Here is the new Alchemy system I'll be implementing in Arventine. It's based on gathering ingredients to make potions and other fun items. I will be giving out ingredients in treasure parcels, and you can also try to skill check yourself to sourcing some on your own. Also players can do this straight away, I won't be asking for any crafting feats to be taken.
If any other DM wants to implement this into their game, bear in mind the DCs are tuned to the Arventine party, so they might need need dropping for a lower level game.
~Moss.
GATHER ALCHEMICAL INGREDIENTS
(Daily, must be trained in the skillcheck. Forage can’t be used on the same day as Gather.)
Gathering ingredients can be done anywhere, but has contextual environmental skill DCs:
Forest/cave/countryside/plains etc: DC:15
City/Town/Dungeon etc: DC:20
Desert/wasteland: DC:25
Success: Roll a d6 on the ingredient table below.
1 - Ignus
2 - Aquae
3 - Aether
4 - Maga
5 - Vitae
6 - Mort
These can be combined into potions, oils and powders. Preparing a potion takes an hour and the user make a Arcana or Religion check of DC:20 to successfully make the potion. If a player makes potion that fails by 5 or less on the check, he will recover/make instead one ingredient rolled off the table, but the original ingredients will be destroyed.
The basic recipes follow as such:
POTIONS
Potions can be drunk as a minor action.
HEALING
Spend a healing surge and regain 10 HP
1 x Vitae, 1 x Aether, 1 x Maga.
VITALITY
Spend a healing surge and regain 25 HP
2 x Vitae, 1 x Aether, 2 x Maga, 1 x Mort.
ANTIDOTE
Take an immediate saving throw on an ongoing effect with either the disease or poison keyword.
1 x Mort, 2 x Aquae
SWIFT
+1 bonus to your next attack roll, and +1 to your reflex until the end of your next turn.
1 x Ignus, 2 x Aether, 1 x Mort.
IRON WILL
+1 bonus to your will, until the end of your next turn.
2 x Maga, 1x Aqua.
GUTS
+1 bonus to your fortitude, until the end of your next turn.
2 x Ignus, 1 x Vitae
MUSK
+1 to your next diplomacy skill check, within 1 game day.
3 x Aether, 1 x Mort, 1 x Aquae.
OILS
Oils can be applied to melee weapons as a standard action. They last 1 hour or one encounter, whichever comes first. Oils can be applied to ammunition in the same way, but only last for one attack. Only one oil can be working on a weapon at any given time.
HANGMAN
+1 damage to humanoid creatures. (+2 at Paragon)
3 x Mort, 1 x Maga.
TOOTH
+1 damage to beasts. (+2 at Paragon)
2 x Aquae, 1 x Mort.
NECROPHAGE
+1 damage to undead. (+2 at Paragon)
2 x Vitae, 1 x Ignus
OUTSIDER
+1 damage to elementals and demons. (+2 at Paragon)
1 x Vitae, 1 x Mort, 1 x Aether.
HOLY
+1 damage to immortals. (+2 at Paragon)
1 x Aether, 1 x Mort, 1 x Ignus.
HORNET
A critical hit with this weapon causes the target to feel immense pain. They are dazed as well and any other effects (save ends).
1 x Ignus, 1 x Mort, 1 x Aether.
PYRO
Your attacks with this weapon do +1 fire damage.
2 x Ignus, 1 x Maga, 1 x Mort.
BLIZZARD
Your attacks with this weapon do +1 cold damage.
2 x Aquae, 2 x Aether.
CORPSE
Your attacks with this weapon do +1 necrotic damage.
2 x Mort, 1 x Maga, 1 x Vitae.
MELT
Your attacks with this weapon do +1 acid damage.
2 x Maga, 1 x Mort, 1 x Aquae.
WOUND
+2 to any ongoing damage that you inflict with this weapon.
1 x Vitae, 1 x Maga, 2x Aether.
POWDERS
Powders are miscellanous extras that have a variety of uses.
BASIC RITUAL COMPONENT
Provides up to 100gp worth of ritual components
1 x Aquae, 1 x Maga, 1 x Ignus.
RARE RITUAL COMPONENT
Provides up to 500gp worth of ritual components.
2 x Aquae, 3 x Maga, 1 x Ignus, 2 x Aether.
LIFE SALT
(minor) Sprinkle on a creature with negative HP, and they will immediately stabilise.
2 x Vitae, 1 x Mort, 1 x Aether.
QUICKSILVER DUST
(minor) When applied to any flesh, the quicksilver will turn into a froth if the flesh is that of a lycanthrope.
1 x Maga, 1 x Aquae.
TRUEFLESH
(minor) Will reveal a creatures true form through any enchantment up to level 20. Use on Doppelgangers, et cetera.
2 x Mort, 1 x Ignus, 2 x Maga.
PIXIE DUST
(minor) Sprinkle around you and you gain +1 bonus to Bluff and intimidate checks. Lasts one hour. Does not work when checking against Fey creatures.
1 x Vitae, 1 x Aquae, 1 x Maga.
ALCHEMIST'S FIRE
Bursts into flame when lit. Causes 2d10 fire damage. there is enough powder in each unit to occupy at most a 5 x 5 foot square.
3 x Ignus, 1 x Aether.
FREEDOM
Sprinkle on locks. +2 to thievery checks. the lock is dissolved and cannot be relocked until it is fixed or replaced.
2 x Maga, 1 x Ignus.
FLUX WAX
(standard) Coat any implement with this powder. The next attack that uses the Arcane keyword crits on a 19 or 20.
1 x Vitae, 2 x Aether, 1 x Mort.
SCHOLAR
(Minor) Sprinkle on anything you wish to examine, and get a +2 bonus to Arcana checks.
1 x Acquae, 1 x Maga.
SUN
(standard) Ranged 10. Dex Mod +2 vs. Reflex: 1d8 +Dex radiant damage, and the target is blinded until the end of the attacker's next turn.
2 x Vitae, 1 x Ignus, 1 x Mort, 1 x Aether.
Wednesday, 23 January 2013
Thursday, 10 January 2013
ARVENTINE: January 9th update.
As Zod flew down the hole into some sort of strange, demonic scrying ritual, Alain Fu thought he was done for. Luckily for him, seconds later, Christophe came screaming down the pit after him, planting his blade straight through the demon's skull, killing him dead. After battling some demon seers, they examined the scrying bowl on the lower level. Dropping a sacrifice of blood into the bowl, Fu summoned a smokey image of himself leading a demonic host to battle across an unnamed plain, flanked by Blind Varlets. With suspicious and concerned faces, the party finally cleared out Conrad's Point, and the treasures therein.
Upon returning to Khare, they were almost immediately confronted by Pavel Flind, the doyen of the Court of Jakob. Rather upset at the party trying to play the Court against the other gangs, Pavel demanded a substantial financial offering to 'let it slide'. Fresh from battle, the party characteristically declined the offer, and found themselves in a brawl with Flind and his swordsmen. The swordsmen, despite their skill, where soon dispatched, and Flind soon found himself dead with Sarah's axe buried in his skull.
They soon reached Sapphoro's shop where, underneath a poster advertising Khare's Smelliest Griffon, Hanged Men doyen Bad Krum was waiting for them. Upon hearing about the demons at Conrad's Point, he told the party that demons had been reported all over the city since the Eclipse appeared in the sky. However, exuberant at the thought of Pavel Flind being dead, Krum declared Gang War, and feverishly gave the party the location of Forkiz Geung's (Orrind's kidnapper) secret domain: a decommissioned sewer underneath the Flowers In A Cursed Land brothel that could be access at midnight.
Before they went after Orrind, they had some old business to attend to. Remembering Dogbone's revelation about Suzzarn having a secret house in the river district, they set out to check it out. They arrived at small shack guarded by a nervous looking teenage streetboy. Toying with wither killing or turning him into a gas, Christophe chose to adopt his old 'drunken Lord Melchior' rountine, and tricked the lad into drinking wine laced with sleeping draught. Inside they found numerous clues that:
1) Outed Suzzarn as a potential member of the Blind Varlet cult.
2) Spoke more of the Eclipse - a ritual to be undertaken at nearby Mount Shareat, that required the Cyrinishad, and an entity referred to as 'the Annointed One'.
3) That a doppelganger and some trickery was involved in the party's dealings with Baba Yaga in the Dire Woods.
Leaving everything as they found it, the party crept away from the shack. On their way home, they found themselves cornered by soldiers of Bane, who dragged them to the Palace of Lord Azzur. Inside they were given an audience with Suzzarn, who turned out to be a courtier of Azzur. Suzzarn made a few veiled threats about the Cyrinishad and Shareat, and the party managed to leave unscathed. On their way out, the Banites attacked the party under Suzzarn's orders, exclaiming "Take what the paladin is carrying, take the wizard alive!" The party dispatched the soldiers and fled the scene to the brothel.
Hiding out in the brothel until midnight, the party indulged in the local product before entering the sewers to rescue Orrind. Not before long, they ran into an old friend - the Drow bounty hunter Tinve Aleaza'baen, who seemed rather jittery and troubled. After Christophe convinced her of the party's good intentions, she told them her and her men were en route to kill her master, Forkiz Geung, but they could not get past the Balhannoth, an Underdarkien beast that lived in the tunnels. The party finally took the Balhannoth out, and they and Tinve both assailed the House of Pale Lanterns.
In the cellar they found a beleaguered Nelson and Forkiz, who informed them that Orrind had just been sold - sickeningly to Suzzarn, supposedly as 'leverage'. Nelson and his master pleaded the party to help them flee the city, but it was an offer that fell on deaf ears, and the two were left to die at Tinve's blade.
Now, faced with foes unknown, the party has some tough times ahead of it....
Upon returning to Khare, they were almost immediately confronted by Pavel Flind, the doyen of the Court of Jakob. Rather upset at the party trying to play the Court against the other gangs, Pavel demanded a substantial financial offering to 'let it slide'. Fresh from battle, the party characteristically declined the offer, and found themselves in a brawl with Flind and his swordsmen. The swordsmen, despite their skill, where soon dispatched, and Flind soon found himself dead with Sarah's axe buried in his skull.
They soon reached Sapphoro's shop where, underneath a poster advertising Khare's Smelliest Griffon, Hanged Men doyen Bad Krum was waiting for them. Upon hearing about the demons at Conrad's Point, he told the party that demons had been reported all over the city since the Eclipse appeared in the sky. However, exuberant at the thought of Pavel Flind being dead, Krum declared Gang War, and feverishly gave the party the location of Forkiz Geung's (Orrind's kidnapper) secret domain: a decommissioned sewer underneath the Flowers In A Cursed Land brothel that could be access at midnight.
Before they went after Orrind, they had some old business to attend to. Remembering Dogbone's revelation about Suzzarn having a secret house in the river district, they set out to check it out. They arrived at small shack guarded by a nervous looking teenage streetboy. Toying with wither killing or turning him into a gas, Christophe chose to adopt his old 'drunken Lord Melchior' rountine, and tricked the lad into drinking wine laced with sleeping draught. Inside they found numerous clues that:
1) Outed Suzzarn as a potential member of the Blind Varlet cult.
2) Spoke more of the Eclipse - a ritual to be undertaken at nearby Mount Shareat, that required the Cyrinishad, and an entity referred to as 'the Annointed One'.
3) That a doppelganger and some trickery was involved in the party's dealings with Baba Yaga in the Dire Woods.
Leaving everything as they found it, the party crept away from the shack. On their way home, they found themselves cornered by soldiers of Bane, who dragged them to the Palace of Lord Azzur. Inside they were given an audience with Suzzarn, who turned out to be a courtier of Azzur. Suzzarn made a few veiled threats about the Cyrinishad and Shareat, and the party managed to leave unscathed. On their way out, the Banites attacked the party under Suzzarn's orders, exclaiming "Take what the paladin is carrying, take the wizard alive!" The party dispatched the soldiers and fled the scene to the brothel.
Hiding out in the brothel until midnight, the party indulged in the local product before entering the sewers to rescue Orrind. Not before long, they ran into an old friend - the Drow bounty hunter Tinve Aleaza'baen, who seemed rather jittery and troubled. After Christophe convinced her of the party's good intentions, she told them her and her men were en route to kill her master, Forkiz Geung, but they could not get past the Balhannoth, an Underdarkien beast that lived in the tunnels. The party finally took the Balhannoth out, and they and Tinve both assailed the House of Pale Lanterns.
In the cellar they found a beleaguered Nelson and Forkiz, who informed them that Orrind had just been sold - sickeningly to Suzzarn, supposedly as 'leverage'. Nelson and his master pleaded the party to help them flee the city, but it was an offer that fell on deaf ears, and the two were left to die at Tinve's blade.
Now, faced with foes unknown, the party has some tough times ahead of it....
Monday, 17 December 2012
Brothers of the Black Feather: Prologue
“Brothers! Brothers!” Percy Pinklebottom the novice calls out hastily,
shaking you from your sleep. “The Abbot wants to see you immediately!”
It’s a cold morning in the dormitory at the Brice Black
Feather Monastery, and there’s a fair amount of grumbling as you dress amongst
your brothers. The more martially minded amongst the faithful – yourself included
– strap on weapons, holy symbols that crackle with the divine power of the lady
of death, and armour carved with devotions to Her name, standing out amongst
the more scholarly minded fellows who dress in simple habits of jet black
hessian.
You ascend the stone steps to the main hall, bones weary
from a night spent on a plain wooden pallet. All the brothers have been
gathered in the main hall, and the abbot stands at the lectern waiting to
speak.
“In her name!” Father Jacob Cobblestone, the Abbot of Brice’s
chapter of the Brothers of the Black Feather, cries shrilly, and after you and
your brothers reply in kind, a hush descends on the room. “I have called you
here because grave news has arrived at the monastery. A letter just reached me
from the head chapter, and two of our brothers have recently disappeared. They
were believed to be journeying into Ostergardt, and we are the nearest brethren
to their last known location. We have been asked to send out a delegation of
the faithful to try to locate our lost brothers. I need volunteers – the journey
will be difficult and dangerous…”
As the Abbot talks on your head begins to swim, and suddenly
your ears are filled with the sound of beating wings. In amongst the noise you
hear a woman’s voice, hollow as the grave, call your name. “I choose you” she
says. As the room swims back into view, you find yourself stood up, alongside a
few others, saying “I shall go”.
The abbot surveys the dozen or so of you – mostly novices
like yourself – and says “So be it. In her name!”
You and your newly selected companions roar back the
response, and set about making preparations.
Wednesday, 28 November 2012
ARENTINE: Story Update
After conquering the
dangers of the Shahamunti Mountains , the party saw the grim city of Khare on the horizon. Heading
through the wasteland foothills that mark the beginning of the vast and
terrible land of Kakhabad , they enter the city, and are
greeting with streets streaming with blood and effluence. They make haste to
refresh their supples before heading to a Harper safehouse in the northern
quarter of the city. There they met a Harper agent, a rather scruffy and jittery
ranger called Dogbone. He seemed unable to help them with their quest, appearing
quite confused as to why Baba Yaga would send them to find Suzzarn. He informs
the party that Suzzarn is no sage, but in fact one of Lord Azzur’s (the
supposed ‘ruler’ of Khare) lickspittle courtiers.
The party choose to
follow Dogbone’s advice to find an alliance in the city with one of the
factions who run the streets; the Hanged Men, the Court of Jakob, or the House
of Pale Lanterns. They also learn that it is the House of Pale Lanterns that is
run by the infamous Forkiz Geung, the very same man who holds Orrind hostage.
They make contact with all three gangs, and acquire a mission to investigate
some disappearances at a dungeon named Conrad’s Point from Pavel Flind, the
doyen of the Court of Jakob. Not fancying allying with the Vecna and Orcus
worshippers, the party take this intelligence to the Hanged Men’s doyen Bad
Krum, who sends them to investigate Conrad’s Point to see what the death cult
is up to.
Monday, 5 November 2012
Chase Rules
The Movement Check
A character’s Move check is +2 per point of
base speed. For an unencumbered human that moves at speed 6, that’s
+12. In a self-powered race like a footrace, you can add your STR bonus
to this in a given round but then have to make a DC 15 Fort save to not become
fatigued from the exertion. Use this same formula for other
movement types (riding, swimming) because it takes differing speeds into
account well.
The Chase Track
Rather than keeping up with specific
distances, a chase has distance represented by an arbitrary condition
track. It’s defined relative to whoever’s in the lead, and has six levels
-
1.
Close Contact
– within melee range of leader. Subject to all obstacles the leader has
to deal with.
2.
Point Blank –
close range can make any ranged attack without penalty. Take leader’s
obstacles or take an alternate path at DC 20.
3.
Short – Take
leader’s obstacles or an alternate path at DC 15. -2 on ranged attacks.
4.
Medium – From
this far back, it’s usually easy to avoid obstacles. -4 on ranged
attacks. Can’t use ranged 5.
6.
Lost – you
done lost ‘em. If you have allies still in the chase and you can
still run (not fatigued or just giving up) you can run after them sufficiently
to at least arrive on the scene once it’s all over, but you can’t get back into
the actual chase.
Chase participants start at a chase level that makes sense – if they are right there with the leader and take off after them when they take off, they can start at point blank. If they’re a round of movement away, or pause to shoot or take another action before they get going, start them at medium range.
Obstacles
In a chase, there’s a bunch of different
kinds of obstacles and complications that can come up. Here’s a sample
but not comprehensive list. In general the checks to pass these obstacles
are DC 15. If you fail the check, you drop back one level on the chase
track; if you miss by 5 you take 1d6 nonlethal damage from a collision or
similar mishap. This is an urban specific list. In a crowded urban
environment, each round has a 1 in 3 chance of bringing a mandatory obstacle,
or the leader can deliberately head towards obstacles as desired. Roll
1d8 for what type, or choose one:
1.
Simple
(Acrobatics/Melee) – barrels, gate, street vendor’s blanket, etc.
2.
Barrier
(Acrobatics) – fruit cart, unexpected turn
3.
Wall/Gap
(Athletics) – “end of alley” wall, fence, ditch, open manhole, pit
4.
Evasion
(Perception) – spot where he's gone
5.
Traffic
(Endurance/Dex) – pedestrians, mule team, orc pirates
6.
Squeeze
(Str/Dex) – crawlspace, hole in wall
7.
Noxious
(Endurance) – tannery, factory, sewage
8.
Terrain
(Dex/Acrobatics) – gravel, mud bank, slick cobblestones
Actions
Anyone in close contact with the leader can
conduct melee attacks on them. Whoever wins initiative gets to determine
if attacks or Movement checks happen first.A character can take a ranged attack but automatically drops back one level on the chase track when they do.
If the chase goes a number of rounds equal to anyone’s CON score they have to make DC 20 Fort saves each round or become fatigued, and effectively drop out.
Monday, 22 October 2012
ARVENTINE: Story Update
Resolved to take the Cyrinishad to the Harpers, the party leave Arventine and travel on the north road, tailing the army that marches to lift the siege of Vos. On the way they aid the village of Pel's Hollow with a complex witch problem, and help the Arventine army destroy a Zhentarim fortress.
Upon arrival at the Direwoods, they find a modest lodge owned by the Harpers. Inside they meet Sinifae and Mendoken, two Harpers who explain that a strange entity in the Direwoods named Baba Yaga wishes to speak to the party regarding the Cyrinishad. Heading into the dark forest, they are set upon by this Baba Yaga, and she uses her fey magicks to trap each party member in their own nightmares. The party overcome each dream, and they confront Yaga.
Apologising for this 'test', Yaga goes on to explain that the Cyrinishad is not the soul of a dead god, but of an ancient Archmage named Cyric, who was killed on the cusp of achieving godhood, 8,000 years ago. She tells the party of 'The Pilgrim', the de facto leader of the Blind Varlets, who has obtained powers merely from the presence of the book on the prime material plane. The Pilgrim is preparing for something Yaga called 'The Eclipse'. The Hag then tells the party of Suzzarn, a creature who dwells in the city of Khare who knows how the Cyrinishad could be destroyed. The party elect to travel to Khare to find this Suzzarn, instead of investigating this 'Pilgrim'.
After passing through a Bel Turathi burial site, a series of underground rapids and facing a white dragon and its orc worshippers, the party make it through the Shahamunti Mountains, and the dark shape of Khare looms beneath them...
Saturday, 20 October 2012
Evarressemme: Cast of NPCs
DINZHAR – A powerful and rather unpleasant “businessman” in the port city of Ilthmong.
TANI – An agent of the Dhigan Society – a shadowy organisation that is deeply involved in the shadier side of Evarressememe politics, sometimes, but not exclusively, acting as the empire’s secret service – whom the party angered and were nearly killed by in lthmong.
FENG – A representative of a power at the Evaressememe court, who has provided the party with a couple of (somewhat dodgy and underhand) jobs.
“MR HU” – The mysterious courtier who Feng represents.
MA HEI – Young, foppish nobleman who was a supporter of Mr Hu, but is now dead.
SOUNG – All the party know of this person is that they arranged the assassination of Ma Hei, the evidence for which was a letter at the assassins’ headquarters.
BIG WEN – One of Captain Octagon’s chief lieutenants.
CAPTAIN OCTAGON – A former pirate captain, who turned his crew over to the authorities in order for the chance to start a new life on land. Following this he became a mercenary, and won a certain measure of fame for leading a heroic charge at the Battle of Yu Han Hill. He then moved to the capital, Mongxar, where he set up as a general criminal overlord, and controls most underworld operations in south Mongxar. Also the party’s most recent employer.
OLD MAN LI – An wizened old denizen of the market and dockside districts known for having his finger on the pulse of what’s adrift in the Mongxar underworld.
ILTHMONG JO – A well connected opium house proprietor.
MADAME DENG – The madam at the Perfumed Fan bordello.
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