Showing posts with label ogl. Show all posts
Showing posts with label ogl. Show all posts

Monday, June 23, 2014

Maleficent for Basic Games

Last weekend was my birthday and I got a chance to go out and see Maleficent.
I liked it.  I thought Angelina Jolie did a great job (if maybe a little hammy) and there were some great moments with some good lines.   I thought the denouement was both welcome and interesting.

I know people had some issues with the changes to story and character, but honestly if you want to see "Sleeping Beauty" then go watch Sleeping Beauty.

What I have here is a cross between both her portrayals. The idea that reality lies somewhere in between.  I think she is rather obviously a Faerie Tradition witch.

Maleficent, either version, is still one of my favorite characters.

Maleficent
The Witch stats for Basic Era Games
14th level Witch, Faerie Tradition

Strength: 10
Dexterity: 12
Constitution: 12
Intelligence: 17
Wisdom: 12
Charisma: 18

Saves
Death Ray or Poison:  9/7
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11


To hit AC 0: 16

Hit Points: 70
Alignment: Chaotic (in Advanced games she varies between Chaotic Good, Chaotic Evil and Chaotic Neutral)
AC: 5 (Ring protection)

Occult Powers
Familiar:  Raven (+2 to Death related saves) "Diaval"
7th level:  Speak to Plants and Animals
13th level: Fey Shape (She can grow wings)
Like all Faerie Witches Maleficent takes extra damage from items made of cold iron.

Spells 
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Bad Luck, Cause Fear, Silver Tongue, Sleep, Speak with Animals
Second: Bewitch II, Burning Gaze, Evil Eye, Rose Garden
Third: Bestow Curse, Fly, Improved Faerie Fire, Scry
Fourth: Arcane Eye, Intangible Cloak of Shadows, Polymorph
Fifth: Death Curse, Endless Sleep, False Vision
Sixth: Geas, Wall of Roses
Seventh:  Maze, Hell Hath No Fury*

New Ritual Spell

Hell Hath No Fury
Level: Witch Ritual 7
Witches Required: 1
Range: One Creature
Duration: Permanent
The ritual, Hell Hath No Fury, is a rare ritual in that only one witch is required to cast it, but the situations in which it can be cast are also rare.  The witch lay a devastating curse on an individual who has someone personally harmed the witch in some way.  The harm isn't as simple as an attack, the offense must be a great one such as murdering the witch's family or lover, breaking the witch's heart with the promise of true love or spurning the affections of the witch for another.  Typically only one such person in the witch's lifetime would fit the requirements.  The witch then takes all her anger, rage and sorrow and pours it into this curse.  The witch may affect the person responsible or a member of that person's family.  The choice of victim and the curse is directly tied to insult done to the witch herself.
Once the curse is laid then it can only be broken under very specific circumstances either dictated by the witch or somehow related to original hurt to the witch.  This curse can not be broken via a remove curse, wish, dispel magic or similar enchantments.  The witch herself can not break the curse either.

Examples would be Maleficent's curse on Aurora or Maria Owens curse on her own family in Practical Magic.

Section 15 OGL Statement
The new witch ritual "Hell Hath No Fury" is considered Open for the terms of the OGL.
"Hell Hath No Fury" Witch Ritual, Copyright 2014 Timothy S. Brannan.

Tuesday, December 18, 2012

Xothia: The Dwarven Witch

Dwarven Witches
The dwarves of yore made mighty spells, 
While hammers fell like ringing bells 
 In places deep, where dark things sleep, 
 In hollow halls beneath the fells.

I saw the Hobbit and it renewed the feeling I get every so often when playing D&D.  Dwarves and bad-asses and you should not mess with them.  This notion inspired me to post this. Enjoy!

The Xothia appear in my latest book, The Witch, but can be used in any Retro clone that has dwarves.

OGL declaration. All text below is designated as Open under OGL. All art is retained by the copyright holder and is not open under the OGL.

The Xothia of the Rock

   “Where are we headed Jornek?” asked Tuir, a young hill dwarf of only 80 summers.  They were walking in the rain up a mountain path, and Tuir hated the rain.
   “We are going to get answers.” repeated the older dwarf for what seemed like the thousandth time this morning.  Jornek did not care for the rain either, but it was not as annoying as his young nephew’s constant complaining.  Were he not his sisters son…
   “I thought we were going to go to the human city and seek out one of their sages?” replied Tuir.
   “That is what I wanted the clan to think.” came Jornek’s short reply. “We are going to see Royrn, the Xothia of the Rock.”
   Tuir stopped dead in his tracks.  “A Xothia!” he cried out. “what could *she* possibly do?  Except maybe to bewitch us and make us her slaves!”
   Jornek grabbed his young charge and pulled him back on to the path. “Put your lips together you fool.  You have the tongue of a gnome but none of their sense!  This is why I did not tell you or anyone.  The Xothia of the Rock has been known to our clan for centuries.  Our problem is magical, no human sage could understand!”
   Tuir was so quiet the rest the trip that Jornek almost regretted not telling him sooner.  But soon enough they approached a small cave opening.  Outside was small, but ornate gold gong.  Jornek took the striker and hit the gong three times. Tuir looked at the gong quizzingly and then to Jornek.  The older dwarf guessing his question only replied, “who would *dare* steal it?”  Jornek then walked into the cave with a nervous Tuir close behind.
   The sight that met Tuir’s eyes was almost overwhelming.  He had expected the cave to be dark, damp and gloomy, like a goblin’s hole, but instead it seemed, well more “elf” like.  There were brightly colored lamps hanging from outcroppings in the walls that sent an array of colors everywhere.  The floor was amazingly flat and clean.  To the back of this chamber were several doors.  But Tuir was not prepared for what, or rather who, he saw next.
   She was young, maybe no older than himself. She wore brightly colored clothes that were still dwarven style, but some how seemed more elfish.  Her most striking feature to Tuir was her face.  While she was obviously beautiful, she had no beard.  Among his clan a woman without a beard had no prospects of finding a husband.  This woman seemed not to care.
   “Merry Greetings, Jornek, Gornek’s son.” she said with a voice that sounded musical to Tuir’s ears.    “Please do us the honor of your presence.” And with that she bowed slightly.
   “Greetings to you and may I return some of the hospitality that you show today.” Jornek said as he bowed even lower.
   “You’re the…the Xothia of the Rock?” Tuir stammered out.  This got him a angry glare from Jornek, but a small musical laugh from the woman.
   “Not yet young Tuir, that honor belongs to my mistress and teacher.  Come, she is waiting.”
   The followed the woman to another, even larger chamber filled with lights.  Tuir was surprised to see a few other women, even a gnome woman. Most were writing in long scrolls, some were to busy starring at the new guests.  Then an unbelievably old woman entered the room.  The rest of the women snapped to attention, she made a motion with her hand and they all left.  Like the first and the current old woman, none of the women had beards.
   She repeated the greeting to Jornek as the younger woman had, only she added his grandfather, great-grandfather and great-great grandfather as well.  Jornek had bowed even lower than he had before, his great beard sweeping the floor.  She then addressed Tuir. Jornek, as custom dictated, answered for his young charge. Tuir was too dazed to say anything or even move.  It was not till he got a withering glance from the elder dwarf that he too bowed low.
   Finally the Xothia looked at Tuir, starring at him, or through him, as if to divine his need.  She seemed to be unbelievably ancient to the young dwarf, and yet he still saw something in her eyes that spoke of youth. She addressed him in voice that reminded him of the echo of a subterranean pool.
   “Got yourself into a bit of trouble have we Tuir? Magic trouble no less.”  She asked, but not waiting for an answer. “My, my quite a bit of trouble for one so young.”
   “He is a fool Xothia, were he not my sister’s son.” Jornek started but was cut short by the woman. To Tuir’s surprise, and he admitted delight, Jornek seemed quite taken aback at this.
   “It is the privilege of youth to be foolish, but the responsibility of the aged to be wise.  If we wish not our young ones to be fools then we must teach them.” She said without even looking at Jornek.  In their clan no one would have silenced Jornek as if he were child. But no one in their clan was the Xothia either.
   “Now young Tuir” she continued “will you allow a old woman the chance to help and maybe even teach you a thing or two about this world?”

The Xothia

Xothia of the Rock by Daniel Brannan
The dwarven witch feels isolation from her normal community due the distrust of arcane magic among dwarves.  This distrust seems to date back in time to the first recorded appearance of dwarven witches, a coincidence that seems too strong to ignore.

In dwarven society, men and women are regarded as equals.  The dwarven witch is seen as contrary to this established reality.  Most dwarven witches feel deep fear when they first hear the Call and either leave their communities or try to suppress what they now know and feel. Dwarven witches become Solitaries, learning their art and faith directly from the Mother of Dwarves herself.

The social stigma of being a magic-using dwarf is tough to bear; and due their nature, dwarven witches tend to be far more chaotic than the normal dwarf population. While some find content with this life, others are constantly reminded that they will never truly belong, either as a dwarf or as a witch.  Dwarven witches are the rarest form of witch one will encounter.

The Xothia (“Zoe-thee-Ah”) witch of dwarven communities has taken her nearly insurmountable odds and turned them into unique advantages.  Feared for her power, isolated because of her ideals, and respected for her knowledge, the Xothia has become a living repository of dwarven lore, knowledge and magic.  All Xothia are female -- no male has ever joined their ranks -- and all are beardless.  Whether the Xothia are born that way or have their beard removed is one of but hundreds of their closely guarded secrets.  The leader of a coven of Xothia is often known as the Xothia, and is usually centuries old.  She is regarded as an advisor and sage to dwarven leaders; many will travel days or weeks to seek her out.

The Xothia lives apart from the main community of dwarves, where she and her coven can use magic to scry and record all that needs to be known.  Often such answers cannot be gathered by magic and the Xothia witch must travel the world in search of them.  A full coven of Xothia is nine witches, eight members and the Xothia.  Their manner and style of clothing have often been described as “elf-like,” not in insult, but as a means for the common dwarf to label what she does not know.  The ritual tools of the Xothia are the “Labrys” or small double bladed axe, and the “Malleus” or hammer. The labrys may be wielded with one hand.  It has two semi-circular blades on either side.  The labrys has a small knob on top of the shaft located between the two blades.

The Xothia Tradition is most similar to the Craft of the Wise, Classical or Family Traditions of Witchcraft and they may take the same Occult powers of those traditions.

The highest level witch regardless of level or title is known as The Xothia.


XOTHIA (Dwarf) WITCH EXPERIENCE TABLE
Level
Title
XP
HD
1
2
3
4
5
1
Dwarf Initiate
0
1d6
1
2
DwarfNeophyte
3,000
2d6
2
3
Dwarf Apprentice
6,000
3d6
2
1
4
Dwarf Sybil
12,000
4d6
2
2
5
Dwarf Adept
25,000
5d6
3
2
1
6
Dwarf Mystic
50,000
6d6
3
2
2
7
Dwarf Enchantress
110,000
7d6
3
3
2
1
8
Dwarf Sorceress
220,000
8d6
4
3
2
2
9
Xothia
400,000
9d6
4
3
3
2
1
10
Xothia
600,000
9d6+1
4
4
3
2
2
11
Xothia
800,000
9d6+2
4
4
4
3
2
12
Xothia
1,000,000
9d6+3
4
4
4
4
3
13
Xothia ("The Xothia")
1,200,000
9d6+4
4
4
4
4
4


XOTHIA (Dwarf) SAVING THROWS


Level
1-3
4-6
7-9
10-12
13
Death Ray or Poison
12
10
8
6
4
Magic Wands*
12
10
8
6
3
Paralysis or Turn to Stone
13
11
9
7
5
Dragon Breath
15
12
10
8
6
Rods, Staffs and Spells*
*Includes the bonuses Dwarven Witches also gain.
14
11
9
7
4

CHARACTER HIT ROLLS (on 1d20)
Level
Target's Armor Class
Dwarf
9
8
7
6
5
4
3
2
1
0
-1
-2
-3
-4
-5
-6
-7
-8
-9
1-3
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
21
22
23
24
4-6
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
21
22
7-9
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
10-12
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
13
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20


Section 15.
The Witch Copyright 2012 Timothy S. Brannan
"Dwarf Xothia" Copyright 2012 Timothy S. Brannan

Monday, November 26, 2012

Dragonfolk for the Advanced Era

Like his dad, my oldest son enjoys all versions of D&D.  He plays a 3e game with me and his brother, a 4e game with some friends and a Pathfinder game with some other friends.   He has also had the chance to play Castles & Crusades, ACKS and Basic Era D&D.  But so far his favorite has to be 1st Ed AD&D.

He also loves dragons.  Always has.  So it was a natural then that he would want to make his own dragon book and have some going back and forth we decided that an OSRIC or Labyrinth Lord Advanced compatible book would be the best.

Of course in what can only be called a bit of Generational Rebellion, according to my son there are no know Dragonfolk witches. 

So for your enjoyment here is a new player character race he has been working on for some time. 
The Dragonfolk.

All text below is considered OPEN for the Open Gaming License. It is copyright 2012 Liam and Timothy Brannan.

Dragonfolk
It is well known that dragons can often take the guise of humans, elves or other humanoid species.  It has been through this magic that the dragons have come into direct contact and congress with these younger species.  For years these various dragon-blooded and half-dragons roamed the world often ignorant of their own heritages.  It was not till the great hero Marduk, himself rumored to be the spawn of a human mother and Ea the Dawn Dragon, gathered all the dragon blooded to one one land now known as the Dragon Isles. He then became their first King.

Thousands of years later the Dragon Empires have waned, but the Dragonfolk have survived as a species in their own right.  They rarely leave their Dragon Isles and are thus rare or even legend in other parts of the world.

There are two type of Dragonfolk recognized, Imperial and non-Imperial.  Imperial Dragonfolk hale from the Isles of the Dragon Empire.  The Empire has waned in the 700+ generations since Marduk first united the Dragonfolk into a single people, but the Imperial Dragonfolk are still just as proud as they ever were.

Non-Imperial Dragonfolk are born from the union of a humanoid (typically human, elf or dwarf) and a dragon.  They are of the same general sort of their humanoid parent with the scales, coloration and temperament of their dragon parent.  Non-Imperial Dragonfolk are often shunned in human committees. Any non-Imperial Dragonfolk can claim to be an Imperial Dragonfolk only if they make a pilgrimage to the Temple of Dragons on the Dragon Isle and there renounce their ties to their humanoid relatives.

Description
Dragonfolk appear as dragonlike humanoids.  They share qualities with both of their parent stock.  They stand taller than humans typically 6 to 7 feet in height with males and females being roughly the same height.  They are warm blooded despite their reptilian appearance, though they are not as comfortable in extreme climates as are humans.   Dragonfolk lay eggs like dragons, but also produce milk like a mammal.  Typically only 1 to 2 eggs are laid in a clutch.  The eggs develop partially inside the female and then are kept warm by the male and female once laid.  Twins resulting from one egg is considered an ill omen.

Imperial Dragonfolk can claim human, elf, dwarf as well as a variety of draconic parentage.  Imperial Dragonfolk are only fertile with other Dragonfolk. Non-Imperial are fertile with other Dragon-folk and their members of their humanoid parent's race (and races cross fertile with them such as orcs, trolls, goblins).

Dragonfolk can come from any combination of dragon and humanoid parentage.  For Imperial Dragonfolk, ones that live or come from the Dragon Isles, this is not determination of potential alignment or powers. For non-Imperial Dragonfolk parentage can have an affect on coloration, powers and potential alignment.  
Dragonfolk only recognize the difference between Imperial and non-Imperial Dragonfolk, with Imperial Dragonfolk claiming superiority to the non-Imperial individuals.  Non-Imperial Dragonfolk can produce offspring with strong Dragonfolk traits. These straits remain strong even through many generations.

There is some questionable scholarly work claiming that Kobolds are non-Imperial crosses with gnomes or halflings.  While is this largely dismissed even the most conservative scholars do believe that Kobolds may be the result of non-Imperial pairings of dragons and goblins.

Dragonfolk develop from egg to hatchling in 6 months and are weaned after 6 months. They reach maturity at 13 years.  Imperial Dragonfolk are considered Citizens at 21 years of age.  Their average lifespan is 250 years.  A mated pair will usually mate first between 14 and 21 years old and they will stay together for life, though they may not not necessarily live with each other.

Honor and Caste
Dargonfolk have a strict code of honor. This and the Dragonfolk caste system will be detailed in the future.

Requirements: CON 9
Ability Modifiers: STR +1, CHA +1, DEX -1
Ability Min/Max: STR 4/19, DEX 2/17, CON 9/18, INT 3/18, WIS 3/18, CHA 4/19

Languages: Dragonfolk learn Draconic as their primary Language and can learn the common tongue and alignment language.  They may learn additional languages to these based on their Intelligence score. If Kobolds have a unique language then Dragonfolk will also know this language. 

Infravision: 30 ft
Low-light vision: 120ft

Naturally Dragonfolk are a highly magical race. They gain a +2 to all saves from Spells and Spell like devices.  The gain a +4 vs Dragon Breath saves.  

They can see Invisible creatures and items on a 1 on a 1d6.  They can find secret doors on a 1-2 on a 1d6 as well. 

Dragonfolk are naturally resistant to weapons due to their tough, scaly hides. They gain an additional -1 to their Armor Class. 

Permitted class options: Cleric, Fighter, Paladin, Magic-User*, Thief, Cleric/Fighter, Cleric/Paladin,  Fighter/Magic-User, Fighter/Thief.

Level Limits
Cleric: 9th 
Fighter: Unlimited
Paladin: 17th
Magic-User*: 11th
Thief: 8th

Dragonfolk have their own type of magic-user known as Dragon Mages.  These will detailed later.

Dragonfolk Thief Skill Adjustments
Pick Locks -5%
Find and Remove Traps +5%
Climb Walls -15%

Movement Rate: 120 ft

Breath Weapon
A holdover from their draconic heritage, Dragonfolk have a limited breath weapon.  Regardless of their coloration or alignment the individual Dragonfolk can choose among Acid, Cold, Gas, Electricity,  or Fire.  
Once per day a Dragonfolk can emit a powerful breath weapon attack.  This attack does 1d6 + 1hp/level damage. The damage type is chosen at character creation and can't be changed short of a Wish spell.

Dragonfolk and Kobolds
Dragonfolk and Kobolds share a relationship similar to that of Humans and Halflings or Dwarves and Gnomes. In areas where Dragonfolk are more common Kobolds will live on the outskirts of the Dragonfolk communities.  Kobolds will adjust their normal behaviors and alignments to suit that of their Dragonfolk cousins.  Indeed small communities of kobolds near good aligned Dragonfolk areas have been known to be good aligned as well.  

Religion
Dragonfolk follow a form of Ancestor worship where they honor the spirits of fallen warriors, kings and dragons.  They claim that many of the dragon "gods" that cultures around the world worship were in fact personages in their history.  Many times these gods were non-Imperial Dragonfolk that rose to great power and honor.   Such dragons and Dragonfolk are Aži Dahāka (The Destroyer), Druk (thunder dragon), Ea (Dawn Dragon), Jawzahr (Moon Dragon), Karkeu (Diamond Dragon), Marduk (Dragonfolk Hero and Emperor), Quetzalcoatl (Dragonfolk Lord of the Sky), Tiamat (Mother of Monsters), Yam (Son of Ea and Tiamat, dragon god of the Sea), Zirnitra (Dragon God of Sorcerery), and Zmey Gorynych (Darkness).


Section 15.
OSRIC. Copyright 2008 Stuart Marshall.
Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor.

"Dragonfolk for the Advanced Era" Copyright 2012, Timothy & Liam Brannan.