Tuesday, April 30, 2013

A-to-Z Challenge Day 26
Free PDF Download...
Map to the Lost Catacombs of Kadmos

So here it is... one month after I started this A-to-Z challenge and I've essentially written an adventure one post at a time. And so, there's nothing left but the map. So... here 'tis!

Be forewarned, there will be some inconsistencies between what was written over the last month and the map that appears here (and is downloadable via the link below). Also, I know there is no legend on the map, but each square equals 5' and when reading the type in its proper orientation, the "top" of the page is north. Also, the map is "incomplete" to some degree; for example, you will note some rooms have specific floor tiles that are marked. The intention at some point is to have additional support images within the DM's encounter descriptions, as well as having a set of player "handouts" (via an "illustration booklet" a la Tomb of Horrors).

Please note the PDF is 2 pages and contains both of the pages previewed below.

Click here to download a free PDF of the maps
to the Lost Catacombs of Kadmos (from MediaFire).



Monday, April 29, 2013

A-to-Z Challenge Day 25: 24 Cursed Magic Items
(Treasure List for Eggs of Vice)

Entry 25 for The Lost Catacombs of Kadmos

Just a reminder: the Greek alphabet has only 24 letters, so the A-to-Z posting finished up for me on Saturday. I am, however, using today (and tomorrow) as an "addendum" to the challenge.

As promised in Saturday's post of the Omega (Ω) Room, below are the treasures imparted by the eggs from the Omega (Ω) Room on the Path of Vice. (For information on the Path of Virtue and the Path of Vice, see Upsilon (Υ): The Paths of Vice & Virtue.)

I had originally intended that the 24 eggs in the Omega (Ω) Room on the Path of Virtue contain 24 different magical boons, but have since decided that all of the Eggs of Virtue will impart the same magical boon... a permanent 1 pt. increase to the characters lowest ability score. This boon is granted to each character as they crack the egg they choose and are teleported outside the catacombs. This way, none of them know what's inside the eggs (and will think that they are individually choosing their reward, since other members of their party will disappear before the PCs remaining in the room know what was inside the previous egg).

The Eggs of Vice will transport the characters in a similar manner (but put each PC at within a 100 mile radius of the catacombs at a disparate location from the others). While the boon for the Eggs of Virtue are all the same (per above), the treasure granted by each Egg of Vice is a different story...





BTW, don't forget tomorrow is the complete map of the catacombs.

Sunday, April 28, 2013

Another Petty Gods Art Sneak Peek...

It was very cool of Greg G. to give me one of the Lord Dunsany deities from The Gods of Pegāna for Expanded Petty Gods. This is the entirety of the mention of Jabim (one of the "home gods") in Dunsany's book...

"And Jabim is the Lord of broken things, who sitteth behind the house to lament the things that are cast away. And there he sitteth lamenting the broken things until the worlds be ended, or until someone cometh to mend the broken things. Or sometimes he sitteth by the river's edge to lament the forgotten things that drift upon it. A kindly god is Jabim, whose heart is sore if anything be lost."

There's more to the Petty Gods version than the description above, but the gist of it is, Jabim is as broken as the items he/she laments. I actually had a blast illustrating this (not that I haven't had a blast on all of the PG illustrations I've been doing).

This illustration (at left) is for Kypselus (a.k.a. the Black Hand), the Lord of Deals, created by by Josh Graboff. This is an instance where I liked my sketch a lot, but then didn't really like my first inking of the sketch. It took me a while to figure out what I didn't like. I had him in full plate (but barefooted), and the full plate was a bit much. On another piece of paper (I use Bienfang Graphics 360 Marker Paper) I re-inked his arms and legs (and crotch-tal region) and, thanks to the beauty of photoshop, did a little photo-compositing. I'm pretty happy with the way this one ended up, mostly for the expression on his face. To me, it's like he's saying... "Sure. I'll make a deal with you. But I don't have to like you."

Saturday, April 27, 2013

A-to-Z Challenge Day 24
Omega (Ω): Omega Maiden/Man & Ovoids

Entry 24 for The Lost Catacombs of Kadmos

For information on the "dual track" encounters below, see Upsilon (Υ): The Paths of Vice & Virtue. Please note, the choice of paths was phrased in such a way as to make it ambiguous which path is the path of virtue and which path is the path of vice (from the POV of the PCs).



Omega (Ω) Encounter on PATH OF VICE
Omega Maiden & Ovoids

At the far end of the room, a woman in a long, shadowy gray toga sits perched on the front edge of a large stone chair, her eyes trained on the entrance to the room.

As soon as she sees you at the door, she rises to her feet and raises her shoulders to speak...

"I am the Omega Maiden, a caretaker of the catacombs. Kadmos has granted you each an egg of treasure. Choose the one you desire, oh hero."

You survey the perimeter of the room and see two dozen doric pedestals, each topped with a simple nest of branches and twigs that cradles an egg of various proportion and color.

If questioned about the eggs, she will say only the following (repeating when necessary)...
"The treasures are your rewards from Kadmos for choosing this path."

If questioned about the path (vice or virtue) on which the PCs find themselves, the maiden will say nothing more than suggest the PCs look to their experiences thus far and decide for themselves. If questioned about Kadmos, the maiden will simply make one of the 12 statements as the face outside the tomb (per result of 1d12; e.g., "Kadmos is the father of the alphabet.")

The eggs may be touched, lifted, examined closely, etc., but will each feel light as a feather and seem "empty" (hollow). Each time a character picks up an egg, that character must roll their dexterity or lower on 3d6 or the egg will crack and thus be considered "opened" per below. The eggs may be moved from nest to nest without any repercussions (except as noted above).

When a character opens or otherwise cracks an egg (on purpose or accidentally, even if not in their hands at the time), that character (and the eggshell) will immediately be teleported to a random location somewhere in a 100-mile radius of the catacombs. Once transported, that character will find the magic item (cursed) which has been granted them (per the egg they choose on the Eggs of Vice chart) laying on the ground in front of them next to the shell fragments. None of the party members will be transported to the same location as another.

If anyone takes more than one egg, attempts to open more than one egg at a time (e.g., by slicing them open with a sword), or attacks the female caretaker, each member of the party will be transported to disparate locations throughout the 100-mile radius of the catacombs (as above).


Omega (Ω) Encounter on PATH OF VIRTUE
Omega Man & Ovoids

At the far end of the room, a man in a gleamingly clean toga sits deep into the back of a large stone chair, his eyes staring blankly into space.

It takes a moment for him to see you at the door. After a moment, he pulls himself up to this feet, purses his lips, blinks slowly, and then begins to speak...

"I am the Omega Man, a caretaker of the catacombs. Kadmos has granted you an egg of knowledge. Choose wisely, my friend."

You survey the perimeter of the room and see two dozen doric pedestals, each topped with a simple nest of branches and twigs that cradles an egg of various proportion and color.

If questioned about the eggs, he will say only the following (repeating when necessary)...
"The treasures are your rewards from Kadmos for choosing this path."

If questioned about the path (vice or virtue) on which the PCs find themselves, the maiden will say nothing more than suggest the PCs look to their experiences thus far and decide for themselves. If questioned about Kadmos, the maiden will simply make one of the 12 statements as the face outside the tomb (per result of 1d12; e.g., "Kadmos is the father of the alphabet.")

The eggs may be touched, lifted, examined closely, etc., but will each feel light as a feather and seem "empty" (hollow). Each time a character picks up an egg, that character must roll their dexterity or lower on 3d6 or the egg will crack and thus be considered "opened" per below. The eggs may be moved from nest to nest without any repercussions (except as noted above).

When a character opens or otherwise cracks an egg (on purpose or accidentally, even if not in their hands at the time), that character (and the eggshell) will immediately be teleported outside the entrance to the catacombs. Once transported, that character will possess the magical boon granted them (per the egg they choose on the Eggs of Virtue chart), with the shell fragments on the ground at their feet. If the boon is a physical one (e.g., a ring) it will be on the ground with the shell fragments.

If anyone takes more than one egg, attempts to open more than one egg at a time (e.g., by slicing them open with a sword), or attacks the male caretaker, every member of the party will be transported to disparate locations throughout the 100-mile radius of the catacombs (as Omega Maiden & Ovoids on the Path of Vice).
Look for the Eggs of Vice and Eggs of Virtue charts on Monday,
and the complete map of the catacombs on Tuesday.

Friday, April 26, 2013

A-to-Z Challenge Day 23
Psi (Ψ): Psalteries of Vice and Virtue

Entry 23 for The Lost Catacombs of Kadmos

For information on the "dual track" encounters below, see Upsilon (Υ): The Paths of Vice & Virtue. Please note, the choice of paths has been phrased in such a way as to make it ambiguous which path is the path of virtue and which path is the path of vice (from the POV of the PCs).

Psi (Ψ) Encounter on PATH OF VICE

This 30'x30' room is generally featureless, save for the short doric pedestal in the middle of the room, topped by a plainly made psaltery, a harp-like instrument with strings, pegs, and a simple wooden triangular frame. After a moment, it begins to speak in a soft and sensuous feminine voice whose words flow with warmth.

“Greetings, friends. Be not afraid for I have knowledge which Kadmos has deigned be yours. Come closer so that I speak softly and strain not my voice.”

You feel drawn in by the voice.

New Magic Artifact: Psaltery of Vice
This talking instrument radiates a curse that causes all living creatures within a 50' radius to make all "to hit" rolls and saving throws with a -1 penalty (no saving throws; does not affect undead). If it is removed from its proper place on the pedestal in this chamber of the catacombs(or is otherwise threatened), it can summon 1d4 skeletons up to 5 times per day to defend it and/or return it to its proper place in the catacombs.

If the characters move in closer, the psaltery will speak the following words:
"Nought from the Greeks towards me hath sped well. So now I find that ancient proverb true, foes' gifts are no gifts: profit bring they none."

If questioned about the path (vice or virtue) on which the PCs find themselves, the psaltery will say nothing more than suggest the PCs look to their experiences thus far and decide for themselves. If questioned about Kadmos, the psaltery will simply make one of the 12 statements as the face outside the tomb (per result of 1d12; e.g., "Kadmos is the father of the alphabet.")

If questioned about anything else, the psaltery will just start "playing itself" and humming along with the tune.


Psi (Ψ) Encounter on PATH OF VIRTUE

This 30'x30' room is generally featureless, save for the short doric pedestal in the middle of the room, topped by a plainly made psaltery, a harp-like instrument with strings, pegs, and a simple wooden triangular frame. After a moment, it begins to speak in a stern and sober masculine voice whose words seem laced with wisdom.

“Greetings, trespassers. Be advised for I have knowledge which Kadmos has deigned to be yours. Come closer so the words I share do not fall upon the ears of the unworthy.”

You feel a bit put off by the voice.

New Magic Artifact: Psaltery of Virtue
This talking instrument radiates a blessing that causes all living creatures within a 50' radius to make all "to hit" rolls and saving throws with a +1 bonus (no saving throw necessary; does not affect undead). If it is removed from its proper place on the pedestal in this chamber of the catacombs(or is otherwise threatened), it can summon 1d4 skeletons up to 5 times per day to defend it and/or return it to its proper place in the catacombs.

If the characters move in closer, the psaltery will speak the following words.
"Knowledge must come through action; you can have no test which is not fanciful, save by trial."

If questioned about the path (vice or virtue) on which the PCs find themselves, the psaltery will say nothing more than suggest the PCs look to their experiences thus far and decide for themselves. If questioned about Kadmos, the psaltery will simply make one of the 12 statements as the face outside the tomb (per result of 1d12; e.g., "Kadmos is the father of the alphabet.")

If questioned about anything else, the psaltery will just start "playing itself" and humming along with the tune.

Thursday, April 25, 2013

A-to-Z Challenge Day 22
Chi (Χ): Crossing the Chasm

Entry 22 for The Lost Catacombs of Kadmos

For information on the "dual track" encounters below, see Upsilon (Υ): The Paths of Vice & Virtue.

Chi (Χ) Encounter on PATH OF VICE

The center of this massive 60' wide by 100' long room is broken by a similarly massive chasm, creating two distinct areas of the room... the area where you are, and the area where you need to get. The chasm is 40' across, 30' deep, and runs the width of the room. Spanning the chasm, spaced at approximately 5' apart, are a series of 7 “floating” stepping stones that appear to allow passage across the chasm.

Any time a creature/character steps on one of the stepping stones, all creatures and characters to the south of the chasm in rooms Chi and Phi (as well as the adjoining hallways) will take 1 point of damage on a failed saving throw vs. spells (for each step taken). Nothing will happen if inanimate objects are placed/thrown onto the stones.

The walls of the chasm are moderately easy to climb and all attempts to climb (sheer surfaces) are performed with a +5% bonus. Falling into the chasm does 3d6 points of damage per 10' fallen.

Chi (Χ) Encounter on PATH OF VIRTUE

The center of this massive 60' wide by 100' long room is broken by a similarly massive chasm, creating two distinct areas of the room... the area where you are, and the area where you need to get. The chasm is 40' across, 30' deep, and runs the width of the room. Hanging from the ceiling (about 40' above the center of the chasm) are 6 hooks (spaced about 5' apart) that appear strong enough to sustain you should you attach a rope and swing across one by one.

All of the hooks are designed to seem sturdy when pulled from the “starting” side of the chasm, but come loose as anything hanging from the hooks moves to the “ending” side of the chasm, causing anything suspended from the hook to fall into the chasm.

A wizard lock spell will hold the mechanism in place, assuming the spellcaster can get within the appropriate range of the mechanism for the spell to be effective (e.g., if someone attaches a rope to one of the hooks and pulls with enough force to allow the spellcaster to climb the rope); standing on the very edge of the chasm directly in front of a hook will place a spellcaster approximately 45’ from the hook’s mechanism.

The walls of the chasm are easy to climb and all attempts to climb (sheer surfaces) are performed with a +5% bonus. Falling into the chasm does 3d6 points of damage per 10' fallen. Falling into the chasm from a rope (on a hook that has dislodged) does 3d6 points of damage.

Wednesday, April 24, 2013

A-to-Z Challenge Day 21
Phi (Φ): Chamber of Phobos

Entry 21 for The Lost Catacombs of Kadmos

Once the PCs have chosen Path of Vice or the Path of Virtue, they will be transported to one of two "parallel tracks" of rooms, each nearly identical in appearance to the corresponding room on the alternate track. The obstacles they will face through the rooms (as well as the rewards at the end) are tailored to the "treasure" they seek (per the choice presented to them in the Upsilon chamber.

Phi (Φ) Encounter on PATH OF VICE

At the end of the hallway, you find yourself at a room measuring approximately 30' wide and 30' feet across. The wall to your left features a fresco of seven wild-eyed warriors slaughtering a bull over a black shield, and the wall to your right features a fresco of the same seven warriors with their left hands submerged in the bull's entrails and their right hands raised high, as if enthusiastically taking an oath. The entirety of the floor features a mosaic of a bearded male with a menacing look in his eyes. You're not sure if it's the gory attention to detail in the frescos, or something else entirely, but you get a very bad feeling about this room. You can't wait to get through this room and through the door on the other side of the room.

Any character that walks across the mosaic and exits the doorway on the other side must save vs. spells or be filled with fear for 1d6 turns. Upon their failed saving throw, each affected character will hear a voice whisper (inside their head), "Welcome friend of Phobos!" Affected characters will want to get away from this area as quickly as possibly, proceeding into the "Xi" chamber. The effects of the fear will almost assuredly cripple their actions in the next room, making them unable to perform any actions that will even remotely cause themselves harm (like cross the chasm and risk falling in).

Phi (Φ) Encounter on PATH OF VIRTUE

At the end of the hallway, you find yourself at a room measuring approximately 30' wide and 30' feet across with a door on the wall opposite you. The wall to your left features a fresco of seven proud warriors sacrificing a bull over a black shield, and the wall to your right features a fresco of the same seven warriors with their left hands submerged in the bull's entrails, their heads lowered, and their right hands raised in honor, as if taking an oath. The entirety of the floor features a mosaic of a bearded male with a menacing look in his eyes. You're not sure if it's the gory attention to detail in the frescos, or something else entirely, but you get a very bad feeling about this room.

The first person to cross the threshold into the room will gain a +2 bonus to all "to hit" and damage rolls for the duration of 1 hour. Furthermore, all class-related skills for members of the thief class (or sub-class) will function at 2 levels above normal for that same duration (e.g., a 1st-level thief will perform all thieves' abilities as a 3rd-level thief for that duration).

The second person to cross the threshold into the room will gain a +1 bonus to all "to hit" and damage rolls for the duration of 1 hour. all class-related skills for members of the thief class (or sub-class) will function at 1 level above normal for that same duration.