Basic Game House Rules Revisited

After much thought and a few discussions with players, the following changes will be implemented as permanent House Rule changes (with a 2/3rds majority vote of course!)

Initiative - Will remain 1d10 + Dexterity Modifier + Weapon Speed, with highest going first. (I know, I'm surprised, I thought this was the clunkiest of systems yet the players refused to simplify it.)

Cleave - Will be an exclusive class ability of Fighters.

Detect/Read Magic - This was not made clear in the first draft of the House Rules, but both Detect Magic and Read Magic are class abilities of MU's and Elves, rather than spells. Read Magic functions all the time, and Detect Magic is 10' per CL in a single direction, requiring a turn of concentration. Clerics are still required to cast Detect Magic as a spell.

*Edit* After some more thought and taking the lower than expected armor class values into account, I will be instituting the following additional house rule - Gang Up

Gang Up - Characters targeted by multiple melee attacks in a single round, suffer a cumulitive +1 penalty to AC for each attack beyond the third (4 = +1, 5 = +2, 6 = +3 etc.)

So that's all for now folks. - Chaz

The Storm-handed One

One of the players in my basic game rolled a cleric, which he claimed was a priest of "Swordy McSwordyson." While this fit the mood at the time, I plan on urging him to choose a deity out of the 21 or so I have detailed. I think this will ground that character into the setting, and remove some of the OVERT comedy. Terminax, the god of victory and storms whose sacred weapon is the longsword, is likely the best equivalent for old Swordy. To further bait him into a switch, I plan to grant him the following spells (at appropriate level of course.) Terminax is aggressive and self centered, so I decided his unique spells would be personal buffs and offensive spells. NOTE: All three of these spells are adapted from the excellent Pars Fortuna, over on the Land of Nod blog.

“Honor me through the glory of your  victories.”

Lightning Weapon (1st Level Divine Spell)
Range: Self
Duration: 1 round per level   
Effect: For duration, caster’s weapon deals additional 1d6 points of electrical damage on a successful hit. Living targets only.


Invulnerability (3rd Level Divine Spell)
Range: Self
Duration: 1 round per level
Effect: For duration, caster ignores 1d6 points of damage from physical (non-magical) blows.


Fist of Destiny (5th Level Divine Spell)
Range: Touch
Duration: Instant
Effect: On touch, target suffers 1d6 electrical damage per your level (max 10d6) and is stunned for one round. Save v. Spell for half damage and no stun.

Against the Beastgod's Cult: New Monster

Here are the two new monsters which feature in the upcoming module. I admit that these critters are completely untested, and I hope that I can adjust them on the fly if the situation demands it. Included is some amateur art by yours truly. Please excuse its dubious quality - Chaz.

Beastman

Armor Class: 6 (Ring Mail)
Hit Dice: 2+2
Hit Points: 10
Attacks: 1 (Stone Battleaxe)
Damage: 1d8 + 1(Strength)
Move: 90(30)
Save As: Fighter 2    Morale: 9
XP: 45
Note: +1 to hit, +2 damage when wounded
No. Appearing: 3 - 12   
Treasure Type: (P) D
Alignment: Chaotic (Evil)

A terrible mixture of goat, boar, and hawk, Beastmen are shambling abominations. Loathing the touch of worked metal, Beastman strike with stone axes and wear armor of leather and bone. The largest and most aggressive (3 HD) goad the rest into battle with their terrible, barking cries. Beastmen instinctively recognize other servants of their master, and will follow their commands implicitly.

Odontomachus

Armor Class: 5
Hit Dice: 6+1  
Hit Points: 25
Attacks: 2 Claws and 1 Bite
Damage: 1d4/1d4 and 2d6
Move: 120(40)
Save As: Fighter 4    Morale: 10
XP: 225
Note: Bitten take auto-damage and no move
No. Appearing: 2 - 6
Treasure Type: Nil
Alignment: Neutral (Evil)

The primordial stock from which all lesser wolves descend, the Odontomachus or the “iron-bite wolf” is a ferocious predator of a lost age. Low to the ground and stocky, the creature is nearly the size of a mule. Its massive head and jaws are longer than a man’s arm, and capable of grinding bone. An ancient creature, the few that remain are prized pets summoned or resurrected by magic.

CT2: Against the Beastgod's Cult (Cover Image)

This started as a simple digital image I made one day while bored. My friend, and coincidentally a player in my basic game, is quite the digital artist and I asked him to clean this image up and give it some effects. The result is pretty nifty, and makes me wish I had sent him a better picture to work with. Regardless, I plan on using this as the "cover" image for our next session's module. 

Minor Cults of Terra Incognita

Okay, so before I move on to other material, I thought that I'd wrap up the deities of the Terra Incognita Setting. These final five gods represent small or isolated faiths, which worship their respective deity exclusively. Enjoy!

The Adversary (the Demongod)
The Adversary is an unnamed spirit from ancient times. He is a force of entropy and corruption, and to know him is to teeter on the brink of damnation. The Adversary’s cult is composed of disparate individuals, each having their own reasons for turning to the dark father. The Adversary is served by devils and demons, though he is not one himself. The exact nature of the Adversary’s relationship with the other gods is unknown, even among his followers.

The Jagged Spiral

Buayeg the Devourer
Buayeg is a bestial deity worshiped by evil monsters, including Orcs, Ogres, Trolls, Gnolls, and Lycanthropes (who are sacred to him). Buayeg hates and fears civilization, and his faithful defends wild and lawless areas from settlement. Once powerful, Buayeg’s cult has been in slow decline for a century, and his influence is limited to frontiers and forgotten backwoods. Buayeg’s cult is sometimes allied with the Adversary’s cult.

Fangs of the Devourer
 
Draco the Wanderer

Draco Ularis was once a mortal adventurer, and by his own deeds he gained a place in the celestial hierarchy as the Adventurer’s God. Draco is widely recognized as a symbol of courage, destiny, and hope. Draco, like Murgha Calergi his ally, is a patron of the aspiring underdog. Draco’s cult members wander the roads and paths of Terra Incognita, and they never stay in one place for long. Draco’s cult is often allied with Triad or the Circle.

The Wanderer's Crook
Eihart the Just
Eihart is a lesser deity who encompasses justice, honor, and knightly virtues. Eihart fights lawlessness in all its forms, but he especially despises those who escape justice for their crimes.  Eihart’s cult is popular in human lands, and many who worship Eihart also pay homage to the Triad. Eiharts most faithful are usually involved in law enforcement, including jailors, guardsmen, and judges. Eihart’s cult is commonly allied with the Sajustines.

The Scales of Final Judgement


Fulnocht the Illuminator
Fulnocht is a self-important god of light, who’s chief interests are humankind and religious observance. Fulnocht requires the exclusive (and constant) worship of his followers, and no other faith has quite so many restrictions, recitations, and  ritual observances. Though he is stern and demanding, there is no better ally against the Undead. Fulnocht’s church is an ally of the Immaculates of Melodia.

Star of Radiance