HeroMarine
Irenaeus
Greetings, fellow codexers.
This is the thread for an online PnP campaign, OSR-based (heavily modified), in the West Marches style (episodic). I am hoping to recruit players whiling to play on Discord/roll20 (text only) on the weekends for 3 or 4 hours per session, the precise time after arranging with the players. The episodic style means a player doesn't NEED to play every weekend/session, these characters will be consider resting/training and can't be attacked.
Character creation in particular is a little creative in that I have also used stuff from Burning Wheel to generate a group of connected level-0 dudes you start playing with before leveling up (or having them die). You start playing with a group of level-0 not-yet-heroes who must survive a "funnel" adventure to become actual level-1 characters.
Text-based here means in chat style in discord for the role play parts (maps, decisions and slower stuff) and a bit on roll20 for the action parts. No voice-based because I'm Brazilian and it's too much of a hassle for me to talk instead of write, which I can do competently enough for a casual campaign. I can only wish to approach the whimsical feel of DCC adventures, but I'll try.
Everyone interested can respond in this thread to be given invites for the game discord server or send PMs to set things up and then we can move to discord and roll20 to play.
Feel free to share your thoughts! Thanks in advance.
And now, for a little information about the setting and system rules (more on Discord):
This is the thread for an online PnP campaign, OSR-based (heavily modified), in the West Marches style (episodic). I am hoping to recruit players whiling to play on Discord/roll20 (text only) on the weekends for 3 or 4 hours per session, the precise time after arranging with the players. The episodic style means a player doesn't NEED to play every weekend/session, these characters will be consider resting/training and can't be attacked.
Character creation in particular is a little creative in that I have also used stuff from Burning Wheel to generate a group of connected level-0 dudes you start playing with before leveling up (or having them die). You start playing with a group of level-0 not-yet-heroes who must survive a "funnel" adventure to become actual level-1 characters.
Text-based here means in chat style in discord for the role play parts (maps, decisions and slower stuff) and a bit on roll20 for the action parts. No voice-based because I'm Brazilian and it's too much of a hassle for me to talk instead of write, which I can do competently enough for a casual campaign. I can only wish to approach the whimsical feel of DCC adventures, but I'll try.
Everyone interested can respond in this thread to be given invites for the game discord server or send PMs to set things up and then we can move to discord and roll20 to play.
Feel free to share your thoughts! Thanks in advance.
And now, for a little information about the setting and system rules (more on Discord):
Setting
The campaign is to be played in a medieval fantasy kingdom, which expanded from one province to three provinces in the period of 150 years during a war with a barbaric kingdom to the south. The expansion brought the need of resettlement to new regions for the people of the kingdom. The specific region of the campaign is an isolated central valley, called Cradle Valley, which has been conquered 70 years ago and been slowly resettled.
The administration of the region was given to the Count of the Cradle, who further delegated control to a handful of barons who built keeps and other nobles who built manors. Settlements are a dozen of small villages without royal charters and no independent administration, deferring to the aristocratic authority.
The people of the kingdom are socially organized as in feudal medieval era, but the interesting part of the campaign will be played in a region (the Cradle Valley County) where they are relatively new arrivals with shallow roots to the land and settlements, almost a frontier society. The culture in the kingdom is based on feudal low middle ages - lower tech and lower development - a mostly agrarian economy. Urban centres produce the manufactured goods and the technology for metallurgy and blacksmiths is a bit more advanced to reflect the use of more conventional RPG weapons, armors and tactics.
The kingdom follows an organized religion of worship of a Lawful Almighty God of Light based on Medieval Christianity. The God of Light communicates with saints and prophets through visions and angels.
Two other pantheons of ancient religions, based on roman/greek and nord mythology also have some influence on the land, particularly in more wild pockets. There are rumors of even elder and obscure gods of forgotten times. These later pantheons include the whole alignment spectrum (From Lawful Good to Chaotic Evil).
Gods and goddesses are powerful nonhuman beings with whom individuals and communities enter into various relationships or covenants. They vary in domain and importance, but minor gods are still worthy of reverence; there have been any number of examples of covenants between small gods and individuals, tribes, or local communities, in which the latter seem to have benefited quite substantially from the interaction.
Some examples of Gods:
Goddess of Agriculture, Fertility and Life: Worshiped mainly by farmers, healers and midwives of most humanoid races, this goddess is known by names such as Demeter, Danu, Isis and Ceres. She is perceived as motherly, helpful and full of love, if a bit naive to the evils of the world. Her cult is not particularly suppressed, since authorities believe that farmers need all their help they can get in their loyal daily toil, but the tendency of her priests and followers to commit excesses of carnal love and baby-making has not been unnoticed by the clergy.
Cleric weapons: Scythes, sickles, hooks and pitchforks.
Unholy enemies: Chaos Primes, demons & devils, undead, chaotic extraplanar creatures, dragons, monsters (particularly pests) and chaotic humanoids.
Goddess of Love and Magic: This pagan goddess Venus of licentious love was an easy target for the kingdom's clerics in rooting out her following. Even so, her cult prospers in the courts, salons, feast halls, taverns and brothels, and in the countryside, at more isolated villages that are away from the eyes of the church. There are always those of romantic inclination who will devote themselves to the Goddess known by many names depending on the area: Freyja, Gefn, Hoern, Mardoell, Syr, Valfreyja, Vanadis, etc. Due to this disconnected and disorganized but passionate veneration, the goddess still possesses much of her magic powers and influence on local affairs that are lacking in old gods that have been forgotten.
Cleric weapons: Swords (any), bow.
Unholy enemies: Stone-hearted and unloving beings.
Goddess of Darkness and Fate: The Morrigan, the Terror Queen, has been training and blessings armies in the Otherworlds since time immemorial, but her presence in the kingdom is very small. Her acolytes try to bring her attention to the region so she can bring the havoc and conquest as was foretold in prophecies, or so they would have you believe.
Cleric weapons: Swords, spears, daggers.
Unholy enemies: Angels, Lawful beings, paladins, those who defy their destinies.
Magic
This campaign will use most of base DCC RPG magic-system and "lore" to create varied and unpredictable magic-users. Patrons will be very important.
A couple examples of Patrons created for the setting:
S'Dashdj, Elemental Sorceress-Princess of Mud
The Archomental Sorceress-Princess of Mud takes the figure of a tall, robust and curvy woman with a constitution of reddish-brown molten clay. She is a power to be respected and feared by those residing or trying to cross the moist hills of the Para-Elemental Plane of Mud. From soft earth creatures to bubbling oozes, she controls tons of minions from her gleaming mud palace. Her home communicates openly to plenty locales in the material plane through magical acidic bogs and swamps or at silts and clay deposits exposed by hydraulic erosion of hills and river margins. S'Dashdj is a warm and friendly Archomental with a driven agenda of submersing every living thing under a big landfill for her elemental pets to play in.
Dis, Father of Riches
The Arch-Devil Dis was once a god of wealth and prosperity in the past, but as he was forgotten by the people he has traded divinity for supernatural and material power. Originally a god of riches, fertile agricultural land, and underground mineral wealth, Dis retreated further through the depths until he founded a city and sought protection from Chaotic Lords, rising to the rank of Arch-Devil among the evil denizens of the Lawful lower planes. Currently, the renewed Arch-Devil, who has never again expresses an emotion, has found new purpose: avoid life, love and cheer; amass great wealth to bring to the Afterlife. Sitting on his gigantic marble throne on his Infernal City, populated by the souls he now owns, Dis can bestow supernatural powers and riches to his "adopted sons" on the Material plane as an investment for carving a greater fortune for himself in the underworld.
System Rules
A character is defined in the broadest terms by six attributes/ability scores:
From these ability scores, a character's Saving Throws and Health (HP) are derived.
Every player gets 50 points to generate level-0 characters, those who may become heroes if they survive the adventures. To generate a character, you choose setting/social class and pay for its costs then roll 3d6 for abilities.
Optional rule: the player rolls all abilities, THEN choose setting/social class and occupation
Here are the basic costs of a character based on sex and age
Here are the settings and social classes, and their costs
Sample settings and social classes:
Combat rules
For 0-level funnel adventures with dozens of characters, combat may be extremely simplified for speed of play, while adventures with less characters of higher level can make use of more complex combat rules inspired in more sophisticated systems, if the players want to.
The campaign is to be played in a medieval fantasy kingdom, which expanded from one province to three provinces in the period of 150 years during a war with a barbaric kingdom to the south. The expansion brought the need of resettlement to new regions for the people of the kingdom. The specific region of the campaign is an isolated central valley, called Cradle Valley, which has been conquered 70 years ago and been slowly resettled.
The administration of the region was given to the Count of the Cradle, who further delegated control to a handful of barons who built keeps and other nobles who built manors. Settlements are a dozen of small villages without royal charters and no independent administration, deferring to the aristocratic authority.
The people of the kingdom are socially organized as in feudal medieval era, but the interesting part of the campaign will be played in a region (the Cradle Valley County) where they are relatively new arrivals with shallow roots to the land and settlements, almost a frontier society. The culture in the kingdom is based on feudal low middle ages - lower tech and lower development - a mostly agrarian economy. Urban centres produce the manufactured goods and the technology for metallurgy and blacksmiths is a bit more advanced to reflect the use of more conventional RPG weapons, armors and tactics.
The kingdom follows an organized religion of worship of a Lawful Almighty God of Light based on Medieval Christianity. The God of Light communicates with saints and prophets through visions and angels.
Two other pantheons of ancient religions, based on roman/greek and nord mythology also have some influence on the land, particularly in more wild pockets. There are rumors of even elder and obscure gods of forgotten times. These later pantheons include the whole alignment spectrum (From Lawful Good to Chaotic Evil).
Gods and goddesses are powerful nonhuman beings with whom individuals and communities enter into various relationships or covenants. They vary in domain and importance, but minor gods are still worthy of reverence; there have been any number of examples of covenants between small gods and individuals, tribes, or local communities, in which the latter seem to have benefited quite substantially from the interaction.
Some examples of Gods:
Goddess of Agriculture, Fertility and Life: Worshiped mainly by farmers, healers and midwives of most humanoid races, this goddess is known by names such as Demeter, Danu, Isis and Ceres. She is perceived as motherly, helpful and full of love, if a bit naive to the evils of the world. Her cult is not particularly suppressed, since authorities believe that farmers need all their help they can get in their loyal daily toil, but the tendency of her priests and followers to commit excesses of carnal love and baby-making has not been unnoticed by the clergy.
Cleric weapons: Scythes, sickles, hooks and pitchforks.
Unholy enemies: Chaos Primes, demons & devils, undead, chaotic extraplanar creatures, dragons, monsters (particularly pests) and chaotic humanoids.
Goddess of Love and Magic: This pagan goddess Venus of licentious love was an easy target for the kingdom's clerics in rooting out her following. Even so, her cult prospers in the courts, salons, feast halls, taverns and brothels, and in the countryside, at more isolated villages that are away from the eyes of the church. There are always those of romantic inclination who will devote themselves to the Goddess known by many names depending on the area: Freyja, Gefn, Hoern, Mardoell, Syr, Valfreyja, Vanadis, etc. Due to this disconnected and disorganized but passionate veneration, the goddess still possesses much of her magic powers and influence on local affairs that are lacking in old gods that have been forgotten.
Cleric weapons: Swords (any), bow.
Unholy enemies: Stone-hearted and unloving beings.
Goddess of Darkness and Fate: The Morrigan, the Terror Queen, has been training and blessings armies in the Otherworlds since time immemorial, but her presence in the kingdom is very small. Her acolytes try to bring her attention to the region so she can bring the havoc and conquest as was foretold in prophecies, or so they would have you believe.
Cleric weapons: Swords, spears, daggers.
Unholy enemies: Angels, Lawful beings, paladins, those who defy their destinies.
Magic
This campaign will use most of base DCC RPG magic-system and "lore" to create varied and unpredictable magic-users. Patrons will be very important.
A couple examples of Patrons created for the setting:
S'Dashdj, Elemental Sorceress-Princess of Mud
The Archomental Sorceress-Princess of Mud takes the figure of a tall, robust and curvy woman with a constitution of reddish-brown molten clay. She is a power to be respected and feared by those residing or trying to cross the moist hills of the Para-Elemental Plane of Mud. From soft earth creatures to bubbling oozes, she controls tons of minions from her gleaming mud palace. Her home communicates openly to plenty locales in the material plane through magical acidic bogs and swamps or at silts and clay deposits exposed by hydraulic erosion of hills and river margins. S'Dashdj is a warm and friendly Archomental with a driven agenda of submersing every living thing under a big landfill for her elemental pets to play in.
Invoke Patron check results:
12-13 Bubbling magical mud is summoned, and covers the body of the caster. The mud takes damage instead of the caster while slowing the caster's movements up to a base speed of 15’, for up to 1d12+CL minutes. Once the caster has taken 10 damage, the bubbly mud disperses. While encompassed by the mud, the caster has a +3 bonus to Armor Class.
14-17 The caster is turned into living mud! He gains the ability to recompose his body into a formless mud pool and crawl around at a base speed of '15, with +5 to Armor Class. His "arms" are mud apendages that can be split into two sets of thick brown tentacles that allow him to perform two actions for every Action Die, but each action is reduced by –1d if he chooses to do so, and the actions must be those hand-less arms can perform. The caster can attack with these arms for 1d6 damage + entanglement (Fort save DC 15, 1d6+CL damage on a failed save, or CL damage on a success). Entangled targets remain in this condition until they roll a Fort save DC 10 to disentangle. The caster retains his eyes and ears but loses his mouth, remaining mute through the period and not able to casts spells. This transformation lasts 5 rounds per CL.
18-19 The caster may designate one weapon of his choice per caster level to be covered in magical clay. As long as the weapon is wielded by a Chaotic creature, the weapon is considered magical and does an additional 1d4 points of damage. A creature hit by this weapon must make a DC 10 Fort save or lose its next action due to wracking pain. This effect lasts for 1 minute per caster level.
20-23 A swarm of small mud elementals is formed from likely locations – soft ground, dirty pools, moist cave walls, etc.., within 100’ of the caster. They take 1d3+1 turns to form and approach. A number of creatures arise equal to 1d8 x CL, and they remain for 2d6 rounds, obeying the silent will of the caster before their spirit breaking up and the materials either melting or drying up. Small mud elemental: Init -4; Atk slam +2 melee (1d4+2); AC 11; HD 1d4; MV 15’ or dig 30’; Act 1d20; SP elemental traits; SV Fort +5, Ref -4, Will 0; AL N.
24-27 Mass Entanglement. The caster targets a group of normal-sized enemies within 100’ and points to him. The targets are completely covered by magically summoned mud and paralyzed. The targets are crushed, taking 1d6 damage immediately unless they succeed on a DC 12 Fort save. If the save is failed, the targets take another 1d6 damage on the following round with another save to resist. Each time the targets fails a save, the suffocation continues another round, lasting until they succeeds on a save. The summoned mud lasts for 1d6 rounds per caster level, when it magically disappears, freeing the targets.
28-29 Same as above, but with DC 18 Fort save.
30-31 The caster is taken into the mud palace of S'Dashdj, where he is safe from harm, for 4d6 rounds. A magical pool of mud is formed on the area where the caster once stood, taking whoever dives on it to a random spot at the Para-Elemental Plane of Mud. While the caster is sequestered in the palace, he may select a gift from the Archomental. Afterwards, S'Dashdj returns the caster to the material plane, placing him at any desired location within 50 miles of where he was removed to the palace.
32+ One giant mud elemental champion arrives per caster level. For each giant mud elemental so summoned, 1d3 mud mephits (small, winged creatures with more or less humanoid features) are also summoned. The group of mephits remain in the vicinity of the giant elementals they are summoned with, and will attack their enemies, or of any creature also attacked by the giant elementals. The giant elementals are the caster’s to command for 1d6+CL hours. In addition, the caster’s primary weapon becomes a magical clay weapon (as per 18-19, above) for this entire time.
Giant Mud Elemental Champion: Size 20' x 20'; Init +4; Atk slam +12 melee (4d6+4); AC 20; HD 12d8, MV 15’ or dig 30’; Act 1d24; SP elemental traits; SV Fort +10, Ref +2, Will +8; AL N.
Mud Mephits: Init +2; Atk claw +1 melee (1d4) or acid breath weapon +2 (1d4+2); AC 10; HD 1d6, MV 15’ or dig 30’; Act 1d10; SP once per hour can hurl an acidic blob with Fort save DC 15 or 2d4 damage; SV Fort +2, Ref +1, Will +1; AL N.
Patron Taint: S'Dashdj
The patron taint from S'Dashdj is a combination of three factors: actual patron taint, missions that the Sorceres-Princess desires the caster to perform, and fits of rage that occasionally overcome her Moisty Majesty when she is disturbed by the lesser casters she backs. Once a caster has received all taints at all levels, she needs roll no further.
Roll Result
1 When first rolled, the caster develops a strong liking for mud, and will go out of his way to play with it. When rolled a second time, the caster gains the ability to locate mud within a 100’ radius, as a dwarf can smell gold, and his craving for muddiness increases – he must make a Will save (DC 10) to avoid taking risks in order to obtain it. When this taint comes up a third time, the caster becomes physically dependent upon mud, and must smear his body with at least 10 pounds of fresh mud every day, or suffer 1 point of Stamina
2 The Sorceress-Princess of All Muddiness requires the caster to take care of a muddy pond or bog for her, protecting it from predators or other dangers. Why this area is important is known only to S'Dashdj herself, although she answers the call of her small charges as well as those of those who patronize her. The first time this is rolled, the hive is within 1d4 hours travel, what is required is relatively obvious, and relatively easy to deal with. For instance, S'Dashdj may wish the caster to stop a nearby fire, or to prevent a peasant from removing the mud infesting his land. The second time this comes up, the hive is 1d8 days away, and the problem is either more complex or less obvious. Something is damaging the area, but it is not clear what, or it is a nobleman who wishes to clear muddy waters in his land. The third time this patron taint is rolled, the judge is encouraged to come up with a truly unique situation dealing with mud elementals, a hive of extra-planar mud-like creatures, or a trip to another world where mud-like creatures (or even mud-like humanoids) are threatened. This should be a full, and difficult, adventure, where the caster has need of his allies. Failure does not sever the link between S'Dashdj and the caster, but the caster does owe S'Dashdj a favor, and each level of this taint repeats until the caster succeeds in her mission. Failure to make a good effort, though, does sever the bond, and earns the enmity of S'Dashdj.
3 Some creature has taken an action that offends S'Dashdj, and the caster must avenge her. When this is first rolled, the revenge need not be lethal (but must be a real revenge), the creature the caster must chastise is no more than 1d3 days away, and is 1d3 Hit Dice below the caster’s level. When this is rolled a second time, the revenge must be lethal, the creature may be up to 1d3 weeks away, and is roughly equal in power to the caster. When this is rolled a third time, the creature may be up to 1d3 months away, or even on another plane or world, and has 1d4+CL Hit Dice or levels. If the caster fails, S'Dashdj ends her relationship with the caster – indeed, in some cases, the creature that the Sorceress-Princess wishes to be avenged upon may well be casters who failed her in just such a mission.
4 The Sorceress-Princess is irritated by requests for aid, and she cares little about the survival of the weak. When this is first rolled, the caster is struck by a magical mudball hit (1d4 damage). When rolled a second time, the caster is attacked by an entire swarm of mud melphits (1d8 creatures). The third and final time this is rolled, the caster is attacked by an extra-dimensional mud elemental of fearsome aspect, fully 9’ tall and of a bubbling brown and red hue. The caster must prove that he is worthy to survive to gain the respect of S'Dashdj.
Mud Mephits: Init +2; Atk claw +1 melee (1d4) or acid breath weapon +2 (1d4+2); AC 10; HD 1d6, MV 15’ or dig 30’; Act 1d10; SP once per hour can hurl an acidic blob with Fort save DC 15 or 2d4 damage; SV Fort +2, Ref +1, Will +1; AL N.
Giant Mud Elemental Champion: Size 20' x 20'; Init +4; Atk slam +12 melee (4d6+4); AC 20; HD 12d8, MV 15’ or dig 30’; Act 1d24; SP elemental traits; SV Fort +10, Ref +2, Will +8; AL N.
5 In a fit of pique, S'Dashdj causes a misfortune to befall the caster. When this is first rolled, the misfortune is minor, and is definitely not life-threatening. Money is lost, clothing rips, or the character stumbles upon stairs but does not fall. The second time this is rolled, the misfortune is more severe, being roughly in line with a normal miss being turned into a fumble. Although the result of the misfortune may be life-threatening, the misfortune itself is not. The final time this is rolled, the misfortune is potentially life-threatening – a horse throws the caster of his saddle, rocks fall when he passes, his food is contaminated, and so on. In general, the event causes damage equal to CL x d8, with an appropriate save type (Reflexes or Fort DC 15) for half damage. If the caster survives these three misfortunes, S'Dashdj begins to see him as worthy of power.
6 S'Dashdj curses the caster with Muddled Mind. When rolled for the first time, the caster starts having feelings of confusion, forgetfulness, a lack of focus and mental clarity, akin to a brainfog, only though his mind is being filled with mud, making it harder for him to concentrate on casting spells (-1 penalty). When rolled for the second time, the mental blur intensifies and the caster has to make an effort to focus and remember anything, even to . All checks that involve the mind in any way including reflexes and fighting are taken with -4 penalty. Up until this point the caster can ask for a quest for appeasing the Sorceress-Princess to remove the penalties. When rolled for the third time, the curse goes too far and the mind of the caster is forever lost, his brain being turned into mush.
Patron Spells: S'Dashdj
Level 1: Mud pit
Level 2: Summon Mud Chameleon
Level 3: The Clay Army
Spellburn: S'Dashdj
The Archomental is a playful and capricious patron. When a caster utilizes spellburn, roll 1d4 on the table below, or build off the ideas presented here to create an event specific to our campaign.
1 The caster submerses himself into a pool of mud on the ground, covering himself, and subjecting to painful discomfort (expressed as
Strength, Agility, and Stamina loss)
2 The caster concentrates and begins to sweat mud from his pores, and vomits great quantities of black bile from his mouth. The physical distress of this is expressed as Strength, Agility, and Stamina loss.
3 A explosion of projectile oozing mud erupts from the caster’s mouth. The caster may take up to 10 points of spellburn, which he can have come from himself or any close allies – the caster must immediately determine who the insects sting, how many points will come from each target, and which ability scores (Strength, Stamina, or Agility) each point will come from. The caster has no option to discuss the matter before making these choices.
4 Irritated at the caster, S'Dashdj requires twice the normal spellburn for the benefit gained. Spellburn manifests itself in muddy pus blisters on the caster's skin.
12-13 Bubbling magical mud is summoned, and covers the body of the caster. The mud takes damage instead of the caster while slowing the caster's movements up to a base speed of 15’, for up to 1d12+CL minutes. Once the caster has taken 10 damage, the bubbly mud disperses. While encompassed by the mud, the caster has a +3 bonus to Armor Class.
14-17 The caster is turned into living mud! He gains the ability to recompose his body into a formless mud pool and crawl around at a base speed of '15, with +5 to Armor Class. His "arms" are mud apendages that can be split into two sets of thick brown tentacles that allow him to perform two actions for every Action Die, but each action is reduced by –1d if he chooses to do so, and the actions must be those hand-less arms can perform. The caster can attack with these arms for 1d6 damage + entanglement (Fort save DC 15, 1d6+CL damage on a failed save, or CL damage on a success). Entangled targets remain in this condition until they roll a Fort save DC 10 to disentangle. The caster retains his eyes and ears but loses his mouth, remaining mute through the period and not able to casts spells. This transformation lasts 5 rounds per CL.
18-19 The caster may designate one weapon of his choice per caster level to be covered in magical clay. As long as the weapon is wielded by a Chaotic creature, the weapon is considered magical and does an additional 1d4 points of damage. A creature hit by this weapon must make a DC 10 Fort save or lose its next action due to wracking pain. This effect lasts for 1 minute per caster level.
20-23 A swarm of small mud elementals is formed from likely locations – soft ground, dirty pools, moist cave walls, etc.., within 100’ of the caster. They take 1d3+1 turns to form and approach. A number of creatures arise equal to 1d8 x CL, and they remain for 2d6 rounds, obeying the silent will of the caster before their spirit breaking up and the materials either melting or drying up. Small mud elemental: Init -4; Atk slam +2 melee (1d4+2); AC 11; HD 1d4; MV 15’ or dig 30’; Act 1d20; SP elemental traits; SV Fort +5, Ref -4, Will 0; AL N.
24-27 Mass Entanglement. The caster targets a group of normal-sized enemies within 100’ and points to him. The targets are completely covered by magically summoned mud and paralyzed. The targets are crushed, taking 1d6 damage immediately unless they succeed on a DC 12 Fort save. If the save is failed, the targets take another 1d6 damage on the following round with another save to resist. Each time the targets fails a save, the suffocation continues another round, lasting until they succeeds on a save. The summoned mud lasts for 1d6 rounds per caster level, when it magically disappears, freeing the targets.
28-29 Same as above, but with DC 18 Fort save.
30-31 The caster is taken into the mud palace of S'Dashdj, where he is safe from harm, for 4d6 rounds. A magical pool of mud is formed on the area where the caster once stood, taking whoever dives on it to a random spot at the Para-Elemental Plane of Mud. While the caster is sequestered in the palace, he may select a gift from the Archomental. Afterwards, S'Dashdj returns the caster to the material plane, placing him at any desired location within 50 miles of where he was removed to the palace.
32+ One giant mud elemental champion arrives per caster level. For each giant mud elemental so summoned, 1d3 mud mephits (small, winged creatures with more or less humanoid features) are also summoned. The group of mephits remain in the vicinity of the giant elementals they are summoned with, and will attack their enemies, or of any creature also attacked by the giant elementals. The giant elementals are the caster’s to command for 1d6+CL hours. In addition, the caster’s primary weapon becomes a magical clay weapon (as per 18-19, above) for this entire time.
Giant Mud Elemental Champion: Size 20' x 20'; Init +4; Atk slam +12 melee (4d6+4); AC 20; HD 12d8, MV 15’ or dig 30’; Act 1d24; SP elemental traits; SV Fort +10, Ref +2, Will +8; AL N.
Mud Mephits: Init +2; Atk claw +1 melee (1d4) or acid breath weapon +2 (1d4+2); AC 10; HD 1d6, MV 15’ or dig 30’; Act 1d10; SP once per hour can hurl an acidic blob with Fort save DC 15 or 2d4 damage; SV Fort +2, Ref +1, Will +1; AL N.
Patron Taint: S'Dashdj
The patron taint from S'Dashdj is a combination of three factors: actual patron taint, missions that the Sorceres-Princess desires the caster to perform, and fits of rage that occasionally overcome her Moisty Majesty when she is disturbed by the lesser casters she backs. Once a caster has received all taints at all levels, she needs roll no further.
Roll Result
1 When first rolled, the caster develops a strong liking for mud, and will go out of his way to play with it. When rolled a second time, the caster gains the ability to locate mud within a 100’ radius, as a dwarf can smell gold, and his craving for muddiness increases – he must make a Will save (DC 10) to avoid taking risks in order to obtain it. When this taint comes up a third time, the caster becomes physically dependent upon mud, and must smear his body with at least 10 pounds of fresh mud every day, or suffer 1 point of Stamina
2 The Sorceress-Princess of All Muddiness requires the caster to take care of a muddy pond or bog for her, protecting it from predators or other dangers. Why this area is important is known only to S'Dashdj herself, although she answers the call of her small charges as well as those of those who patronize her. The first time this is rolled, the hive is within 1d4 hours travel, what is required is relatively obvious, and relatively easy to deal with. For instance, S'Dashdj may wish the caster to stop a nearby fire, or to prevent a peasant from removing the mud infesting his land. The second time this comes up, the hive is 1d8 days away, and the problem is either more complex or less obvious. Something is damaging the area, but it is not clear what, or it is a nobleman who wishes to clear muddy waters in his land. The third time this patron taint is rolled, the judge is encouraged to come up with a truly unique situation dealing with mud elementals, a hive of extra-planar mud-like creatures, or a trip to another world where mud-like creatures (or even mud-like humanoids) are threatened. This should be a full, and difficult, adventure, where the caster has need of his allies. Failure does not sever the link between S'Dashdj and the caster, but the caster does owe S'Dashdj a favor, and each level of this taint repeats until the caster succeeds in her mission. Failure to make a good effort, though, does sever the bond, and earns the enmity of S'Dashdj.
3 Some creature has taken an action that offends S'Dashdj, and the caster must avenge her. When this is first rolled, the revenge need not be lethal (but must be a real revenge), the creature the caster must chastise is no more than 1d3 days away, and is 1d3 Hit Dice below the caster’s level. When this is rolled a second time, the revenge must be lethal, the creature may be up to 1d3 weeks away, and is roughly equal in power to the caster. When this is rolled a third time, the creature may be up to 1d3 months away, or even on another plane or world, and has 1d4+CL Hit Dice or levels. If the caster fails, S'Dashdj ends her relationship with the caster – indeed, in some cases, the creature that the Sorceress-Princess wishes to be avenged upon may well be casters who failed her in just such a mission.
4 The Sorceress-Princess is irritated by requests for aid, and she cares little about the survival of the weak. When this is first rolled, the caster is struck by a magical mudball hit (1d4 damage). When rolled a second time, the caster is attacked by an entire swarm of mud melphits (1d8 creatures). The third and final time this is rolled, the caster is attacked by an extra-dimensional mud elemental of fearsome aspect, fully 9’ tall and of a bubbling brown and red hue. The caster must prove that he is worthy to survive to gain the respect of S'Dashdj.
Mud Mephits: Init +2; Atk claw +1 melee (1d4) or acid breath weapon +2 (1d4+2); AC 10; HD 1d6, MV 15’ or dig 30’; Act 1d10; SP once per hour can hurl an acidic blob with Fort save DC 15 or 2d4 damage; SV Fort +2, Ref +1, Will +1; AL N.
Giant Mud Elemental Champion: Size 20' x 20'; Init +4; Atk slam +12 melee (4d6+4); AC 20; HD 12d8, MV 15’ or dig 30’; Act 1d24; SP elemental traits; SV Fort +10, Ref +2, Will +8; AL N.
5 In a fit of pique, S'Dashdj causes a misfortune to befall the caster. When this is first rolled, the misfortune is minor, and is definitely not life-threatening. Money is lost, clothing rips, or the character stumbles upon stairs but does not fall. The second time this is rolled, the misfortune is more severe, being roughly in line with a normal miss being turned into a fumble. Although the result of the misfortune may be life-threatening, the misfortune itself is not. The final time this is rolled, the misfortune is potentially life-threatening – a horse throws the caster of his saddle, rocks fall when he passes, his food is contaminated, and so on. In general, the event causes damage equal to CL x d8, with an appropriate save type (Reflexes or Fort DC 15) for half damage. If the caster survives these three misfortunes, S'Dashdj begins to see him as worthy of power.
6 S'Dashdj curses the caster with Muddled Mind. When rolled for the first time, the caster starts having feelings of confusion, forgetfulness, a lack of focus and mental clarity, akin to a brainfog, only though his mind is being filled with mud, making it harder for him to concentrate on casting spells (-1 penalty). When rolled for the second time, the mental blur intensifies and the caster has to make an effort to focus and remember anything, even to . All checks that involve the mind in any way including reflexes and fighting are taken with -4 penalty. Up until this point the caster can ask for a quest for appeasing the Sorceress-Princess to remove the penalties. When rolled for the third time, the curse goes too far and the mind of the caster is forever lost, his brain being turned into mush.
Patron Spells: S'Dashdj
Level 1: Mud pit
Level 2: Summon Mud Chameleon
Level 3: The Clay Army
Spellburn: S'Dashdj
The Archomental is a playful and capricious patron. When a caster utilizes spellburn, roll 1d4 on the table below, or build off the ideas presented here to create an event specific to our campaign.
1 The caster submerses himself into a pool of mud on the ground, covering himself, and subjecting to painful discomfort (expressed as
Strength, Agility, and Stamina loss)
2 The caster concentrates and begins to sweat mud from his pores, and vomits great quantities of black bile from his mouth. The physical distress of this is expressed as Strength, Agility, and Stamina loss.
3 A explosion of projectile oozing mud erupts from the caster’s mouth. The caster may take up to 10 points of spellburn, which he can have come from himself or any close allies – the caster must immediately determine who the insects sting, how many points will come from each target, and which ability scores (Strength, Stamina, or Agility) each point will come from. The caster has no option to discuss the matter before making these choices.
4 Irritated at the caster, S'Dashdj requires twice the normal spellburn for the benefit gained. Spellburn manifests itself in muddy pus blisters on the caster's skin.
Dis, Father of Riches
The Arch-Devil Dis was once a god of wealth and prosperity in the past, but as he was forgotten by the people he has traded divinity for supernatural and material power. Originally a god of riches, fertile agricultural land, and underground mineral wealth, Dis retreated further through the depths until he founded a city and sought protection from Chaotic Lords, rising to the rank of Arch-Devil among the evil denizens of the Lawful lower planes. Currently, the renewed Arch-Devil, who has never again expresses an emotion, has found new purpose: avoid life, love and cheer; amass great wealth to bring to the Afterlife. Sitting on his gigantic marble throne on his Infernal City, populated by the souls he now owns, Dis can bestow supernatural powers and riches to his "adopted sons" on the Material plane as an investment for carving a greater fortune for himself in the underworld.
System Rules
A character is defined in the broadest terms by six attributes/ability scores:
From these ability scores, a character's Saving Throws and Health (HP) are derived.
Every player gets 50 points to generate level-0 characters, those who may become heroes if they survive the adventures. To generate a character, you choose setting/social class and pay for its costs then roll 3d6 for abilities.
Optional rule: the player rolls all abilities, THEN choose setting/social class and occupation
Here are the basic costs of a character based on sex and age
Here are the settings and social classes, and their costs
Sample settings and social classes:
Combat rules
For 0-level funnel adventures with dozens of characters, combat may be extremely simplified for speed of play, while adventures with less characters of higher level can make use of more complex combat rules inspired in more sophisticated systems, if the players want to.