Monday, 30 June 2014

Changing risen from the sands part 1

So for free rpg day I was pretty lucky and the store I got to go to was only about an hours drive away, as apposed to the two hours flight away like it has been for the last few years. Also I was lucky because there wasn’t many people there and even though I turned up late I got to get many of a good thing. One of the things I got was the pathfinder free rpg game “risen from the sands” by paizo publishing (, you might recognize them from their game pathfinder (which personally I like) which is a D&D 3.X clone (sort of I guess).

Anyway, I played though the game with a few of the people from the G+ the other night, it was a flailsnails game and after the game it was brought up that the thing was a just stacked full of magic items (they all ended up with a +1 sword) and how what most of us were used to playing didn’t have as many. So I decided to change the module a little, which then sort of became a rewrite of the module.

So most of the changes I have made so far have made it a little bit more deadly and also have gotten rid of the “so you all know each other and begin at the pyramids door” beginning (which I can dig, but this will be getting used in my home game, so I kinda cant have that).

Here is the beginning of the “rewrite” of the module that I have done. this is also being doing with the stats and stuff from LotFP because that is what i use for my home game

Recently a large pyramid has been uncovered by the winds and a map resurfaced in the hands of some adventurers. They went to explore the pyramid after some unfortunate unforseen complications they decided to leave the tomb mostly unexplored and to sell the map off at a town that is near by (about 5 days walk). They found a honest and reputable trader within Dahab who said that he would be happy to work as a middle man for them, and to get word out to other adventurers through his trading net work. Amsi said that the map would be up for auction three days after the next full moon.

Dahab – a smallish town located near a small river that is used as a stopping point for many travellers on their way to Zafar.

Amsi – honest trader and gentleman.
Stats: level 3 specialist, languages 2 in 6, sneak attack 2, stealth 2 in 6, tinker 2 in 6, slight of hand 5 in 6. leather armour (AC 14), kriss blade (1D6), 4x throwing knifes (1D4), 2D12 (7) SP, 3D6 (11) CP, MAB +2, RAB +3, HP 14

He is accompanied by three obvious bodyguards and two covert bodyguards at all times.
3 obvious stats:
Level 3 fighter, studded leather armour (AC 15), kopesh (1D8), shield (+1/2 AC), potion of cure light wounds (1D6+3), 2D6 (5) SP, 3D8 (15) CP, MAB +5, RAB +4, HP: 17, 18, 22

Covert stats:
Level 3 specialist, sneak attack 3, stealth 5 in 6. slight of hand 3 in 6. leather armour (AC14), short sword (1D6), 4x throwing knifes (1D4), garrotte (1D6), potion of alchemist fire (2D6), potion of cure light wounds (1D6+3), 3D12 (18) SP, 4D6 (16) CP, HP 11

Level 3 magic user, leather armour (AC 14), staff (1D8), scroll of hold person, scroll of silence, scroll of attack ally, 2x scroll of armour, potion of cure light wounds (1D6+3), 2D4 (4) SP, 2D8 (8) CP, HP 9. spells: sleep, enlarge, web

The Auction
There will be 2D8 other people/groups at the auction that are interested in also winning the map. Each of these people/groups will have 1D1000 SP for individuals and 1D3 D1000 SP for groups. The people/groups will go up to the number rolled of their silver (it actually represents how much they are willing to spend) The bidding starts at 50 SP and has no upper limit.
If the roll to find out how many other people/groups arrive for the auction is higher than 7 then extra protection will be hired to ensure that nothing bad happens, the extra protection will be 6 more 3rd level fighters (with a 25% chance that 1-2 will be magic users, just use the above stats).

The auction house
This is actually a grand pavilion tent and has been set up in the outskirts or the town, this has been done to ensure the safety of both Dahab and the people attending the auction.

Something will happen on the way to the auction house even if the PC’s decide to not do anything, roll on the table below

What happens on the way to the auction house: 1D12
1-6 nothing, Amsi and his bodyguards arrive on time and unmolested
7-8 ambush, Amsi and his bodyguards are ambushed
9-10 pickpocket, Amsi is pickpocketed of the map
11 bribed guards, turns out that the bodyguards aren’t as loyal as Amsi thought they were they killed or severely injured him
12 route change, the route taken by Amsi and his men was changed at the last second and it take some extra time to arrive at the auction house (1D2 x10 minuets)

If any of the above occur and Amsi and the bodyguards arrive get away, they arrive at the auction house late. This makes many of the patrons (about 25-49% of them) which will change some of their betting strategy to a more aggressive one, upping the bid early and by lots)

If the auction goes ahead and the PC’s are victorious at the auction and actually win the map than something can happen, roll on the table below

The PC’s won the auction: 1D12
1 nothing, turns out that not many people are actually that sad by being beaten
2-4 ambush, the PC’s are ambushed after they leave the auction
5 tail and ransack, the PC’s are tailed and once they go to sleep their gear is raided in an attempt to find the map
6-7 pickpocket, the PC with the map is bumped into and their pocket is picked
8-11 direct attack, the PCs are attacked head on by some of the losers
12 multi attack, the PC’s are ambushed and then direct attacked at the same time (by two different partys)

The Map:
The map shows a route to the pyramid and part of it has been crossed out and a different lined added (this is actually a new addition) the original path was taken by servants to the back of the pyramid while it was still being built or before it was closed up for good. The new addition actually leads to the outer temple (1 on the map).

So that’s it for part 1, I will put up part two in the next day or two.

Anyway, let me know what you think

Thursday, 12 June 2014

Paladin class

One of the players in my home game (in case people didn’t know, I am running LotFP at the moment, with a few tweaked and hacked rules) has asked to be a paladin, to which I said it was fine but I would have to sort it out first. I thought about what I liked about paladins and what I didn’t like, and after a bit of thought I decided that it would look a little something like this:

Refer to fighter class from the rules and magic book for everything unless noted below.

The paladin doesn’t advance its attack bonus like a normal fighter, instead it has an attack like every other class. (+1 at level one)

The paladin will not allow the slaughter or suffering of innocents to occur before them
The paladin will not be accompanied by a truly evil creature unless it is to help further the mission.
The paladin will not take reward for doing good deeds
The paladin will not unduly disturb those who are no longer living

Lay on Hands:
At 1st level the paladin gains the ability to heal others or themselves. This ability allows the paladin to heal 2HP per level (or level x2 HP), and this has no adverse effect upon the paladin or anyone who is healed by them. This ability can only be used once a day.

Smite Evil:
At 3rd level the paladin gains the ability to smite evil. This ability can be used half level rounded down per day (so at level 3 when this is gained it has only 1 use). This ability lets you add half your level to your attack roll and your full level to your damage roll against any evil target, if this is used against a good target the damage is reflected back upon the paladin and they must roll on the deity disapproval table below. The paladin can also choose to forgo every instance that they have of smite evil for the day (only if it hasn’t been used yet) to cast Turn Undead, they cast this ability as though they were a cleric of the same level

At 5th level the paladin gains the ability to have a holy mount. To gain this creature the paladin must go on a quest for it, if the quest is successful than the mount is granted to the paladin and it can be called upon at anytime.

Mount abilities:
The paladins mount is special and has the following profile and special abilitys:
HD – 3D8, it gains an extra 1HD every two paladin levels
AC – 16, it is to be considered to be wearing chain barding
Attack – +2 to hit, bite 1D6, hoof 1D8, it can attack once a round
Call/dismiss mount – the mount can be called or dismissed by the paladin, when it is called it will arrive at the paladins location in 1D4+2 rounds and is a full round action. When it is dismissed it will leave the area within 1D3+2 rounds and it is not able to be recalled for that time in hours (the 1D3+2).

Upon mounts death – if the mount is killed the paladin must quest to find a new one and roll twice upon the deity disapproval table below, any thing that occurs from these roles apply until the paladin is either redeemed or a quest for a new mount is completed.

Upon paladins death – if the paladin is killed while the mount is in play (not dismissed) than roll upon the table below to find out what occurs.

Deity disapproval table: roll 1D20
1 roll twice upon this table
2 the paladin must pray for forgiveness, this happens as soon as possible (once out of danger if in combat) and lasts for 1D2+ level x10 minuets.
3 the paladin can’t use Lay on Hands for level
4 the paladin looses its ability to Smite Evil for half level days
5 the paladin is struck by their god, take 1D12 damage, this damage cant be healed via Lay on Hands or any other magical healing
6 the paladin must make a tribute to their god
7 the paladin is placed upon a quest by their god
8 the paladins mount will not heed their call for level days (reroll if no mount is available
9 the paladin cant use any of their abilities for level hours
10 the paladin must rid itself of all mortal possessions to a minimum of 10 items
11 the paladin must pray for forgiveness, this happens as soon as possible (once out of danger if in combat) and lasts for level x2 minuets
12 the paladin is at -1 to all actions for half level days
13 the paladin is at -2 for all action for level hours (this does not include sleep)
14 the paladin is at -4 to all saves
15 the paladin can only use Lay on Hands once for the next level days
16 the paladin can only use Smite Evil once for the next level days
17 the next time the paladin uses Lay on Hands it leeches its life to heal the target
18 the next time the paladin uses Lay on Hands it actually damages the target
19 the paladin is struck blind by its god for the next half level days
20 roll twice on this table and choose which effect to take

What happens to the mount upon the paladins death:
1 roll upon the summon table using as though the saves were passed and the creature has HD equal to its current HD
2 a large tree grows where the mount is, this tree bears fruit that will strike anyone blind who eats it
3 it attacks the nearest enemy of the paladin
4 it attacks the nearest friendly of the paladin
5 it attacks the enemy who killed the paladin, and won stop until either of them are dead
6 the mount disappears
7 it explodes in a searing light, anyone within 100 feet must make a save vs magical device or become blind for the mounts HD in days, this blindness can be healed by a cleric
8 the mount collapses in upon itself and sucks anyone within 100 feet towards it, make a save vs breath weapon or take 1D8 damage as you are knocked into everyone else
9 roll twice on this table

10 it sacrifices itself for the paladin, who is then resurrected for days equal to the mounts HD, the paladin will then drop dead upon the end of this time.

let me know what you think