Sunday, September 28, 2014

Candlestick Holders

Candles are very useful. They are not nearly as heavy as torches, smaller, and have the benefit of being potential "containers" of magic. The big issue with candles is that they give off a smaller light radius than torches, we'll say half the radius for simplicity sake. They do, however, burn for twice as long as a torch would.

That said, you need a proper holder for candles if you wish to use them in a dungeon environment. here are some examples of Candlestick Holders:
These can also be used as inconspicuous treasures - A very fine design candlestick holder made out of gold, silver, platinum, or embedded with gems, etc, would be an excellent valuable treasure for adventurers to find and sell.

As far as magic goes, a "Candle of Protection from X" are the most obvious use - the light created from the candle is what bears the magic and encompasses the sphere of protection magic from "X" while lit. Here's an example of a "Candle of Protection from Undead"


Sanctified Candle: Protection from Undead:
While the Sanctified Candle is burning, any and all Undead creatures cannot come within the 15' radius sphere of light illuminating from the candle, whether or not there is any other light nearby or crossing into the candle's light.
Any undead the light illuminates upon will immediately take 1d4 points of damage and is "turned" as if by a 10th level Cleric for 2d6 rounds. If the affected Undead creature cannot escape the sphere of illumination of the Sanctified Candle, it suffers an additional 1d4 points of damage every round that it remains illuminated.

More candlestick holders:



Monday, June 30, 2014

Regional Maps of Coronus, the Feylorne, and Beh'Lahn






Monday, June 23, 2014

Core: Map of the World of Epoch


Epoch is roughly 4/5 the size of Earth.

Gold star = "Good" nation capitol (such as Galaria)
Red star = "Evil" nation capitol (Such as Zuln)
Purple star = Points of Significance such as Wizard towers, Religious temples, and Druid Enclaves
Gold/Purple = Dal'Dais, "Good" Wizards 
Red/Purple = Obsidian Tower, "Evil" Cult 
Gray/Purple = Druid Enclaves, "Neutral"



Nations of West Coronus

Galaria - nation of good humans, landscape ranges from plains, forests, occasional rolling hills and the sparse mountain range. Beautiful and temperate. Capitol: Gildenbrad

Mahanne Empire - nation of the Kaminoko (oriental humans), the land is reminiscent of the steppes regions of china, and the climate is borderline subtropical. Capitol: Tentei'no'Toshi

Dal'Dais - this is not a nation or capitol per se, but the floating city of wizards dedicated to the study of magic. The Council of Dal'Dais abhors the use of undead necromancy, demonology, and heresy (devil worship), but do not outlaw directly outlaw the studies of these subjects. Nonetheless, it is a negative social stigma to be associated with any of the three taboos.


Zuln - nation of evil humans. Also known as the "Bleakwuud", dark and sinister forests covers much of the area. The prevalence of evil causes the region to be slightly cooler than surrounding regions. Capitol: Zuln

The Library of Nels'Nat is a massive wizard tower where the council of Dal'Dais resides. The entire tower, except the council chamber, is open to the public and contains an unrivaled collection of books, tomes, and codices of knowledge, mundane, magical, supernatural and beyond.

Tir'Corsus is actually a chapel to the divines, rather than a wizard tower.

Bathd'Druin - The largest grove, and the ancient home of the druids.

Nations of East Coronus and the Feylorne Proper

Elvenuud - home of the sylvan elves, an ancient and massive old-growth forests. Trees in this region tend to be centuries-old or older, and the west-central mountain range acts as a natural barrier to the west. Temperate. Capitol: Valandar

Den'Lunora - Mountainous home of the dwarves. Foothills and forests are common along the coastline, and cliff sides are more prevalent than shorelines. Temperate to borderline subtropic forests, the mountains become cold and snowy towards the peaks and summits. Capitol: Den'Gruinvere

Hillvale - home of the halflings, forested foothills of Den'Lunora and rocky streams. Capitol: Hillvale City

Gez'Ket - The upside-down mountain-capitol of the Gnomes. Subtropical climate, this island is known as one of the two "Feylorne Proper"


Valley Kilgorn - The badlands of the Valley Kilgorn used to be a beautiful place, but the evil Orcs, Ogres, Goblins, and other undesirables that have conglomerated in the Valley Kilgorn have despoiled the land into a rocky, brown, barren wasteland of what it used to be. Capitol: Kilgorn Cragspire

Tir'Sylvus is the tower of the Sylvan elves who dedicate themselves to the arcane arts.

Tir'Neen is the tower of the Faeriequeen, and is carved from a gigantic amanita mushroom. This island is known as one of the two "Feylorne Proper"


Continent of Dragonmaw

The Dragonmaw is also known as the Deadlands. It is a volatile volcanic island home to the Cult of the Dreadlord, the patron deity of the undead, death, and disease. The Obsidian Tower is home to the cult.


Continent of Ruuon

Ohkmun is the capitol of the Ruuonites. The land is a vast, dry desert. Mountain peaks rise almost at random from the land. Remere Shatar, location of the Daemonportal, is a Temple City located on a massive Ley Line. The conjurers that reside here use the Ley Line to amplify their magic to subdue and enslave the demons they summon. The Ruuonites are directly opposed to the Xiongauh.


Continent of Beh'Lahn

Fhel'Bihl is the capitol of Beh'Lahn, although it is currently ruled by the evil wizard Vulkran from his tower, Tol'Vul.


Continent of Fjordhjiim

Fjordhjiim is a frozen arctic land. The Koldesbjurn people of Fjordhjiim are violent, evil heretics. Their society is one of meritocracy, wealth and evil deeds earning more standing amongst fellow marauders. The capitol of Fjordhjiim is Koldesbjur. Tol'Jotun is the castle of the evil titans known as the Jotun.


Continent of Xionguah

Xionguah is thoroughly covered in dense tropical jungles and swamps. Engkuur Tozh is a massive, symmetrically built monastery-city. The Moth Temple is home to an evil cult of demoniacs who freely unleash their demonic lords to the world. Not much else is known of this evil land. Xiongauh is directly opposed to the Ruuonites.


The Castazan Seas

Swashbuckler King and mighty wizard Constanz Margaux VII is the undisputed ruler of the seas, based on the smuggler island-city of Margaux. The swashbuckler commences many pillaging raids from the planks of Tol'Castaza, his extravagant ocean-faring, nigh-indestructible, juggernaut ship.

Bathd'Shea is where druids who especially revere the oceans gather.

Continent of Primordia 

This sprawling land of tropical, prehistoric forests mountains and plains is almost completely untouched by civilization.

Bathd'Naret is a relatively new druid enclave, dedicated to studying the prehistoric flora and fauna of Primordia.


Summary
8 continents and 1 oceanic region
- Coronus
- Feylorne
- Ruuon
- Beh'Lahn
- Fjordhjiim
- Xionguah
- Dragonmaw
- Primordia
- The Castazan Seas

7 "Good" nations
- Galaria in West Coronus, Human (Galarians)
- Mahanne Empire in West Coronus, Human (Kaminoko)
- Elvenuud in the Feylorne of East Coronus, Sylvan Elves
- Den'Lunora in the Feylorne of East Coronus, Dwarves
- Hillvale in the Feylorne of East Coronus, Halflings
- Gez'Ket in the Feylorne Proper, Gnomes
- Ohkmun on Ruuon, Human (Ruuonites)

7 "Evil" nations
- Zuln (aka) Bleakwuud in West Coronus, Human (Meddians)
- Valley Kilgorn in the Feylorne of East Coronus, Orcs Ogres Goblins, etc
- Fhel'Bihl in Beh'Lahn, evil races and creatures from Orcs to Meddians, Castazans to evil Sylvans.
- Deadlands of Dragonmaw, Undead and Cultist of the Dreadlord from all backgrounds.
- Engkuur Tozh in Xionguah, Human (Xiong)
- Koldesbjur in Fjordhjiim, Human (Koldesbjurn)
- Margaux in the Castaza Seas, Human (Castazans)

13 Points of Significance
5 "Good"
- Dal'Dais City of Magic, The Library of Nels'Nat, Mahanne Empire
- Remere Shatar (aka Temple City Remere), the Daemonportal, Ruuon
- Tir'Corsus, Chapel of The Divine Grace, Galaria
- Tir'Sylvus, Tower of the Sylvan Magi, Elvenuud
- Tir'Neen, Mushroom home of the Faeriequeen, Feylorne Proper

5 "Evil"
- The Obsidian Tower, Cult of the Dreadlord, Deadlands
- Moth Temple, Cult of Lepidus'Moz the Demon Moth, Xionguah
- Tol'Jotun, Castle of the evil Jotun and god-kings of the Koldesbjurn people, Fjordhjiim
- Tol'Vul, Tower of the evil Sylvan warlock Vulkran, Beh'Lahn
- Tol'Castaza, The Extravagant Juggernaut Galleon of Constanz Margaux VII, Castaza Seas

3 "Neutral" Druid Enclaves
- Bathd'Druin, West Coronus
- Bathd'Shea, Castaza Seas
- Bathd'Naret, Primordia

7 Diverse human cultures
All count as standard humans as far as game mechanics are concerned. The point of this list is to note cultural analogs and general physical appearances to aid in describing characters. Similar to the original Greyhawk setting's variants of humanity.
- Galarians, styled after Renaissance-era Europe, olive skin, wavy to straight black hair, hazel or green eyes
- Merridians, styled after Dark Ages-era England, pale skin, curly to wavy brown or red hair, green or blue eyes
- Kaminoko, styled after Oriental cultures, lightly tan skin, wavy to straight black hair, black eyes
- Ruuonites, styled after African, Saharan-Egyptian, and Arabic cultures, brown skin, curly black hair to wavy dark brown hair, brown eyes
- Castazans, styled after Hispanic cultures, light tan skin, curly to wavy black hair, hazel eyes
- Xiong, styled after Ancient Cambodian culture, deep tan skin, curly to wavy black hair, amber eyes
- Koldesbjurn, styled after Nordic Viking culture with heavy influence from Black-Metal stereotypes, pale skin, wavy brown to straight blonde hair, blue eyes.

Friday, June 20, 2014

Misc: Generic Probabilities

"There will be times in which the rules do not cover a specific action that a player will attempt. In such situations, instead of being forced to make a decision, take the option to allow the dice to control the situation. This can be done by assigning reasonable probability to an event and then letting the player dice to see if he or she can make that percentage. You can weigh the dice in any way so as to give the advantage to either the player or the non-player character, whichever seems more correct and logical to you while being fair to both sides."

The little excerpt above was quoted from the 1st Edition AD&D Dungeon Masters Guide, page 110.
This basic chart takes that idea and removes the guess work to give DMs an easy-reference table for different difficulties and probabilities. This especially useful for Secondary Skills, but can and is intended for any situation that doesn't already have an officially described method of handling.

Generic Probability Chart
Additional Modifiers:
 • +5% for being eligible for the Prime Requisite Experience Bonus
 • +5% for each circumstantial benefit; ie top dollar equipment, safe or beneficial location, etc
 • -10% for each circumstantial hazard

Thursday, June 19, 2014

Misc: Handling Secondary Skill Proficiencies and Checks

Handling Secondary Skill Proficiencies and Checks

While I was reading through the DMG, I noticed there is no definite system for handling skill. But then I realized I was wrong, there always has been a way, when I remembered the Thief class skills. So, I decided to write up a basic guide for handling secondary skills and checks derived from the thief skills table. All skill checks should be done with a percentile die, and work just like doing checks for Thief Skills, the goal to roll less than or equal to the total target score.

The standard Thief skills; Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, etc; are also now considered Secondary skills (with some restrictions), and also use the new skill table.

Secondary Skill Proficiency, Table I
Skill Proficiency

Bonus
Target Score

Odds
0, Unskilled
+0%
5%
1/20
1 (skill*)
+15%
20%
1/5
2 (skill**)
+30%
35%
~1/3
3 (skill***)
+45%
50%
1 out of 2
4 (skill****)
+60%
65%
~2/3
5(skill*****)
+75%
80%
4/5
Additional Modifiers:
  • +5% for each circumstantial benefit, ie top dollar equipment, safe or beneficial location, etc
  • -10% for each circumstantial hazard
  • +5% for being eligible for the Prime Requisite XP bonus
Character Creation Errata
Each Non Thief-type character begins at level 1 with 1d4+1+INT (2-5+INT mod) proficiency points to allocate to any desired skills. Thief skills are an exception, can only be selected if the character has a DEX of at least 13, and then only a single skill may be chosen can only have 1 point added to it to begin with.

Thief-type classes work the same way, only they use the DEX mod instead of INT. Thief types have reversed selection options, being allowed to pick from all thief skills (Except Read Languages, explained below), but restricted from Secondary skills unless the character has an INT or WIS of at least 13, and then only a single skill may be chosen can only have 1 point added to it to begin with.

There is a max limit of skill** for all skills selected during character creation, regardless of class or skill type. This is for maintaining balance between new characters. They can be improved further upon earning new levels. Depending on what skills are chosen, this can be used for a source of background history on the character, such as his normal blacksmith job, or to explain that is good with animals because he lived on a farm growing up or is a druid, for example.

The original DEX-Thief Skill Target% modifier table [PHB p12, Dexterity Table II] still applies, in the following manner: Penalties apply to all characters but bonuses apply only for Thief-types. This keeps competent, well trained thief-types at the top of their game, while penalizing anyone logically incapable, as even if they're trained, they have a natural incompetence or clumsiness that keeps them from being very good at Thieving.

Non Thief-types have a maximum level limit of skill*** on Thief Skills; or, for a Non Thief-type character who happens to have 18+ DEX, the limit is raised to skill****.

As noted with the table, Characters also receive a +5% bonus if they are eligible for the Prime Requisite Experience Bonus (PREB), and any circumstantial benefits can add a +5% bonus (+5% for each factor significant enough to make a difference). If the character has access to superior alchemy equipment (+5%), AND a library of knowledge regarding resources (+5%), he gains a total +10% circumstantial bonus. Likewise, circumstantial hazards can reduce the chance of success. Each hazard reduces the Target Score by -10%. These can include many things and oftentimes failure under hazardous conditions can result in dangerous, harmful, or deadly situations, such as distractions affecting concentration, poor quality equipment, climbing a wall or cliff during high winds or a rainstorm (risking potentially severe fall damage or death if you drop too far.)

A character who has is absolutely unskilled, has no training in a skill whatsoever has a base 5% chance of succeeding the check (Lucky break). The maximum limit for a target score is 95%, there is always a 5% chance of failure (Unlucky strike).

The Thief skill "Read Languages", for all intents and purposes, will never count as a Secondary Skill. It is a unique ability learned during a Thief-type’s career (4th level standard, 10th level they also get "read magic”, see below) and not a skill. By the Books, a “read language secondary skill” would simply be defined as the standard Character Languages rule [PHB p34]

“Read Magic", By the Books, is a spell. Why do thief-types get read magic then? They don’t. They just get clever enough to decipher arcane texts like regular languages; although not without potential consequences of shoddy comprehension.

Example: Gerrick the Crook’s ability to read and understand magic is unclear. The Fireball scroll blows up in his hand before he even finishes reading it!

Example: 3rd level Alchemy could be written as “Alchemy***”; 5th level Carpentry as “Carpentry*****”; 2nd level Hunter or 1st level Fisher as “Hunter**” or “Fisher*”

Example: A Cleric who has 18 Wisdom, and Alchemy***, which means the character has 3 proficiency points in Alchemy; gets a +50% to his base alchemy skill target score. +5% from his Wisdom meeting Prime Requisite bonus eligibility, and +45% from his Alchemy Proficiency, added to the base of 5%, totals a 55% chance of success, not including any potential circumstantial modifiers.

Optional Rule – Action Skills: Under this rule, Climb Walls and Hear Noise are not restricted as thief skills or a secondary skills, thus can be chosen freely as either; although thief-types do receive a natural +10% to both of them if trained, in addition to the standard proficiency bonuses. They are now considered “action skills”, which include other potential skills like Swimming or Acrobatics. These are generalized skills that can be applied in a wide range of situations. They follow a slightly different set of rules with a limit of skill*** and a different table, detailed on Table II. Otherwise, action skills are checked in the same universal way. Action skills have a Base Target Score of 20%, and the same maximum limit of 95%. In some cases, however certain measures can increase the 95% success rate to 99%, such as using ropes and other safety equipment when climbing. This is up to DM discretion on a per-case basis. It is also up to the DM whether or not to use this rule – it is entirely optional.
Action Skill Proficiency, Table II
Skill Proficiency

Bonus
Target Score

Odds
0, Unskilled
+0%
20%
1/5
1 (skill*)
+15%
35%
~1/3
2 (skill**)
+30%
50%
1/2
3 (skill***)
+45%
65%
~2/3
Additional Modifiers:
  • +5% for each circumstantial benefit, ie safety equipment, swimming in calm waters
  • -10% for each circumstantial hazard
  • +5% for being eligible for the Prime Requisite XP bonus
  • +10% initial training bonus if a thief-type