Although a lot of the online references/resources talk on the magical elements of eclipses with respect to the wiccan/pagan tradition, I'll leave Timothy Brannan to discourse on that...
However, taking a few of the traditional superstitions and themes of the eclipse... An eclipse is: 1) a focal event, 2) a symbol of compressed time (a day in minutes), 3) an event of reformation/rebirth, and 4) a moment of the Moon suppressing the sun, and
I'm not providing many specific mechanics/spells/items, but more of a meditation on the themes and hopefully some seed ideas...
Focal Event: The conjunction of the lunar and solar powers loosen the gateways and wards between planes of existence, and of the elements.
Conjuration or summoning of extra-planar beings is eased. Servants are summoned, demons more readily called to their binding circles (Although the bargains they press are still just as hazardous)
Elementals may be summoned by lower-level mages and elementalists, and the command more stable, with the risk of loss of control reduced.
The dead come closer to the veil of the living, their communications clearer, answers less ambiguous.
Perhaps even the gods bend a bit closer to the mortal plane, and entreaties to their ineffable ears heard with more clarity and openness.
Compressed Time: A day is compressed into mere minutes, and those attuned will take advantage of the event as a catalyst.
Spells and processes requiring time become instantaneous. Scrolls are transcribed immediately, potions brew spontaneously.
Caster levels required to utilize certain spells are reduced during the eclipse, temporarily allowing lower-level casters a glimpse into the powers they may eventually grasp. This, as all magic, should be approached with great caution, or only under extreme circumstances, as the consequences of failure (or of the end of the eclipse during such machinations) can be catastrophic.
Reformation/rebirth: As the walls between the planes are thinned, the eclipse may offer a multitude of opportunities for reformative events.
The deceased have an increased success for resurrection or reincarnation by the priests, with better outcomes, or fewer detrimental side-effects...
Curses are more readily lifted, as positive energies may be accessed to wash away the liabilities.
The pallor of the undead's touch is healed. Levels lost, such as from powerful undead, may be regained, bringing characters back to their hale and hearty selves. Likewise, faded attributes from magic, poisons, or disease may be recovered...
The deities may show a certain forgiveness or clemency. There may be chances for restoration of lost abilities, particularly lost Divine powers, especially those associated with lunar deities.
"Moon Power": Like any celestial event, not all is positive energy. The Night temporarily overcomes the Day for the briefest of moments, allowing dark forces a momentary advantage and freedom...
The weakened boundaries between the planes don't benefit only the just, as the powers of Darkness, too, may be unleashed or amplified. How many plot lines of devices has required the gateway of the eclipse to unleash a particularly maleficent force?
Likewise, as the boundaries between the living and dead loosen, the necromantic arts feel a temporary amplification of powers - Creation or animation of the undead is catalyzed, and armies may be raised...
Curses may be cast, having greater effects upon individuals, or ranging across wider areas...
There comes a sudden eruption and fury of creatures of the dark. Knowing that their opportunity is brief (10-15 minutes of dusk, 2-7 minutes of totality), they mass at crypt doors, at sewer lids, waiting to flood forth. Storming under the corona's haze, they swarm and feed in a frenzy. Their numbers and powers magnify, making the turning powers of the holy warriors ineffective against their mass....
So I had to send some documents to my stepdaughter back east, and y'know, that envelope felt sadly thin. So, knowing that she and her boyfriend enjoy various tabletop games (and she's gamed with me in the distant past), I stuffed the envelope with a copy of SWL, a few blank character sheets and a quick and dirty hand-written map and adventure...
Here it is, very slightly cleaned up and edited. Still quick and dirty, with a somewhat uninspired title, but hopefully a passable low-level or introductory adventure, with a small puzzle, a bit of treasure and a couple of magical treats and threats...
So your cleric, inadvertently or otherwise, betrayed their deity or violated their vows. Maybe they offed some orc kids, huffed fungus-man spores, or hooked up with a half-elf of questionable mores…
Regardless, there they are, without spells or turning powers, and entreaties to their god are met with silence…
Better see what it’s gonna take to remedy this…
1.Shit-ton of cash (one level equivalent)
2.Scarification/branding/ordeal (visible scars, perhaps dismemberment)
3.Oh, you wanted to confess and gain forgiveness?? That’s not this temple – you have to go to the central/original/obscure temple (far away….)
4.Oh, sure, just go find this particular relic. I think a dragon is using it as a pillow…
5.Fasting and penitence…
6.Naked and begging down on the corner
7.Commit a selfless act. It had better be Medal of Honor-worthy.
8.Read a really big, obscure book of the religion. Better yet, memorize it.
9.Go plant a tree. In a sacred grove, it’s a rare specimen. Watch it grow for a while.
10.Take on a “lost cause”
11.Preach and teach to others of the errors of your ways as an object lesson.
12.Sorry buddy. Not happening. You’re now a middling fighter with a mace and a holy symbol… Ok, so you got your god to let you off the hook, but nothing comes without a cost:
1.You are reinstated, but at 1d3 levels below your original.
2.That port-wine stain marks you as having betrayed your vows.
3.Stigmata. Preferably at awkward moments.
4.You are blinded to the spiritual world. One eye goes cloudy, and you can no longer cast detection spells.
5.1d3 point charisma loss and associated effects on followers and reactions.
6.Armor burns you! Rely only on the protection of your god – unarmored…
7.Turn undead at 1d3 levels below your current level*
8.Variable effect spells cast at -1 (time, healing, number affected)*
9.Opponents save at +1 vs spells*
10.Loss of class-based saving throw bonuses*
Populating another Dyson Logos map, this time Malleth's Canyon, a clutch of mini encounter areas/dungeons that he made up a few years back. I figured that the separate areas had the potential for factions or multiple adventure threads/challenges. I've poked at it on and off for the last couple of weeks. Of course, a couple of the elements got away from me, taking on small lives of their own. And in a couple of cases, items found in the canyon may lead to further adventures and/or complications for a party with them in their possession...
Written up with S&W Complete or Light in mind, but generic enough for other system use. Enjoy and modify to your heart's content...
House: Overlooking the drainage is a surprisingly intact abandoned house. The door opens easily, and although empty, the house does not show the expected depredations. Dust and cobwebs cover the few remaining pieces of furniture, and nothing of value is found. Even the roof seems mostly intact, a luxury. It doesn't appear to have been raided, odd, considering the neighborhood.
Well, except for that pesky ghost. Anyone resting in the house overnight will be harassed with a whispered "story? Story. Story!" It may be turned by a cleric as 4HD undead, but will return in two hours, still demanding a story. Other turn attempts will be unsuccessful. PCs will not be able to rest/recover while it is present. Perceptive PCs will recognize the spirit to be a ghost-child. Telling it a bedtime story (best if player role-plays, heh) on nearly any topic will satisfy the spirit and it will leave the party alone. The spiritual presence dissuades wandering critters.
Realized that it has been a while since I've done the exercise of creating multiple scenarios for a single map, so I gave myself the deadline of Free RPG Day to write up a few scenes. Dyson's Grizzly Eye Cave made for a very evocative space, appropriate for a number of small encounters and challenges...
The adventures were all written up with Swords & Wizardry Light in mind, although they are neutral enough to other systems...
1. Nemar's Truancy: A prince has retreated to the cave, shirking his official duties - set up as a non-lethal roleplaying opportunity (and bear-wrestling).
I've been pondering divine scrolls and their synthesis. A common thread of the rulesets for scrolls is time plus a certain value of consumable components to create the scroll. Based on the trope of the arcane class, the scroll is created via research or transcriptions, and the material components are likely associated with spellcasting or using rare materials for ink/illuminations to bind the spell to the scroll.
However, cleric/divine spells are not traditionally held within a spellbook, but are granted via prayer or inspiration from the cleric's deity. So how would a divine scroll be transcribed? And how is the monetary equivalent used?
Is the material value may be spent in tithes or proper sacrifices to curry the deity's favors (e.g. the 'fatted calf')? That could work. Or...
Perhaps, since the cleric is the recipient or conduit for spells, then they may also act as the catalyst for scroll creation. Therefore, that 'conduit' must be expanded to generate the energies necessary to transcribe divine forces onto a scroll. And a common traditional method for a priest/shaman/cleric to get into strong and direct communion with the divine was through mind-altering substances.
So, like the above arcane components necessary to create a scroll, the cleric may require a rare drug (its quantity/value/rarity proportional to the level of the spell) to descend into a trance to best prepare themselves as the device through which the spell is communicated. The spell is then transcribed via automatic writing or some similar trance-device.
Just came up with this while theorizing on what might inspire a cleric to be searching out loot or rare materials, which then descended into a thought-experiment of how were they going to transcribe those scrolls, anyway? So feel free to take it or leave it...
"Yes, I'm Br'er Rombur of the Divine Zhiver. I understand that you plan to delve the Caverns of Leromos. I understand there are stands of a certain fungus found there that I use in my, umm, worship..."
Found this on the table a couple of days ago - an ink doodle left by the kid or one of her friends:
It looked like somewhere, to me...
The Iqaiga Atoll is found out in the Southern Sea, past the Doldrums, and the last stop (if they can be found) before sea explorers cross the Great Deep to the Austral Lands...
The atoll is the last chance to refresh water before the long trek farther south, from small springs and rainwater catchments on the larger islands. Additionally, some game and limited vegetable food may be foraged to ward off the effects of scurvy prior to the final long push south.
The outer islands of the atoll (red outlines) are the remains of a volcanic seamount, typified by basalt cliffs and black sand beaches. The inner islands are the spines of submerged reefs that fill the former caldera. Interesting sealife has been drawn to the reef, with its healthy habitat and nutrient-rich waters.
Mer-folk hold the northern islands. Reticent and reclusive, they are mostly glimpsed watching a ship anchor at the atoll from afar. However, they are not above charming and drowning an errant sailor who strays too far from landing parties.
The mer-folk skirmish with sahuagin who encroach along the southern edge of the atoll, competing for the sparse island territory. The sahuagin are not as retiring as the mer-folk, and have been known to attack an anchored ship, particularly at night.
Prehistoric beasts, including a variety of Dilophosaurus, live on the northeast island feeding on a variety of prey, including birds and fish from the shallows. The Dilophosaurus are stunted, a result of island dwarfism. Unfortunately, the rats that they feed on suffer island gigantism. Winged reptiles patrol the skies around the atoll.
Caves within the northeast island contain obscure volcanic crystals that have value as foci for wands, particularly those involved manipulation of reality or time. The crystals are found in crevices within still-steaming volcanic vents. Although there is no chance of eruption, the vents release scalding steam and asphyxiating gasses, making any attempt to recover a few of the crystals a very hazardous affair.
The inner atoll is hazardous to pass through, and many ships are found rotting here, their crews long gone - preyed upon by the 'natives' or otherwise succumbed to elements and depredations. It is best to circumnavigate the shoals and atoll with a ship and explore the inner atoll independently with small boats and landing parties, if at all. Limited valuables reward parties who send longboats and divers to explore the atolls and wrecks. Hazards include becoming trapped in the submerged hulks, toothy and tentacled fauna, patrolling/raiding sahuagin, undead accursed sailors, and the like....
Per my previous post, this is adventure 3 of 3 in my attempts at coming up with a serviceable One Page Dungeon contest entry. This is actually the first of my three drafts, something that had been rattling about in my head for a bit. My intent was to take a familiar undead monster, but to reskin it to make it much more dangerous and challenging due to a hidden resource. I think that, although the idea was sound, that the scenario overall didn't have quite enough depth to really create an evocative environment, even with the 'butcher bird' imagery. That said, this idea is something I may return to/refine at some other time - I think that the idea of a hidden resource or link is a good theme.
A similar-appearing wraith (though differently-powered, and slightly sillier) shows up in my final entry, and the map has similar layout (I think this one turned out a touch better). Oh, the Clockwork Knight also shows up, as does the druid that is referenced in this adventure, but who I had to cut due to space and overpowered magic concerns.
I sorta simultaneously worked up three One Page Dungeon contest entries, working from the theory of not getting to wedded to a single idea or conceit in my creative process. The three adventures are different in objective and tone (although there is a little overlap in encounters in two). So they weren't apples-to-apples when I was either writing or choosing my final contestant version.
I'm not sure if it created a better single product in the end, but bonus!, I have two spare dungeons to share. I was having enough of a challenge to select one of the three, that I put up a vague G+ poll to allow the hoi polloi to assist in my selection process...
No. 1 is the runner up on my poll: The Pyramid of Lake D'Juna - PCs are quested to recover a relic from a shrine located in a subterranean lake. The Shrine is accessed by two routes, the PCs can select either one, I think the challenges are comparable, but each is unique. Once they get to the lake there are still a couple of 'environmental' challenges lurking, as well as having to solve a number of riddles to enter and exit the shrine safely....
One thing that I have to confess is that this is not all-original material - I recycled the "interesting fungus" from my treatment of Dyson's Owen's Mine map (variation 1). So although the rest of the content felt good, having shoehorned in some old content didn't feel quite genuine.
In spite of having to overcome insurmountable obstacles between me and my drawing tools...
and simultaneously writing three competing dungeons over the last couple of weeks (leading me to put up a poll on G+ to help in my selection process), I sent in my One Page Dungeon entry this afternoon.
Donjon's Random Pickpocket Loot generator (among others) will occasionally spit out, among the small coins, sets of false teeth, and "blob of iron" is the "Deed to a ruined tower." I always thought it was a bit of an evocative device, ripe for a side adventure, or for use as a base for clearing an area and carving out one's own place in the world.
So I wrote one up this year. Come on down and meet the neighbors.
Victims of sacrifice, the condemned, the shunned... many of these souls were fated to end their days immersed in the ooze at the bottom of a bog, their remains interred into the mud. As more doomed souls join these increasingly restless dead, the bogs preserve and give un-life to these corpses.
Given time, the bogs accrue the negative and tragic energies of these dead, transferring these energies to those sunk into their muck and ooze. And eventually, a tipping point is reached, and the bog mummies may arise to stalk from the muck in search of some retribution.
Bog mummies are characterized by their tough, leathery flesh, well-preserved in the anaerobic and acidic environment of the bog bottoms. The mummies will be tannin-stained to a dark red-brown. Many will bear evidence of their means of death or maltreatment and torture prior to death - nooses, manacles, lacerated flesh. Well preserved, the bodies may appear fresh-dead, but for these ghastly features.
An individual mummy, upon arising, will have a target of its revenge - typically the source of its misery and death, whether it is a magistrate, shaman-priest, or members of the lynch mob. For those who have been interred long enough, their original tormentors may too have crossed the veil. For these, they will seek a member of the same class, or perhaps a descendant of their original killers. The mummies will resolutely seek out their condemners, and are a bane in areas where sacrifice and justice are meted out in the bogs.
Sunk into the anaerobic, acidic environment of the bog, the body is preserved, and the tragic energies distill the hate and pain of the victim's death. The skin is toughened, yet still pliable. In addition to clubbing or clawing damage, the touch of the bog mummy causes acid damage, corroding armor, degrading clothing, and dissolving flesh.
No Encountered: 1d3
Attack/Damage: 1d8+Acid Touch (1d6 1st round, save or addtl 1d6), +2 to hit vs 'favored' opponent
Save: as Cl5 or equivalent
Special: Hit only by magic weapons. Individual mummies will pursue either individuals or equivalent classes of their original condemnation and death and receive a bonus in attacks against them.
I supported +Thom Wilson's Kickstarter for the project, opting for the system-neutral version of the book. The book also has a variant printing published with adventures statted out for Swords and Wizardry Light.
The setup for this book of encounters and mini-adventures is to fill space and opportunities in case the pesky PCs wander off the map, need a small side-challenge, or a light on-off is necessary. Thom prepared 23 one- to two-page adventures, typically with a single challenge or objective. The encounters are classed as 'Easy,' 'Moderate,' and 'Hard' for a range of levels up to around 6.
Of course, with the un-statted nature of the system neutral version, modding critters or challenges would be achieved fairly readily. Likewise, although some treasure or magic items are fairly clearly delineated, plenty are left blank, such as the 'Magical Short Sword' shown below:
Which allows the GM to craft an item appropriate to the level (or perhaps needs) of the party members. I appreciate this format, and mentioned it before in my review of The Staff of the Last Hill Chief. Coincidentally, Monkeyblood Design crafted several of the maps in OTBP, so may have had a hand in influencing this open concept.
Speaking of maps, due to the single encounter-area or mini-dungeon typical of the scenes, most are fairly simple and brief. Thom and Monkeyblood shared mapping duties.
The adventures provide a variety of baddies to combat,as well as a few traps and puzzles to worry out. Per its title, all of the OTBP scenes take place in the wilderness, to be encountered along the road, or in the boonies if the PCs wander off the road to check out something curious, camp out, or otherwise stray from the path... Thom reports that he is working on a follow-up desert-themed collection via his Patreon.
While most of the encounters are standalone, four of the adventures can be linked through items found in individual scenes (maps, clues, etc.), which could either drive a few sessions of play, or pop up in later adventures. One quibble - the linked scenes are referenced by Excursion #, but neither the page headers or table of contents number the scene titles. Edit: Thom pointed out that the Excursion numbers are printed along the footer of the pages - I hadn't noticed them in my read-through. Doh! Thanks for the correction. That said - adding the #s to the TOC will be a help.
From my read-through of the collection, the scenes are well-written, with sufficient but not too elaborate descriptions. Because of Thom's one to two-page limit per scene, even the 'largest' areas have no more than 10 encounter areas.
Thom did also fall victim to box text (shaded in this case) but we'll forgive him this.
The product was delivered promptly after the end of the project. Thom planned ahead well, with the majority of writing (and booklet cover) pre-prepared, leaving him only stretch goal additions (adventures, mapping) to create at the end.
Overall, this looks to be a useful resource and inspiration for keeping the party from wandering aimlessly in the woods!