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

Works for me Jim, amended it. Seven or so more gods to go in the cults chapter and I'll be looking at the next SGB adventure once I've amended Necromancer's Knife to take into account the cult's new direction/design.
 
Super excited to get the updated version of this book! I am keen to run these adventures once my current adventure path has been completed.
 
A sea god who could also support a pirate style adventurer?

Yammosh, the Sea-God of Ghazor
The greatest temple of this Susrahnite sea-god is located in the sinful port city of Ghazor, although sailors from many nations offer sacrifice to him before setting out on long ocean voyages. It is said that he grants his most fervent followers the very power to control the wind and waves; to those who draw a blade in his name he gifts the fury of the seas and the crushing power of the tsunami.
Magic
Sorcery Grimoire (Windwalker): Animate (Wind), Animate (Water), Form/Set (Wind), Form/Set (Water)
Heroic Abilities: Battle Fury, Sundering Strike
Membership
Novice
Novices to the cult are taken to the Chamber of Waves in a nearby cave and told to climb in to a specially prepared pit. After three soulful ringing bells are sounded the gates are opened and the lid closed. The rushing tide pours water into the chamber and if the novice is alive after 4 minutes they are admitted into the cult.
Apprentice
Apprentices of the cult must have at least five of the cult’s skills at 40%, they must have been on a ship at least once in their time with the cult.
Adept
Adepts of the cult must have at least five of the cult’s skills at 50% and possess the Battle Fury Heroic Ability. They are expected to crew a ship at least twice per month and gain a bonus of +10% to any Swim tests when made in calm or stormy waters.
High Priest
High Priests of the cult must have at least five of the cult’s skills at 70% and possess the Sundering Strike Heroic Ability. They must be a captain of a sailing ship or hold a prominent position aboard such a vessel. High Priests must have a 75% Boating skill and in turn they are granted immunity from drowning, they can hold their breath for an indefinite period of time and swim to the deepest reaches of the ocean without fear of crushing pressure.
Combat Style: Tidal Wave Style (Dagger, 1-H Sword, 2-H Sword, Sword&Shield, Bow, Javelin, Spear)
Cult Skills: The cult offers training in: Athletics, Brawn, Dance, Evade, Resilience, Sing, Swim, Unarmed, Boating, Commerce, Meditation, Shiphandling, Sorcery (Windwalker Grimoire), Manipulation
 
I'm really loving the revised versions of the various cults - excellent work!

I think you've hit the right balance here between providing evocative descriptions and just enough solid game content to be useful in play. Because this is the first World of Xoth product released by Mongoose, I suspect that this is an area where too much information is as bad as too little - you want to give the audience a taste of the diversity of the setting, but not bury them under so much detail that they are overwhelmed.
 
That's about right Prime_Evil. I want to add my own Xoth related spin where I feel some of the gods are a bit thin on the ground, but keep them to the original as much as possible.

And we're done, cults chapter finished from 9 pages to 14.

Zanthiss, the Great Serpent
The ancient demon-serpent of Yalotha, in some worlds known as Hassith-Kaa, is the father of various ophidian races and a master of sorcery. Zanthiss is currently believed to be confined to an extradimensional prison, or perhaps banished to a remote star, after the downfall of the serpent-empire of Yalotha.
However, cults of Zanthiss still lair in ancient temples, with writhing serpent-pits, giant slithering temple snakes, malachite altars stained with the blood of centuries of sacrifice, and demon-guarded vaults wherein lie hidden the lost papyri of jungle-lost Yalotha.
To become an initiate of the cult, the candidate must survive the lethal bite of a sacred temple cobra. Ascension to greater titles within the priesthood may involve the bites of greater and more poisonous snakes.
Magic
Sorcery Grimoire (Snake Charmer): Diminish (CON), Dominate (Snakes), Palsy, Wrack
Heroic Abilities: Poison Immunity, Reincarnation (Cobra)
Membership
Novice
Novices of the cult must enter the chamber where the sacred temple cobra is kept. They spend a night in the same room as the snake and attempt to commune with it. Should they succeed, they will the snake with their force of mind, to bite them. If they survive the bite they are admitted into the cult.
Apprentice
Apprentices of the cult must have five of the cult’s skills at 45% and survive the bite of another lethal snake.
Adept
Adepts of the cult must have five of the cult’s skills at 55% and possess the Poison Immunity Heroic Ability. They are now able to speak to and understand one type of snake, the cobra.
High Priest
High Priests of the cult must have five of the cult’s skills at 70% and possess the Reincarnation (Cobra) Heroic Ability. They can now speak to and understand all types of snakes. They gain the knowledge of the Shapechange (Human) to (Cobra) spell.
Combat Style: Serpent’s Kiss Style (Dagger, 1-H Sword, Dirk, Javelin, Spear, Fanged Shield, Archer’s Blade, Bow)
Cult Skills: The cult offers training in: Dance, Evade, Influence, Insight, Resilience, Sleight, Stealth, Acrobatics, Lore (Forbidden Snake-cult rituals), Meditation, Sorcery (Snake Charmer Grimoire), Manipulation.

Feel free to share this with other forums where people might be worried about SGB. I'd like as many of them to know that I'm 100% comitted to making this book shine. At least as much as I'm allowed to re-write.

Darren
 
The Wolf said:
Feel free to share this with other forums where people might be worried about SGB. I'd like as many of them to know that I'm 100% committed to making this book shine. At least as much as I'm allowed to re-write.

Darren

Hopefully you'll do just enough to kick off a viable product line for the setting :)

Or at least show people where the strengths of the game system lie....
 
That's my hope.

So far it is fixed Magic Chapter, fixed Gods/cults/demons Chapter.
To do: the adventures and NPC/Monster fixes.

What other areas let the book down. I seem to remember something about races and ?

Not saying I'll be allowed to fix those areas, but you never know.
 
The Wolf said:
Zanthiss, the Great Serpent
I like this one. Flashes of Thulsa Doom in the Arnold Conan movie.

I like the other ones too, though I worry if the higher ranks have been given too 'flashy' powers.
Immunity to falling damage, hunger drowning, etc. are fairly supernatural powers, and the Gods chapter opens with:
A priest is usually just another type of sorcerer, whose spellcasting ability is independent of the god he claims to worship. The gods cannot grant spells and powers to their followers. They can, however, teach spells and other secrets to humans (just like two humans can teach each other magic)
I wonder if the same effect could be realised by expanding the spells in the Cult Grimoire with more complex/powerful spells that have the same effect (ie Abjure Air) as one's rank increases.
That way higher ranks would gain more magical power, but also greater risk (Taint!)

Having said that, I like where you’re going with the changes and i’m looking forward to see the ‘Wolf-version’ of SGB when it’s done.

Cheers,

Dan

EDIT: regarding your last post, adventures/NPC stats are by far the biggest issue imho.
 
One of the things I wanted to change, without fully destroying the flavour of SGB. (but perhaps adding a new layer of fun to S&S).

In the SGB there's a very slight change in the gods chapter which reads: The gods rarely grant spells and powers to their followers directly. They can, however, teach spells and other secrets to humans (just like two humans can teach each other magic), and they often live long and so accumulate a lot of knowledge which they may (or may not) share with their servants.

Other secrets could well be anything you desire as a GM. Such as the Abjure (Water) spell. This opens the S&S in SGB up just a little. I'm liking your thought process there Dan and I'm thinking what I'll do is change the powers for related spells.

I did keep the original text for Taint as well, since I quite liked that part of the magic chapter.

Cheers,

Darren

I will also be concentrating on the NPCs and Monsters now I have a handle on the cults and Magic.
 
I think this is all looking like a very good revisioning of SGB in Legend. I somewhat share Ranger Dan's concern about flashy heroic abilities but it does take a lot to acquire a Heroic Ability in addition to becoming a priest. Maybe it would be worth a paragraph spelling this out because players coming from d20 are likely to think the heroic ability is no more than an automatic levelling up despite what it says on p218 of Legend. E.g.
Priests in the cults of Xoth often have access to unique Heroic Abilities. These abilities are not gained automatically, rather each one requires some sort of demand, sacrifice or quest in which death is usually the least of the candidate's worries. The precise nature of the task varies by the capricious whims of the deity and Gamesmasters can use this to create scenarios for player character priests or even to draw player characters into opposing the task. Of course, the nature of the cults is such that the other priests of the cult are likely to be doing their best to ensure that the usurper meets a grisly end.
 
Funny you should say that Deleriad :) I have just written a couple of things regarding the powers, including something similar to that.

Cults
The following lists the various religious cults of the world, describing their priests, temples, rituals, and secrets. If a Games Master feels that the powers of the Adepts and High Priests are a little too dramatic and powerful for their game they can be replaced with the applicable spell or negated entirely. A Games Master can also give a 10% chance base to the Adept and High Priest when creating or running an NPC from one of the adventures to determine if they possess these powers/secrets.
It is also worth noting that Heroic Abilities all have a cost so a new Games Master to Legend may want to read Page 218 of the core rulebook. In terms of the World of Xoth, these gifts are not taught lightly or given; they might require a specific quest or even great sacrifice or personal cost to the priest. If the priest is a player character of one of these cults it could be a springboard for even greater adventures. These gods are capricious beings and their followers may well be working at odds to stymie the plans of a potential new High Priest or Adept, after all, who wants another Alpha wolf in the lair?
 
The Wolf said:
Funny you should say that Deleriad :) I have just written a couple of things regarding the powers, including something similar to that.

Cults
These gods are capricious beings and their followers may well be working at odds to stymie the plans of a potential new High Priest or Adept, after all, who wants another Alpha wolf in the lair?

I guess you can't have S&S deities without using the word "capricious." Enjoying the way your developing this.
 
Indeed - the Greek Gods and various S&S style gods of my own settings are well, yeah, they're just as bratty and capricious as mortals. Thanks! I also left the Taint section of Magic largely untouched because I like that bit.
 
OK. Today's fixes will be applied to the Spider God's Bride adventure. I've spotted a few things here and there which need a tune-up as well as a fix or three. The big plan is to get those NPCs sorted and bring the Yot-Kamoth cult in tune with the new information on cults, including the Combat Styles and so on.

If an NPC has a personal poison then I'll see about detailing that as part of their equipment and putting the stats in.

The orb of Witch Fire now functions like this (from the Magic Chapter)

A smooth glass objects sits on a small velvet cushion. It is roughly 6 inches in diameter and has a highly polished surface. Inside the ball of crystal is a roaring conflagration of dark blue flame.

The orb of Witch Fire was created by a long-forgotten sorcerer during an age which has yet to be pinpointed by historians. The object can be hurled like any other thrown object and bursts upon impact leaving a blazing mixture which ignites instantly and burns with a fierce fire across a 10m diameter circle. Any creature caught in the impact area must make an immediate Difficult Resilience test or take 3D6 fire damage to all locations. The Witch Fire burns for 1d4 minutes before it goes out, the Witch Fire can also ignite any combustible material in the radius.
 
The new and (improved) Outcast Priest of Yot-Kamoth from the adventure Spider God's Bride itself. I've taken the stats and everything direct from the d20 SGB. So the stats are pretty much spot on to him there, in the adventure he's 6th level as a Sorcerer and as you know (and Loz has said in the past) Legend doesn't really do PC/NPC levels, so he's really as-is.

I think he works better.

Yetara, the Outcast Priest of Yot-Kamoth
Male Lamuran
Value 1D20 Hit Location AP/HP
STR 10 1-3 Right Leg -/5
CON 12 4-6 Left Leg -/5
SIZ 11 7-9 Abdomen -/6
INT 16 10-12 Chest -/7
POW 14 13-15 Right Arm -/4
DEX 14 16-18 Left Arm -/4
CHA 14 19-20 Head -/5



Combat Actions 3 Armour: None
Damage Modifier +0
Magic Points 14 Traits: None
Movement 8m
Strike Rank +15 Common Skills: Athletics 64%, Brawn 31%, Culture (Own) 82%, Dance 48%, Drive 38%, Evade 68%, Evaluate 70%, First Aid 40%, Influence 88%, Insight 55%, Lore (Regional) 77%, Perception 60%, Persistence 68%, Resilience 44%, Ride 38%, Sing 48%, Sleight 38%, Stealth 60%, Swim 42%, Unarmed 34%
Advanced Skills: Acrobatics 64%, Courtesy 50%, Healing 50%, Language (Native) 80%, Lore (Yot-Kamoth) 72%, Meditation 48%, Oratory 48%, Streetwise 38%, Survival 36%, Sorcery 62%, Manipulation 60%
Sorcery Grimoire (Silken Web): Hinder, Holdfast, Palsy, Wrack
Heroic Ability: Poison Immunity

Weapons
Type Range Size Reach Damage AP/HP
Quarterstaff - M L 1D8, Stun Location 4/8
Combat Styles
Temple Failure (Quarterstaff, Dagger): 64% (no longer uses Spider Bite Style)
Possessions: Quarterstaff, grey hooded robe, Lamuran turbaned cap, emerald spider signet ring (worth 75 sp), 1 dose of blinding-powder, 1 dose of dreaming-powder, 150 sp.
Description: Yetara is middle-aged, thin and wiry, with a clean-shaven pate and staring dark eyes lined by heavy eyebrows. He wears a grey hooded robe with long sleeves, as well as a turbaned cap in the Lamuran fashion. Now an outcast from the cult of Yot-Kamoth, he has vowed to some day return to Lamra and exact revenge upon his former cult brothers, claiming the position of high priest that he thinks he deserves.
Tactics: In general, Yetara stays away from physical combat and lets Sefu deal with opponents. The priest uses his staff to strike against lightly armoured opponents, and finally uses his alchemical powders when in personal danger.
Special Note: Since Yetara has been cast out from his cult, he does not currently gain any benefit from his rank within it. He has lost his Sorcery Grimoire and his relevant powers/boons, save for the first Heroic Ability. His stats however can account for the recovery of the Grimoire.
 
Hey Wolf,

Yetara looks great, keep it up!

As for the Orb of Witchfire, it's very scary!
3d6 to all locations is quite powerful (the Priest level Divine spell Sunspear does only 2d6) so I guess it's destroyed after use? Incidentally, maybe Evade would be a better way to resist the blast than Resilience?

Thanks again for your efforts and all your activity on the boards! (nice to see your thought process in action).

Cheers,

Dan
 
RangerDan said:
...maybe Evade would be a better way to resist the blast than Resilience?

Thanks again for your efforts and all your activity on the boards! (nice to see your thought process in action).

Cheers,

Dan
Agree wholeheartedly.

My take on D20 conversions to Legend re the saving throws are:

  • Fortitude (CON based) = Resilience
    Reflex (DEX based) = Evade
    Will (WIS/POW based) = Persistence
 
DamonJynx said:
My take on D20 conversions to Legend re the saving throws are:

  • Fortitude (CON based) = Resilience
    Reflex (DEX based) = Evade
    Will (WIS/POW based) = Persistence

You could possibly even calculate these Legend skills by taking the d20 class bonus and multiplying the result by 5, then adding the result to the base chance calculated off the character's stats. For example, a fighter with a fortitude class bonus of +8 would have a Resilience skill of 40% added to a base chance probably somewhere between 20-30% (for a final skill of 60-70%).

Hmmmm....I wonder if it would be possible to build a spreadsheet to automate the process of performing a rough conversion from d20 to Legend...
 
Prime_Evil said:
Hmmmm....I wonder if it would be possible to build a spreadsheet to automate the process of performing a rough conversion from d20 to Legend...

Why don't you write a "conversion guideline" and post it.

**edit** or you could just use Dan True's, Eberron conversion for the number crunching? Perhaps not, I didn't see anything on converting NPC's...

I do exactly that, but I multiply only the base save (without the stat modifier) and add that to the creatures Legend base score. Eg: A 4th lvl Barbarian with a 16 CON would have a Fortitude save (without magical enhancements) of 7 (4 (lvl) + 3 (CON modifier). His Legend Resilience score would then be 52% (32 (CON*2) + 20 (4*5)). If you multiplied it out using the total bonus it would be 67 (32+35). 52% seems more appropriate for a '4th lvl' equivalent character IMO.
 
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