces on the character’s shield side.

Shield-Punch
Any character equipped with a shield can choose to forego its protection and gain an extra attack known as a shield-punch. The shield-punch is treated as a normal, secondary weapon attack; the primary weapon suffers a –2 penalty to attack rolls that round and the shield-punch attack is rolled with a –4 penalty. A character may use his reaction adjustment due to a high Dexterity score to offset these penalties. Alternatively, the character can substitute his normal attack for a shield punch, with no penalties.
If the character is trying a shield-punch, he must announce his intention while declaring his combat action and forfeits the defensive benefit of the shield for the round. The character moves into the square of his opponent on his base initiative, then executes the shield punch and backs out into his own square again on the following initiative phase.

Shield Punch
Shield Type
Size
Spd
Dmg
Small
S
2
1d3
Medium
M
6
1d4
Large
L
8
1d6

Shields save lives
Any time a PC takes damage, they can opt instead to say their shield absorbed the force of the blow. The shield is shattered and must be discarded, but the PC doesn't take any damage from that hit. Magical shields lose one 'plus' each time they are used in this way. This rule does not allow normal shields to stop magical attacks like fireballs, but magical shields may be able to improve the save or reduce damage even further, somewhat.  This will completely destroy a magic shield, regardless of it’s bonus.

During the three months...


After 2 weeks, Sister Remia awakes from her coma and summons whatever party members are still in Kleine.  She tells the group that the real leader of the orcish attack was an evil cleric of Asmodeus.  She never heard his name, but knew that he was working with someone else in the raid on Kleine.  When the party confirms that they had not encountered this priest, Sister Remia implores them to return to the orc cave and investigate it more fully.  The priest tortured Remia frequently so he must maintain a room in the caves.  Sister Remia is still too weak to perform magic but assures the cursed party members that she can perform a ritual to help them in a few months or so.  The mayor of Kleine also offers a reward for the cleric’s head if the party does this task for the church of Erastil.  If the party fails to slay the cleric but manage to stop him, the group receives a lesser reward.
During a routine watch, Bellen hears of a common man’s murder during the festival.  It would appear that the orc attack was not the only problem the town faced that day.  David was murdered in his home.  The guard captain, Jennel, tells Bellen the town was secured about 3 hours after the party left to find Sister Remia.  The discovery of David’s death was a week after Sister Remia awakes from the coma.  It is unlikely the two are connected because David was slain by magic, his body was severly burned, but nothing else in the room was even singed.  The remains were also scattered about.

Sunday, December 9, 2012

Rules: Death


When the character takes damage that reduces him to zero hp or less, regardless of the amount that brings the character to that point, the character assumes zero hp and rolls a save vs death.  Each character is entitled to three death saves per day but no more that one per battle.
If the roll is made, the character is able to function, somewhat, at zero hp.   At the DM’s discretion the character may also be stunned, nauseated, or feverish.  The character can crawl at one third his movement, usually this is away from combat.  The character may attempt a small action but that action takes 1d4 rounds.  During this time the character does not bleed out and is considered stabilized. 
If the save is failed, the character falls unconscious on the ground.  He then begins to bleed out.  The character takes a -1 each round thereafter.  When the player reaches -10 the character is dead.  While bleeding out, the character can be hit and reduced faster (killed faster).  If another character bandages the wounded character, the wounded character is stabilized. Stabilized characters are at a steady zero hp (is no longer bleeding out) and are unconscious until healed or rested into positive hp. The player may expend a hero point to stabilize automatically (zero hp, not bleeding out and unconscious).  Spell casters that are at zero hit points to -5 will still have spells memorized, however if they go beyond -5, the trauma of near death erases all spells memorized.  Spells can be regained as normal, after a nights rest.