Saturday, June 1, 2013

Heat and Humidity (from Heart of the Jungle)

Hot and humid is the rule of the day deep in the jungle.
With a combination of the sun beating upon the canopy,
vegetation rotting underfoot, frequent rain, and the
multiple rivers that run through the area, the air in the
Mwangi Expanse is often said to be “thick enough
to chew.” It is common for the temperature to be very
hot (90° F) underneath the canopy of the Expanse. On
particularly hot days, it may even reach the conditions for
severe heat (110° F). (For the effects of high temperatures,
see page 444 of the
Pathfinder RPG Core Rulebook.) These
temperatures are usually reached an hour before noon
and continue 2 to 3 hours past noon. In addition, it is
constantly humid, even when the temperatures are well
below the safe threshold. In such humidity, it is particularly
hard to cool off, as sweat does not evaporate as easily and
hence loses much of its cooling property.

Friday, May 31, 2013

Allegiance, an Aporuëna card game played often in the Free City (stolen from my friend Adam Rausch)



The Goal

In Allegiance, you secretly support one of five noble Houses (Hearts, Swords, Spells, Gems, or Stars). The goal is to ensure that your chosen House receives the most Victories.

Deck

There are 5 types of cards:
35 Faces – Face cards have:
a House: Hearts, Swords, Spells, Gems, or Stars
a Rank: 7 (Count), 6 (Countess), 5 (Knight), 4 (Assassin), 3 (Lady), 2 (Page), or 1 (Maiden).
6 Traits (Clever, Foolish…) – Traits increase or decrease the Rank of a Face card by 2.
12 Victories (Courage, Honor,…) – Victories are the prizes to be won, and count for one point each.
1 Moon: The Moon determines the start of the game.

Tiles
There are also 8 tiles. They are marked, “Lead,” and the numbers 1-7.

Setup

This game can be played with 3-9 players.
If playing with 3, 6, or 9 players, deal out all cards.
If playing with 4 players, deal 2 cards face up and place them off to the side – these will be excluded from the game. The Moon card should never be excluded. Then deal out all remaining cards.
If playing with 5 players, exclude 4 cards.
If playing with 7 players, exclude 5 cards.
If playing with 8 players, exclude 6 cards.

Next, each player chooses one of his/her Face cards, playing it face down in front of him/her. This is your Allegiance card. It designates the House you are supporting. You should keep this card secret until the end.

Play

The first round begins with the Moon card and proceeds clockwise, with each player playing a card face up. Once everyone has played a card, examine the cards. If at least one Face card AND one Victory card have been played, the Victories are awarded to the House of the highest-ranking Face card. If not, play continues for another full round. The game is over when all 12 Victories have been awarded.

The winning Face card is the card with the highest rank. The ranks are, from highest to lowest: Count, Countess, Knight, Assassin, Lady, Page, and Maiden. If two or more Face cards have the same effective rank, the Face card played first has Precedence. This means that card trumps all similarly ranked Face cards until Victories are awarded. To keep track of Precedence, place a tile on each Face card as it is played, beginning with the “1” tile.

The next hand is lead by the player who played the winning Face card.



A House may win multiple Victories in a given round. For instance, if the Countess of Hearts is the highest-ranking Face card in a round that contains the Victory cards Honor and Love, then the House of Hearts receives both Victories.

Traits can be played in two different ways. First, they can be played face-up on a Face card in play. When played as such, they modify the Rank of that Face card as specified on the Trait card. Second, Traits can be played face-down in front of a player (including yourself). The next time that player plays a Face card, flip over the Trait card and apply the specified change in Rank.

When Assassins are played, they count as standard Face cards, but also allow the player to remove (assassinate) a Face card already in play. An assassin may even assassinate a member of his own house.

Winning

As you collect the tricks, keep track of how many Victories were won by each House. Once all Victories have been awarded, determine which House(s) won the most Victories, and reveal the Allegiance cards. Players allied with the winning House(s) gain a point for each rank of their Allegiance card. This means you benefit more by winning after giving up a high-ranking card.

Example Rounds:
Round 1
Player 1 plays The Moon (beginning the game).
Player 2 plays the Knight of Hearts and places the 1 tile on it.
Player 3 plays the Count of Stars (trumping the Knight of Hearts) and places the 2 tile on it.
Player 4 plays Clever (a Trait) on the Knight of Hearts (elevating it from Rank 5 to Rank 7; since the Knight was played first, it has precedence and now trumps the Count of Stars).

The trick continues since no Victory cards have been played.

Round 2

Player 1 plays Honor (Victory card).
Player 2 plays the Count of Swords and places the 3 tile on it (this does not trump the elevated Knight of Hearts since that card has Precedence).
Player 3 plays Time (a second Victory card).
Player 4 plays Beloved (a Trait) on the Count of Swords (elevating it from Rank 7 to Rank 9, trumping the Knight of Hearts).

Since both a Face card and a Victory card are present, the Victories are awarded: two Victory cards to the House of Swords, and Player 2 will begin the next round.

Thursday, May 30, 2013

Diseases and Infections of the Jungle (stolen from Heart of the Jungle)

While ignorant foreigners often imagine the wilderness and
comparative poverty of the Mwangi Expanse to be a naturally
dirty place, locals know that hygiene is particularly important
here—more so perhaps than in any other environment a
character might visit. This cultural value is often apparent in
the surprising level of cleanliness observed in the clothes and
homes of even the region’s poorest residents. It arises from an
extremely practical source.
Any character spending a significant amount of time in
the deep jungle eventually comes into contact with aggressive
parasites, diseases, and fungi. The conditions of the Mwangi
Expanse are the perfect incubator for a number of aff lictions—
the area is very warm and moist, and it’s filled to the brim
with creatures capable of playing host to uninvited guests.
All diseases found in the Pathfinder RPG Core Rulebook are
considered present in the Expanse, as are the new aff lictions
presented below. Any character who takes damage in the jungles
of the Mwangi Expanse and does not receive magical healing
for it within 24 hours has a 5% chance of contracting one of
the following diseases. (Aff lictions listed without descriptions
can be found in the Pathfinder RPG Core Rulebook.) In addition,
some GMs may want to roll percentage chances for fungal
infections like boot soup and red drip even if the characters
have done nothing to specifically contract the aff liction, as
such microscopic spores often f loat free in the jungle air.
Jungle Infections
d% Roll E xposed to d% Roll E xposed to
1–7 Dysentery 41–47 Filth Fever
8–10 Boot Soup 48–53 Sleeping Sickness
11–12 Pulsing Puffs 54–60 Malaria
13–14 Green Haze 61–65 Blinding Sickness
15–16 Red Drip 66–70 Shakes
17–18 Cackle Fever 71–75 Brainworms
19–23 Bonecrusher Fever 76–80 Leprosy
24–25 Fire Gut 81–85 Red Ache
26–30 Bubonic Plague 86–90 Mindfire
31–35 Slimy Doom 91–95 Devil Chills
36–40 Greenscale 96–100 Demon Fever
Bonecrusher (Dengue) Fever
The name of this mosquito-borne illness comes from the
terrifying sensation sufferers experience, as if their bones
were being squeezed to pulp from within. The illness then
leads to severe headaches, high fevers, and a distinctive rash of
bright red dots across the lower limbs and chest.
Bonecrusher (Dengue) Fever
Type disease, injury; Save Fortitude DC 12
Onset 1 week; Frequency 1/day
Effect 1d4 Dex damage; Cure 2 consecutive saves
Boot Soup
This infection is named for its ultimate result, should it go
untreated for long periods of time. A fuzzy reddish-brown
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Life in Mwangi 1
fungus grows painlessly between the toes and spreads from
there to the top of the foot over the course of a day. If not
removed within 24 hours, the character’s movement speed is
reduced by 5 feet for every day the infection is left to spread. It
is only at this point that the character begins to feel pain as the
fungus starts consuming living tissue and nerves, eventually
leading to paralysis.
Boot Soup
Type disease (fungus), contact; Save Fortitude DC 16
Onset 1 day; Frequency 1/day
Effect speed reduced by 5 feet and 1d3 Dex damage, creatures
reduced to speed 0 feet are permanently paralyzed; Cure
2 consecutive saves, or completely skinning or burning the
affected area (inflicting 1d8 points of damage)
Brainworms
Individually, these tiny parasites are almost invisible to the
naked eye, yet en masse they’re capable of taking down even
the strongest animals. Entering the body through contact
with an infected host or corpse (especially through open
wounds), these thin worms quickly migrate to the brain and
begin reproducing. The infestation is typically evidenced
by a dulling of the senses and intellect and by erratic bouts
of irrational rage toward other creatures during which the
worms attempt to spread to other hosts through combat and
injury. Examining the brain of a late-stage victim reveals a
living carpet of thousands of tiny parasites.
Brainworms
Type disease (parasite), contact or injury; Save Fortitude DC 14
Onset 1 day; Frequency 1/day
Effect 1d3 Wis damage and 1d3 Int damage, if damaged in
combat, target must make a second Fort save or gain the
confused condition for the duration of the encounter;
Cure 2 consecutive saves
Dysentery
A broad family of intestinal aff lictions caused by everything
from bacteria to viruses to parasitic worms, dysentery is
characterized by explosive and sometimes bloody diarrhea,
leading to dehydration and occasionally death.
Dysentery
Type disease (parasite), contact or injury; Save Fortitude DC 16
Onset 1d3 days; Frequency 1/day
Effect 1d6 nonlethal damage and target is fatigued and
staggered; Cure 2 consecutive saves
Firegut
Though less extreme than true dysentery, this disease is
characterized by occasional vomiting of burning bile. It is
extremely tenacious.
Firegut
Type disease, injury or inhaled; Save Fortitude DC 17
Onset 1 day; Frequency 1/day
Effect target is staggered; Cure 3 consecutive saves
Green Haze
This mold tends to begin growing in the folds of the eyelids.
Over the course of a day, it spreads to cover the eyelids and
begins to cover the eyeball. If left untreated, this mold can
cause the character to go permanently blind.
Green Haze
Type disease (fungus), contact; Save Fortitude DC 13
Onset 1 day; Frequency 1/day
Effect –4 on Perception checks, target is permanently blinded
if fails 3 saves; Cure 2 consecutive saves
Greenscale
This disgusting disease causes patches of skin to harden
and crack, weeping greenish pus and covering the body with
putrid, scale-like patterns. The disease is most commonly
contracted through injury or other blood-to-blood contact
with an infected creature, though certain carrion eaters of the
jungle—particularly birds—have been known to play host to
the disease without themselves suffering from it.
Greensc ale
Type disease, injury; Save Fortitude DC 15
Onset 1d6 days; Frequency 1/week
Effect 1d2 Cha damage and 1d2 Dex damage, target must
make a second Fort save or 1 point of the Cha damage is
drain instead; Cure 2 consecutive saves
Malaria (Jungle Fever)
A classic traveler’s nightmare, malaria is transmitted by the
bites of mosquitoes and leads to fever, vomiting, shivering,
and convulsions, and sometimes even severe brain damage,
particularly in children.
Malaria (Jungle Fever)
Type disease, injury; Save Fortitude DC 18
Onset 1d3 days; Frequency 1/day
Effect 1d3 Str damage and 1d3 Con damage and target is
fatigued; Cure 2 consecutive saves
Pulsing Puffs
A character who has taken a wound (or even a small scratch)
that remains unhealed for any length of time may soon find
small blue-white spores sprouting within it. These spores
quickly grow into phosphorescent, domed mounds that pulse
along with the bearer’s heartbeat. At first, the only effect of the
growths is to prevent natural healing of the wound. However,
if left untreated for more than a day, the spores take deeper
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Pathfinder Chronicles: Heart of the Jungle
root and begin to damage the character’s Dexterity. Due to the
fungus’s beauty, some jungle tribes are known to cultivate it
on the bound bodies of their prisoners.
Pulsing Puffs
Type disease (fungus), injury; Save Fortitude DC 16
Onset 1 day; Frequency 1/day
Effect 1d4 Dex damage; Cure 2 consecutive saves
Red Drip
The first sign that a character has the red drip is an
inf lammation of the cuticles and hands. If left untreated,
the cuticles begin to bleed and the hands swell until the nails
blacken and fall off entirely. From there, the hands become
a mess of oozing sores, festering and rotting. The infection
then spreads up the arms and into the chest, killing
the victim. Fortunately, this fungus generally
only attacks one hand at a time, making
amputation an effective cure.
Red Drip
Type disease (fungus), contact; Save Fortitude DC 18
Onset 1 day; Frequency 1/day
Effect 1d4 Dex damage and 1d2 Cha damage; Cure 2 consecutive
saves or amputation of infected hand
Sleeping Sickness
Endemic throughout the Sodden Lands and the Mwangi
Expanse, this parasitic aff liction is spread by f lying insects
injecting tiny parasites into the victim’s bloodstream and
inducing fever, headache, joint pain, swelling of glands in the
back and neck, and most notably fatigue. The disease gradually
infects the brain, causing confusion, reduced coordination,
difficulty keeping track of time, and insomnia.
The best cure for this disease is dosing the patient with
the poison arsenic (Pathfinder RPG Core Rulebook 558)—if the
patient survives, there’s a cumulative 30% chance that the
disease is immediately cured.
Sleeping Sickness
Type disease (parasite), injury; Save Fortitude DC 14
Onset 1d2 days; Frequency 1/day
Effect 1d4 Wis damage and target is fatigued; Cure 2 consecutive
saves or arsenic (see text)

Wednesday, May 29, 2013

Spells of the Rainforest (stolen from wizards.com)

Breath of the Jungle
Transmutation
Level: Clr 2, Drd 1
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Mist spreads in a 20-ft. radius, 20 ft. high
Duration: 1 minute/level
Saving Throw: Fortitude negates (see text)
Spell Resistance: No
With this spell, you enhance and bolster any toxins (poisons or diseases) in the area of effect. The DC for any poison or disease increases by +2 for as long as the poison or disease remains in the mist. This applies equally to natural toxins, such as a snake's poison or the disease spread by a dire rat, and to magical toxins, such as those created by spells like poison or contagion.
If this spell takes effect in a region dominated by rainforests, its effects are much greater. The spell actually draws forth miniscule amounts of venom and disease from the countless vermin and poisonous plants that infest these regions and then manifests these toxins as a thin green mist. This mist does not provide any level of concealment, but any creature that breathes in these noxious vapors must make a Fortitude saving throw or take 2 points of temporary Intelligence damage since the toxins cause dizziness and hallucinations. A new Fortitude saving throw must be made once per minute spent within the spell's mist to avoid further Intelligence damage. Animals, plants, and vermin, as well as creatures that are immune to disease or poison, are immune to this toxin.
Green Oath
Transmutation
Level: Drd 7
Components: V, S, F/DF
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Casting the green oath requires a 10-minute ritual while you chant invocations to the surrounding plant life, beseeching the vegetation to accept you as a sibling and friend. When the casting is complete, your flesh turns a lush shade of green and your hair grows tangled and sprouts leaves or even flowers. You exude an earthy scent for the duration of the green oath. This gives you a +10 circumstance bonus on your Disguise check if you are masquerading as a plant or plant creature and the observer is using only the Scent ability to observe you. It also raises the DC to successfully track you through natural environments by +10. You can now move through natural, magic, or enchanted thorns, briars, and overgrown areas and similar terrain at your normal speed and without taking damage or other impairment. Plant creatures take a -4 circumstance penalty on attack rolls against you; this penalty increases to -8 for grapple checks.
You also gain one of the following benefits of the plant type when you cast the spell. The benefit granted does not change for the duration of the casting, and you can choose a new benefit the next time you cast the green oath. If you wish, you can cast this spell on yourself multiple times; the majority of the benefits provided by the spell do not stack with themselves, but you can select a different benefit from the following list each time you cast the spell.
  • Immunity to all poisons
  • Immunity to sleep and paralysis
  • Immunity to stunning and polymorphing
  • Immunity to critical hits
  • Immunity to one of the following mind-affecting effects: charms, compulsions, phantasms, patterns, or morale effects
  • Low-light vision
The effects of this spell are temporarily suppressed if you enter a region with little or no natural plant life (such as a barren desert or city). The spell's duration continues to run down while in an area of little vegetation, and if you re-enter a verdant region before it expires, the effects instantly return.
Focus: A natural region with abundant plant life. Traditionally, this spell is cast in a region dominated by rainforest, but it functions in any wilderness region except for underground, barren deserts, glaciers, deep underwater, or in any civilized region such as a town or city.
Junglerazer
Necromancy
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Short (25 ft. + 5 ft./2 levels)
Area: 5-ft.-wide path starting at you and extending to maximum spell range
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A path of destructive energy springs forth from you, instantly destroying all natural plant life in the area and leaving in its wake a neat path sprinkled with a fine layer of ash on the ground. Druids, fey, vermin, plants creatures, and animals caught in the path are horribly blackened and burnt as if by invisible fire and take 1d6 points of damage per caster level (maximum 15d6). Although the effects of this damage look like burns, the damage is caused by invisible and silent waves of negative energy.
Material Component: A pinch of ash from a burnt plant.
Jungle's Rapture
Transmutation
Level: Drd 5
Components: V, S
Casting Time: 1 action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One living nonplant creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes
This terrible curse causes the targeted creature (excluding plant creatures) to slowly transform into a normal healthy plant. The creature targeted by this spell immediately takes 1d6 points of permanent Dexterity drain and loses the ability to digest food. This drain manifests as a hardening of the limbs and skin as the victim's flesh slowly turns to wood. Each day that passes, the victim takes an additional 1d6 points of permanent Dexterity drain. Any Dexterity points drained by this spell cannot be restored by anything less than a greater restoration spell, and even this potent spell cannot prevent further drain that may occur in following days. If the victim survives long enough, it eventually begins to starve to death. Rules for starvation appear in Chapter 3 of the Dungeon Master's Guide.
Once a victim of jungle's rapture is drained to 0 Dexterity, it immediately transforms into a normal plant of the same size as its original body. Aside from radiating an aura of Transmutation magic, the plant is a normal plant (with no Intelligence, Wisdom, or Charisma score) until it dies a natural plant death.
Jungle's rapture is a curse, and as such it cannot be dispelled. It can be removed with a break enchantment, limited wish, miracle, or wish spell. Remove curse works only if the caster is of an equal or higher caster level than your caster level at the time you cast jungle's rapture. The spell can be dismissed by the caster as a free action.
Rankletaste
Illusion (Glamer)
Level: Drd 1, Rgr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature or object touched
Duration: 10 minutes/level
Saving Throw: Will negates (see text)
Spell Resistance: No
This spell generates a false and powerfully wretched taste on the target. The target gives off no noticeable odor, but anyone who tastes the target must make a Will save or be nauseated for 1 round. This includes any creature that makes a successful bite attack against the target; the bite attack does not need to damage the target to force the attacker to make a Will save. A creature that swallows something affected by rankletaste must make the Will save each round for the spell's duration or become nauseated for 1d4 rounds. Once the creature becomes nauseated, it vomits the swallowed creature or object up and need not make further Will saves unless it again tastes the target.
Material Component: A tiny chunk of rotten meat that has been marinated in skunk's musk.
Vortex of TeethEvocation [Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Hollow cylinder (40 ft. radius, 20 ft. high with a 5-ft.-radius safe zone at the center)
Duration: 1 round/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes
A vortex of teeth manifests as a swirling, spiraling storm of magically created incorporeal piranha that swim through the surrounding region. Unfortunately for creatures in the area of effect, the ravenous teeth of the magic piranha solidify upon contact with flesh. All creatures in the area of effect of a vortex of teeth take 2d6 points of damage per round. A successful Reflex save halves this damage. The damage caused is a force effect, and thus bypasses damage reduction and can harm incorporeal creatures. Objects cannot be damaged by a vortex of teeth.
Material Component: A piranha's tooth.