Re: The Spider God's Bride - Re-write DONE, FINISHED!

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Re: The Spider God's Bride - Adv: The Vault of Yigthrahotep!

Postby The Wolf » Fri Mar 15, 2013 8:46 am

There are 18 things left for me to fix in this adventure, mostly NPCs (and to check/tweak monsters). I'll also be giving poisons their own entries for the NPC types.

Don't forget the new SGB will have a poisons appendix at the back for traps which use poisons, so you can choose from the flat Resilience method in the adventures or the detailed Legend method.

Now how's that for choice ;)
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Re: The Spider God's Bride - Adv: The Vault of Yigthrahotep!

Postby DamonJynx » Fri Mar 15, 2013 9:50 am

The Wolf wrote:There are 18 things left for me to fix in this adventure, mostly NPCs (and to check/tweak monsters). I'll also be giving poisons their own entries for the NPC types.

Don't forget the new SGB will have a poisons appendix at the back for traps which use poisons, so you can choose from the flat Resilience method in the adventures or the detailed Legend method.

Now how's that for choice ;)
So that 18, is that the final 18 and then you're done?

Good work Darren.
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Re: The Spider God's Bride - Adv: The Vault of Yigthrahotep!

Postby The Wolf » Fri Mar 15, 2013 10:08 am

Heh. I wish Damon. That's 18 (now 17) things in the Vault (which is adventure 6 out of 10) --- I'm battling through this as quickly as I can though, without making (too many) mistakes.

These are the serpent men from the Vault, who were seriously underpowered previously.
Male inphidian “Walkers-Among-Men” (3)
Value 1D20 Hit Location AP/HP
STR 16 1-3 Right Leg 3/6
CON 14 4-6 Left Leg 3/6
SIZ 15 7-9 Abdomen 3/7
INT 13 10-12 Chest 3/8
POW 10 13-15 Right Arm 3/5
DEX 20 16-18 Left Arm 3/5
CHA 12 19-20 Head 3/6



Combat Actions 3 Armour: None in human form. Scales in inphidian form. No Armour Penalty.
Damage Modifier +1D4
Magic Points 10 Traits: None
Movement 8m
Strike Rank +17 Common Skills: Athletics 56%, Brawn 31%, Culture (Own) 86%, Dance 62%, Drive 50%, Evade 70%, Evaluate 85%, First Aid 33%, Influence 64%, Insight 53%, Lore (Regional) 86%, Perception 63%, Persistence 50%, Resilience 58%, Ride 60%, Sing 42%, Sleight 77%, Stealth 73%, Swim 60%, Unarmed 66%

Advanced Skills: Acrobatics 66%, Commerce 70%, Courtesy 70%, Language (Native) 85%, Mechanisms 78%, Streetwise 66%
Weapons
Type Range Size Reach Damage AP/HP
Snake-Hands - M M 1D4+1 Poison As Arms
Kukri - M S 1D6 Bleed 3/7
Dagger - S S 1D4 Bleed, Impale 6/8
Combat Styles
Striking Serpentine (Snake-Hands, Kukri, Dagger): 66%
Possessions: Merchants’ clothing, kukri, 3 daggers, 100 sp, golden figurine of Akhlatu (carried by Ursib).
Description: Dressed as regular caravan-masters, these inphidians are similar to normal men in all respects. It is only when they shed their magical disguises that their true nature is revealed: Blue–green scaly skin, a snake–like head, and arms which end in viper-heads instead of hands.
Tactics: The walkers-among-men stay disguised as humans as long as possible, dropping their disguises only when they are sure that they are going to kill their surprised victims. They open combat using their blinding spray, then use their Acrobatics to get behind and flank opponents, so that they can attack.

Special Rules

Blinding Spray: Once every 1d4 rounds, a common inphidian can spew forth a line of milky–white liquid that causes blindness for 6 rounds to any creature struck. A Routine Evade skill test can avoid the effects. The spray has a range of 6 metres.
More Human than: This breed of inphidians known as the “Walkers-among-men” have an innate ability which functions similar to the Shapechange spell. The variant is Shapechange (Inphidian) to (Human). It does not cost them Magic Points and allows them to appear human. If they are slain they revert to their true form.

Inphidian Poison
Application: Injection/Smeared.
Onset Time: Nausea after 1D3 minutes, Paralysis after 3D6 minutes.
Duration: 1 hour.
Resistance Time: The victim must make a Resistance roll at the Onset Time of each stage of the poison. Failure indicates that Condition has taken effect.
Potency: CONx2 (28)
Resistance: Resilience.
Conditions: Nausea, Paralysis. The venom initially causes the victim to start feeling nauseous if the first Resistance roll is failed. The location bitten then suffers Paralysis if the second Resistance roll is failed.
Antidote/Cure: Anti-venom. Some cultures have perfected anti-venom remedies which have a Potency of 1D20+10. The anti-venom must be introduced with a successful First Aid or Healing roll and add their Potency as a bonus to the victim’s Resilience roll to fight the venom throughout its duration.
I did some tweaking on these, and I've changed the name to Snake-men, since I think Inphidian is Pathfinder related (I'm not too genned up on PF, don't really like it that much).
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Re: The Spider God's Bride - Adv: The Vault of Yigthrahotep!

Postby The Wolf » Fri Mar 15, 2013 3:05 pm

These had no magic in the SGB, well, now they're back with avengence and toting some simple spells to harass your players.

Priests of Nataka
Male Shoma (24 total)

Value 1D20 Hit Location AP/HP
STR 12 1-3 Right Leg -/5
CON 10 4-6 Left Leg -/5
SIZ 11 7-9 Abdomen -/6
INT 13 10-12 Chest -/7
POW 12 13-15 Right Arm -/4
DEX 14 16-18 Left Arm -/4
CHA 12 19-20 Head -/5



Combat Actions 3 Armour: Robe: No Skill Penalty
Damage Modifier +0
Magic Points 12 Traits: None
Movement 8m
Strike Rank +14 Common Skills: Athletics 61%, Brawn 23%, Culture (Own) 76%, Dance 26%, Drive 26%, Evade 67%, Evaluate 25%, First Aid 27%, Influence 24%, Insight 60%, Lore (Regional) 91%, Perception 70%, Persistence 64%, Resilience 65%, Ride 26%, Sing 24%, Sleight 26%, Stealth 42%, Swim 22%, Unarmed 66%

Advanced Skills: Language (Native) 85%, Manipulation 65%, Meditation 54%, Survival 52%, Sorcery (Temple Magic) 76%, Track 53%
Grimoire (Temple Magic): Diminish (DEX), Dominate (Human), Hinder, Holdfast, Palsy
Weapons
Type Range Size Reach Damage AP/HP
Light mace - M S 1D8 Stun Location 6/6
Fists - M M 1D3 As Arms

Combat Styles
Temple Guardian (Light Mace, Fists, Spear): 61%
Possessions: Green robe, light mace, golden armbands (worth 10 sp), 1d10 sp.
Description: Shaven-headed, dressed in flowing green robes and adorned with golden armbands, these priests perform the day-to-day duties in the temple.
Tactics: The priests rely on their great numbers if facing intruders. Some attack with their maces, while others try to use unarmed strikes on opponents to disable them. They rely on some defensive spells and will use Holdfast to try and keep opponents locked in place.
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Re: The Spider God's Bride - Adv: The Vault of Yigthrahotep!

Postby The Wolf » Tue Mar 19, 2013 8:06 am

Still working on this one, it's been a little bit crazy here over the last few days!
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Re: The Spider God's Bride - Adv: The Vault of Yigthrahotep!

Postby tarkhan bey » Tue Mar 19, 2013 10:10 am

As in, St Patricks Day weekend crazy? :lol:
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Re: The Spider God's Bride - Adv: The Vault of Yigthrahotep!

Postby The Wolf » Tue Mar 19, 2013 4:36 pm

I wish, more RL crazy and not in a good way.
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Re: The Spider God's Bride - Adv: The Vault of Yigthrahotep!

Postby tarkhan bey » Tue Mar 19, 2013 7:57 pm

Sorry to hear that Wolf. Hope all gets better soon.
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Re: The Spider God's Bride - Adv: The Vault of Yigthrahotep!

Postby The Wolf » Wed Mar 20, 2013 8:46 am

Thanks dude. It has been rough since Feb 2012, things are getting a little better as time goes on. In other news I managed to finish out a major setting book for a client yesterday, 105 pages, 50,000 words.

So that's one less slot in my day, and one more slot where I can work on SGB!

\o/
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Re: The Spider God's Bride - Adv: The Vault of Yigthrahotep!

Postby warlock1971 » Wed Mar 20, 2013 11:28 am

Good to hear Darren!

When do you hope to have the rewrite completed by, for SGB, that is?
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Re: The Spider God's Bride - Adv: The Vault of Yigthrahotep!

Postby Prime_Evil » Wed Mar 20, 2013 11:34 am

The Wolf wrote:Thanks dude. It has been rough since Feb 2012, things are getting a little better as time goes on. In other news I managed to finish out a major setting book for a client yesterday, 105 pages, 50,000 words.

So that's one less slot in my day, and one more slot where I can work on SGB!

\o/
We really appreciate all of the work that you are putting in on SGB!

And I'm thrilled to know that you've landed the next Xoth project too....

Keep up the great work.
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Re: The Spider God's Bride - Adv: The Vault of Yigthrahotep!

Postby warlock1971 » Wed Mar 20, 2013 12:52 pm

+1 in agreement to Prime_Evil's last comment!
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Re: The Spider God's Bride - Adv: The Vault of Yigthrahotep!

Postby DamonJynx » Wed Mar 20, 2013 8:51 pm

+1 from me as well.

Hope your RL stuff is on the improve.
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Re: The Spider God's Bride - Adv: The Vault of Yigthrahotep!

Postby The Wolf » Wed Mar 20, 2013 11:20 pm

Many thanks. Yeah, it is improving day by day. Once I am done with whatever other Legend work comes my way I might revisit some of the self-published stuff I've done and add some Legend base addons to it, stats for important NPCs and the like.

Though really Glenvale and Blackrock are basically system-agnostic/setting-agnostic locales which could easily be converted to Legend.

First thing is to finish up the Vault adventure tomorrow and then move onto the next one. If I can get a steady flow of work on SGB per day I should be able to sort out the adventure NPCs in around 2 weeks or less.

Darren
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Re: The Spider God's Bride - Adv: The Vault of Yigthrahotep!

Postby The Wolf » Thu Mar 21, 2013 11:49 am

Another NPC from the Vault. Need a Priest who is a badass sorcerer?

Yes, yes you do!
N’Kruma, Corrupt Priest of Nataka
Male Shoma

Value 1D20 Hit Location AP/HP
STR 12 1-3 Right Leg -/5
CON 10 4-6 Left Leg -/5
SIZ 11 7-9 Abdomen -/6
INT 14 10-12 Chest -/7
POW 12 13-15 Right Arm -/4
DEX 16 16-18 Left Arm -/4
CHA 12 19-20 Head -/5



Combat Actions 3 Armour: Robe. No Armour Penalty.
Damage Modifier +0
Magic Points 12 Traits: None
Movement 8m
Strike Rank +15 Common Skills: Athletics 63%, Brawn 28%, Culture (Own) 88%, Dance 48%, Drive 28%, Evade 67%, Evaluate 26%, First Aid 30%, Influence 24%, Insight 76%, Lore (Regional) 93%, Perception 71%, Persistence 64%, Resilience 55%, Ride 38%, Sing 34%, Sleight 28%, Stealth 55%, Swim 22%, Unarmed 48%

Advanced Skills: Acrobatics 58%, Language (Native) 76%, Lore (Rituals and Rites) 78%, Manipulation 80%, Meditation 74%, Survival 52%, Sorcery (High Temple Magic) 84%, Track 50%
Grimoire (Temple Magic): Attract (Missiles), Banish, Castback, Diminish (STR), Diminish (CON), Dominate (Human), Palsy, Phantom (All), Wrack
Weapons
Type Range Size Reach Damage AP/HP
Light mace - M S 1D8 Stun Location 6/6
Combat Styles
Temple Priest (Light Mace, Quarterstaff, Fists): 48%
Possessions: Green robe with gold trim, flanged light mace, large golden earrings (worth 20 sp each).
Description: In his early thirties, N’Kruma is tall and gaunt, and very quick. He is in fact a spy of the southern realm of Mazania, although he will take a bribe from anyone if he thinks he can get away with it.
Tactics: N’Kruma avoids battle if possible, using his high Influence skill to intimidate others. He prefers to use his magic from a distance, and quickly flees if he feels cornered.
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Re: The Spider God's Bride - Adv: The Vault of Yigthrahotep!

Postby The Wolf » Thu Mar 21, 2013 6:18 pm

And that's the Vault of Yigthrahotep: DONE!

On to: Swords of Zimballah tomorrow.
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Re: The Spider God's Bride - Adv: The Vault of Yigthrahotep!

Postby DamonJynx » Thu Mar 21, 2013 8:29 pm

Awesome. You're moving at a cracking pace, Darren.
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Re: The Spider God's Bride - Adv: The Vault of Yigthrahotep!

Postby The Wolf » Fri Mar 22, 2013 10:06 am

Thanks Damon. I figure there are 20 NPCs/Monsters/things in Zimballah which need my attention, so this one is likely to take a few days to finish.
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Re: The Spider God's Bride - Adv: The Swords of Zimballah

Postby The Wolf » Mon Mar 25, 2013 9:36 am

Right, the conversion process begins for Swords of Zimballah today!
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Re: The Spider God's Bride - Adv: The Swords of Zimballah

Postby The Wolf » Mon Mar 25, 2013 2:18 pm

Zama, “the Giant”
Male Shoma
Value 1D20 Hit Location AP/HP
STR 21 1-3 Right Leg -/7
CON 14 4-6 Left Leg -/7
SIZ 18 7-9 Abdomen -/8
INT 10 10-12 Chest -/9
POW 13 13-15 Right Arm -/6
DEX 14 16-18 Left Arm -/6
CHA 16 19-20 Head -/7



Combat Actions 3 Armour: Loincloth: No Skill Penalty
Damage Modifier +1D6
Magic Points 13 Traits: None
Movement 8m
Strike Rank +12 Common Skills: Athletics 60%, Brawn 59%, Culture (Own) 70%, Dance 30%, Drive 27%, Evade 68%, Evaluate 26%, First Aid 24%, Influence 32%, Insight 23%, Lore (Regional) 80%, Perception 78%, Persistence 76%, Resilience 93%, Ride 32%, Sing 29%, Sleight 30%, Stealth 39%, Swim 35%, Unarmed 75%

Advanced Skills: Language (Native) 96%, Lore (Tactics) 40%, Survival 87%
Weapons
Type Range Size Reach Damage AP/HP
Halberd - L VL 1D8+2 Entangle, Impale, Sunder 4/10
Javelin 30m S - 1D8 Impale, Pin Weapon (Shield) 3/8

Combat Styles
Barbarian Protector (Halberd, Javelin, 2-H Sword): 77%
Possessions: Loincloth of white ox-skin, halberd, javelin, large golden belt (worth 50 sp).
Description: This huge barbarian has very dark skin, and a handsome face with gleaming white teeth. He is Arahua’s lover and protector.
Tactics: Easy to anger, Zama simply enters a rage, charges and attacks.
For anyone who wants to use this brute in their SGB adventures, this is the first pass on him as he stands in the book at the moment. He's a brutal warrior and I've given him a fairly reasonable slew of skills and added a 2-H Sword combat skill to his repetoire.

Pokot. He was pretty broken originally, and I have reduced his SIZ to 7. Originally it worked out around 9, but that didn't feel overly right for a pygmy (which I see around the same size as a halfling by comparison). He had no magic grimoire and thematically he's described as a healer, tracker and mystic.

So
Pokot, the Pygmy
Male
Value 1D20 Hit Location AP/HP
STR 8 1-3 Right Leg –/4
CON 10 4-6 Left Leg –/4
SIZ 7 7-9 Abdomen -/5
INT 13 10-12 Chest -/6
POW 15 13-15 Right Arm -/3
DEX 14 16-18 Left Arm -/3
CHA 12 19-20 Head –/4



Combat Actions 3 Armour: Loincloth. No Armour Penalty.
Damage Modifier -1D4
Magic Points 15 Traits: None
Movement 8m
Strike Rank +14 Common Skills: Athletics 42%, Brawn 15%, Culture (Own) 86%, Dance 36%, Drive 34%, Evade 78%, Evaluate 35%, First Aid 27%, Influence 24%, Insight 63%, Lore (Regional) 91%, Perception 68%, Persistence 70%, Resilience 40%, Ride 29%, Sing 27%, Sleight 26%, Stealth 67%, Swim 18%, Unarmed 22%

Advanced Skills: Acrobatics 32%, Gambling 38%, Language (Native) 95, Language (Other) 88%, Lore (Silver Lotus Islands) 76%, Manipulation 68%, Meditation 80%, Sorcery (Silver Lotus Grimoire) 71%, Survival 55%, Track 75%
Grimoire (Silver Lotus): Intuition, Mystic Vision, Regenerate, Restoration, Spirit Resistance, Treat Wounds, Telepathy

Weapons
Type Range Size Reach Damage AP/HP
Shortsword - M S 1D6 Bleed, Impale 6/8

Combat Styles
Harassing Poisoner (Shortsword, Dagger, Kukri): 65%
Possessions: Loincloth, short sword, 3 doses of sassone leaf residue.
Description: Pokot is a pygmy from the Silver Lotus Isles, one of the few of his race to have left his homeland. He has the body of a child and the face of an old man. He is quite knowledgeable and is a good tracker.
Tactics: Pokot’s main function is outside of battle, as a tracker, healer, diviner and interpreter. He is an opportunist with an instinct for survival, so if his allies are about to be defeated, he will either flee, or offer his services to new masters.

Sassone Leaf Residue
Application: Injection/Smeared.
Onset Time: Nausea after 1D2 minutes, CON loss after 4D6 minutes.
Duration: 2 hours.
Resistance Time: The victim must make a Resistance roll at the Onset Time of each stage of the poison. Failure indicates that Condition has taken effect.
Potency: 40
Resistance: Resilience.
Conditions: Nausea, The venom initially causes the victim to start feeling nauseous if the first Resistance roll is failed. If a second Resistance roll is failed then the victim loses 1D4 CON.
Antidote/Cure: Anti-venom. Some cultures have perfected anti-venom remedies which have a Potency of 1D20+15. The anti-venom must be introduced with a successful First Aid or Healing roll and add their Potency as a bonus to the victim’s Resilience roll to fight the venom throughout its duration.
Sassone leaf residue had no entry in the adventure either. I felt it needed a proper poison treatment, so hopefully it will provide a sting in the tale (yeah I meant that) for your players.

D
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