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

The Wolf said:
Combat Actions 3 Armour: Loincloth: No Skill Penalty
Hi Darren,

Just a quick thing.

IMO, if what the character is wearing doesn't provide protection to at least one location, technically it isn't armour and the 'Armour' field in the stat block should be left blank.
 
I'm just going from the original templates I was working on. In that case I'd probably write: None (as in Monsters of Legend) since it makes more sense to put something there rather than leaving it blank :)

Edit: in the final run-through when I put the SGB PDF page numbers into the documents on the NPCs etc. I'll be changing armour worn to none in that regard.
 
I'm curious, are you fixing treasure listed with these adventures as well? The Vault stood out in my mind as I have played it with the Conan conversions provided by the author, but there was one piece of treasure that tripped me up. I was curious to see if it had been updated in the Legend rules, but it had not.

From Page 104:
On a raised dais next to the wall is a black staff set with a golden cobra head. To a priest of Zanthiss, this staff functions as a rod of the viper.

Unless I'm missing something, Legend doesn't have a rod of the viper. That's strictly a D20 magic item.
 
Hey Mach5RR. I can fix and amend things within reason - the rod of the viper is one of those particular items which has been converted to Legend by me for the adventure this time around in SGB.

I hope that's the kind of thing you were looking for :)

TEXT ADDITION/AMENDMENT

Page 106 SGB PDF

The smaller chamber beyond is accessed through a heavy curtain of snake-skin. On a raised dais next to the wall is a black staff set with a golden cobra head. To a priest of Zanthiss, this staff manifests several powers. Any non-worshipper touching it is subject to being bitten by a vicious serpent, manifesting as a striking snake.
Staff of the Serpent
This stave allows the priest to summon and automatically dominate 2d6 snakes. The snakes appear immediately in a 3m radius around the wielder and can be commanded to attack foes directly as long as the wielder remains in contact with the staff. The staff can also function as a Dominate (Snakes) spell cast at Magnitude 3.
 
Aisha posed an interesting challenge, both a rogue and a sorcerer in the original. So I decided to give her a magic amulet which would allow her to dominate men and ensorcel them until they are released or break free of the domination.

Aisha
Female Shoma

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



Combat Actions 3 Armour: None
Damage Modifier +0
Magic Points 10 (6 with amulet) Traits: None
Movement 8m
Strike Rank +16 Common Skills: Athletics 56%, Brawn 21%, Culture (Own) 90%, Dance 74%, Drive 26%, Evade 32%, Evaluate 83%, First Aid 31%, Influence 86%, Insight 75%, Lore (Regional) 80%, Perception 75%, Persistence 75%, Resilience 42%, Ride 46%, Sing 68%, Sleight 84%, Stealth 81%, Swim 21%, Unarmed 46%

Advanced Skills: Acrobatics 56%, Courtesy 73%, Gambling 45%, Language (Native) 83%, Lore (Royal Courts) 76%, Manipulation 70%, Mechanisms 71%, Meditation 70%, Oratory 78%, Seduction 73%, Sorcery (Silken Whisper Grimoire) 71%, Streetwise 68%, Track 71%
Grimoire (Silken Whisper): Damage Resistance, Diminish (INT), Dominate (Human), Glow, Haste, Hinder, Hold Fast, Telepathy

Weapons
Type Range Size Reach Damage AP/HP
Stabbing Dagger - S S 1D4 Impale 6/8

Combat Styles
Guile (Stabbing Dagger, Kukri, Chakram): 69%
Possessions: Silken loincloth, stabbing dagger, silver armbands (worth 20 sp each), golden earrings (worth 25 sp each). Amulet of the Wandering Mind (worth 300 sp).
Description: Always with a lewd smile on her full red lips, Aisha is dark, with curly hair and a full body, which she knows to use to full effect when she deals with men.
Tactics: Aisha prefers to let her henchmen deal with opponents. She also has numerous powerful contacts who would be angered if she were harmed in any way.

Amulet of the Wandering Mind
This functions as a special variant of the Dominate (Human) spell that she knows. When she clutches this amulet she can dominate one male Human by sacrificing a Magic Point into the device. It can dominate up to 4 Magic Points worth of men at any time and currently Aisha has all 4 points invested in the amulet to control her henchmen. Invested Magic Points return at the rate of one per hour if a target dies or is released. The domination effect lasts as long as Aisha has possession of the amulet, if it is lost or stolen the new owner takes control of the dominated males until such a time they die or are released. This item will only function for a female NPC or character.
 
Yilan is missing, so are his Fire Priests and there are no stats for the Fire elemental or wight like creature (adds to list of fixes)

This is a specialist fire elemental I whipped up to fix SGB.

Fire Elemental

Dice Average 1D20 Hit Location AP/HP
STR 4D6 14 1-3 Right Leg -/5
CON 3D6 13 4-6 Left Leg -/5
SIZ 2D6+3 10 7-9 Abdomen -/6
INT 3D6 14 10-12 Chest -/7
POW 2D6+3 14 13-15 Right Arm -/4
DEX 144D6 14 16-18 Left Arm -/4
CHA 2D6 8 19-20 Head -/5



Combat Actions 3 Armour: None
Damage Modifier +0
Magic Points 14 Traits: Breathe Flame
Movement 8m
Strike Rank +14 Common Skills: Athletics 73%, Brawn 44%, Culture (Own) 88%, Dance 55%, Evade 70%, Insight 63%, Lore (Regional – Plane of Fire) 93%, Perception 73%, Persistence 68%, Resilience 71%, Unarmed 68%
Advanced Skills: Language (Native – Fire Elemental) 82%, Lore (Elementals) 79%, Meditation 70%, Manipulation 70%, Sorcery (Burning Halo Grimoire) 77%
Grimoire (Burning Halo): Animate (Flame), Attract (Magic), Attract (Missiles), Attract (Spirits), Attract (Energy), Damage Resistance, Form/Set (Flames), Glow, Wrack (special variant)

Weapons
Type Range Size Reach Damage AP/HP
Scimitar -- M M 1D8 Bleed 6/10
Combat Styles
Burning Brand (1-H Sword, Dagger, Javelin): 80%
Possessions: None, when destroyed it leaves behind a single red ruby worth 200sp
Description: Swathed in fire and burning flames, this fire elemental is a bound creature summoned by the fire priest. It appears as a naked black skinned humanoid of either male or female gender with ember-like eyes and a mane of roaring/crackling hair. It can use normal weapons and throw spells.
Tactics: It likes to use Breathe Flame (2D6 damage, 1/hour) to open combat and then animates fire. After that it wades in with its sword.
Magic: The Fire elementals grimoire is actually written in intricate flickers of the flame on its body. It has a special variant of Wrack which immolates the target rather than causes them searing pain, though they don’t catch on fire and it functions just like the spell in all other regards.

So I wanted an interesting non-generic style undead for this adventure, to replace the Wight because of course Legend has no Wights in the MoL book. I have been looking at the Norse style Wights, which it seems that Bethesda riffed off for their Draugr.

Undead Creature

Dice Average 1D20 Hit Location AP/HP
STR 4D6 15 1-3 Right Leg 1-/6
CON 3D6 13 4-6 Left Leg 1-/6
SIZ 2D6+6 14 7-9 Abdomen 1-/7
INT 3D6 14 10-12 Chest 1-/8
POW 3D6 13 13-15 Right Arm 1-/5
DEX 3D6 13 16-18 Left Arm 1-/5
19-20 Head 1-/6



Combat Actions 3 Armour: Spirit barrier, 1 AP. No Armour Penalty.
Damage Modifier +1D2
Magic Points 13 Traits: Life Sense
Movement 8m
Strike Rank +14 Skills: Athletics 73%, Brawn 59%, Evade 76%, Perception 72%, Persistence 76%, Resilience 86%, Unarmed 48%, Track 67%

Weapons
Type Range Size Reach Damage AP/HP
Battleaxe - M M 1D6+1 Bleed + Special 4/8
2H - M M 1D8+1 Sunder (2H only) -/-
Combat Styles
Ghostly Warrior (1-H Sword, 2-H Sword, Battle Axe): 73%
Possessions: Jewelled Battleaxe (worth 150sp), pendant (worth 50sp), jewelled dagger (worth 40sp)
Description: This undead being was once a great warrior. Now it is a shadow of its former self, with desiccated skin and greyish eyes which burn with a dark flame. It wears ragged tatters of useless armour and is surrounded by a spectral glow. This glow gives it 1 AP across all locations. Only magic which penetrates magical armour can pass through this shield of force. It wields a gleaming ancient Battleaxe surrounded by a blue frosty shine.
Tactics: This ancient undead warrior is a brute in combat and relentlessly tracks foes. It prefers to eliminate caster enemies first and then moves onto stronger warriors.
Magic: The Battleaxe has a 1 per hour effect. If the target of a successful attack which deals damage fails a Difficult Resilience test they take 1D3 CON damage due to the chilling spectral cold of the grave.
 
Rowr

Henchman of Kazosi
Male Shoma Were-Leopard (animal form)

Dice Average 1D20 Hit Location AP/HP
STR 3D6+6 17 1–2 Right Hind Leg 2/6
CON 3D6 11 3–4 Left Hind Leg 2/6
SIZ 2D6+8 15 5–7 Hindquarters 2/7
INT 5 5 8–10 Forequarters 2/8
POW 3D6 11 11–13 Right Front Leg 2/5
DEX 2D6+12 19 14–16 Left Front Leg 2/5
CHA 5 5 17–20 Head 2/6



Combat Actions 3 Armour: Fur: No Armour Penalty. Silver weapons negate armour.
Damage Modifier +1D4
Magic Points 11 Traits: Night Sight
Movement 10m
Strike Rank +12 Skills: Athletics 88%, Evade 77%, Stealth 79%, Perception 70%, Persistence 75%, Resilience 75%, Track 77%


Weapons
Type Range Size Reach Damage AP/HP
Claw - M M 1D6 As Legs
Bite - M T 1D10 As Head
Rake - M M 2D6 As Legs
Combat Styles
Snarling Fury (Claw, Bite, Rake): 71%
Possessions: None.
Description: In their animal form, the were-leopards look just like regular leopards, although they revert to their true human form if slain.
Tactics: A were-leopard in animal form charges his opponents and makes a full attack which includes his vicious rake attacks.
Special Rules

Rake: Any combat round in which the leopard hits with both its claw attacks against a single target, it immediately gains a free attack with its rake. The leopard will hang on to its prey and continue to rake and bite round after round. The target must succeed in a Routine opposed Athletics test against the leopard to break free.

Kazosi the Traitor

Male Shoma Were-Leopard (hybrid form)

Value 1D20 Hit Location AP/HP
STR 22 1-3 Right Leg 2/7
CON 16 4-6 Left Leg 2/7
SIZ 19 7-9 Abdomen 2/8
INT 10 10-12 Chest 2/9
POW 11 13-15 Right Arm 2/6
DEX 19 16-18 Left Arm 2/6
CHA 10 19-20 Head 2/7



Combat Actions 3 Armour: Supernatural flesh. No Armour Penalty. (silver weapons negate)
Damage Modifier +1D8
Magic Points 11 Traits: Night Sight
Movement 8m
Strike Rank +15 Common Skills: Athletics 81%, Brawn 76%, Culture (Own) 80%, Dance 29%, Drive 30%, Evade 75%, Evaluate 20%, First Aid 29%, Influence 70%, Insight 12%, Lore (Regional) 80%, Perception 71%, Persistence 62%, Resilience 86%, Ride 35%, Sing 21%, Sleight 29%, Stealth 77%, Swim 38, Unarmed 82%

Advanced Skills: Acrobatics 71%, Language (Native) 90%, Lore (Tactics) 70%, Oratory 61%, Survival 87%, Track 86%

Weapons
Type Range Size Reach Damage AP/HP
Great axe - H L 1D12+2 Bleed, Sunder 4/10
Claw - M M 1D6 As Arms
Bite - M T 1D8 As Head
Combat Styles
Violent Mood Swings (Greataxe, Claw, Bite): 71%
Possessions: White loincloth, belt with golden buckle (worth 35 sp), Great axe, 2 golden rings (worth 100 sp each).
Description: Kazosi is dark-skinned and powerfully built, with short curly hair and a short-cropped beard. Kazosi does not like to conceal his true nature; he wants to be free to roam the city to hunt and kill the humans, whom he considers to be ‘lesser creatures’.
Tactics: Kazosi has trouble controlling his bloodlust, so at the slightest provocation he enters a rage and attacks with his formidable axe.

You can't keep a good traitor down!

Update: 8th Adventure finished!
 
A quick note of my own on the PDF of SGB. I now actually see what you folks were talking about when you said the NPCs were missing their Possessions/Descriptions/Tactics entries. Originally when I did the final conversion that was one of the elements which I kept on my core documents - so I've been at a loss wondering why you said they were missing.

I decided to have a look at the PDF today just to see how I can add in page numbers and so on to the core documents for layout. The missing NPC information is one of the things which lends the NPCs their unique flavour.

I have asked Matthew to make sure layout restores these based on my amended information. 2 more adventures to fix and the Daughters of Rhama is a pretty short one with only 10 NPCs etc to fix and Rahma's disease to invent - along with a proper poison effect for the Moon Juice.

Darren
 
Thanks Warlock.

Elipa (“Eanna”), Secret Priestess of Rahma
Female Susrahnite

Value 1D20 Hit Location AP/HP
STR 12 1-3 Right Leg -/5
CON 12 4-6 Left Leg -/5
SIZ 12 7-9 Abdomen -/6
INT 14 10-12 Chest -/7
POW 15 13-15 Right Arm -/4
DEX 20 16-18 Left Arm -/4
CHA 17 19-20 Head –/5



Combat Actions 3 Armour: None
Damage Modifier +0
Magic Points 15 Traits: None
Movement 8m
Strike Rank +17 Common Skills: Athletics 77%, Brawn 24%, Culture (Own) 88%, Dance 77%, Drive 35%, Evade 80%, Evaluate 71%, First Aid 54%, Influence 74%, Insight 54%, Lore (Regional) 88%, Perception 84%, Persistence 70%, Resilience 54%, Ride 35%, Sing 72%, Sleight 77%, Stealth 79%, Swim 24%, Unarmed 42%

Advanced Skills: Acrobatics 75%, Courtesy 75%, Healing 69%, Language (Native) 91%, Lore (Rhama Cult) 75%, Manipulation 69%, Meditation 75%, Seduction 75%, Sorcery (Rat God Grimoire) 70%, Streetwise 76%
Grimoire (Rat God): Damage Resistance, Diminish (INT), Dominate (Human), Hinder, Intuition, Palsy, Sense (Flesh)

Weapons
Type Range Size Reach Damage AP/HP
Shortsword - M S 1D6 Bleed, Impale 6/8
Curved Dagger - S S 1D4+1 Bleed 6/8
Combat Styles
Tricky Combatant (Curved Dagger, Shortsword, Kunai): 67%
Possessions: Scanty clothing, dagger, shortsword, pearl necklace (worth 25 sp), 10 sp.
Description: This pretty blonde girl, in her early twenties, appears rather naïve, but is in fact a clever temptress. She serves the cult of Rahma and the high priestess Erishti as a spy and agent.
Tactics: In melee, Elipa fights with a sword in one hand and a dagger in the other hand, using Athletics to get into flanking position to get in a quick attack. She also has a small selection of spells she may use both before and during combat.

Say goodbye to Terinav Root and hello to!

Terinav Root Poison
Terinav roots are notorious when boiled and brought down to a fine paste at causing confusing effects when introduced to the blood. This sticky red residue can be applied to a blade and once it enters the bloodstream of a victim it acts quickly to disorientate and confuse them.
Application: Injection.
Onset time: 1D3 Combat Rounds
Duration: 3D6 minutes
Resistance Time: One Resistance roll.
Potency: 45
Conditions: Confusion. If the victim fails his Resistance roll the poison spreads quickly through the whole body. The victim cannot use any knowledge, communication or magic based skills for the Duration of the poison.
Antidote/Cure: A strong brew of herbal tea local to the region can quickly end the poison’s effects, though it causes vomiting and extreme nausea. There’s a 10% chance regardless that at the end of the poison’s Duration the character will be sick for 1D6 minutes until the poison is fully purged. A successful use of the Healing Skill will help counteract this and also the poison. If the cure is applied successfully before the end of the Onset time then the poison fails to take effect.

I based the effect on experience, when I had a bad time in Bulgaria due to something I'd eaten. Imagine though it wasn't 1D6 minutes of vomiting - it was 5 hours :)

I'll show those pesky adventurers!
 
The Dweller in the Pit

I noticed this was really broken in the PDF. So, here's the fixed/nastier version for you to throw against your players if you're running the adventure right now. I added some possessions, a description and the tactics section. They weren't in the d20 SGB at all by the way.

The Dweller in the Pit

Dice Average
STR 4D6+12 26
CON 2D6+12 19
SIZ 3D6+12 23
INT 2 2
POW 3D6 11
DEX 3D6 11

<><><><>

1D20 Hit Location AP/HP
1 Right Hind Leg 6/9
2 Left Hind Leg 6/9
3 Right Back Leg 6/9
4 Left Back Leg 6/9
5-9 Abdomen 6/10
10 Right Centre Leg 6/9
11 Left Centre Leg 6/9
12 Right Front Leg 6/9
13 Left Front Leg 6/9
14-15 Right Tentacle 6/8
16-17 Left Tentacle 6/8
18-20 Thorax 6/9



Combat Actions 1 Armour: Rubbery Flesh: No Armour Penalty.
Damage Modifier +1D10
Magic Points 11 Traits: Night Sight
Movement 8m
Strike Rank +7 Skills: Athletics 37% (only in water), Brawn 69%, Evade 55%, Perception 60%, Persistence 49%, Resilience 80%, Stealth 52%, Survival 60%, Track 77%

Weapons
Type Range Size Reach Damage AP/HP
Tentacle - L L Entangle As Tentacle
Bite - M T 3D6 As Thorax
Combat Styles
Hideous Tentacle Beast (Tentacle, Bite): 87%
Possessions: None. Though adventurers may find some treasure from previous victims – there is a 25% chance that there’s 2d10x100 SP lying at the bottom of the water and a 15% chance that the dweller, if slain has 4d10x100 SP in various coins and other assorted items in its gut.
Description: This monster is truly vile. It is composed of blubber, rubbery flesh and long whipping tentacles. Seven eyes surround a leech like mouth and feint green slime hangs around the maw.
Tactics: It lurks using Stealth, then attacks with its tentacles attempting to latch on and deliver a follow up bite. If more than two tentacles manage to hit, the creature can attempt to bite as a free attack only at a reduced skill of 70%. Captured victims can try and break free with a Difficult Brawn test.

How about Rhama, any love for him I hear you ask? WELL!

Rahma the Diseased
Obese Rat-Headed Demon from the Outer Dark

Dice Average 1D20 Hit Location AP/HP
STR NA 26 1-3 Right Leg 5/8
CON NA 18 4-6 Left Leg 5/8
SIZ NA 24 7-9 Abdomen 5/9
INT NA 20 10-12 Chest 5/10
POW NA 15 13-15 Right Arm 5/7
DEX NA 16 16-18 Left Arm 5/6
CHA NA 13 19-20 Head 5/8



Combat Actions 3 Armour: Fur, demon skin: No Armour Penalty.
Damage Modifier +1D10
Magic Points 15 Traits: Formidable Natural Weapons, Life Sense, Night Sight
Movement 6m (due to obesity)
Strike Rank +18 Skills: Athletics 42%, Brawn 70%, Evade 52%, Perception 67%, Persistence 80%, Resilience 77%, Stealth 66%, Survival 70%, Track 79%


Weapons
Type Range Size Reach Damage AP/HP
Claw - M M 2D6 Disease As Arms
Bite - M T 1D10 Disease As Head
Combat Styles
Rat Attack (Claw, Bite): 80%
Description: Rahma, the living rat-god, is an obsese rat-headed humanoid with black skin and long, wicked claws. Those stuck by his claws instantly start to rot and decay, eventually turning into ghoulish servants, slaves to Rahma’s will. Rahma is dressed in a simple loincloth of purple silk beneath his great black belly. Rahma needs the claw-key that Serathu stole to be able to leave the temple; otherwise he is confined to the area he was summoned into by Erishti.
Rahma’s claws carry a rotting disease (detailed below) which has a terrible effect on its victims.
A terrible stench surrounds Rahma. Living creatures within 3 meters must succeed on a Routine Resilience test or be sickened for 1d6+4 minutes. Creatures with immunity to poison are unaffected.
Rotting Claw Disease
The fate of those struck by Rhama’s claws is one of madness, decay and eventual death as a living servitor of the obese Rat-god. This disease is the manifestation of the god’s will on Xoth and transforms those who die from it into servitors who appear to be undead, yet do not have the same disease carrying infection as their benefactor. (See previously)
Application: Contact
Onset time: 1D6 hours
Duration: 1D6+2 weeks
Resistance Time: Weekly. The first Resistance roll must be made at the end of the Onset time, then weekly thereafter. Successfully resisting the disease allows the Adventurer to avoid suffering the Conditions until the next roll must be made. The effects of the disease manifest visually regardless of the roll made and there’s nothing to indicate that the victim is recovering at all. They appear to rot regardless.
Potency: 50+18 (CON of Rhama).
Resistance: Resilience.
Conditions: A failed Resistance roll means each condition takes effect; conditions follow on after each other. Necrosis (all locations), Agony (the victim’s body is rotting slowly), Bleeding and finally Death. After Death the victim rises again 2d6 hours later as a servant of Rhama – one of the living dead, gaining Night Sight and no other powers.
Antidote/Cure: Only powerful magic can cure this disease. Or if Rhama wills it, he can remove his blessing from the afflicted (this has never been known to happen).
 
I should be able to get the final adventure of this finished tomorrow. Then it's just the new poison appendix to do and that's the re-write sorted.
 
The Wolf said:
I should be able to get the final adventure of this finished tomorrow. Then it's just the new poison appendix to do and that's the re-write sorted.

And then onwards to bigger things?

I'd like to let you know how much I appreciate the work that you've put into this update...and I'm convinced that the revised version of SGB will be a better product for it!
 
I'm hoping so Prime_Evil and thanks. I can tell you that I will be working on a lot more Legend books after this. I did work on Samurai and Gladiators of Legend for example.

After SGB I'd like to turn my attention back to SGB 2 and see what I can do with that. This will be a direct conversion from d20 > Legend using what I've learned from the re-write/fixes to SGB.
 
Prime_Evil said:
The Wolf said:
I should be able to get the final adventure of this finished tomorrow. Then it's just the new poison appendix to do and that's the re-write sorted.

And then onwards to bigger things?

I'd like to let you know how much I appreciate the work that you've put into this update...and I'm convinced that the revised version of SGB will be a better product for it!
A big +1. Undoubtedly the finished product will be far superior, it already is as far as I'm concerned. I doubt I'll purchase the printed version but the PDF is most certainly on my wish list!
 
I'm hoping it will be far superior. In theory it should be since everything that was missing stats has stats now, even some of the missing d20 items have been converted/renamed to work with this version of SGB.

See the Staff of Serpents in the Vault.

There might be a few items missing on the PDF once it is done, things I might not have caught. If people do mention them though - then I can endeavour to fix them and get them put in for the print release. Matt has said the book won't go to print until we're 100% happy with the PDF version.
 
The Wolf said:
I'm hoping so Prime_Evil and thanks. I can tell you that I will be working on a lot more Legend books after this. I did work on Samurai and Gladiators of Legend for example.

After SGB I'd like to turn my attention back to SGB 2 and see what I can do with that. This will be a direct conversion from d20 > Legend using what I've learned from the re-write/fixes to SGB.

What is SGB 2? I didn't realise that there was more than one d20 book. Goes away to check Hyborian's website .....

OK. I completely missed that there is an SGB 2 and an SGB 3.... Must buy these PDFs for d20 ASAP.
 
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