Broad Brushstrokes
Here's some really rough numbers you can use to quickly create demographics with the feel of mediaeval England (~1300ish). The objections that could be raised are almost infinite but they should be close enough for horseshoes or hand-grenades. Obviously, the idea is to start with "model" numbers and then adjust specifics to suit a campaign, or an area within a campaign.
Acres of farmland = population x 1⅔
Urban population = population / 10
Non-farming population = population / 4
Clerical population = population / 100
Number of adults (16+) = population / 3
Number of single adult homes = number of adults / 10.
Number of couple homes = number of adults x 0.45.
Forest for fuel = number of couple homes x 6 acres. (If you start with an area of land, this means that the number of people supported will be acres/2.567)
Largest city = population / 100 (or urban population / 10)
nth largest city = largest city / n
Each acre of farmland produces 12 bushels of "grain", of which 3 (25%) support non-farming population somewhere.
20bu of grain support one person for a year.
Working backwards, each acre of land requires 0.6 head of population (man, woman, and child) or 0.45 head of rural population if you prefer, meaning that each head of rural population is producing ~26⅔ bushels per year. Obviously, in the specific case of adult males, much more than this can be worked and none of these values will hold when dealing with small numbers of population.
Large Self-Contained Model Village
Population 300, 225 in farmer families, 75 non-farmers.
75 farming adults: 8 single dwellings, 34 couples with 150 children (4.4 each).
25 non-farming adults: 3 single, 11 couples with 50 children (4.5 each).
500ac of farmland, 270ac of woodland available for fuel. So just over 1.2 sq-mile, plus space for water, waste areas, and meadow. This easily fits into a classic Judges' Guild 5-mile hex which is 20 sq-miles or 13856 acres.
Village produces 6000bu of grain per year. If non-farmers were removed, 1,500bu could be sold per year, granting a per adult income of 20 times the value of a bushel of grain (so, if 1bu=1sp, that's 1gp per year, for example).
In reality, unless there were special reasons otherwise, the majority of the non-farmers would not be in the village, they would be in towns, or serving the local lord, living in monasteries, in the army, etc.
There would be some non-farmers in a village this size, however. Widows and widowers and the "village idiot", millars, bakers, coopers, carpenters, teamsters and maybe even a full-time aletender, as well as a scattering of odd-ball tinkers and similar passers-through. Brewing would be done privately and about half the homes would be doing some and the brewing itself was traditionally the responsibility of the wife (very few single people brewed) who would be called by the female form of "brewer" - "brewster".
There are possible scenarios where the bulk of the listed non-farmers could actually be "on-site" as it were. For example, a village near a salt mine could have a substantial industry of families who extract, pack, transport and sell the salt and who pay the farming families for their food out of their income.
Alternative food sources, such as fishing, are something I'll look at in another post.
Large Model Country
Population: 4,000,000
Adults: 1m
Couple homes: 450,000
Acres of farmland: 6⅔ million acres (10417 sq miles).
Acres of forest: 2.7m (4219sq mi).
Farming population: 3m
Non farming: 1m
Clergy: 40,000
Urban population: 400,000
Largest City population: 40,000, consuming 2192bu (54t) of grain per day.
Next largest cities: 20,000; 13,300 ; 10,000 ; 8000 etc.
This represents about 465 6-mile hexes, or 19 30-mile hexes assuming 100% human land usage. Waste and marginal land will probably double or triple that.
Of the adult population, 13,333 are capable of level advancement. The "natural" level for the clergy would be 400, but if people were able to spell cast, then I imagine that they would be accepted in preference to anyone else. Given the ease of becoming a cleric then roughly 8170 would be eligible (assuming NPCs are 3d6 in order) and perhaps we can knock that down to 5,000 due to alignment requirements so that ⅛th of the clerical population would be spellcasters.
That would leave 8,333 adults capable of class advancement, some of whom may be clerics of other deities than the mainstream Church's.
Of the original 13,333 adults 7774 would qualify as fighters; 8,170 as magic users, clerics, or thieves; 853 as assassins; 383 as druids; 50 as illusionists; 50 as monks; 27 as bards; 21 as rangers; and just 13 as paladins. Obviously, many would qualify for more than one class.
Population Density
If you plod around the web looking for information on mediaeval demographics and economics to use in your fantasy roleplaying game (and, honestly, who doesn't?) you'll see figures for the population density of mediaeval England of around 120/mi² whereas the figures here give a much higher density of about 380/mi².
If ye be a foreigner you might not be aware that there has always been a large difference in population density across England (and still moreso over the British Isles generally), with the north and southwest being much less heavily populated than the south and east. This difference was enhanced by the events of the Norman Conquest (the "harrying of the North"), boosted by Scottish raiders, and remain with us today.
So, at the height of the middle ages, England did indeed have a population density overall of 120/m², but in places like Northumberland and Cumbria it was much lower and in places like Suffolk and Cambridgeshire it was a lot higher, much higher than the figures given here which are likewise based on "average" farmland; better and worse land will exist and rural densities of 500/mi² are perfectly plausible if you're just looking at 6-mile hexes rather than whole countries.
So, don't worry too much about high population densities even before adding in fantasy elements that might allow it to go even higher.
Children
Lot of children in those villages, aren't there? It's hard to get good estimates on what is a realistic number but my feeling is that there would be more than is usually expected. The families generated by the numbers above are a "snapshot" and the kids will be all sorts of ages and many of them - maybe 1 in 4, certainly 1 in 5 - will not live long enough to even start helping around the farm. Consequently, the average age of all people in the village will be skewed heavily towards the low end.
However, you might want to divide population by 2½ to find the number of adults.
Grain
I've abstracted grain crops into bushels of 34.83% wheat, 42.7% barley, and 22.47% oats giving ~60500 kcal per bushel.
The question of barley is a vexed one as the calorific value of this crop is largely tied up with the details of ale/beer making, with Bruce Campbell claiming that 70% of the value was wasted in the 1300's. This value seems to me to be very unlikely indeed and certainly by the 1600's it was down to ~25%. Given the size of the barley crop, the difference is very significant in terms of the land's ability to support population.
In particular, Campbell assumes that only one wort was produced in the brewing. I suspect that no brewer ever only used one wort, at least this side of the bronze age. Very early brewing was done in large troughs and it would be the most natural thing in the world to try to get more value out of the trough before having to go to the bother of clearing it out. But solid evidence from before 1400 is very thin.
Animals
Animals are abstracted away at this level. Their calorific input into the population is ultimately derived from either feed, which is included in the grain figures, or pasture, which is not.
Productivity and The Plague
Productivity per person seems to have increased after the Black Death. There's a few reasons for this. For one, the survivors could pick and choose the best land to farm, abandoning the poorer land and thus increasing the actual yield per acre. For another, survivors were often able to drive much harder bargains with their employers/landlords and so able to gain more from their efforts, thus encouraging them to work harder. Probably another aspect was the opportunity to re-jig the way any given farm was run, with fewer people to object and complain about changes. Technology did not change but, at least for a while, the survivors had more cash to invest in replacements for old tools and so on.
However, the jump does also speak of a degree of under-employment in the pre-plague period and so these figures could well be altered in favour of lower numbers of workers and higher numbers of "off-farm" people without invoking any fantasy elements.
Tuesday, 11 February 2014
Wednesday, 5 February 2014
Magic Item: The Sword of Stone
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| Maybe not quite this heavy |
When used against creatures from the material planes, the slowness of the weapon's "blade" is such that the damage done is only 25% real, and 75% temporary (recovering at the rate of 1hp per turn). However, if the target is reduced to 0 or less hit points in this manner, regardless of retaining "real" hit points, then it is turned to stone with no saving throw. Magic resistance might save the victim, rolled "as is" on each applicable strike.
When used against creatures native to the elemental plane of earth, the sword is simply treated as a +3 weapon with no special abilities.
Against creatures from any other plane, the weapon is treated as a club for weapon Vs armour and does 1d6 of normal damage with no petrification.
General properties are as follows:
Form: broadsword made of stone
Damage: 1d8
Weapon Vs Armour: as footman's mace against material beings; as broadsword against elemental Earth beings; as club against all others
Reach: 3½'
Space required: 4'
Encumbrance: 300gp
Speed factor: 12
If you don't use speed factors, limit use to STR 12 and above and bear in mind that characters under 100lbs weight can not use weapons with encumbrance of 200 or more.
Gp value: 8000
Xp value: 1200
Sunday, 2 February 2014
Weights and Measures
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| Are your sins metric, troy or avoirdupois? |
Here's a guide for the bewildered based on the use of British (more specifically, English, since Britain was not yet a united kingdom in mediaeval times).
Firstly, some names and abbreviations:
gr = grain (of wheat), a weight
oz = ounce
lb = pound (from libra, the Latin equivalent)
bu = bushel, a volume
ac = acre, an area
yd = yard, a length
ft = foot or feet, ⅓yd
in = inch, 1/12in
tr = troy, a system
av = avoirdupois, another system
Troy and Avoirdupois
Once upon a time there was a very clever person who decided to design a system of weights and measures. He (the chances that a woman would have been allowed to even assist at the time is remote) decided that a cubic foot of water should be defined as 1000oz. That would weigh 62½ lbs.
But, he thought, merchants clearly use two different systems of measurements - dry and liquid. He didn't really want to have to have two systems of barrels and boxes so he struck on an ingenious idea: have two types of pound instead which weigh different amounts but take up the same space. The denser would be for liquids like water, beer, and wine and called "Avoirdupois" and the less dense pound, for wheat and bread, would be the "Troy" pound possibly from Troyes, a town in France. The concept of the troy pound seems to have come over with the Normans and slowly replaced the old Saxon pound which was called the "Tower pound".
Both pounds would be based on the nominal weight of a grain of wheat. A troy pound would be made of 12 ounces of 480gr each, for a total of 5670, but the avoirdupois pound would be divided into 16 ounces of 437½gr each for a round 7000gr total. This set the ratio of troy to avoirdupois pound to 144:175, the same as the ratio of the density of wheat to water.
This meant that a barrel which was stamped "320 lbs" would hold 320 lbs avoirdupois of water or 320lbs troy of wheat.
Unfortunately, because the troy pound was already in wide-spread use, our inventor could not make a cubic foot of wheat weigh 1000 tr.oz, so although the cubic foot of wheat weighs 62½lbs in either system, in the avoirdupois system it is a nice neat 1000oz, in the troy system it is 750oz which is nice, but not as nice and the ratio of troy ounce to avoirdupois ounce is 192:175, different from the pounds' ratio and notice also that although the troy pound is lighter than the avoirdupois pound, the troy ounce is heavier than its counterpoint.
While avoirdupois has survived to the modern day and is what we normally talk about in terms of weight, the troy system was abolished some time ago and survives only in the area of precious metal. So, if you look up the price of gold and find that it is "$1251/oz" that "oz" is a troy ounce, not a normal kitchen-scale ounce.
Sticking to liquid for now, the definition of a cubic foot of water is 1000oz gives us the next fixed point, as an English pint has 20 fluid ounces (fl.oz.) which means:
1cu.ft. water = 50 pints exactly (users of purify food and water, note!)
and since 8 pints make a gallon,
1cu.ft water = 6 gallons and 2 pints.
and since a pint is 20 ounces (1¼lb),
1 gallon water = 10lbs avoirdupois = 160av.oz.
and
1cu.ft water = 62½lbs of water.
and so,
1 gallon wheat = 10lbs troy = 120tr.oz = 8lb 3oz 287½gr avoirdupois
Working backwards,
4½lbs of water (enough to fill a wineskin in the DMG) 0.072cu.ft and so a cubic foot of water represents just under 14 DMG wineskins (13 and 8/9ths)
1.3lbs of water (enough to fill a flask in the DMG) is 0.0208cu.ft and so a cubic foot of water represents just over 48 flasks (48 and 1/13th).
100lbs of water is 10 gallons, which is 1.6cu.ft.
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| Art: David Wyatt |
Standard rations for a week for one person weigh 20lbs. Technically, that should be troy and if it was, then that represents one peck-sized container and a standard barrel would hold a week's supplies for 16 people (see table below). Iron rations would be much more space-efficient at 42⅔ man-weeks per barrel, although more water would be needed if there is no supply en-route.
Personally, I wouldn't dream of enforcing the difference between avoirdupois and troy in a game, even if the 21% difference is quite substantial. But, it could be done.
The old system generally worked on a binary pattern, so that each named unit is equal to two of the unit below. This obviously made calculations easier but over time some units - e.g., the gallon - proved to be so much more useful than the others that the underlying pattern was forgotten along with many of the under-used units like pottles and chopins.
So the theory is:
2 gills=1 chopin (chiefly in Scotland & France) = 5/8 lb
2 chopin=1 pint (20oz of water) = 1¼lb
2 pints=1 quart = 2½lb
2 quarts=1 pottle = 5lb
2 pottles=1 gallon = 10lbs
2 gallons=1 peck = 20lbs
2 pecks=1 demi-bushel = 40lbs
2 demi-bushels=1 bushel (or firkin of liquid) = 80lbs
2 bushels=1 strike (or kilderkin of liquid) =160lbs
2 strikes=1 barrel or coomb (coomb is technically dry but very rarely used) = 320lbs
2 barrels=1 quarter (or hogshead of liquid) =640lbs
2 quarters=1 pipe (again rarely encountered in dry measure) or butt =1280lbs
2 pipes/butt=1 ton (tun is mostly used for liquid) = 2560lbs
A problem arises here, which is that our unknown systematizer was largely just that - unknown. The simple system he devised was more or less forgotten and certainly not transmitted across the country. As a result, in real life, these units were rarely used so systematically and the derivation of the ton that we have today (in Britain and, by what the French call coincidence, in the metric system) is:
1 ton=20 cwt ("hundred weight")
1cwt=8 stone or 112lbs
1 stone=14lbs
1 ton = 2240lbs
In addition, all of the big above list were based off the gallon and that also varied across the country, each variation taking the other units with it. This version of the system made allowances for crating and packing. So a hundred-weight (cwt) supposedly included 12lbs of packing allowance and a ton 240lbs, leaving 2000lbs for the actual goods. In America this allowance was discarded and weights simply given in terms of delivered goods, and so their ton is this "short" ton of 2000lbs.
Anyway, the practical upshot of all this is that the weight of any of these units depends greatly on the contents. Clearly, if one piles grain into a bushel measure and levels it off there is a great deal less air in the resulting container than if one did the same thing with apples, let alone the issue of the different densities of an individual grain or apple. Meanwhile, the local definition of the bushel varied frequently.
Thus bushels vary in weight:
Wheat or rye: 56lbs is the most common size encountered, followed by 64lbs
Barley: 48lbs
Oats: 38lbs
Modern bushels are mostly encountered in the US where the wheat bushel has been rounded to 60lbs.
Notice that none of these bushel weights is very close to the theoretical weight of 65 and 29/35 lbs that the avoirdupois:troy ratio would suggest. Which tells you all you need to know about how successful the would-be systematizer was.
Since bread was made from wheat, old sources tend to talk about a 1lb loaf meaning one troy pound. This means that a pound of bread provided somewhere in the region of 920 kcals, not the 1120 that one might expect if using avoirdupois weights.
Small Weights
The pound avoirdupois was sub-divided:
1lb= 16oz = 256 drams
1oz=16drams = 32 quarters
1dram=4 quarters
1 quarter = 1/1024 lb
The pound troy was sub-divided:
1lb = 12oz
1oz = 8 drams
1 dram = 3 scruples
1 scruple = 20 grains
1 grain = 1/5760 lb
However, since the troy pound came to be the pound of silver and silver was the coinage of the realm, it could also be divided so:
1oz = 1 shilling
1 shilling/oz = 12 pennyweight
1 pennyweight = 24 grains
£1 = 20 shillings = 240 pennyweights
and this is the origin of the slogan on all English banknotes "I promise to pay the bearer on demand the sum of ..." followed by the face value of the note. It used to be that a £50 note was literally worth fifty troy pounds of silver and one could exchange it at the Bank of England. This ended in the late 1700's but the text remains essentially as a hollow endorsement of the government's non-existent commitment to financial prudence.
Distances
A foot is 12" and an inch is now defined as being exactly 127/5000th of a metre, for what that's worth.
3 feet are a yard, so a tank with a capacity of one cubic yard holds 1350 pints weighing 1687½lbs.
2yds is a fathom.
5½yds is a pole or perch.
22yds is a chain.
220 yards (40 poles) is a furlong. Dividing the furlong into 200 units gives you a metre.
8 furlongs is a mile.
3 miles is a league.
Areas
1 furlong by a chain is an acre of 4840sq.yds. or 43560 sq.ft
One inch of rain on an acre thus represents 3630cu.ft of water, which is 226,875lbs of water, or 2,2687½ gallons, or 709 barrels (minus half a gallon).
1 furlong by a furlong is 10 acres
640 acres is a square mile.
30 acres is a virgate.
4 virgates (120ac) is a hide.
100 hides is a "hundred". However, the word "hundred" actually originally mean 120 and in some places this held in the definition of the hundred of land while in other places the hundred was chopped up without changing the name. Consequently, references to "hundreds" of land in old sources can refer to quite widely differing amounts of actual land. In any case, the original concept seems to have been that each hide would be responsible for providing a warrior to the king's warband.
I think this has been abolished except in parts of Lincolnshire.
Wednesday, 15 January 2014
Encounter: The Blue Ogre
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| Art: Caza! |
No. Appearing: 1
Armour Class: 8
Move: 12"
Hit Dice: 8+16 (51hp)
% In-lair: 5%
Treasure Type: See below
No. Attacks: 1
Damage/Attack: 1d2+5 or by weapon +5
Special Attacks: Stun
Special Defences: Mirror Image
Magic Resistance: Standard
Intelligence: 17
Alignment: N
Size: L (7')
Psionic Ability: none
Lv/xp: VII/1812
The Blue Ogre is a traveller from a distant world, stranded on the gameworld by some malfunctioning part for his transworld ship.
Physically tough, he is generally able to get by without resorting to the high-tech items in his ship and will normally be encountered somewhere where he thinks there might be some useful material or element that he needs to get his ship working again. His language, spoken and written, is totally foreign to the point that it may take characters a while to realise that either are actually words and not threatening rumbles or random indentations respectively.
With a strength of 18/93, his combat level is 11 and he has been stranded long enough to be come proficient with the bastard sword and footman's mace. His thick skin and musculature give him armour equivalent to "padded" and allow him to roam most tropical, sub-tropical, or temperate climates without need of clothing.
When not equipped with a weapon (which is most of the time) his massive fists deal 6-7 points of stunning damage - the target is stunned for 1 round per point of damage done unless they save versus death magic (CON hp bonus allowed as modifier). Damage is 25% real, 75% temporary. If using weapon versus armour, use the open hand modifiers.
Additionally, the Blue Ogre has an implant which allows him to create 2 mirror images, much as the spell of the same name. These last for up to a turn but can not be dispelled, although they do disappear if struck. As they are mental projections, they do not work against undead and elves have a 90% chance of recognizing the images as fake. It has no effect on anyone beyond 12". He can use this ability once per day.
The Blue Ogre's Cave
The ogre's cave is in fact his stranded ship, which has been wedged into the back of a natural cave. If the ogre is in lair, the door will be open and he will be working on some piece of inexplicable electronic equipment (if he had fixed the ship, he would no longer be there).
In these cases, he will be wearing his toolbelt. This contains:
- A plasma gun. 2 attacks/rnd, 1d10 damage, use the heavy lance for armour adjustments. Ranges: 2",4",6". 24 charges/shots remaining. Can not be recharged even by the ogre, so he's cautious with it.
- A laser welder. Used hand-to-hand does 1d12 damage. At range: 3 attack/rnd. Short range: up to 2", 1d6 per hit. Medium range: up to 3", 1d4 per hit. Long range: up to 20", 1d3 per hit. 1-40 charges (40 max) and each attack uses a charge whether it hits or not and whether it is in melee combat or ranged. Use bo-stick modifiers for armour. Can be recharged by Ogre when at his ship.
- A motorized screwdriver. "Intelligent Morph-Steel™" tip allows it to fit any screw head (down to microscopic scales) and operates as STR 20. 1d20 charges; Ogre can recharge it at his ship.
- 3,000,000 candle-power torch. 1d3 turns of charge; ogre can recharge. A magic user might be able to recharge this item at the DM's discretion.
- A Morph-Steel Wrench. Treat as footman's mace in combat. Fits any bolt head, down to microscopic size but is operated manually.
- Scan-scope™ lenses. As per Eyes of Minute Seeing but require charging. Currently has 1d20 rounds of charge (20 max), can be charged at ship.
- Various other odds and ends, basically small items of no value to a party other than curiosity.
The door of the ship can be shut by the ogre's voice command or by inputting a code on a panel beside it. The internal lights and so on are working and will continue to do so for decades, as will the force shield that protects it from almost any outside event (treat hull as cube of force with 10 charges, regaining 1 per round if depleted by attacks; hull itself has 100hp and regenerates 1hp per turn).
The ogre's goal is to go home. If a party can not converse with him he will normally ignore them, or simply barge past them if they are in his way. If they can talk to him (via magic) he will not be hostile but will only be interested in co-operating if he can get what he needs, and what he needs is gemstones. They don't have to be large, but they have to be good quality.
Basically, the ogre will pay for, or offer his aid in return for gems which are either precious or gem-quality (roll of 71+ on base value table, DMG p25) and which have been promoted at least once on the "increase or decrease of worth" table on DMG p26. He will pay 20% more than the listed price if the gems are already in a party's possession.
The one thing that he has almost given up hope for is a ruby of 10,000gp value. This is the only gem he will consider attacking a non-hostile party for.
Wednesday, 25 December 2013
Encounter Type 1168(B)
Initial Situation: The party pass through a village where they notice an unusual level of affluence in some or all of the inhabitants.
Significant Characters: The local village headman, who is very weathy due to a deal struck with a being inhabiting a tree in the ground of his house/farm.
The Deal: The tree spirit is paying the villager two gold pieces per day, and has been for some years. Each day the headman comes out to the tree early in the morning and finds the coins at the base. The coins are very old, probably an unknown type unless someone in the party knows about coins or is themselves more than 300 years old.
Specifics
The tree spirit is chaotic and the headman is lawful. roll 1d6:
Significant Characters: The local village headman, who is very weathy due to a deal struck with a being inhabiting a tree in the ground of his house/farm.
The Deal: The tree spirit is paying the villager two gold pieces per day, and has been for some years. Each day the headman comes out to the tree early in the morning and finds the coins at the base. The coins are very old, probably an unknown type unless someone in the party knows about coins or is themselves more than 300 years old.
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| Art by: Benita Winckler |
- The tree spirit is Good and the headman Evil. The spirit is a young dryad who is trying to prevent the headman from cutting her tree down. He hates all women and her normal power of beauty is unable to affect him while she has not grown into her other powers yet. The villagers are afraid to help her, and she is afraid to keep asking them in case the headman goes back on the deal.
- The tree spirit is Evil and the headman is Evil too. The tree spirit is a minor devil bound to the tree until it can perform some great act of evil. The villagers are being manipulated by its supply of cash and are now mostly converted to devil-worship under the leadership of their "high priest" (the headman). They've proved reluctant to engage in human sacrifice from amongst their own, but a bunch of strangers might be a different story...
- The spirit is Evil and the headman is Good. The spirit is a simple tempting daemon from the lower planes sent here by an evil cleric. If it manages to make the headman evil then it, the tree, the treasure, and the headman will all be whisked off to Tartarus.
- The spirit is in fact a succubus and the headman is Evil. The succubus is the headman's "reward" for a rape and murder he committed. Its goal is to get the headman to confess (in fact, to boast) about what he did and for the villagers (or some passing group) to lynch him from the tree. The plan is coming close to fruition and the headman is more and more convinced that he is above the law each day as his gold buys him immunity to various petty acts. Once he is dead, the succubus returns to the Abyss with his soul. The succubus can not directly intervene or the man's soul will not be harvested for her master (although it will still go to the Abyss). She will, however, attempt to prevent a trial as such a lawful intervention would also cause her mission to fail. So long as she does not reveal her role in events, she is able to act.
- The spirit is a nymph who has fallen in love with the headman, who is young and handsome but married. She simply wants to steal him away. He is good, but is becoming corrupted by the money and the fact that he is hiding its source from his wife, not to mention the nymph's attractions. The nymph does not want to use magic; she wants him honestly, at least by her elastic definition of "honest". She is CN.
- The (CN) tree spirit is attempting to become a god and in return for the gold simply asks to be worshipped. Currently, the villagers are going along with the headman's suggestions that they worship nature and the tree spirit is able to grant him first level spells. If the tree can gather worship from higher level characters then it may be able to progress in its plans. The spirit has limited super-sentience and can offer a party aid as if it were a divination spell (cleric, 4th level ) cast by a 7th level cleric. It can/will do this no more than once per day and only if there is sacrifice or a solid promise of some high level worshippers on a long-term basis.
Saturday, 30 November 2013
Magic Item: Medallion of Thaumaturgic Alacrity
This medallion looks like a small (3") astrolabe but without any moving parts. The surface is scribed with concentric circles and spirals with small gems of various kinds, each small but perfect, at the intersection points. There are nine such gems on one side and seven on the other.
When found, the item will have between 0 and 15 charges (2d8-1), and can be recharged up to a maximum of 45.
When worn during spellcasting, the casting time of any spell is halved, costing one charge per spell level.
Limitations and Other Features
The medallion has no effect on spells which have no somatic component.
If there are not enough charges for the spell being cast, then the medallion has no effect.
The power of the medallion is not voluntary, so long as it is worn it will take effect and use charges if possible.
Recharging
The device becomes inert once all charges are gone, although it will detect for alteration magic. It may be recharged by placing the inert medallion into "recharge mode" - for magic users this involves touching the nine gems in a particular order; for others (including illusionists) the seven gems are used instead. What the order is may be determined using divination, finding the notes of a previous owner, or perhaps by consultation with a sage specializing in magic items.
Once in recharge mode, any spells cast while wearing the medallion add one charge per level [edit: instead of having their normal effect]. However, only one spell per level may be used for charging purposes (i.e., to fully charge the item to 45 levels requires one spell of each level from 1 to 9 to be cast while wearing it). Once the user has finished charging the item, a simple touching of the gems in order again will change it back to its functional mode, where it will remain so long as it has charges, regardless of any attempt to use the gems.
GP: 12000
XP: 2000
When found, the item will have between 0 and 15 charges (2d8-1), and can be recharged up to a maximum of 45.
When worn during spellcasting, the casting time of any spell is halved, costing one charge per spell level.
Limitations and Other Features
The medallion has no effect on spells which have no somatic component.
If there are not enough charges for the spell being cast, then the medallion has no effect.
The power of the medallion is not voluntary, so long as it is worn it will take effect and use charges if possible.
Recharging
The device becomes inert once all charges are gone, although it will detect for alteration magic. It may be recharged by placing the inert medallion into "recharge mode" - for magic users this involves touching the nine gems in a particular order; for others (including illusionists) the seven gems are used instead. What the order is may be determined using divination, finding the notes of a previous owner, or perhaps by consultation with a sage specializing in magic items.
Once in recharge mode, any spells cast while wearing the medallion add one charge per level [edit: instead of having their normal effect]. However, only one spell per level may be used for charging purposes (i.e., to fully charge the item to 45 levels requires one spell of each level from 1 to 9 to be cast while wearing it). Once the user has finished charging the item, a simple touching of the gems in order again will change it back to its functional mode, where it will remain so long as it has charges, regardless of any attempt to use the gems.
GP: 12000
XP: 2000
Tuesday, 19 November 2013
Monster: Sharkmaid
Frequency: rare
No appearing: 90%: 1, 10%: 2-3
Armour Class: 7 (AT 10+3)
Move: 24"
HD: 2
% In Lair: 5% (alone)/100% (with children)
Treasure Type: K; P in lair.
# Attacks: 1
Damage/attack: 2-12
Special attacks: charm
Special defenses: none
Magic Resistance: normal
Intelligence: Average
Alignment Chaotic Evil
Size: M
Psionic Ability: nil
Level/xp: II / 28 +2/hp
Sharkmaids appear to be normal mermaids but are highly predatory carnivores with several rows of razor-sharp teeth.
When encountered, there is a 10% chance that the sharkmaid has one or more daughters with her. In this case, there will certainly be be a lair nearby. A single child will have 1d4 hit points. movement of 9" and will fight in self-defence only, doing 1d6 damage with its razor-like teeth. A second child will have a full hit die, move at 12", and do 1d8 damage.
Normal morale is 55% but with children this goes up to 65%. Should morale fail, however, the mother will leave the children to their own devices.
Most of the time (60%) sharkmaids will be accompanied by a school of normal sharks hanging around for scraps. If there are no sharks with the maiden, there is likewise a 60% that a school will show up within 2d6 rounds of her making a kill. Numbers and size of sharks as per MM.
Although on good terms with non-intelligent sharks of all sizes, sharkmaids are other wise on openly antagonistic terms with basically all other forms of life and in particular dolphins and mermen.
A sharkmaid will attempt to kill any and all intelligent lifeforms she meets, whether for food or not. Against males she will use her charm ability, which is good to a range of 12" but only against a single target, which she must be able to pick out either by line of sight or, somehow, by name or distinctive call (e.g., "Are you lonely, helmsman?"). The charm allows a save but, once under the sharkmaiden's thrall the victim will desire nothing more than to kiss those luscious, perhaps suspiciously large lips. The first bite from the suddenly too-wide-to-be-real mouth breaks the charm, but for most victims that is far too late.
Females are immune to their attentions but it is not unknown for a sharkmaid with a child to use it as bait, either instructing it to thrash about (if older) or simply leaving it alone to panic (if younger) in the hope that a woman's maternal instincts will kick in and tempt her to "rescue" the child.
Once a ship or boat is alerted to the presence of a sharkmaid it should be possible to stop her from picking the crew off one-by-one, but those shipwrecked on rafts or even walking along a tropical beach may find themselves in grave peril.
Individual treasure takes the form of tarnished silver trinkets rather than actual silver pieces, and any lair will simply be a small underwater cave suitable for shelter from storms. Although their eyesight is good by human standards, sharkmaids will not venture to depths where the sun never reaches.
They breed by ingesting the genitals of male human/demi-human victims as part of their normal feeding and give birth to live young which they suckle. The whole thing is very Freudian, but the sharkmaids do not care about that and would probably just eat the old faker if he tried anything.
No appearing: 90%: 1, 10%: 2-3
Armour Class: 7 (AT 10+3)
Move: 24"
HD: 2
% In Lair: 5% (alone)/100% (with children)
Treasure Type: K; P in lair.
# Attacks: 1
Damage/attack: 2-12
Special attacks: charm
Special defenses: none
Magic Resistance: normal
Intelligence: Average
Alignment Chaotic Evil
Size: M
Psionic Ability: nil
Level/xp: II / 28 +2/hp
Sharkmaids appear to be normal mermaids but are highly predatory carnivores with several rows of razor-sharp teeth.
When encountered, there is a 10% chance that the sharkmaid has one or more daughters with her. In this case, there will certainly be be a lair nearby. A single child will have 1d4 hit points. movement of 9" and will fight in self-defence only, doing 1d6 damage with its razor-like teeth. A second child will have a full hit die, move at 12", and do 1d8 damage.
Normal morale is 55% but with children this goes up to 65%. Should morale fail, however, the mother will leave the children to their own devices.
Most of the time (60%) sharkmaids will be accompanied by a school of normal sharks hanging around for scraps. If there are no sharks with the maiden, there is likewise a 60% that a school will show up within 2d6 rounds of her making a kill. Numbers and size of sharks as per MM.
Although on good terms with non-intelligent sharks of all sizes, sharkmaids are other wise on openly antagonistic terms with basically all other forms of life and in particular dolphins and mermen.
A sharkmaid will attempt to kill any and all intelligent lifeforms she meets, whether for food or not. Against males she will use her charm ability, which is good to a range of 12" but only against a single target, which she must be able to pick out either by line of sight or, somehow, by name or distinctive call (e.g., "Are you lonely, helmsman?"). The charm allows a save but, once under the sharkmaiden's thrall the victim will desire nothing more than to kiss those luscious, perhaps suspiciously large lips. The first bite from the suddenly too-wide-to-be-real mouth breaks the charm, but for most victims that is far too late.
Females are immune to their attentions but it is not unknown for a sharkmaid with a child to use it as bait, either instructing it to thrash about (if older) or simply leaving it alone to panic (if younger) in the hope that a woman's maternal instincts will kick in and tempt her to "rescue" the child.
Once a ship or boat is alerted to the presence of a sharkmaid it should be possible to stop her from picking the crew off one-by-one, but those shipwrecked on rafts or even walking along a tropical beach may find themselves in grave peril.
Individual treasure takes the form of tarnished silver trinkets rather than actual silver pieces, and any lair will simply be a small underwater cave suitable for shelter from storms. Although their eyesight is good by human standards, sharkmaids will not venture to depths where the sun never reaches.
They breed by ingesting the genitals of male human/demi-human victims as part of their normal feeding and give birth to live young which they suckle. The whole thing is very Freudian, but the sharkmaids do not care about that and would probably just eat the old faker if he tried anything.
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