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

I think the Heroic Abilities of the cults are a little over the top, yes these things have to be paid for but it starts to lean the cult in the direction of superpower-wish-granting entities which doesn't quite fit the setting. The abilities are significantly more powerful than the ones in Legend.

Combat styles - I know you are making the cults a bit more martial in character but I think that the weapon groupings are a bit overkill. Having five weapons in a single style in every cult seems a bit much, only an *extremely* belligerent, warlike and disciplined cult would be able to provide that, possibly at the expense of some or all of their sorcerous knowledge. I like some of the themed connections you make in these styles I just think it should be toned down, it reads almost like these cults are becoming Super Villain groups(!)

So from Zanthiss:
Combat Style: Serpent’s Kiss Style (Dagger, 1-H Sword, Dirk, Javelin, Spear, Fanged Shield, Archer’s Blade, Bow)
(lord have mercy...)

I would use something like:
Combat Style: Serpent’s Kiss (Trident, Fanged Shield)
If a Zanthiss worshipper has a missile weapon it's a separate skill, which has to be paid for out of their skill point budget.

Thanks for the updates.
 
Bilharzia said:
I would use something like:
Combat Style: Serpent’s Kiss (Trident, Fanged Shield)
If a Zanthiss worshipper has a missile weapon it's a separate skill, which has to be paid for out of their skill point budget.

Thanks for the updates.
I agree that some of the CS's are a bit OTT, and in the case of your example I think you're 100% correct. However, generally speaking, I don't have a problem with some CS's including a 1H Melee Weapon, Shield and a Missile Weapon and possibly a 2nd melee weapon - provided of course they are culturally and professionally appropriate. I think 4 items per style is probably a reasonable limit.
 
This is why these things get posted here, because it's a tricky thing to work with Combat Styles when you're not actually used to using them. I'm not sure where in the Legend rulebook they're mentioned?

I like them though, I have always LOVED weapon groupings for any particular thing.

None of this is 100% set in stone anyways - which is the good thing about having a mostly-open development.

So would you prefer it if I cut the Heroic Abilities from the cults altogether folks? This is a serious question here because none of this is submitted yet, won't be until I finish the final adventure and I'm 100% happy with it.

The cults are based off the Sorcerous Cult from Legend btw. All the Heroic Abilities that are listed as well, the ones under the heading are from the Legend core book - or do you mean the extra benefits for being Adept/High Priest, Bilharzia?
 
Zanthiss after a quick trim/change.

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.
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 gain the knowledge of the Shapechange (Human) to (Cobra) spell after years of careful study under the previous High Priest of the cult.
Combat Style: Serpent’s Kiss Style (Dagger, Fanged Shield)
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.

I've made the distinction that the cult High Priest rank is literally one of hard graft and study and not just a magical - YEAH I levelled up and can now become a High Priest kind of deal.
 
That's a lot better. I think the Heroic Abilities should be treated in a similar way to those in the Elric of Melnibone setting, in that they are a reward for achieving a particular rank - that being said, the hopeful should have to undergo a rigorous test of faith involving grave peril (is there any other kind) that puts something far more important than the supplicants life at risk to prove their worth at that rank and to learn the HA.
 
I'll quote from my expanded bit on Cults in the Cult chapter.

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 Heroic Abilities of the Adepts and High Priests are a little too dramatic and powerful for their game they can be replaced with an 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 and skills.
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?

So basically in terms of Xoth, you get them if you do something for the cult that's really dangerous or so on. You still have to pay the regular Legend cost as well as a cost for the cult - which in the case of Yadar might actually be being buried alive and surviving for x-days/nights.

Belet-Lil, the Moon-Goddess of Susrah
Voluptuous mate of Baal-Khardah, and earth-mother, Belet-Lil is a goddess of fertility, revelry, and beauty. She is very popular among the Susrahnites, not least due to the large numbers of temple prostitutes found in every city.
Magic
Sorcery Grimoire (Passion of the Moon): Enhance (CON), Enhance (CHA), Regenerate, Restoration.
Heroic Abilities: Tireless, Disease Immunity.
Membership
Novice
The lucky novice of the cult must first undergo a rite of passage, for the aspirant it is a time of ritual and scented baths. Then a night of revelry and orgy follows where the aspirant is judged by the higher peers of the cult and hopefully found worthy.
Apprentice
Apprentices of the cult must have at least five of the cult’s skills at 30% and regularly participate in the temple’s revelry, fertility rites and have at least one companion of any gender.
Adept
Adepts of the cult must have at least five of the cult’s skills at 40% and have the Tireless Heroic Ability. They are initiated into the cult’s deeper rituals and gain a +10% bonus to all Resilience tests when fending off disease due to careful study of the unguents and alchemical concoctions used by the cult.
High Priest
High Priests of the cult must have at least five of the cult’s skills at 70% and have the Disease Immunity Heroic Ability. High Priests of the cult are well trained in the wiles of Seduction and gain a bonus of +20% to their Seduction skill tests, as well as being equally devious at resisting the wiles of others with a +20% to their Persistence skill tests when being manipulated or seduced.
Combat Style: Moon Dancer (Scimitar, Chakram, Dagger, Bow)
Cult Skills: The cult offers training in: Dance, Evade, Influence, Insight, Perception, Resilience, Sing, Stealth, Courtesy, Seduction, Streetwise, Sorcery (Passion of the Moon Grimoire), Meditation, Manipulation.

Just because I'm actually writing up the Spider God's Bride NPCs at the moment:

Yot-Kamoth, the Spider-God of Lamu
The Lamurans bow before black idols of Yot-Kamoth, the monstrous eight-legged god worshipped for centuries in the mountain fastness of Lamra, the capital city. In truth, the priests of the spider-god are the royalty of Lamu, for they wield considerable influence and for a common man to resist their demands is a certain death sentence.
Magic
Sorcery Grimoire (Silken Web): Hinder, Holdfast, Palsy, Wrack
Heroic Abilities: Poison Immunity, Wall Leaping
Membership
Novice
Novices to the cult must undergo a ritual where they place their hand into a specially prepared obsidian box. Inside this box is a temple-bred spider with lethal venom, if the candidate is found worthy by Yot-Kamoth then they are allowed to survive. If they are unworthy they are paralysed by the venom and thrown into a massive spider-infested pit usually beneath the temple where they nourish the next generation of temple-bred spiders.
Apprentice
Apprentices of the cult must have five of the cult’s skills at 45% and have been bitten by temple-bred spiders to help them gain immunity to their venom.
Adept
Adepts of the cult must have five of the cult’s skills at 60% and the Poison Immunity Heroic Ability. They are given the task of breeding the temple-bred spiders and gain a bonus of +10% to any test which involves climbing, after months of temple training on the climbing walls they learn to spot available handholds and routes.
High Priest
High Priests of the cult must have five of the cult’s skills at 80% and the Wall Leaping Heroic Ability. They are in control of selecting applicants to the cult, overseeing the spider breeding. They are taught an additional spell for their Grimoire: Enhance (DEX).
Combat Style: Spider Bite Style (Chain, Dagger, Rapier)
Cult Skills: The cult offers training in: Athletics, Evade, Influence, Insight, Perception, Resilience, Stealth, Acrobatics, Meditation, Seduction, Survival, Track, Sorcery (Silken Web Grimoire), Manipulation.
 
Sefu, Yetara’s Bodyguard, male Shoma:
Sefu, Yetara’s Bodyguard
Male Shoma
Value 1D20 Hit Location AP/HP
STR 16 1-3 Right Leg 3/7
CON 16 4-6 Left Leg 3/7
SIZ 16 7-9 Abdomen 4/8
INT 13 10-12 Chest 4/9
POW 13 13-15 Right Arm 4/6
DEX 12 16-18 Left Arm 4/6
CHA 14 19-20 Head 6/7



Combat Actions 2 Armour: Scalemail Shirt, Banded Skirt and Full Helm: -6 Armour Penalty.
Damage Modifier +1d4
Magic Points 13 Traits: None
Movement 8m
Strike Rank +13 (+7 when armoured) Common Skills: Athletics 43%, Brawn 82%, Culture (Own) 56%, Dance 48%, Drive 25%, Evade 79%, Evaluate 27%, First Aid 25%, Influence 48%, Insight 56%, Lore (Regional) 56%, Perception 61%, Persistence 26%, Resilience 77%, Ride 30%, Sing 27%, Sleight 26%, Stealth 30%, Swim 32%, Unarmed 58%
Advanced Skills: Gambling 36%, Language (Native) 77%, Survival 69%

Weapons
Type Range Size Reach Damage AP/HP
Broadsword - M M 1D8, 1d8+1 Bleed, Impale 4/14
Combat Styles
Lion’s Den (Broadsword, War Maul, Dagger): 79%
Possessions: Broadsword, dagger, chainmail, lion-skin cloak, 45 SP.
Description: Sefu is a black-skinned giant, with a muscular body and gleaming white teeth. He wears a lion-skin cloak over his armor. His demeanor is rather social and outgoing, even towards relative strangers (such as the Player Characters). He has been a loyal servant of Yetara for over a decade, but has recently been seduced by Daniya and is now secretly her thrall.
Tactics: Sefu lacks any effective ranged weapons and prefers to close with enemies as fast as possible, using his anger to deal massive damage. He risks his own health to protect Daniya from harm.

Sefu, big man, fairly clever and the stats are derived from the d20 SGB book. Once again a big thanks to everyone who has helped out in this thread, offered advice and insight. Also Prime_Evil for his d20 conversion method which I'm using.

I'm also spending 250 bonus points for the NPCs just like PCs to help boost certain skills in certain areas.

Danyia, the Bride of the Spider-God
Female Lemuran
Value 1D20 Hit Location AP/HP
STR 10 1-3 Right Leg -/6
CON 14 4-6 Left Leg -/6
SIZ 12 7-9 Abdomen –/7
INT 13 10-12 Chest -/8
POW 15 13-15 Right Arm -/5
DEX 16 16-18 Left Arm –/5
CHA 16 19-20 Head –/6



Combat Actions 3 Armour: None
Damage Modifier +0
Magic Points 15 Traits: None
Movement 8m
Strike Rank +15 Common Skills: Athletics 46%, Brawn 22%, Culture (Own) 66%, Dance 52%, Drive 31%, Evade 52%, Evaluate 59%, First Aid 39%, Influence 82%, Insight 48%, Lore (Regional) 56%, Perception 48%, Persistence 50%, Resilience 28%, Ride 41%, Sing 51%, Sleight 62%, Stealth 59%, Swim 24%, Unarmed 36%
Advanced Skills: Acrobatics 56%, Courtesy 49%, Disguise 39%, Healing 38%, Language (Native) 79%, Mechanisms 59%, Oratory 41%, Seduction 59%, Streetwise 51%, Track 37%

Weapons
Type Range Size Reach Damage AP/HP
Curved dagger - S S 1D4+1 Bleed 6/8
Blowgun 15m - - 1D4 Impale (from dart) 1/4
Combat Styles
Venomous Bride (Dagger, Kukri, Blowgun): 56%
Possessions: Curved dagger, blowgun and six darts with two doses of medium spider venom in a small leather pouch, red silk dress, veil set with pearls (worth 20 SP).
Description: Daniya appears as a simple but beautiful slave girl, wearing only a gauzy dress of red silk, held around her slim waist by a gilded belt. She has black hair and the face below her dark, seductive eyes is hidden by a short silvery veil set with pearls.
Tactics: The spider-god’s bride does not risk her life in direct confrontation, but prefers to use her skills of persuasion and seduction to further her goals. She appears to be harmless, but can strike suddenly with a poisoned dagger in the back. If forced into melee, she attempts to flank and sneak attack enemies, using her Athletics skill to get away from dangerous opponents. She also attempts to try and get into a position where she can use her blowgun and spider venom laced darts.
Spider Venom
Application: Injected.
Onset Time: 1D3 Rounds.
Duration: 1D3 Days.
Resistance Time: Daily. The first Resistance roll must be made at the end of the Onset Time, then daily thereafter. Successfully resisting the poison allows the victim to avoid suffering the Conditions until the next roll must be made.
Potency: 40+11 (CON of Spider).
Resistance: Resilience.
Conditions: Paralysis.
Antidote: Healing skill and magic.

The Spider God's Bride herself, new and remastered. I've given her a blowgun now and cococted the poison entry based on that from Monsters of Legend under Giant Spider. This poison is based on the smaller variety of giant spider.
 
"Desert nomad mercenaries? Trouble I tell you, they are nothing but trouble!"~ Salikh Al Barbarka

Mercenaries of Khorsul (4)
Male Susrahnites
Value 1D20 Hit Location AP/HP
STR 15 1-3 Right Leg 2/6
CON 14 4-6 Left Leg 2/6
SIZ 15 7-9 Abdomen 2/7
INT 10 10-12 Chest 2/8
POW 10 13-15 Right Arm 2/5
DEX 13 16-18 Left Arm 2/5
CHA 8 19-20 Head 2/6



Combat Actions 2 Armour: Hard Leather Shirt, helmet and Leggings: –3 Armour Penalty.

Damage Modifier +1d2
Magic Points 10 Traits: None
Movement 8m
Strike Rank +12 (+9 when armoured) Common Skills: Athletics 38%, Brawn 60%, Culture (Own) 50%, Dance 21%, Drive 23%, Evade 61%, Evaluate 18%, First Aid 33%, Influence 16%, Insight 20%, Lore (Regional) 50%, Perception 50%, Persistence 40%, Resilience 68%, Ride 53%, Sing 18%, Sleight 21%, Stealth 33%, Swim 29%, Unarmed 43%
Advanced Skills: Gambling 30%, Language (Native) 68%, Lore (Tactics) 40%, Survival 44%, Track 34%
Weapons
Type Range Size Reach Damage AP/HP
Great axe - H L 1D12+2 Bleed, Sunder 4/10
Long bow 175m H - 1D8 Impale 7/7
Combat Styles
Mercenary Trained (Great Axe, 1-H Sword, Sword&Shield, Bow): 63%
Possessions: Leather armour, Great axe, Long bow, 20 arrows, 5 SP.
Description: These mercenaries are battle-hardened men with plenty of scars. They have irregular clothing and worn equipment. They follow orders and remain loyal only as long as they get paid.
Tactics: The mercenaries stay behind cover and attack enemies using bows, if possible. In melee, they charge and show no mercy.
 
There's been a few problems with SGB then......... :lol:

I really like most of this stuff Wolf. Is it the intent of MGP to integrate it into the actual PDF of SGB or are your fixes going to be in a separate PDF?

There's a couple of things that I would like to offer my thoughts on.

The Heroic abilities are 'required' to progress in rank. I wonder if it might be better to say that they are available to be taken, providing the character meets the requirements, but that the next rank cannot be taken without attaining the Heroic Ability.
Thus we don't have a swathe of Adepts of Ahyada, all with the Heroic Aura ability.Most of them probably don't possess this Heroic Ability, but only those who do can become a High Priest.

Secondly, IMO the Cult of Ahyada seems a little bit too 'goody two shoes' for Xoth. They seem too altruistic. They might fit the setting better if they existed only to serve and protect the Royal Line of Achhad and then, only because it gives them privileged position in Taaram. Their raison d'etre is not to protect mortals from demons but the King and his heirs from the influences of other cults (who they portray in an unfavourable light as Demons). What exactly is Demonic then becomes subjective and may depend on who or what is seen as a threat to their primacy.
Of course, what you describe may be the public face and popular opinion of the cult?

Everything else looks pretty cool.
 
Hey there (I will get back to you on that PM, things have been mad here). MGP intend to update the PDF with the fixes I'm providing. That includes the magic chapter, the cults, the adventures/NPCs.

The print book won't be out until we're 100% satisfied with what is in the PDF.

As for the Heroic Abilities. I have been pondering removing them entirely from the cult requirements since they do seem to be a bit OTT for Xoth in general. I have replaced a lot of the early text on cults (from this thread) already.

The core text of the cults themselves have not been altered from Morten's original text at all. I don't want to change his ideas if I can help it.

So the current text for the god is:

Ahyada, the High God of Taraam
Ahyada is the bringer of truth and protection to the people of Taraam, and the patron of the royal house of Achad as well. He grants visions and omens to the king, which is interpreted by astrologer-priests and soothsayers. Amulets of Ahyada are said to be effective wards against demons.
Magic
Sorcery Grimoire (Light of the Truthseeker): Banish, Damage Enhancement, Intuition, Mystic Vision.
Membership
Novice
To be initiated into this cult, the hopeful must have been wronged by demons, demonic forces or have a strong desire to defend the weak against the insidious demon.
Apprentice
An apprentice must at least have four of the cult’s skills at 35% and have killed or banished at least one minor demon.
Adept
Adepts must have at least four of the cult’s skills at 50%. They are granted a bonus of +10% to their Persistence tests when under attack by demonic influences. They are also given an amulet which offers them protection from dark magic conferring a bonus of +25% when resisting such spells from a demonic source.
High Priest
High Priests must have at least four of the cult’s skills at 75%. A High Priest has been subjected to secret rituals where their third eye has been opened and can now see demonic influences on the mortal world, which appear like oily or sooty fingerprints. They can also see the demon inside a possessed person after years of being taught the signs to look for. They gain +20% to their Manipulation skill when casting the Banish spell due to a high level of training and study.
Combat Style: Truthbringer (Dagger, 1H Sword, Crossbow, Morningstar)
Cult Skills: The Cult offers training in: Healing, Influence, Languages (demonic), Lore (demons), Meditation, Oratory, Perception, Persistence, Sorcery (Light of the Truthseeker Grimoire), Stealth, Manipulation.
 
No problem Wolf.

I don't have access to my d20 SGB as it's in storage due to moving house at the end of the month. I do have the 'Blade of the Iron Throne ' version of Xoth as a PDF though and the bit about mortals being harmed by Demonic forces isn't mentioned in the Ahyada description.
I thought that bit was your own work.

I edited my previous post slightly to account for the public face of the cult. :)
 
That mortal/demon bit wasn't mine, since this book has been through several authors before me (it has been a nightmare) it had a lot of stuff attached. When I did the final conversion I trusted the NPCs and core text was pretty much there, all I had to do was put the stat blocks into the correct template and fix any d20 parlance from the core text.

Of course now, I'm doing much more than that with the NPCs. I am literally rebuilding from the ground-up using the d20 SGB and my knowledge of Legend and what feels right for the NPCs. Since there's no real hard-fast rules for d20 conversion. What I do have are some guidelines from Prime_Evil and a neat Legend character sheet in Excel.

The core book and double-checking things seems to be paying off. I'm also pondering a fix to the problem of poison being mostly reduced to a flat check.

I am going to offer a solution to that by putting a section in the book for GMs who want to use a more detailed method. I'll then add a poisons appendix at the back with some specific poisons for use in the adventure when poison traps are used.
 
tarkhan bey said:
Ok, have just seen that you have posted the updated info block for Ahyada. :)

For anyone who wants a Sleeper Beneath the Sands.

Al-Tawir, the Ancient One, the Sleeper Beneath the Sands
Some say that Al-Tawir dwells in the black gulfs between the stars, others that he sleeps in a sealed and forbidden tomb beneath the desert sand. Al-Tawir is one of the Old Gods. The nomads hear his voice in the howling of the desert winds, and they see his face in the rage of sandstorms. He is the emptiness of the desert, associated with getting lost, with thirst and hunger, with darkness, and with sandstorms.
Magic
Sorcery Grimoire (Rage of the Desert): Abjure Air, Abjure Water, Smother, Wrack
Membership
Novice
The aspirant must brave a vicious sandstorm; those who come out of this ordeal alive are considered to be strong enough to endure the worship of Al-Tawir.
Apprentice
An apprentice must at least have five of the cult’s skills at 30% and have brought themselves near death through starvation.
Adept
Adepts must have at least five of the cult’s skills at 45%. Adepts are taught to make the best use of their available resources when crossing the desert, so they gain a bonus of +10% to Survival skill tests.
High Priest
High Priests must have at least five of the cult’s skills at 75%. High Priests of the cult are taught the Abjure Food spell for their Grimoires.
Combat Style: Stormrage (Dagger, Scimitar, Axe, Bow)
Cult Skills: The Cult offers training in: Perception, Persistence, Resilience, Ride, Stealth, Unarmed, Meditation, Survival, Sorcery (Rage of the Desert Grimoire), Manipulation, Track

A topical thing since Assassin's Creed 4: Black Flag has been announced!

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)
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%. 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 due to their tough sea-based training.
High Priest
High Priests of the cult must have at least five of the cult’s skills at 70%. They must be a captain of a sailing ship or hold a prominent position aboard such a vessel. High Priests must have a 65% Boating skill and a 70% Shiphandling skill. They are taught the Abjure (Air) spell for their Grimoires.
Combat Style: Tidal Wave Style (1-H Sword, Spear, Trident)
Cult Skills: The cult offers training in: Athletics, Brawn, Dance, Evade, Resilience, Sing, Swim, Unarmed, Boating, Commerce, Meditation, Shiphandling, Sorcery (Windwalker Grimoire), Manipulation
 
"So he likes to hide behind his men, shout orders and send them to their deaths against superior numbers?" ~ Salim Abakah

Yilgrah, Nomad Subchief
Male Khazrajite
Value 1D20 Hit Location AP/HP
STR 16 1-3 Right Leg 2/7
CON 16 4-6 Left Leg 2/7
SIZ 16 7-9 Abdomen 2/8
INT 12 10-12 Chest 2/9
POW 11 13-15 Right Arm 2/6
DEX 14 16-18 Left Arm 2/6
CHA 12 19-20 Head -/7



Combat Actions 3 Armour: Hard Leather shirt, leggings.
Damage Modifier +1D4
Magic Points 11 Traits: None
Movement 8m
Strike Rank +13 (+10 when armoured) Skills: Common Skills: Athletics 60%, Brawn 31%, Culture (Own) 84%, Dance 26%, Drive 25%, Evade 48%, Evaluate 24%, First Aid 26%, Influence 69%, Insight 23%, Lore (Regional) 84%, Perception 33%, Persistence 22%, Resilience 72%, Ride 25%, Sing 23%, Sleight 26%, Stealth 66%, Swim 32%, Unarmed 40%
Advanced Skills: Language (Native) 74%, Survival 67%, Track 58%
Weapons
Type Range Size Reach Damage AP/HP
Scimitar - M M 1D8 Bleed 6/10
Dagger - S S 1D4+1 Bleed, Impale 6/8
Khaz Short bow 80m L - 1D6+1 Impale 4/4
Combat Styles
Noble Warrior (Scimitar, Dagger, Short Bow): 60%
Possessions: War camel, gold-embroidered saddlecloth (worth 30 sp), dagger, gold-hilted scimitar (worth 45 sp), Khazistani Short bow, 20 arrows, 20 sp.
Description: Yilgrah, son of a Khazraj shaykh, sports a drooping moustachio that frames his wicked smile. He rides a rare grey-haired camel with a gold-embroidered saddlecloth. He is a harsh leader, feared among his men, not least because of his family connections. His armour is of fine make and denotes his nobility.
Tactics: Yilgrah values his noble hide and stays behind his men during combat, targeting weak-looking opponents with his own attacks. If things go against him, he attempts to flee; if cornered he will promise anything (including a great ransom paid by his father) to be set free, but his word cannot be trusted and he betrays the player characters at first opportunity.

Fresh from the Spider God's Bride adventure itself, the Nomad Subchief Yilgrah. I decided to give him slightly lower in Evade because he likes to hide behind his men in combat.
 
Cult Assassins anyone?

Disciples of Yot-Kamoth, Cultists from Lamra (6)
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 13 10-12 Chest -/7
POW 11 13-15 Right Arm -/4
DEX 18 16-18 Left Arm -/4
CHA 10 19-20 Head -/5



Combat Actions 3 Armour: Robes. No Armour Penalty.
Damage Modifier +0
Magic Points 10 Traits: None
Movement 8m
Strike Rank +16 Common Skills: Athletics 60%, Brawn 21%, Culture (Own) 86%, Dance 28%, Drive 29%, Evade 71%, Evaluate 43%, First Aid 31%, Influence 60%, Insight 29%, Lore (Regional) 81%, Perception 59%, Persistence 57%, Resilience 54%, Ride 29%, Sing 21%, Sleight 28%, Stealth 71%, Swim 22%, Unarmed 58%
Advanced Skills: Acrobatics 60%, Courtesy 53%, Disguise 73%, Language (Native) 73%, Mechanisms 61%, Streetwise 41%, Track 60%
Weapons
Type Range Size Reach Damage AP/HP
Stabbing dagger - S S 1D4 Impale 6/8
Light crossbow 100m L - 1D8 Impale 4/5
Combat Styles
Variant Spider Bite (Chain, Dagger, Rapier, Crossbow): 78%
Possessions: Stabbing dagger, light crossbow, 20 crossbow bolts, five doses of secret venom, superb quality thieves’ tools, rope and grappling hook, 1d10 SP.
Description: The assassins sent after Yetara by the temple of the spider-god in Lamra are swarthy-skinned men, trained to move with feline grace and strike with the suddenness of a cobra. On missions, they are clad in close-fitting clothes and dark cloaks, but at all other times blend in by wearing regular clothes. Each cultist has a small black tarantula tattooed on his chest, identifying him as a member of the cult of Yot-Kamoth.
Tactics: The cultists employ poisoned crossbow bolts from a distance. If opponents come close, they attempt to flank and sneak attack, with daggers likewise poison-tipped. Being fiercely loyal to the cult, and fearing the consequences of a failed mission, they fight to the death rather than surrendering to superior opponents. They reveal little or nothing if interrogated, even on the pain of death.
Notes: These cultists are actually temple-assassins, trained to the rank of Adept. They do not use sorcery and gain a bonus of +10% to any climbing based tests due to their training in the temple of Yot-Kamoth.
Secret Venom
Application: Injected.
Onset Time: 1D6 minutes.
Duration: 1D4 Hours.
Resistance Time: Hourly. The first Resistance roll must be made at the end of the Onset Time, then daily thereafter. Successfully resisting the poison means that the victim manages to stave off the effects and have woken up, yet they are still groggy from the poison.
Potency: 40+15 (CON of Spider).
Resistance: Resilience.
Conditions: Unconscious. The victim becomes immediately lethargic on a failed Resistance roll and falls into a deep sleep. The victim may resist the effects hourly; if they succeed or the Duration expires they awake feeling nauseous, groggy and lethargic. They immediately gain a level of Fatigue in addition to any suffered previously.
Antidote: Certain plant saps and berries can help stave off the poison’s effects if consumed prior to being injected with the venom. Only magic can bring an unconscious Adventurer round from the deep sleep it induces.
 
THE SPAWN OF YOT-KAMOTH!
Spawn of Yot-Kamoth

Dice Average
STR 2D6+12 19
CON 3D6 11
SIZ 2D6+12 19
INT 2D6 7
POW 2D6 7
DEX 3D6+3 14
CHA 3D6 11

1D20 Hit Location AP/HP
1 Right Hind Leg 3/3
2 Right Centre Leg 3/3
3 Right Front Leg 3/3
4 Right Fore Leg 3/3
5 Left Hind Leg 3/3
6 Left Centre Leg 3/3
7-8 Left Front Leg 3/3
9-10 Left Fore Leg 3/5
11-12 Thorax 3/5
13-14 Chest 3/6
15-16 Right Arm 3/4
17-18 Left Arm 3/4
19-20 Head 3/5



Combat Actions 2 Armour: Skin and chitin: No Skill Penalty
Damage Modifier +1D6
Magic Points 7 Traits: None
Movement 10m
Strike Rank +11 Common Skills: Athletics 88%, Brawn 63%, Evade 73%, Perception 54%, Persistence 74%, Resilience 74%, Stealth 81%, Unarmed 33%
Advanced Skills: Acrobatics 73%, Track 73%
Weapons
Type Range Size Reach Damage AP/HP
Claw - M M 1D6 As Arms
Bite - M T 1D6 Poison As Head
Combat Styles
Claw 78%, Bite 63%
Combat Notes: A Spawn can lose two of his legs with no loss to mobility (though it is likely to put the Spawn in a bad mood). If he loses three legs on the same side, his Movement is reduced to half and his Athletics skill tests become Hard. A Spawn must lose all the legs on one side of his body to become immobilised.

The Spawn’s massive fangs inject venom on a successful Bite attack that inflicts damage

Spider Venom of Yot-Kamoth

Application: Injected.
Onset Time: 1D3 Rounds.
Duration: 1D3 Days.
Resistance Time: Daily. The first Resistance roll must be made at the end of the Onset Time, then daily thereafter. Successfully resisting the poison allows the victim to avoid suffering the Conditions until the next roll must be made.
Potency: 40+11 (CON of Spawn).
Resistance: Resilience.
Conditions: Paralysis and 1D2 STR damage. Strength will recover naturally over time at a point of STR per hour.
Antidote: Healing skill and magic.

A Spawn of Yot-Kamoth has the lower body of a large, black-haired tarantula, and a human torso extending from where the spider’s head should be.

These dreadful abominations are born from the union of the temple spiders of Yot-Kamoth and a human female, usually one of the so-called temple-virgins that dance and cavort obscenely before the black idols of the spider-god of Lamu during sacred rituals.
The Spawn may be either male or female, though they lack reproductive organs and cannot produce offspring themselves.
Spawn of Yot-Kamoth can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 20 meters, and is effective against targets up to 10 SIZ larger than the Spawn. An entangled creature can escape with a successful Difficult Evade test or burst it with a Difficult Athletics test.
Spawn of Yot-Kamoth can create sheets of sticky webbing up to 10 meter square. Approaching creatures must succeed on a Perception test to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. A Spawn of Yot-Kamoth can move across its own web at its normal speed and can pinpoint the location of any creature touching its web.

So...

Done so far: Magic chapter, cults gods and demons chapter, Knife of the Necromancer, The Spider God's Bride. All of these have been fixed and the NPCs/monsters fixed as well - though the Haunt didn't seem to need much fixing beyond a tweak or two to the numbers for his skills, as well as removing Poison as a trait. Where poison shows up there's going to be a choice to use the system as-is or refer to a neat little Poisons appendix at the back of the book where I'll add about 3-4 new poisons which are neat for traps.

We're getting there!
 
Today's foray into Spider God's Bride: The Jewel of Khadim Bey. There are a lot of NPCs in this and at least one monster I have to fix. Fortunately many of the NPCs in the adventure are non-sorcerous types and won't be too hard to re-stat based on Morten's original.
 
I've been away from gaming for a while and thought I'd see if SGB had finally seen the light of day. I was dismayed to see the reviews but as equally delighted to see the quality of the work going in to fixing it. I might even pick up the PDF now so I can compare and contrast the presumably broken original conversions with the work in progress here.

Well done guys.
 
Hi Ultor, thanks. It is a tough one, but as the final conversion author (the one who handled the adventure --> Legend system conversion and trusted the NPCs were correct), it was a matter of pride to fix it.

If you do get the PDF, you will get the updated PDF once I'm completed on SGB and Matt/Mongoose has done the layout etc.

Darren
 
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