Showing posts with label Hammersong's Legacy. Show all posts
Showing posts with label Hammersong's Legacy. Show all posts

Sunday, September 12, 2010

Hammersong's Legacy: Now Available At Lulu And RPGNow!

Good Evening, All:

Hammersong's Legacy is now available! Here's the release blurb:

"It has been a century since the War of All Gods has ended, and the land of Cameria has yet to heal from the devastation. The Duar Protectorate stood guardian over the people of the Shattered Territories, under the watchful eye of the great warrior-king, Ollum Hammersong. Despite the twisted monstrosities that roam the wilderness, the people of this realm have made their first steps toward recovery. Now, however, the great king is dead, and not everyone in the High Courts of the Duar Protectorate holds such noble goals as their former liege. A Regent’s Council rules temporarily, while agents of the High Court of Balmordak travel abroad in search of the king’s missing heir.

Hammersong’s Legacy provides a strong foundation for running a campaign set in this post-apocalyptic fantasy setting. This sourcebook provides full details on the Gods of the New Order, the sentient races that inhabit the region, the history and culture of Cameria and the Duar Protectorate, the village of Rynoc’s Reach to serve as a base of operations, a wide and varied range of over sixty adventure seeds, a small fantasy bestiary of more than sixty creatures and more. In short, Referees will find a rich and vibrant setting for their fantasy campaigns within this sourcebook, which in turn will provide hours of joy and entertainment as players and Referees alike explore the shattered realms of Cameria and discover the secrets of Hammersong’s Legacy.

You can download this 120-page PDF product at RPGNow:
http://www.rpgnow.com/product_info.php?cPath=&products_id=84015

Or in PDF or Print-On-Demand at Lulu.com:
http://www.lulu.com/product/paperback/hammersongs-legacy/12575183

(You can save 10% off of your Lulu purchases this month by using the code "AUTUMN" at checkout.)"

Enjoy,
Jason "Flynn" Kemp

Tuesday, September 07, 2010

Swords & Wizardry: Hammersong's Legacy Campaign Setting coming soon...

Good Morning, All:

Hammersong's Legacy Campaign Setting is almost ready! I'm gathering art and working on layout, and should have this available for purchase by this coming weekend. It may be toward the end of the weekend, but this new campaign setting for Swords & Wizardry will be in your hands by this time next week, at least in PDF. It will be a few more days after that before I can post the Print On Demand version, if I decide to go with the smaller size book that most Old School gamers seem to enjoy. (I know I do, as a personal choice.)

Just Thought You'd Like To Know,
Flynn

Friday, September 03, 2010

Working on Hammersong's Legacy...

Good Evening, All:

Tonight, I'm working on Hammersong's Legacy, so I'm a little at a loss for time and material for the blog today. My apologies. While I will not be able to work on the book Sunday, I still have time tomorrow and Monday (being Labor Day here in the States) to put work in on the document. I hope to have good news to report by the end of the extended weekend, but this also requires that the wife allow me some time to work on the project, too. We shall see.

In my spare moments, I'm currently reading through Lamentations of the Flame Princess, and I'm finding a lot of interesting elements in it. I hope to have a review up sometime next week.

At any rate, I'm going to get back to my work. I hope all is well, and that everyone enjoys the great weekend that lies ahead.

More Later,
Flynn

Wednesday, August 18, 2010

Hammersong's Legacy: The Sunblade Order...

Good Morning, All:

As a tidbit from the upcoming Hammersong's Legacy Campaign Setting, here's one of the Organizations you will find in the book. I offer this organization for the adventure potential it represents. The Sunblade Order can serve as a background element for characters involved with either demons or ghosts. The Order can serve as a patron for adventures against either demons or undead. Its members can be rivals or contacts for the party. They can be the antagonists of an adventure where the common man are trapped between a source of infernal corruption and the Slayers that seek to destroy it. You can play up the Order as uncaring inquisitors that often pursue "witch hunts" in their quest to seek out infernal taint, or you can portray them as righteous heroes involved in the Ultimate Battle of Good versus Evil. The mention of Lord Tirapheral provides a sense of history for other adventure elements, as it hints as a demonic force that marched on the Plane Prime after the War of All Gods had transpired, before it was destroyed by the Order's founder. The somewhat stringent entry requirements might serve as a goal for characters interested in pursuing such a life themselves. Hopefully, such an entry can be a springboard for the imaginations of both Referee and players alike.

Sunblade Order
The Sunblade Order, or more eloquently the Divine Order of Slayers in the Name of the Sunblade, is a fanatical brotherhood of demon-slayers and exorcists. Driven by the desire to protect the Plane Prime from those that dwell in the Shadowlands, these Slayers have earned quite a reputation for their vigilance against the taint of demonic corruption.

Headquarters: Based out of the Duar city of Thorjak, the Shrine of the Sunblade holds the divine artifact used by the Order's founder in the slaying of Lord Tirapheral, a Demonic Servitor of the Black Court of Sandamos, in the days following the end of the War of All Gods. Other cities in the region house small temples and monasteries devoted to the Order.

Members: The pursuit and annihilation of infernal corruption is a deadly proposition, and the numbers of the Sunblade Order have never been very high. Currently, the Order boasts of four hundred members, chosen from those warriors and priests that have petitioned for admission after demonstrating their effectiveness against both demons and the accursed undead.

Organization: The inner workings of the Order represent a mystical tradition that is not shared with outsiders. Most members of the Sunblade Order as called Lesser Slayers. Small bands of Slayers are led by accomplished Slayer-Knights, who swear their service and personal allegiance to the Lord Slayer of the entire order. Local leaders of shrines and monasteries are chosen from among the Slayer-Knights of the area, and maintain regular contact with the Shrine of the Sunblade.

Goals: Divine Order of Slayers in the Name of the Sunblade is devoted to seeking out infernal incursions into the Plane Prime, as well as those undead bound to this world by infernal curse or tainted works, and exterminating them. While the Order itself has no official stance on cultists of Sandamos, King of Demons, Slayers are known for continually interrupting their rituals in order to slay anything summoned by such cabals. This has led to a lot of friction between the various Cults of the Black Court and the Sunblade Order.

Symbol: The emblem of the Sunblade Order is a golden sunburst on a black background. Slayer-Knights are marked by a blazing sword in the background behind the sunburst, the tip of the burning blade pointed upward. The Slayer-Lord uses the symbol of two crossed flaming swords emblazoned by the Order's golden sunburst as his personal symbol.

So, what do you think?

As you can tell from this example, I tried to include a lot of adventure potential in each organization's write-up. Part of my design philosophy in writing Hammersong's Legacy was to provide as much inspiration as I could with each element I included. My basic concept was to take each element in turn, and try to write it up so that it suggested at least three opportunities for use in the game. I looked at each for its impact on character concepts, antagonists, protagonists, background flavor, and adventure potential, and tried to write accordingly. I admit that I succeeded better with some than with others, but I have always thought that gaming material should be written to promote gaming, and made this part of my core design philosophy for my publishing efforts.

Hope You Enjoy,
Flynn

Wednesday, July 28, 2010

A Replacement For The Drow...

Good Afternoon, All:

I have always disliked the drow as a villainous race, primarily because they are yet another elven race. I've always felt that a humanoid race should remain the same, despite their culture. After all, humans are still human, with capacities within the same basic parameters of one another, regardless of skin color or place of origin. I figured that I didn't need umpteen species of elf and only one variant of human to choose from. It just didn't make sense to me.

It occurred to me today that I have the perfect replacement for the drow from the Hammersong's Legacy Campaign Setting, the Kelshan. By placing the Kelshani in the underworld, you can tie in to the social conventions many American are raised with. "The Devil dwells in Hell, and Hell lies in the depths of the earth below us." That kind of imagery can be pulled on for powerful effect in a game, if I as a Referee can manage it. The devilish appearance of the Kelshani would also contribute to this underlying imagery, giving the illusion of depth by pulling on these social conventions. Plus, given their write-up, they already worship the King of Demons anyway, so you can still use a lot of the old drow adventure concepts with a minor amount of reskinning anyway.

I may have to do a little rewriting on Hammersong's Legacy to accomodate this change, because the more I think about it, the more I like it. What do you think?

With Regards,
Flynn

Friday, May 14, 2010

Hammersong's Legacy/Madlands Campaign: The Kujara...

Good Morning, All:

I offer the kujara for consideration as a monster in your own Hammersong's Legacy or Madlands campaigns. Given the presence of a divine war in the relatively recent past of the setting, I felt that the divine forces would probably use creatures of their own creation to supplement their mortal forces. Using the foot soldiers of the "Blood War" between demons and devils, namely the dretch and lemure, as inspiration, I came up with the following. Based on their ability to take half damage from normal attackers, I imagine that these creatures would probably take out an average of 3-4 normal men before going down themselves, but wouldn't be much of a problem for adventurers, a rare breed indeed.

Please take a look at them and let me know what you think of these creatures. If you like them, I will probably add them to the Hammersong's Legacy Campaign Setting as a bonus creature. (As an update, I'm still doing layout work and wrapping a few things up on the PDF. My wife is about three weeks out from her due date, and preparations are really eating up my free time. My apologies for the delay in publication.)

Kujara
In the War of All Gods, many battles between the Gods were fought on the Plane Prime. Although mortals made up a majority of the forces involved in these conflicts, the Gods also dispatched extraplanar soldiers of their own creation. The collective term for such divinely-created warriors is kujara. The appearance of a kujara varies according to the Patron that created it, but they often share similar characteristics, given that their targets were typically mortal men, not one another. Kujara suffer half damage from all weapon-based attacks except for cold iron or holy weapons. In addition, they take half damage from fire and acid. Kujara are immune to diseases and poisons, and are able to see in total darkness.

Even though the War of All Gods ended a century ago, kujara can still be found in isolated areas, such as the ruins of abandoned shrines and temples dedicated to their Patron.

Kujara: AC 5 [14]; HD 2; Atk: two claws (1d6); ST: 16; SP: darkvision, half damage from fire and acid, half damage from weapons except from cold iron or holy weapons, immunity (disease, poison); MV: 12; CL 5; XP 240.

With Regards,
Flynn

Tuesday, April 27, 2010

Hammersong's Legacy: Table of Contents...

Good Morning, All:

As I near completion on the text of Hammersong's Legacy, a campaign setting for Swords & Wizardry, I felt it was time to provide a sample of the extent of the content to be found within the book. What follows are the major headings from the Table of Contents. There may be a few more added, particularly under the Encounters section, but that's only if the muse strike during these final days. After that, I will edit the completed work and then put it into layout. Please let me know if you like what you see, or if you have any questions or concerns.

INTRODUCTION

PLAYER’S SECTION

THE WORLD OF HAMMERSONG’S LEGACY
The Continent of Cameria
* The Eastern Shores
Hesperia, the Twisted Timberlands
The Shirelands
White Wall of Vaeleria
* The Madlands
Kelshandor
Wyrmanthis
* The Western Shores
The Manasan Empire
The Isle of Patranos
The Shattered Territories

THE RACES OF TERANTHA
Duar
Elde
Eldeblooded
Feytouched
Human
Hyrknoff
Kelshan
Ordath
Vaelan
Wyrmblooded

A HISTORY OF CAMERIA
Before The Great War
A Most Divine Conflict
More Recent Times

THE GODS OF CAMERIA
Gods of the New Order
* Cerberos, the Vile Crusader
* Entropea, Mistress of Chaos and Corruption
* Herea, Mother of the Hearth
* Lorae, Mistress of Mysteries
* Oceanus, the Sea Warden
* Sandamos, the Grand Tyrant
* Soleron, the Sun Lord
* Terantha, the Earth Mother
* Verdantis, the Green Lord
The Fallen Sisters
* Sheranea, Lady of Woes
* Vaeleria, the Shieldmatron
The Gods of the Elder Courts
* Aqualea, Lady of the Eversea
* Bibanos, the Devourer of Life
* Cardeus, Lord of Strength
* Fuerios, Lord of the Emberrealms
* Khorethia, Lady of Song and Wind
* Kuro, the Rage Lord
* Meranoth, Lord of Lords
* Ostarea, Goddess-Queen of Arborea
* Psyche, Mistress of Dreams
* Serpentea, Queen of Serpents
* Teranos, Lord of the Deepmantle
* Tortura, Maiden of Torment
On Gods and Mortals
* Death and the Mortal Soul
* On Changing One's God
Blood of the Gods
Flesh of the Gods

THE COSMOLOGY OF THE WORLD
The Plane Prime
Alternate Primes
The Veil
Arborea, the Faerie Courts
Chorus of the Four Winds
Deepmantle
Emberrealms
Everysea
The Seven Heavens
The Shadowlands

THE LANDS AND LOCALES OF HAMMERSONG’S LEGACY
The Argent Isles
Liberty Bay
Dagon Bog
The Cliffs of the Northern Winds
The Carrion Hills
The Drakewood
Highmeadow
The Daggerback Mountains
The Great River Ith
The Zertashan Badlands
The Hearthwood
The Black Hills
Mount Kugerack
The Ashalon Desert
The Feral Barrens
Sovereign Chasm

REGIONAL CITIES AND OTHER SETTLEMENTS
Balmordak, the City of Cliffs (Duar Protectorate)
Fellgorge, the Edge of Sanity (Independent City-State)
Port Salvation, City of Freedom (Independent City-State)
Sylethia, Jewel of the Bloody Sands (Manasan Empire)
Thorjak, City of the Sun and Sky (Duar Protectorate)
Regional Townships and Villages
* Dracanthes (Independent Township)
* Kutner’s Bend (Independent Village)
* Mordenholt (Duar Protectorate)
* Oxbridge (Independent Township)
* Ralmandor (Duar Protectorate)
* Rynoc’s Reach (Duar Protectorate)
* Trollglen (Independent Village)
* Zertasha (Manasan Empire)

MAJOR RUINS OF HAMMERSONG'S LEGACY
0227 The Prison-Pyramid of Bhadasura
0304 The Tower of Archmagus Suzerain
0616 Hall of the Great Medusa
0914 The Sewers of Greyfawn
1132 The Clockwork Citadel
1226 Catacombs of the Lost Temple
1823 Sicarius, City of Death
1904 The Hanging Gardens of Shandaris
2124 The Vaults of Celebrus
2927 The Copper Mines of Kaldorthes
3039 The Eldritch Maze of Merleus the Mad

DANGEROUS LAIRS AND WARRENS OF THE SHATTERED TERRITORIES
0237 The Oracle of Thraxius
0315 Grond's Cave
0424 The Blood Manticore
0605 Giant Squid Spawning Grounds
0936 Behirs' Nest
1102 Eramir the Destructor
1317 Hephaetia of the Iron Tusks
1526 The Coils of Entropea
1736 Galatura, the Fire Dracolisk
1813 Quillback, the Beast of Highmeadow
2028 Ol' Snagtooth, the White Terror of the Black Hills
2207 Great Surakkos, Blessed of Terantha
2505 The Scalemouth
2624 Lycia the Gorgimera
2803 The Crystal Spire of High Avea
2937 The Hydra Thessal
3018 The Great Web of Mother Ahrak’nea

ORGANIZATIONS OF THE SHATTERED REGIONS
Ancient Order of War Sages
The Censors of Patranos
Circle of Mithril
Covenant of the Wild
Cult of the Black Court
Fangs of Manasa
House Dorinth
House Jedfaril
Lesser Wardens of Oceanus
Mage-Librarians of Lorak
Order Elysia
Order of Genadros
Raging Bloodhawks
Seekers of Truth
Servants of Freedom
Shadow Syndicate
Sunblade Order

WAYS OF LIFE
Calendar of Cameria
Coinage of Cameria
Languages of Cameria
Slavery in Cameria
* Reasons for Slavery
* Types of Slaves
* A Slave's Market Value

NEW GAME MECHANICS
Ability Checks
Examples of Ability Checks
New Races
* Duar
* Elde
* Eldeblooded
* Feytouched
* Human
* Hyrknoff
* Kelshan
* Ordath
* Vaelan
* Wyrmblooded
Original Class Updates
* Cleric
* Fighting-Man
* Magic-User
New Classes
* Crusader
* Dungeoneer
* Ranger
* Sorcerer
* Thief
Mind-Mage Spell List
* Level 1
* Level 2
* Level 3
* Level 4
* Level 5
* Level 6
* Level 7
* Level 8
* Level 9
New Spells
* Detect Thoughts
* Discern Lies
* Ego Whip
* Mind Thrust
* Precognitive Insight
* Probe Thoughts
* Psionic Blast
* Psychic Crush
* Telepathic Bond, Lesser
* Telepathic Bond

REFEREE’S SECTION

ADVENTURES IN THE SHATTERED TERRITORIES
The Hunt for the Lost Heir
The Return of Psyche’s Children
Agents of the Elder Courts
Infiltrators from the Manasa
Beyond the Shattered Territories
* The Curse of the Elde
* The Great Expedition to Wyrmanthis
Common Regional Encounters
* Agent of the Elder Courts
* Wyrmblooded Family
* Expedition Leaders
* Bandits (Profiteers)
* Refugees
* Protectorate Rangers
* Bounty Hunter
* Duar Mercenaries
* Manasan Infiltrator
* Ordathi Wanderer
* Censor of Patranos
Rumors of the Shattered Territories

BESTIARY
From The Monster Compendium: 0e
New Creatures
Reading Monster Descriptions
* Banth
* Banth, Giant
* Barghest
* Bison
* Boalisk
* Canker Hound
* Common Animal, Small
* Common Animal, Tiny
* Cyclops
* Dinosaur, Velociraptor
* Dragon, Teranthan
* Young Dragons
* Adult Dragons
* Old Dragons
* Great Wyrms
* Duar
* Elde
* Eldeblooded
* Feytouched
* Flail Snail
* Ghost
* Giant, Camerian
* Gorgimera
* Grell
* Greymalkin
* Grey Render
* Hunting Bird, Man-Sized
* Hunting Bird, Small
* Hunting Bird, Tiny
* Hyrknoff
* Kelshan
* Krenshar
* Leviathan
* Locathah
* Mountain Drake
* Narwhale
* Ordath
* Osquip
* Porcupine, Giant
* Pyrolisk
* Scavenger Worm
* Serpentfolk (Manasa)
* Hominis Caste Serpentfolk
* Semiferum Caste Serpentfolk
* Anguineum Caste Serpentfolk
* Sovereign Orb
* Tunnel Brute
* Vaelan
* White Ape
* Winged Cat
* Winged Serpent
* Wyrmblooded
Template: Divinely Warped Creatures
General Random Encounter Tables
* Random Encounters
* Common Regional Encounters
* Mountains Terrain Table
* Hills Terrain Table
* Forest Terrain Table
* Marsh Terrain Table
* Plains Terrain Table
* Desert Terrain Table
* Animal Table
* Aquatic Creature Table
* Dragon Table
* Giantkin Table
* Humanoid Table
* Monster Table
* Shapeshifter Table
* Undead Table
* Winged Animal Table

RYNOC’S REACH
Rynoc's Reach (Duar Protectorate)
Important Locations
* Black Hills Mill
* Circle of the Seven Stones
* The Golden Ogre
* Greymeadow Point
* Hearthhold of the Healing Hand
* Ravenwolf Hall
* The Tower of Archmagus Damianos
* Van Thurion's Emporium
Cast of Characters
* Warlord Buri Ravenwolf
* Eliah Inman
* Hudra Greenheart
* Miller Khurarn
* Mother Nandra the Blessed
* High Magus Theodoseus
* Bailiff Thorvald Shieldson
* Baron Ulric Bloodstone
* Van Thurion
Common Encounters
Local Rumors

LEGAL TEXT
DECLARATION OF OPEN GAME CONTENT AND PRODUCT IDENTITY
OPEN GAME LICENSE VERSION 1.0A

With Regards,
Flynn

Saturday, April 17, 2010

Hammersong's Legacy: Calendar of Cameria...

Good Morning, All:

Here's another little tidbit from the Hammersong's Legacy Campaign Setting, the world's calendar. I admit that here, I took the easy way out. I chose 360 as the number of days in the year, because it is easily divisible by twelve months of thirty days each. I selected these basic values because these are common assumptions for most players, having grown up with the Gregorian calendar or some close proximity. The names of the months derive from the major gods of the setting, and the names of the days of the week come from the classic four Western elements and the average man's duties to god and liege. The eight holidays mentioned below derive from solar observations and the midpoints between each, giving a period of forty-five days between each major celebration. Assuming that the average adventure takes 2-3 weeks, you can use a different holiday every two adventures to help the players identify the passage of time and the changing of the seasons.

Calendar of Cameria
The world of Terantha possesses only a single moon, named Selena in the common parlance, which goes through her cycle from new moon to full and back again over the course of thirty days. This divides the Teranthan year of 360 days neatly into twelve months. The middle day of a new moon marks the first day of each month, and thus Selena is full from the 15th through the 17th of each month, although some powerful lycanthropes transform on the 14th and 18th as well. Although different cultures make reference to the months by different names, the following are the most frequently used in northern Cameria.

Table: Camerian Months
MonthSeasonImportant Days
SheranethWinterMidwinter (16th)
CelestethLate Winter 
VaelerethEarly SpringOathday (1st)
HereathSpringSpring Equinox (16th)
OceanethLate Spring 
VerdantethEarly SummerBondday (1st)
SolerethSummerMidsummer (16th)
CerberethLate Summer 
EntropethEarly AutumnFirst Harvest (1st)
TeranethAutumnAutumnal Equinox (16th)
LorathLate Autumn 
SandamethEarly WinterLast Harvest (1st)

Camerians, in general, denote the passing of a day by counting from one sunrise to the next. Given that there are thirty days in a month, the people of Cameria are given to dividing each month into five weeks, which in turn are comprised of six days apiece. The days of the week bear the following common names:

Table: Camerian Days of the Week
DayCommon Activities
AltardayWorship, rest
EarthdayWork, gardening
WindsdayWork, visiting elders
LordsdayWork, pay taxes, market
FiredayWork, cleaning
WaterdayWork, bathing

Enjoy,
Flynn

Sunday, April 11, 2010

Hammersong's Legacy: The Circle of Mithril and the Covenant of the Wild...

Good Afternoon, All:

For those interested in another taste of Hammersong's Legacy, here are two more organizations from the campaign setting.

The first, the Circle of Mithril, is intended to provide an overarching organization for mercenaries to join. The Circle could be used as a patron (particularly if the campaign takes on a military bent) by providing sources for adventure. They could also provide training or serve as the only available resource for some particular piece of military equipment. The inner politics, given its loose structure, could also provide some interesting adventure material for the enterprising Referee. Finally, I wanted to provide a nice background piece for martial characters, and the Circle of Mithril offers a nice possibility for that.

In contrast, the Covenant of the Wild is essentially a druidic organization. Although a majority of its members perform good works in the name of the Green Lord, I took a cue from today's world and introduced the concept of militant environmental zealots as one of the factions within this particular group. I can see a number of adventure possibilities, ranging from a simple negotiation between loggers and Covenant members to a more complex scenario where the work of Covenant members is being undermined by the almost terroristic activities of the zealous eco-terrorist faction. Almost any late Stephen Segal film could be converted to an adventure using this group, as well as many of the B Grade monster movies on SyFy.

Circle of Mithril
Within the Duar Protectorate, the Circle of Mithril serves as a guild that unites many respected mercenary bands under a single banner. While other mercenary bands exist in the Protectorate that are not members of the guild, employers are guaranteed of an exceptional level of service from members of the Circle.
Headquarters: The Circle of Mithril is based out of Balmordak, the City of Cliffs. The guild does maintain training facilities and guildhalls in other major cities and townships under the Duar Protectorate as well.
Members: The Circle of Mithril boasts a membership of over three thousand mercenaries from more than a hundred different mercenary bands. In order to join the Circle of Mithril, a mercenary band must contain at least twenty members and provide a petition for acceptance that contains letters of recommendation from two different employers.
Organization: Within the Circle of Mithril, all bands are considered equal. Only the guild's representatives have higher status within the Circle itself. The Circle of Mithril maintains public records of its membership, which are kept in the main halls in Balmordak itself. Regional offices maintain localized lists for potential employers.
Goals: The goals of the Circle of Mithril are to provide minimum standards for service, maintain competitive rates and provide for arbitration between members in dispute. In addition, the Circle of Mithril provides access to equipment and training for its members at reasonable rates, as well as other services intended to support mercenary bands in the pursuit of their goals.
Symbol: The symbol of the guild is a silver circle on a black background, which is displayed at guildhalls throughout the Duar Protectorate. Mercenary captains that are members of the guild wear silver signet rings bearing this symbol. A few recognized and exceptional members bear mithril rings with the guild's device upon them, a symbol of their exalted status.

Covenant of the Wild
The Covenant of the Wild is a religious order of priests, warriors and others devoted to protecting the creatures of the Plane Prime from the encroachment of civilization, in honor of Verdantis, the Green Lord. While a majority of its membership are active defenders of the local environment, a fanatical minority has earned a dour reputation for their zealous stance against the intrusion of civilization on the wilderness that has reclaimed the land in the aftermath of the War of All Gods.
Headquarters: There is no one single location that boasts itself as the headquarters for the Covenant of the Wild. Each year, on Midwinter's Eve, representatives from various membership chapters meet as a Conclave of the Covenant in a location determined through divination, where matters of great importance to the society are discussed and debated.
Members: It is difficult to determine an exact number of members within the Covenant of the Wild, but it is estimated that over five hundred devotees of Verdantis are members to this society. Those who perform exceptional service in protection of the local fauna in the name of Verdantis are often approached for membership.
Organization: The Council of Nine, consisting of nine high priests of Verdantis, provide direction for the Covenant of the Wild. Individual chapters are lead by High Shepherds, who watch over their congregations and the lands of their region much as sheepherders protect their flocks.
Goals: The Covenant of the Wild sees its role as the shield that stands between the uncontrolled and devastating expansion of civilization and the unsuspecting and natural world that Verdantis, the Green Lord, himself has asked his followers to protect. Some have taken that sacred duty too far, and have taken the offensive against those people that have transgressed against nature. The actions of these zealous few have tainted other efforts the order has attempted to achieve, and still continues to cause conflict as matters continue to escalate.
Symbol: The symbol of the Covenant of the Wild is a golden sickle on a green background, a reminder that those who cross Verdantis, the Green Lord, will reap what they sow.

Enjoy,
Flynn

Wednesday, March 31, 2010

Hammersong's Legacy: Status Update...

Good Morning, All:

I've been hard at work on the Hammersong's Legacy Campaign Setting, and have managed to close the gap on a few outstanding issues. I'm currently sitting at 46,809 words and 80 pages of text, a definite improvement from my last report. The following remains to be completed, before we can move forward with layout and publishing:

  • Locales and Landmarks: Need to complete paragraph descriptions of some locales.
  • Organizations: Need to complete descriptions of some organizations and secret societies.
  • Way of Life: Need to complete calendar write-up.
  • Encounters: Need to complete Patron Encounter-style write-ups for three remaining encounter types.
  • Rumors: Need to complete rumors table for the setting.
  • Rynoc's Reach: Need to complete the cast of characters, common encounters and local rumor sections for this base of operations.

That's a hard week or two to finish this off, but so far, things are going along according to schedule. While I could just whip out some minor stuff to cover these outstanding topics, or simply remove some of them from the overall outline. However, I don't like to create sloppy work. I'd rather take the time to do it and do it right, simply because that's what I would want if I were picking this up from someone else. (While I know that others may not always like what I present, I can feel proud that I put my best into it.) Right now, the goal is to bring this book in at around 88 to 96 pages. Overall, that means I'll probably ask for $6.99 for the PDF and $13.99 for the print version in perfect bound softcover.

Hope This Helps,
Flynn

Monday, March 29, 2010

Hammersong's Legacy: Languages of Cameria...

Good Morning, All:

The following is an excerpt from the Hammersong's Legacy Campaign Setting. Most of these are fairly mundane and common for most fantasy games, simply renamed to fit the setting. I did pack a few fun elements into the language section, though.

For example, the humans have their own native tongue ,Umani. I felt that this was in keeping with the fact that the Duar are the predominate race of the setting.

Trade replaces the common tongue of most games, and has been handed down by the goddess of knowledge and mysteries to replace the varied and disparate languages of the region. I felt that this touch did a decent job of explaining why there was a common language in the first place, and added a little to the setting itself.

Finally, I couldn't resist adding one of my favorite twists to the language of the fey. High Sylvan, the courtly language spoken by nobles of the Seelie and Unseelie Courts, must be spoken in rhyme. Otherwise, it is considered a rudeness and an offense, and the more malicious Unseelie do not take kindly to insults. My players have long groaned at meeting fey in my games, simply because they've had to speak in rhyme in order to communicate. I've even had players go so far as to look up rhyming sheets online to get ideas of how to speak. It's a challenge to me as the Referee, as well, but it definitely gives flavor to fey encounters.

And now, without further adieu, here's the section on languages in the Shattered Territories.

Languages of Cameria
As a majority of us speak the Trade language in addition to those languages spoken locally, the following is a brief overview of the languages commonly spoken by the denizens that dwell in or frequent the Shattered Territories.

Aquan: The trade language of the plane of Everysea, Aquan is spoken by most aquatic creatures with ties to the elemental plane of water.

Auran: The trade language of the Chorus of the Four Winds, Auran is spoken by the majority of flying and aerial creatures with ties to the elemental plane of air.

Celestial: The common language of the Seven Heavens and the Manors Divine, Celestial is a holy language brimming with divine power, used by servitors of the Gods of the New Order.

Draconic: The tongue of dragons and other reptilian races (including the Manasan serpentfolk), Draconic is an ancient language that contains many magical terms, making it a natural choice for discussing arcane matters in depth.

Duaran: The language of the Duar Protectorate, Duaran has become the de facto common tongue for the region, although it is slowly being replaced by Lorae's gift of the Trade tongue as it spreads across the continent of Cameria.

Hesperian: The language of the Elde people, Hesperian is now a dying tongue, given that its primary speakers are no longer capable of bearing live children.

Ignan: The trade language of the Emberrealms, Ignan is spoken by the majority of creatures with ties to the elemental plane of fire.

Infernal: The trade language of the Shadowlands and the Ten Thousand Hells, Infernal is a dark tongue laden with magical power, used by demons and other beings under the rule of Sandamos, the Grand Tyrant, including the Kelshan.

Knoff: The language of the goblinoid races, Knoff is spoken by goblins, hobgoblins, hyrknoff and other similar races.

Ordathi: The native language of the Ordath clans, this language is rarely heard outside the Isle of Patranos or the company of the reclusive Ordathi people.

Sylvan: The tongue of Arborea, Sylvan is spoken in two dialects. Low Sylvan (commonly referred to simply as Sylvan) is the dialect spoken by the non-noble faerie, while High Sylvan is the courtly tongue of the Faerie Courts. An odd eccentricity noted by scholars and sages, speakers must rhyme when speaking in High Sylvan, lest they appear rude and most inconsiderate. It is said that during certain reigns of the Unseelie Court, mortals that refused to speak High Sylvan in rhyme were imprisoned and tormented by the fey to the point of being driven insane.

Teranthan: Formerly a priestly language devoted to the worship of Terantha, Teranthan is now commonly spoken among giants, trolls and other children of Terantha.

Terran: The trade language of the realm of Deepmantle, Terran is spoken by the majority of creatures with ties to the elemental plane of earth.

Trade: Common across Cameria, Trade is a pidgin tongue mixing idioms from various languages in order to allow disparate people to communicate in basic terms. Given as a divine gift by Lorae, Mistress of Mysteries and spread extensively by traders, almost all travelers within the Shattered Territories know enough Trade to operate within civilized lands.

Umani: The native language of humans, this language is frequently heard in the human-oriented districts of Protectorate settlements.

Vaelic: The language of the Vaelan people, Vaelic is rarely heard outside the Shirelands.

Enjoy,
Flynn

Friday, March 26, 2010

Hammersong's Legacy: Telireth Swordsong, Elde Sorcerer...

Good Afternoon, All:

Here's another playtest character, an Elde Sorcerer by the name of Telireth Swordsong. Please feel free to review the character and let me know your thoughts. Obviously, given his age, he was one of the last Elde to be born before the race was rendered infertile.

Character Name: Telireth Swordsong
 
Race: Elde
Class: Sorcerer
Level: 3rd
Experience: 5501 (+10% due to Charisma, Prime Attribute)
 
Patron Deity: Lorae, Mistress of Mysteries
Gender: Male
Age: 123
Distinctive Traits: brawny, clueless sorcerer
Languages: Duar, Elde, Fey, Hyrknoff, Ordath, Trade, Vaelan
 
Attribute Scores
AttributeScoreModifier
Strength14+1
Dexterity10+0
Constitution12+0
Intelligence15+1
Wisdom8-1
Charisma13+1
 
Saving Throw: 13
 
Speed: 12
 
Attack Bonus: +1 (melee +2, ranged +1)
Hit Points: 18
Armor Class: 6 [13] (leather, shield)
Weapons: long sword (1d8+1 damage)
 
Special Abilities: arcane lore, athletics, perception, spell casting (can cast two 1st-level spells), greater alertness, infertile, low-light vision, +4 on saving throws to resist paralysis, sleep and charm magics
Spellbook: detect magic, read magic, protection from evil, sleep
 
Equipment: adventurer's pack, leather armor, long sword, shield, spellbook, 25 gold

With Regards,
Flynn

Wednesday, March 24, 2010

Hammersong's Legacy: The Divinely Warped Creature Template...

Good Afternoon, All:

One of the things I really liked about 3E in terms of monsters were the new templates. With those, you could modify an existing monster into something a little different than what the players were expecting, and have some new fun with old monsters.

I have been considering the addition of a simple template to the Hammersong's Legacy Campaign Setting, inspired in some ways by the simple templates provided in the Pathfinder SRD. This template would be watered down from the usual 3E approach, of course, since it would be for Swords & Wizardry, but I'm not sure how it would be received. After all, if simple templates were well-received by the Old School crew, then someone would have created a bunch of them and published them already. Still, I guess I could post my thoughts here and see what kind of feedback I get from my readers.

With that in mind, here's my suggestion:

Template: Divinely Warped Creatures
Divinely warped creatures have absorbed some of the chaotic divine power released when a god dies . Although commonly encountered near sites of a deity's passing, they can be found anywhere where such energies have been released. A divinely warped creature appears much as a normal creature of its type appears, with an additional feature of obvious supernatural origin, such as an aura of light, glowing eyes, or some similar feature. Divinely warped creatures effectively cease to age, as the divine energy coursing within them grants them an extremely extended lifespan.

You can add the “divinely warped” template to any living creature. A divinely warped creature has of the base creature's statistics and special abilities except for the following:
  • Bonus Hit Dice: A divinely warped creature gains two bonus hit dice.
  • Elemental Resistance: A divinely warped creature takes half damage from elemental energies, such as acid, cold, fire and electricity.
  • Hit Only By Magical Weapons: An attacker requires a magical weapon of a particular bonus in order to deal damage to a divinely warped creature. The minimum bonus of the magical weapon is based on the base creature's original Hit Dice.
  • Magic Resistance: A divinely warped creature has innate magic resistance, as determined by the base creature's original Hit Dice.

Base HDBonus RequiredMagic Resistance
1-9+120%
8-14+230%
15++340%

Okay, here are my questions:

1. What is your overall opinion of the idea?

2. In this example, how do you feel about the special abilities themselves?

3. Should I include this in the sourcebook? And if so, should I include other templates in the sourcebook beyond the divinely warped template?

Thanks In Advance For Your Time,
Flynn

Tuesday, March 23, 2010

Hammersong's Legacy: The Gods of Cameria...

Good Afternoon, All:

Today, I completed detailing the two warring pantheons of the Hammersong's Legacy Campaign Setting. I have divided the selection into three parts. The Gods of the New Order are those that survived and won their fight. (Using Greek mythology as an analogy, these are essentially the Olympians of the setting.) The Fallen Sisters are the two goddess-siblings of the New Order that fell during the War of All Gods. The Gods of the Elder Courts were the inattentive and destructive gods who fell in battle to their divine children. (In Greek mythology, these would be the Titans of the setting, although I use the phrase Elder God throughout the text to refer to them.)

The Gods of the New Order are the current, active divine patrons; the victors of the War of All Gods. In the text, I've described them briefly, providing some details on how they are worshipped and the doctrines they teach, as well as list their favored weapon.

  • Gods of the New Order
    • Cerberos, the Vile Crusader
    • Entropea, Mistress of Chaos and Corruption
    • Herea, Mother of the Hearth
    • Lorae, Mistress of Mysteries
    • Oceanus, the Sea Warden
    • Sandamos, the Grand Tyrant
    • Soleron, the Sun Lord
    • Terantha, the Earth Mother
    • Verdantis, the Green Lord

Here's an example of a god's write-up:

Verdantis, the Green Lord
Verdantis is the god of flora, fauna and the elements. Those who honor the wild creatures of the world and the raw energies of the elements revere the Green Lord. He is typically honored within stone circles and simple shrines in the wilderness or near large sources of elemental energy. The lessons that Verdantis teaches his followers include:
  • All living creatures should strive to live in harmony with the natural world. Respect for all life is a sacred responsibility.
  • The devout should support works and deeds that promote and preserve harmony with the natural world. In fact, one must take action against those who harm or destroy nature, or otherwise upset the harmony of the wilderness.
  • Suffer not the existence of undeath, for they are accursed and defile the world.
Verdantis's favored weapon is the quarterstaff.

The Fallen Sisters represent a conundrum for the Referees to have fun with. There are isolated groups of followers of these two goddesses that desperately want to see them return to their ascended state. However, anything they discover that could work to restore their goddess may also be used to return an Elder God to the world as well, should it fall into the wrong hands. There's plenty of adventuring opportunity here to be exploited by the enterprising Referee.

  • The Fallen Sisters
    • Sheranea, Lady of Woes
    • Vaeleria, the Shieldmatron

The Gods of the Elder Courts are more primordial and ancient. I went with a lot of elemental and emotional foundations with this pantheon, and simply described the types of creatures they created, as well as the type of followers they typically had. The descriptions of followers can inform adventure creation for tales involving the agents of the Elder Gods that seek to restore their divine patron to a position of power in the world once again.

  • The Gods of the Elder Courts
    • Aqualea, Lady of the Eversea
    • Bibanos, the Devourer of Life
    • Cardeus, Lord of Strength
    • Fuerios, Lord of the Emberrealms
    • Khorethia, Lady of Song and Wind
    • Kuro, the Rage Lord
    • Meranoth, Lord of Lords
    • Ostarea, Goddess-Queen of Arborea
    • Psyche, Mistress of Dreams
    • Serpentea, Queen of Serpents
    • Teranos, Lord of the Deepmantle
    • Tortura, Maiden of Torment

And I'll close with an example of a write-up on an Elder God:

Meranoth, Lord of Lords
The eldest of the Gods of the Elder Courts, the Great Kinslayer was the one to rise up and slay his father, the First God, Celestus. God of kings, sovereignty and murder, Meranoth's creations were often noble creatures filled with pride and deadly talent. Followers of the Lord of Lords were often tyrants, warlords or assassins, and generally braggarts as well.

Enjoy,
Flynn

Saturday, March 20, 2010

Hammersong's Legacy: Brother Janemon

Good Morning, All:

This post is mostly an experiment to see how easily it is to present a Swords & Wizardry character in a tabular format here in the blog. I imagine that, from time to time, particularly with the playtest characters, it will be useful to present characters here, and I just want to make sure I've got a good format down for doing so.

With that said, I present to you Brother Janemon, a human cleric of Verdantis, the Green Lord. Please feel free to review the character here, and let me know if I've forgotten anything in the process of creating him.

Character Name: Brother Janemon
 
Race: Human
Class: Cleric
Level: 3rd
Experience: 5751 (+15% due to Charisma, Wisdom, Prime Attribute)
 
Patron Deity: Verdantis, the Green Lord
Gender: Male
Age: 23
Distinctive Traits: fumbling, pious healer
Languages: Trade
 
Attribute Scores
AttributeScoreModifier
Strength14+1
Dexterity8-1
Constitution12+0
Intelligence10+0
Wisdom15+1
Charisma13+1
 
Saving Throw: 13
 
Speed: 12
 
Attack Bonus: +1 (melee +2, ranged +0)
Hit Points: 17
Armor Class: 5 [14] (chain armor, shield, Dexterity)
Weapons: heavy mace (1d6+2 damage)
 
Special Abilities: banish undead, spell casting (can cast three 1st-level spells due to high Wisdom), +2 bonus on saving throws versus paralysis or poison
Spells: cure light wounds, detect magic, protection from evil
 
Equipment: adventurer's pack, chain armor, heavy mace, shield, silver holy symbol, 25 gold

With Regards,
Flynn

Friday, March 19, 2010

Hammersong's Legacy: Thoughts On Playtest Characters?

Good Afternoon, All:

I am beginning to contemplate a free playtest adventure for the Hammersong's Legacy Campaign Setting. Of course, I'd like to start with pregenerated characters. As the setting is built for Swords & Wizardry, I'm looking at creating characters that demonstrate the new rules that are included within the sourcebook. I have a total of ten races and eight classes to choose from. If I create a character for each class present in the setting, I'll simply need to choose eight of the ten races for these character types, and I'll have a wide range of available options that demonstrate the variety of character concepts available in the setting. The problem, of course, is what to choose. With that in mind, I figure I should turn to the readers and get their input, as they will likely be the ones that will want to run this adventure once it's written and ready.

The ten common races of the Hammersong's Legacy Campaign Setting are:

  • Duar: A short, stocky race with a strong connection to the Earth Mother, Terantha, the Duar are known for their ability to see in the dark, to resist magic and for their innate knowledge of stonework.
  • Elde: A slender race native to the forests of Hesperia, the Elde are known for their ability to see in the dark, their perceptive talents and their innate resistance to sleep and charm.
  • Eldeblooded: Half human, half Elde, the talents of the Eldeblooded are more limited than their infertile Elde parentage, but are still formidable nonetheless.
  • Feytouched: The offspring of mortal and fey parents, the Feytouched possess a number of unusual talents: the ability to see in all but total darkness, an innate talent for stealth, a resistance to charm and enchantment magics, and the magical ability to cross between the mortal and fey realms with relative ease.
  • Human: Humans follow the standard rules for their race as found in the Core Rules.
  • Hyrknoff: Born of mixed goblinoid and human parentage, the Hyrknoff are a hybrid race that has since bred true, possessing both an innate battle rage and a natural resistance to disease and poison.
  • Kelshan: Bearing a strong resemblance to devils, these red-skinned humanoids are known for their sadistic reputation and their innate resistance to enchantment and charm magics.
  • Ordath: Forged in the image of the Duar, these small humanoids have a powerful sense of smell and an innate resistance to illusions and mind-affecting magics.
  • Vaelan: Appearing as miniature humans, the Vaelan are a very stealthy race, known for their uncanny accuracy with missile weapons and their resistance to magical effects.
  • Wyrmblooded: The result of magical experimentation on dragons to create a docile slave race, the Wyrmblooded still retain some of their draconic heritage, including vicious claws, an intimidating presence, and a resistance to paralysis and magical sleep.
The races of this setting are separate from the common classes: Fighting Man, Cleric and Magic-User. Joining the core three classes are five new classes:
  • Crusader: The Crusader is a warrior-priest that serves as a holy soldier in service to his religion.
  • Dungeoneer: The Dungeoneer is an accomplished explorer of ruins and dungeons, combining a limited magical aptitude with a high degree of manual dexterity to achieve success as an adventurer.
  • Ranger: The Ranger is a talented wilderness warrior and outdoorsman with an aptitude towards tracking and slaying giants.
  • Sorcerer: The Sorcerer is a warrior-mage trained in both spellcraft and swordplay, tempering his limited arcane power with martial prowess on the battlefield.
  • Thief: The Thief is a rogue and vagabond talented in clandestine matters, criminal undertakings and devastating surprise attacks.
Given the above, what kind of pregenerated characters would you suggest for the playtest adventure? Personally, I think I'd like to see the following:
  1. Duar Fighting Man
  2. Elde Sorcerer
  3. Eldeblooded Dungeoneer
  4. Feytouched Magic-User
  5. Human Cleric
  6. Hyrknoff Ranger
  7. Wyrmblooded Crusader
  8. Vaelan Thief

I think this captures a lot of the classic flavor emulated by certain races, and helps cast some of the new races in the kind of light I associate with them in terms of the setting.

Note that I have not included the Kelshan or the Ordath in my playtest characters selections. The Ordathi as a race have restrictions on the spells they can learn, and include some new spells that I don't feel would help as much in a playtest scenario. The Kelshan are not as widespread within the setting itself, and besides, I want to play up the Good Guys instead of the darker "almost Bad Guys" that the Kelshan represent. However, I'm open to discussion on other points of view in these regards.

Once I settle on what characters I want to use, I'll start pregenerating them and placing some of them here for your review and input.

Thanks In Advance,
Flynn

Wednesday, March 17, 2010

Hammersong's Legacy: Three New Winged Creatures for S&W...

Good Morning, All:

As the last monstrous preview for the bestiary section of the Hammersong's Legacy Campaign Setting, I offer the following three winged creatures common to the forests and jungles of Cameria. There are currently 49 new monsters described in the bestiary section, as well as random encounter tables designed to help Referees implement them. If I were so inclined, this section would probably make a nice stand-alone supplement in its own right. Hmmmm.... I'll have to give that idea some thought, if only to get some of this information out there for others to use right now.

Anyway, without any further adieu, here are three winged creatures for your Swords & Wizardry campaigns: the canker hound, the winged cat and the winged serpent.

Canker Hound
Pestilent bearers of plague and disease, the canker hound resembles a large wolf with black, leathery bat wings, its hide spotty with mange, blemishes and pustules. Twisted by the blood of gods, the canker hound is a ferocious predator. Indeed, the bite of a canker hound is highly infectious with canker fever. Those foes that are wounded by the canker hound's bite must make a successful saving throw or suffer 2d4 points of damage as canker fever takes hold. Every morning thereafter, infected victim must make another saving throw or suffer an additional 2d4 points of damage from canker fever. Infected victims no longer suffer damage from canker fever when they have succeeded in their saving throws for two days in a row. Canker hounds are immune to disease.

Canker Hound: AC 4 [15]; HD 5; Atk: bite (1d8 + disease); ST: 12; SP: diseased bite, immune to disease; MV: 15, fly 21; CL 8; XP 800.

Winged Cat
Winged cats resemble common housecats with two bat-like wings coming from their shoulders. Commonly encountered in the canopy of great forests, winged cats are vicious hunters of squirrels and small birds, and are in turn hunted by larger aerial predators, such as winged serpents and canker hounds. Winged cats are often kept as pets by wizards and the affluent.

Winged Cat: AC 6 [13]; HD 2; Atk: bite (1d4); ST: 16; SP: none; MV: 6, fly 15; CL 3; XP 60.

Winged Serpent
Common to the jungle and forest canopies of Cameria, the winged serpent is a small snake with a pair of rainbow-feathered wings that give it the ability to fly. Winged serpents average about three feet in length, with a wingspan of up to five feet. The bite of the winged serpent is highly toxic, inflicting 2d6 points of damage, which is halved by a successful saving throw. In addition, the winged serpent possesses the ability to generate an electric arc that targets a single victim within twenty feet, inflicting 1d8 points of electricity damage (save for half damage). Flocks of winged serpents will often work together against larger prey, delivering multiple electric arcs against a single target before closing in to deliver their poisonous bite. Winged serpents are immune to electricity and poison.

Winged Serpent: AC 4 [15]; HD 3; Atk: bite (1d4 + poison); ST: 14; SP: electric arc (1d8, save for half damage), immune to electricity and poison, poison (2d6, save for half damage); MV: 12, fly 18; CL 7; XP 600.

Enjoy,
Flynn

Monday, March 15, 2010

Hammersong's Legacy: The Greymalkin and Scavenger Worm for S&W...

Good Morning, All:

Here are a few more monsters for the Hammersong's Legacy Campaign Setting. As I have mentioned before, we know that certain monsters are declared Product Identity and are thus considered closed content, including the following: beholder, carrion crawler, displacer beast, umber hulk, and yuan-ti. Since these are Product Identity, I can't use them as is. However, The Iconic Bestiary: Classics of Fantasy, by Ari Marmell of Lion's Den Press, provides 3E statistics for several new monsters. Each one of these creatures correlates to one of the iconic monsters not included in the SRD, including these. They are not the same creatures in disguise, but rather occupy the same niche, and possess comparable though not identical abilities. Given that these stats are Open Content, and because I'd like to use these creatures in some form or fashion in my games, I have elected to include those listed above in Hammersong's Legacy Campaign Setting.

Below are stats for the greymalkin (a replacement for the displacer beast) and the scavenger worm (instead of the carrion crawler), converted to Swords & Wizardry.

Greymalkin
The greymalkin is a predator cat that exists just slightly out of phase with the Plane Prime. The mystical energies surrounding the greymalkin cause the beast to appear in multiple locations at once, as if under a permanent mirror image spell. Greymalkins are fierce hunters, and prefer the challenge of hunting sentient creatures where possible. An average greymalkin exceeds 8 feet in length, and weighs over 400 pounds. Greymalkin attack much like other great cats, preferring to strike from ambush or the advantage of height. They are smart enough to take advantage of their special abilities to attack swiftly and withstand counter-attacks.

Greymalkin: AC 1 [18]; HD 6; Atk: bite (1d8), two claws (1d6); ST: 11; SP: mirror image; MV: 15; CL 7; XP 600.

Scavenger Worm
Scavenger worms roam the many underground caverns and cave systems, feeding on any and every living being they overpower, and any carrion they are fortunate enough to find. They are exceptionally territorial, attacking even on those rare occasions they might not be hungry. Still, they are just barely smart enough to flee from battle if they are badly losing. Most scavenger worms strongly resemble giant centipedes with a circular, moray-like maw. They average 9 to 11 feet in length, and weigh roughly 600 pounds. Once every 1d4 rounds, scavenger worms can spit a 20 foot long cone of tranquilizing spray that forces all within the cone to make a saving throw or fall asleep for 1d8+1 rounds, and thus become easy prey for the ever-hungry scavenger worms.

Scavenger Worm: AC 4 [15]; HD 3; Atk: bite (1d6); ST: 14; SP: tranquilizing spray; MV: 12, climb 9; CL 5; XP 240.

Enjoy,
Flynn

Sunday, March 14, 2010

Three New Spells From Hammersong's Legacy...

Good Morning, All:

I've been writing up a few new Swords & Wizardy spells for Hammersong's Legacy, as part of the alternate spell list for the "psychic mages". While these spells are only usable by Mind-Mages within the setting itself, others may find them useful for their own Swords & Wizardry campaigns. Please review them at your leisure, and let me know your thoughts.

Detect Thoughts
Spell Level: Magic-user (Mind-Mage), 2nd Level
Range: 60 ft
Duration: 10 minutes

You can perceive the surface thoughts of any mind in the area, simply by spending a round focusing on your target. The target can prevent you from reading his thoughts with a successful saving throw. Creatures of animalistic intelligence have simple, instinctual thoughts that you can pick up. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Discern Lies
Spell Level: Magic-user (Mind-Mage), 3rd Level
Range: 30 ft
Duration: 10 minutes

Each round, you concentrate on one subject, who must be within range. If the target fails a saving throw, you know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

Telepathic Bond, Lesser
Spell Level: Magic-user (Mind-Mage), 1st Level
Range: 30 ft
Duration: One hour

Upon casting this spell, you forge a telepathic bond with another intelligent, willing creature of your choice within range. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
Hope You Enjoy,
Flynn

Saturday, March 13, 2010

Hammersong's Legacy: Dragons of Terantha...

Good Morning, All:

Dragons are wondrous creatures of myth and legend, the kind of monster that should really create a challenge for those that encounter one. Towards that end, I've taken my own approach to dragons in the Hammersong's Legacy Campaign Setting. I've started with the basic assumption that size is the primary designator of a dragon's age, starting with a man-size Young Dragon, proceeding through a large Adult Dragon and a huge Old Dragon to the gargantuan Great Wyrm. Each age category has its own HD, etc., and builds sequentially on the abilities of the age categories that came before. I prefer this approach for a number of reasons:

1. It creates attack values, saving throw values, hit points and natural attack damage values that are in keeping with the way other monsters work. (i.e. advancement in ability is based on adding more hit dice, not adding more hit points per hit die).

1b. This in turn lets me make young dragons with differing amounts of hitpoints, so I can have a sickly young dragon and a very brawny, robust young dragon, without having to stick with the static numbers required by the official method. I can roll the Hit Dice to determine hitpoints, instead of using the static number.

2. I can have different stats for miniatures of different sizes. The official S&W dragon stats don't offer me that flexibility as easily.

I also avoided the classic metallic and chromatic tropes with dragons in this setting, instead basing their type on their breath weapon. Death dragons breathe necromantic energy, fire dragons breathe fire, and so forth. Other than that, it is assumed that all dragons have very similar abilities. I chose this path because I wanted a different flavor to dragons than the classic metallic and chromatic types. I thought it would be more evocative and perhaps more primal, which is the kind of flavor I'm wanting for the setting as a whole. Only time will tell, of course, if I captured that primal essence or not.

In the interests of gaining feedback, I am posting my dragon write-up here for your review. Please check them out and let me know what you think.

Dragon, Teranthan
Dragons on Terantha are ancient reptilian creatures with leathery wings, four legs and a long muscular tail. Dragons from different regions have a variety of distinctive features, such as feathered wings, crests, fiery manes, ivory spikes running down its spine and various exotic colorations, but most such distinctions are simply cosmetic differences. Dragons are known and feared for their size, physical prowess, and magical abilities. The oldest surviving dragons are among the most powerful mortal creatures native to the Plane Prime. Extremely intelligent, dragons can communicate through speech, and practice powerful magic. Dragons are renowned as much for their wisdom and knowledge as for their accumulated hordes of treasure.

A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. Dragons typically prefer to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).

Dragons of Terantha are distinguished by size into four basic age categories, gaining more abilities and greater power as they age. In addition, Teranthan dragons are also categorized by the type of breath weapon they possess, as is shown in the Dragon Type table.

Table: Dragon Type
Death: Line of necromantic energy
Fire: Cone of flame
Ice: Cone of frost
Storm: Line of electricity
Swamp: Line of acid
Venom: Cone of poison

Cones are often thirty feet wide per age category, originating from the mouth of the dragon and expanding to a base of thirty feet wide per age category. Lines are five feet wide, originating from the mouth of the dragon and extending out thirty feet per age category. Targets caught within a dragon's breath weapon may attempt a saving throw for half damage. When a dragon uses its breath weapon in a round, it may not cast spells or make physical attacks. Once the dragon has used its breath weapon, it may not do so again for another 1d4 rounds.

In addition, all dragons (even young dragons) possess exceptional perception, including the ability to detect all invisible objects and creatures, and are immune to sleep and paralysis effects, as well as effects related to their breath weapon type. A dragon diving from above gain a +2 attack bonus on its attacks against its foes, and may attack with its wings, but doing so requires the dragon to land.

Young Dragons
Young dragons are roughly the size of a large human warrior. They possess the general abilities listed above that are common to all dragons.

Young Dragon: AC 0 [19]; HD 8; Atk: breath weapon (4d6) or bite (1d8), two claws (1d6); ST: 8; SP: common dragon abilities; MV: 15, fly 21; CL 11; XP 1,700.

Adult Dragons
Adult dragons are roughly the size of a large horse, tiger or rhinoceros. In addition to the abilities possessed by all dragons, adult dragons have a magic resistance of 35%, a frightful presence that requires all creatures with less Hit Dice than that of the dragon to make a saving throw or flee in terror for 4d6 rounds (if 1 HD or less) or suffer -2 on all attack rolls and saving throws (if higher than 1 HD), and can cast spells as a 3rd level magic-user. The adult dragon gains additional attacks based on its size: two wing buffets and a tail attack (in addition to damage, the target must make a saving throw or be knocked prone). Finally, given its size, an adult dragon can snatch a single creature up to the size of a human child in a claw as it flies by. Any creature that has been snatched up by a dragon automatically suffers claw damage each round, and have a 50% chance of being pinned in the dragon's grasp. Victims can be transferred to the mouth with a successful attack roll, whereupon it suffers automatic bite damage each round. Creatures trapped in a dragon's mouth cannot attempt a saving throw to half the damage of a dragon's breath weapon.

Adult Dragon: AC -3 [24]; HD 14; Atk: breath weapon (6d6) or bite (2d6), two claws (1d8), two wing buffets (1d6), tail slap (1d8 + save or be knocked prone); ST: 3; SP: adult dragon abilities; MV: 15, fly 24; CL 21; XP 4,700.

Old Dragons
Old dragons are roughly the size of a large elephant or a tyrannosaurus rex. In addition to the abilities of adult dragons, old dragons have a magic resistance of 50%, suffer only half damage from non-magical weapons, and can cast spells as a 6th level magic-user. In addition, an old dragon can snatch up a single creature up to the size of a large human in its claw.

Old Dragon: AC -6 [25]; HD 22; Atk: breath weapon (8d6) or bite (2d8), two claws (2d6), two wing buffets (1d8), tail slap (2d6 + save or be knocked prone); ST: 3; SP: old dragon abilities; MV: 15, fly 27; CL 31; XP 7,700.

Great Wyrms
Great wyrms are roughly the size of a large whale. In addition to the abilities possessed by old dragons, great wyrms have a magic resistance of 65%, and can cast spells as a 9th level magic-user. A great wyrm can snatch up a single creature up to the size of an ogre or troll in its claw as it flies by.

Great Wyrm: AC -9 [28]; HD 30; Atk: breath weapon (10d6) or bite (4d6), two claws (2d8), two wing buffets (2d6), tail slap (2d8 + save or be knocked prone); ST: 3; SP: great wyrm abilities; MV: 15, fly 30; CL 40; XP 10,400.

With Regards,
Flynn