Conan and Cthulhu

  • Thread starter Thread starter Anonymous
  • Start date Start date
Raven, Reach works differently for large or larger creatures. They can attack in both the 10' range AND the 5' range. They aren't the same as people wielding warspears, they're more like people with spiked chains. It's why being large is such a benefit.
 
bjorntfh said:
Raven, Reach works differently for large or larger creatures. They can attack in both the 10' range AND the 5' range. They aren't the same as people wielding warspears, they're more like people with spiked chains. It's why being large is such a benefit.

Ah, but the issue #2 of the Dark Horse comic- where this version of a Frost Giant comes from- it clearly shows that Frost Giants can't attack Conan with their weapons when he gets too close. Conan even comments on it saying something like- "That's a long reach you have. Too long!" and then gets under one of them and rips out its femoral artery with his broadsword. Yes, normally a large creature can do as you say but these guys for what ever reason can't- my guess is sheer stupidity- which is why I make a point of it in their entry.

You can check out the original entry here at the Dark Horse Conan Sourcebook here: http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=11404&postdays=0&postorder=asc&start=120 or get a copy of Volume One of that series and see the scene for yourself.
 
Due to a previous discussion and out of idle curiosity I perused through my Call of Cthulhu source books to see which Mythos Tomes might exist in the Hyborian Age. Here’s a list of the ones I could find. Now mind you that the names of the these tomes are listed as they would be known in the Dark Ages and modern day- their names in Hyborian times may be different. Sorry- no Necronomicon. Abdul al-Azrad won’t be born for millennia….

The list is unlikely to be comprehensive due to the large number of Mythos tomes mentioned in various literature. I have not included my own The Tomes of Utalis as it only exists on this site, is unfinished and since it failed to gather any positive attention I am not pursuing it’s creation…..8)

Tomes that are known to exist in the Hyborian Age

The Pnakotica/The Pnakotic Manuscripts

Various translations of the lore of the Elder Ones captured from pictographs from the land of Mu [Antartica]

The Liber Ivonis/The Book of Eibon

A powerful magical spellbook created in the Hyperborean Age by the great wizard Eibon that rivals the Necronomicon in power. Translating this to Conan terms might be a future project. A campaign centered around needing, finding, using and surviving using this tome would make a good adventure.

The Tupsimiti/The Elder Keys

A set of tablets containing nearly all the lore of the Old Ones and likely the most powerful source of arcane knowledge in the world. As they lie amid the colossal amorphous form of the Great God Ubbo-Sathla it is unlikely any human being will ever get their hands on them.

The Seven Cryptical Books of Hsan/The Seven Cryptical Books of the Earth

A set of tomes written by the sage Hsan the Greater ere the nation of Khitan had formed. They relate the elements of the Mythos dealing with the eastern kingdoms. A complete set of these is rumored to exist with the purple towered royal library of Peiking.

The Liber Dzyan/The Book of Dzyan

A slim tome of Atlantean sorcery- likely the only surviving volume of a greater work.

Mythos Tomes that may or may not exist in the Hyborian Age

The Black Tome

A small book devoted to the Shining Trapezohedron and the dream sendings of Cthulhu

The Song of Yste

A discussion of abrumbrali entities- whatever that means…..

Chaat Aquadingen/The Three Codices

A discussion of Cthulhu and his many children. Includes spells for summoning said beings.

The R’lyeh Text

A Khitan work on the same material as the above tome. A little less magic, a little more scholarly information.

The Eltdown Tablets/The Eltdown Shards

A set of clay tablets contain Yithian lore.

The Zanthu Tablets

Black jade tablets written in Naacal, the high language of Mu. Contains mostly summoning and binding spells for various entities.

The Turner Codex

A set of prayers devoted to the Unspeakable One [Hastur] hammered into thousands of thin copper plates.
 
Raven, if you were looking for some Cthulhu free scenarios: http://www.yog-sothoth.com/modules.php?name=Downloads&d_op=viewdownload&cid=2
Perhaps you'll find there something you like.
 
The Tomes of Utalis

New Entry- Volume Four

Serpent People [also Set’s Children]

They walked lithely and sinuously erecton pre-mammalian members, their pied and hairless bodies bending with great suppleness. There was a loud hissing of formulae as they went to and fro.

-Clark Ashton Smith, “The Seven Geases”

Serpent People are an evil sentient race created by Set in the earlier ages of the Earth. In the times before man’s evolution beyond apes they ruled from great city of cyclopean tower of black basalt, studying the lore of their dark father. An unknown cataclysm destroyed much of their civilization occurred drove them underground- it is suspected they were routed by the Elder Things when those alien being descended to Earth from the Outer Dark.

In these caverns the serpent men were not idle. They built the great underground cities they occupy still and perfected their lore and craft. After the destruction of the civilization of the Elder Things the reemerged onto the world’s surface. They found the world greatly changed by the conflict of the Elder Things and the Great Old Ones. Among the many changes was the creation of a nearly hairless primitive mammalian race that proved to be no match for the serpent people’s great power. Quickly subduing tribe after tribe after tribe into slavery the second Empire of Set was created. Great stone cities and temples dedicated to that dark lord were raised up again on the backs of their human slaves and long did the blood of humanity’s ancestors stain the black altars of the unhallowed rites designed to sate Father Set’s hunger.

Humanity though longed to throw off the serpent man’s shackles and determine their own fate but lacking leaderless and fearful they could not. The occasional slave revolt was easily put down by the serpent people’s summoned demons and sorcerous power. The serpent people’s alchemical craft warped the mind and bodies of their slaves. It wasn’t until the advent of a human sorcerer from a far off land that mankind’s chance to free itself came. Some say this unknown wizard came from Mu, other scholars claim he came the mysterious Dreamlands, still others claim he was an servant or avatar of Ibis himself. Whatever his origins, this stranger united the remaining free tribes and taught to them the knowledge of warfare and sorcery. This unknown individual also found a way to break the serpent man’s control of their demonic servants. Beset by both free humans and their newly freed slaves, the second empire of the serpent fell.

Though the back of the serpentine empire was broken, it would be many generations before the last of the great cities of the snakemen would fall to human might. By the Atlantean Age the serpent men were reduced to mere thousands reduced to manipulating human kingdoms from the shadows rather than ruling them outright. (The Shadow Kingdom) The final purge of the serpent-men lead by King Kull and his Pict allies left only a few handful scattered and in hiding. By the Hyborian Age they are little more than myth to a few learned scholars. There remain legends of great cities of these being in the depths of the southern jungles which or may not have a basis in truth….

Individual serpent people are known to have survived to the twentieth century of the Modern Age. A number of encounters with them were reported in the 1910-1930s and a serpent woman and her cult of human serpent worshippers was rooted out and destroyed in rural England in the 1970s.

Culture: Serpent people’s culture revolves around the worship of Set. Ruled by a nobility claiming descent from Father Set himself and assisted by priests of that dark god, their aim is to swallow the world of humanity and rebuild their lost empire- or at least rule as much of the world as they can. Though they once ruled overtly over primitive humanity, the serpent people lack the power to control them humanity directly anymore. Instead the serpent people rule through either slaying human leaders and replacing them with magically disguised serpent people or just control human pawns in key positions. Serpent women often take the role of the Temptress to better lure humans into a more vulnerable position for their nefarious purposes.

It is believed that the true rulers of Stygia may be serpent men. In Thoth Amon’s time though it is said he displaced their power in that land during his lifetime and imprisoned them in a great castle in the most southern reaches of the Black Kingdoms. Some say Thoth Amon himself may be a serpent man. Whether if any of these rumors are true is up to conjecture.

The culture of the serpent people prizes stark and sinuous beauty in architecture and personal ornament. Tall cyclopean structures of black basalt with black and red highlights are very common. Serpent motifs are obviously common in their work as well. Most of a serpent man’s artistic creations are also magical in some way.

There re also rumors of serpent people who have completely degraded to mere barbarianism and forgotten their once great heritage in the cataclysms of time. These creatures are said to haunt the swamps and jungles of Hyboria and live a cannibalistic tribal existence. All serpent people, civilized or barbaric find human flesh delicacy.

Religion: The serpent men worship their great farther Set. They god has also been called Yig by some sources- this may their word for Set in their language. It is said there was a small sect of serpent men who renounced the worship of Set for Great Old One Tsathoggua at one time but were destroyed by vengeful lord of snakes for their blasphemy. It is also believed that serpent women may also worship Ishinti, Dekerta or another Dark fertility goddess as the mate of Set in their rites.

Racial Traits:

-+2 racial bonus to all Craft [alchemy], Knowledge [outsiders] and Knowledge [nature]. The serpent men have forgotten more mystical lore than humanity has yet learned.

-Natural Armor: The scales of a serpent man provide them with a natural DR of 2. This will stack with any worn armor as well.

-Natural Weapon: Serpent men possess envenomed fangs. In a Grapple they may bite for 1d4 points of lethal damage with a successful Grapple check. The venom is meant to weaken both a victim’s body and will. Their poison has the following characteristics-

Type: Injected DC 12
Initial Damage: 1d3 Con
Secondary Damage: 1d3 Wisdom

-Racial penalty of –2 to all Corruption saves. The children of Set take swiftly to path of the fallen.

-Low Light Vision: Serpent People possess Low Light Vision to thirty feet.

-Scent: Serpent people can detect the presence but not position of all creatures within thirty feet by scent alone. This is halved if upwind of a target and doubled if downwind of the creature in question. A serpent person can may Track by scent alone.

-Longevity: Serpent people are blessed with long life by their dark father and can live for hundreds if not thousands of years. With alchemical assistance then can even place themselves in hibernation to extend their corporeal existence.

-Cold Vulnerability: As cold-blooded race serpent men suffer worse than men from the effects of cold. All non-lethal damage caused by exposure to Cold environments s doubled.

Background Skills: Craft [alchemy], Knowledge [arcane]. Knowledge [nature]

Favoured Class: Scholar. Serpent women also have Temptress as a favoured class.

Prohibited Classes: Nomad, Pirate

Automatic Languages: Slyth (the native tongue of the serpent men)

Bonus Languages: Archeronian, Demonic, Old Stygian, Stygian and the human languages local to their area.

Advancement Notes: Almost all serpent men are Scholars. They tend to specialize in the Hypnotism style of sorcery t better control the leaders of men, the Nature school to summon and bind the great beast of the Earth tot heir will and the Summoning sphere to bring forth the demons of their father. They all commonly know at least one spell of their own devising to alter their appearance to appear as a human to the eyes of others. One of the simpler spells is detailed below. Two of their alchemical creations are listed below. Serpent men were known for their great feats of manipulating living organisms and creating entire viable races with their craft at the peak of their skill. Though they no longer possess this level of ability higher level serpent men will almost always possess the Craft Aberration and Create New Life Feats. Their knowledge of poisons and mind altering drugs is unmatched by another sentient race. All serpent people should have near maximum or maximum ranks in Craft [alchemy] and Craft [herbalism] They specialize in alchemical preparations designed to suborn the wills of others or potent poisons to kill them outright.

Serpent women tend to go by a different road than their male opposites. Though those operating in the human worlds need to be able to use the spells necessary to disguise themselves as human they often take Temptress levels as well. If using the multiclass options given in Hyboria’s Fallen are being used most serpent women encountered by humans will be a Vamp at least 8th level. [4th level Scholar/4th level Temptress] They will likely take all of the alternate rules for the Vamp class listed in their entry [Kiss, Seductive, Force of Will, Powerful Presence and True Seduction]. They usual tactics are to either dominate and control humans in key positions of power or to set up cults dedicated to themselves and their dark gods. They prefer the Hypnotism school of magic in order to better enrapture and manipulate their thralls and lure sacrifices to their doom.

[As an example of such serpent women I recommend the last story in de Camp’s Conan of Aquilonia collection and watching the movie The Lair of the White Worm and reveling in Amanda Donahue’s over the top performance 8)]
 
The Tomes of Utalis

New Entry- Volume Eight

New Spell

Visage of Man [Advanced Spell of the Hypnotism style]

Power Point Cost: 2
Components: V, S
Casting Time: One full round
Range: Self
Target: Self
Duration: One hour per level of Scholar the caster possesses
Saving Throw: None
Prerequisites: Entrance; four ranks of Disguise, two ranks of Knowledge [arcana], Base Magical Attack Bonus of +2 or greater
Magic Success Roll: 10 to appear as a human, 20 to appear as a specific person

Visage of man is a spell used by serpent men and other non-human races who wish to go unnoticed among humanity. It does not transform their features, but instead creates a powerful but subtle suggestion to those around them that the caster is a human being. While it is relatively simple to use the spell to create a generic human visage that is easily overlooked, it take a sorcerer of greater craft to assume the features of a specific person. In order to do so, the caster must have had intimate contact or a chance to observe the one they intend to replace for a period of days. If the lack this there is an additional penalty of at least +5 to their Magic Success Roll.

Serpent people use the spell extensively to keep their presence unknown among humanity. The greatest sorcerous spies among these people use this spell to take the form of those they wish to blame for their activities or to replace humans altogether. Their favorite tactic is take the image of a pious and faithful person and ruin their reputation in the eyes of their fellow men.

The spell has one major flaw though- any reflection of the caster will reveal their true visage.
 
The Tomes of Utalis

New Entry- Volume Three

New Alchemical Product

Domination Serum

Craft Alchemy DC to create: 30
Fortitude saving throw: DC 21
Initial Damage: 1d4 Wisdom
Secondary Damage: Domination [see below]

Domination serum is a colorless serum made from the milk of the serpent people’s own venom. It is colorless and has a faint taste of raspberries. The effect of the serum is to make a person highly susceptible to the verbal suggestions of the serpent people. While under the effect of this substance a person is treated as if they are under the domination spell with regard to any orders given to them by the children of Set. This is only in regard to serpent people or the sentient Sons of Set and no other races. It has been theorized that something either in the tone of their voices or their smell that triggers the serum’s effect.

The serum is very potent and metabolizes very slowly- ten drops of the serum is sufficient for one dose and it will last 1d10+10 days. Serpent people use it to keep their slaves in line. Most serve it to their thralls in weekly ceremonies to ensure their continued compliance.

Requirements: Ten doses of serpent person venom, Craft [alchemy] 10 ranks
 
The Tomes of Utalis

New Entry- Volume Three

New Poison

Carotid Toxin

Craft Alchemy Check to make: DC 24
Fortitude saving throw: DC 20
Onset time: One day
Initial and Secondary Damage: 1 Con [see below]

Carotid toxin is a venom used by the serpent people when they need to remove someone without raising suspicions. The venom it self is colorless and odorless and will dissolve easily in water, gravy or alcohol without losing its potency. Upon imbibing the venom starts to slowly eat away the wall of their carotid arties. Each day the person must make a saving throw against the poison’s DC or lose 1 point of Constitution. While the poison is in effect this attribute damage may not be healed naturally. This continues for the duration of the venom’s effect- 1d10+10 days.

The slow effect of the venom often causes people to mistake it for a disease though a Heal check of DC 25 will confirm that the person is in fact not sick. If the initial dose is no sufficient to kill them the person may recover normally though their lowered Constitution may cause that to take to some time to return to full health. The serpent however may just administer another dose to the victim to finish them off. After all given the now weakened state of a victim, few question such a ‘relapse’.

Requirements: Eight ranks of Craft [alchemy] and the extracts of three subterranean plants.
 
Well, I have a mailing list that I send Word files of my Conan stuff when I am finished with it. I'm doing a collection of all my Conan stuff to date that I plan on sending on the list. If you- or anyone else- are interested on getting on the list just send me a personal message with an e-mail address to send to and I will add it to the list.
 
New Creature

Byakhee

There flapped rhythmically a horde of tame, trained, hybrid winged things…not altogether crows, nor moles, nor buzzards. Nor ants, nor decomposed human beings, but something I cannot and must not recall.”

-Howard Phillips Lovecraft, “The Festival”


Large Outsider
Hit Dice: 8d10 [48 Hit Points]
Initiative: +8 [+6 Reflex; +2 Dexterity]
Movement: 30 feet; Fly 120 feet
Defense Value: 15 [+4 natural; +2 Dexterity; -1 size]
Damage Reduction: 4 [Chitin, thick skin, scales and/or fur]
Base Attack/Grapple: +6/+11
Attack: Bite +12 melee (1) [1d8+6; x2 critical; 8 AP] or Claw +8 melee [1d8+2; x2 critical; 3 AP]
Full Attack: Bite +12 melee (1) [1d8+6; x2 critical; 8 AP] and two Claws +8 melee [1d8+2; x2 critical; 3 AP]
Special Attacks: Blood Drain; Enhanced Terror
Special Qualities: Enhanced Manifest, Enhanced Navigation; Improved Grab; Outsider, Scent
Saves: Fort +6; Ref +8; Will +2
Attributes: Str 18; Dex 14; Con 11; Int 10; Wis 11; Cha 10
Skills: Knowledge [outsiders and the planes] +12; Listen +8 (3); Ride +13 (2); Spot +8 (3); Survival +10
Feats: Alertness; Fly-By-Attack; Skill Focus [Ride]; Track, Weapon Focus [Bite]
Habitat/Terrain: Any terrestrial world or the Outer Dark
Organization: Mated Pair [2]; Herd [4-40]; Flock [20-400+]
Advancement: 9-12 Hit Dice [Large] Some exceptional Byakhees can acquire the Dabbler Feat as well.

(1) Includes Weapon Focus Feat.
(2) Includes Skill Focus
(3) Includes Alertness Feat

Blood Drain:With a successful Grapple test a Byakhee may fasten its mouth on a creature and begin to drain their blood. This inflicts the usual natural damage [1d8+6] and drains 1d6 Str from the victim. If the Grapple is maintained by the Byakhee the creatures continues to drain Str from their victim but inflicts no additional damage. If the creature’s hold is broken and it reattached toa victim the creature will once again take the damage as the creature’s sharp teeth tears into its flesh once more.

Enhanced Manifest: By far the most exceptional ability of Byakhee is its ability to transverse the Outer Dark. As a stanard action a Byakhee may leave the surface or sky of Earth or any other world and enter the Outer Dark or vice versa. In either case the Byakhee appears at the new location at the end of its action.

A Byakhee may take up to one Medium sized or smaller creature with it. In fact many sorcerers use Byakhees as mounts using this ability to travel to the Outer Dark and then to travel to other worlds or to any other point in their world almost instantly. The Byakhee cannot protect its rider from the vacuum and cold of the Outer Dark- the rider must provide their own protection. One means of doing so is detailed below.

Enhanced Navigation: A Byakhee knows its location at all times be it on a world or the Outer Dark between them. They can always know how to get to a place they have visited before without any chance of being lost.

Enhanced Terror:The size and unnatural hybrid nature of a Byahkee makes it a rather disturbing sight. The DC of all Terror of the Unknown checks is +2.

Improved Grab: If a Byahkee successfully attacks a creature with it’s bite or with both claws in the same round it may attempt a Grapple as a free action. This does not provoke an attack of opportunity. Many Byahkee use this ability to either use their Blood Drain or to fly to a great height and drop their victim or both.

Outsider: Byakhee do not age and are not affected by terrestrial poisons or diseases. They are born and bred to the traverse the Outer Dark and may survive cold and vacuum indefinitely. Their flesh is composed of biological matter though and they may be subject to critical this and Sneak Attacks.

Scent: Byakhee may detect the presence but not exact location of all creatures within 120 feet by scent alone. This increases to 240 feet if downwind of a creature and decreases to 60 feet if upwind. A Byakhee may Track by Scent alone. Note that this ability is useless in the Outer Dark.

Skills: Byakhee have a +4 bonus to Survival when Tracking by Scent.

Byakhee are the spawn of Hastur and are bred from its foul mass in the depths of Lake Hali on a world orbiting the star Aldebaran. Bred to be mounts for his mortal servants Byahkee proved to be loyal and useful servants to the cultists of the Unspeakable One. So useful that many other sorcerers learned to bind them to their will for their own uses. As Hastur has millions of these beasts at his service and can breed uncounted more that dread being seems to care little about a few pilfered nightwing horrors and they have become pretty common among those sorcerers whose power and curiosity extends beyond their own world.

Byahkee are children of Chaos and it shows. No one of these creatures are the same. Save for the feature all viable Byakhee must possess- that is of large bat like wings, claws and fanged maw- their form is a composite of Hastur’s nightmares. Decaying human flesh, insectile chitin, webbed appendages, tentacles, serpentine scales, rodent like features- all of these may or may not be a part of the beast. A few things remain constant though- a Byahkee is carnivorous and predatory liking both blood and meat from any creature including man- or even fellow Byakhee. They all will test the will of their master from time to time unless that person should have sworn service to Hastur himself. Many a weakened sorcerer has been consumed by their own star steed mount.

First generation Byakhee begin life spawned by Hastur within his watery prison on an unnamed world circling the star Aldebaran. Aquatic in larval stage they are both predator and prey as they will turn upon each other for food just as Hastur and its spawn will prey on them. Those that survive in the depths of that haunted lake, next to the ruined and ever cursed city of Carosa will emerge from the lake after their metamorphosis from aquatic state is complete and escape that world’s confines seeking other, more hospitable places away from their hungry kin. They haunt the deserted and far corners of many worlds including Earth and are s hazard for those who seek to explore such places.

Byahkee will form mating pairs when the urge takes them. Second generation offspring of Hali born Byhakee have no larval stage- instead they mature in eggs like birds. A typical Byahkee nest will have 2-12 eggs- but due to their rather unorthodox nature only about 30% or so are viable. Both Byakhee parents will guard the eggs- at least one will Byahkee will present at all times and the other only absent to hunt for itself and its mate. This is good as many sorcerers would raid a nest if they could to rear their young from birth as their mounts.

Incubation of such eggs takes 2-3 months. Upon hatching young Byahkee will devour the non-viable eggs and then demand food voraciously from their parents. Runts of the litter are usually eaten as well. After three months young Byahkee will be able to fly clumsily. By six months they are considered mature and possible competitors by the parents who will drive them from their territory.

If a Byahkee is captured before it hatches and raised by another as a mount the child’s new owner has best be well stocked in food. Young Byahkee have voracious appetites and cannot readily be tamed. Its new owner had best be strong and ruthless or the creature will not respect them and turn on them given the first opportunity to do so.
 
New Spell

Summon Byahkee [Advanced Spell of the Summoning style]

Power Point Cost: 8
Components: V, S, F, XP
Casting Time: One full round
Range: Interstellar
Target: One Byahkee
Duration: One round-trip journey, lasting up to one hour per level of Scholar the caster posse
Saving Throw: Will- but see below
Perquisites: Master-words and signs or demonic pact; Base Magic Attack of +4 or greater
Magic Success Roll: Sets DC for target’s Will save- but see below

This spell is a variant on summon demon designed to summon a Byakhee from the depths of the Outer Dark. It is taught to all of Hastur’s sworn adepts though over the centuries enough copies of this spell have be made that t is no longer their exclusive domain. Even the sworn enemies of the Great Old Ones have been known to make use of the star steeds.

Upon the recitation of the following incantation: “Ia! Ia! Hastur! Hastur of’ayak ‘vulgtmm, vugtlagln, vulgtmm! Ai! Ai! Hastur!” and blowing of a whistle made of Byakhee bone a star steed will be rapidly summoned to caster. Although most summoned creatures will resist a summoning Byakhee were bred to be mounts for others and most oft will opt to forgo their saving throw and arrive of their own free will.

The material focus for this spell is a whistle of made of the bone of a Byakhee which is blown during the casting. It costs 400 XP to cast this spell.

[Raven’s Rules for Sorcery handle Summonings differently than the Mongoose core Sorcery rules. The alternate version of this spell and other spells related to it will be posted on that topic at a later date]
 
New Alchemical Product

Space Mead

Craft [alchemy] check required to manufacture: 25
Fortitude save: DC 18
Initial Damage: 1d4 Wisdom
Secondary Damage: Paralysis

Space mead is a magical elixir that allows a terrestrial being to survive the vacuum and cold of the Outer Dark. The elixir tastes like an exquisite vintage of wine or brandy to the imbiber. It is however far too strong a brew for most mortal beings. As noted above a person imbibing it suffers damage as if poisoned. Even if paralyzed the Mead still provides protection from the conditions of the Outer Dark.

Should a person remain conscious after tasting Space Mead, they are capable of remaining in vacuum and cold for up to ten hour without penalty per each dose. If using Byakhees or similar mounts this allows a good range to the journeys between the stars, though the riders best be wise enough to carry more Mead for the return trip. While Byakhee can Manifest from the Outer Dark to any world nearby they must manually travel the distance between them though they do so at speed far outstrips the mere speed of light. The intoxicating effect of the mead helps insulate the rider of such a journey from overwhelming sensations such a journey would provide.

If a person is paralyzed by the Space Mead and remains in a terrestrial atmosphere there is a curious and unintended side effect. The person becomes subject to dreams and visions of the unseen workings in the worlds about them. Though this usually provides little more than disturbing visions and auditory sensations, a astute person can make a Knowledge [arcana] test every hour to glean some useful information to them. The person must also make a Corruption test at the end of the ten hour period of hallucinations as their mind has been exposed to the raw potency of Chaos overlong. Some sorcerers ignorant of the nature of the Outer Dark who stumble upon knowledge of Space Mead only learn of this use for the Mead.

Requirements: Two rare minerals, the extract of a nearly extinct plant, one ounce of Byahkee blood, the pollen of an extraterrestrial tree and the water of the river Avernus in the Dreamlands and twenty Power Points expended over the brewing of the Mead.

Cost: 10,000 silver luna
 
Well, I don't even think Ian reads these things despite the fact he is listed as a moderator for the site. I've seen him involved with this part of the forum maybe twice in what, 30 months? or so? I also get the impression he doesn't like me very much either....
 
Raven, I think you need to correct something on Byhakee stats... why exactly do they have ranks in Ride? They're mounts, not riders. Thoes points should probably be put somewhere else, Surivival, Spot, or Listen come to mind. Also Skill Focus [Ride] ought to be replaced as well. It jsut seems out of sorts that the mount has those skills; after all Byhakees can't give its rider the bonus it has in ride, it only applies if the Byhakee is riding something else.

Also, what maneuverability are they? Average or Good? If they can hover, it's good, if not Average. If they have Average I'd recommend replacing Skill Focus [Ride] with Improved Maneuverability (which would make them abile to hover.)
 
Back
Top