Wednesday, July 26, 2017

So Your Cleric Pissed Off Their God…

Haven’t posted for a while, so here’s a list…

So your cleric, inadvertently or otherwise, betrayed their deity or violated their vows.  Maybe they offed some orc kids, huffed fungus-man spores, or hooked up with a half-elf of questionable mores…

Regardless, there they are, without spells or turning powers, and entreaties to their god are met with silence…

Better see what it’s gonna take to remedy this…
1. Shit-ton of cash (one level equivalent)
2. Scarification/branding/ordeal (visible scars, perhaps dismemberment)
3. Oh, you wanted to confess and gain forgiveness??  That’s not this temple – you have to go to the central/original/obscure temple (far away….)
4. Oh, sure, just go find this particular relic.  I think a dragon is using it as a pillow…
5. Fasting and penitence…
6. Naked and begging down on the corner
7. Commit a selfless act.  It had better be Medal of Honor-worthy.
8. Read a really big, obscure book of the religion.  Better yet, memorize it.
9. Go plant a tree.  In a sacred grove, it’s a rare specimen.  Watch it grow for a while.
10. Take on a “lost cause”
11. Preach and teach to others of the errors of your ways as an object lesson.
12. Sorry buddy.  Not happening.  You’re now a middling fighter with a mace and a holy symbol…

Ok, so you got your god to let you off the hook, but nothing comes without a cost:
1. You are reinstated, but at 1d3 levels below your original.
2. That port-wine stain marks you as having betrayed your vows.
3. Stigmata.  Preferably at awkward moments.
4. You are blinded to the spiritual world.  One eye goes cloudy, and you can no longer cast detection spells.
5. 1d3 point charisma loss and associated effects on followers and reactions.
6. Armor burns you!  Rely only on the protection of your god – unarmored…
7. Turn undead at 1d3 levels below your current level*
8. Variable effect spells cast at -1 (time, healing, number affected)*
9. Opponents save at +1 vs spells*
10. Loss of class-based saving throw bonuses*

* - lasts for a period of a year and one day.

Thursday, July 6, 2017

Infesting Malleth's Canyon (another Dyson Map Desecration(tm))

Populating another Dyson Logos map, this time Malleth's Canyon, a clutch of mini encounter areas/dungeons that he made up a few years back.  I figured that the separate areas had the potential for factions or multiple adventure threads/challenges.  I've poked at it on and off for the last couple of weeks.  Of course, a couple of the elements got away from me, taking on small lives of their own.  And in a couple of cases, items found in the canyon may lead to further adventures and/or complications for a party with them in their possession...

Written up with S&W Complete or Light in mind, but generic enough for other system use.  Enjoy and modify to your heart's content...


House:  Overlooking the drainage is a surprisingly intact abandoned house.  The door opens easily, and although empty, the house does not show the expected depredations.  Dust and cobwebs cover the few remaining pieces of furniture, and nothing of value is found.  Even the roof seems mostly intact, a luxury. It doesn't appear to have been raided, odd, considering the neighborhood.

Well, except for that pesky ghost. Anyone resting in the house overnight will be harassed with a whispered "story?  Story.  Story!" It may be turned by a cleric as 4HD undead, but will return in two hours, still demanding a story.  Other turn attempts will be unsuccessful.  PCs will not be able to rest/recover while it is present.  Perceptive PCs will recognize the spirit to be a ghost-child.  Telling it a bedtime story (best if player role-plays, heh) on nearly any topic will satisfy the spirit and it will leave the party alone. The spiritual presence dissuades wandering critters.