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Showing posts from March, 2021

New Class: the Plumber (OSE)

Plumber Requirements: Minimum STR 9 Prime requisite: STR Hit Dice: d8 Maximum level: 14 Armor: leather and shell (see below), no shields Weapons: any blunt Languages: Alignment, Common Plumbers are adventurers specialized in subterranean waterways, such as sewers and underground rivers; despite that, they may go anywhere in search for gold coins. Plumbers first appeared in a distant land of fungal creatures, but now they can be found all over the realms. Combat Due to their job's abilities, plumbers can't wear shields, and can only use leather armor and a rare variety, shell armor, made from pseudoquelon shells; even then, the heavier shell armor places limitations on their skills. Plumbers can only use blunt weapons, but they have more options for ranged attacks, such as throwing hammers and boomerangs. Boomerang: Damage 1d4, 10 gp, 10 cw, blunt , missile (5'–20'/21'–40'/41'–60'), returning (on a miss, this weapon returns to its user at

New Race-as-Class: Aven (OSE)

Aven Requirements: Minimum STR 9 Prime requisite: STR Hit Dice: d6 Maximum level: 13 Armor: leather, no shields; see below Weapons: spear; see below Languages: Alignment, Common Aven are anthropomorphic, sentient birds. They have two arms and two legs, either human-like, or as long claws covered by a short plumage. They have bird heads (usually eagle-, owl-, falcon-, vulture- or ibis-shaped) and large, feathered wings. (Some aven have only a pair of winged arms and a pair of legs, but those are uncommon.) Many aven are soldier or warriors, but others embrace either their faith (many revere a god-like being they call the Ancestor) or the mystic arts; a few are scouts. Arcane Magic Aven with a minimum INT score of 13 can, starting from the second level, cast arcane spells. See Rules of Magic for full details on arcane magic. Aven who can cast arcane spells are considered aven wizards . Spell book: An aven wizard must carry a spell book (see Spell Books ). Magical research

The Thousand Maws of Mordan

The Thousand Maws of Mordan A small, single hill, in the middle of grassy plain fields, littered with huge stone heads partially covered in moss; the heads are both human and non-human, each of them with open maws or mouths; the scent of strong magic fills the air, and even those who aren't magic-users can catch a faint sniff; inside every maw, a descending staircase leads to a door, opening the way to a huge dungeon complex, full of dangers, monsters and treasure. However, things aren't that simple. Adventurers reported that no two delves inside a single stone head are the same; as if they were different dungeons each time. Some of them even told of going through alternate exits, finding out they went to places far, far away from the field of stone heads. Sometimes a group goes inside a head and leaves through another, but returning to the second head leads to a different dungeon without no apparent connection to the first level. A practical consequence of this is that