Guild member R.C. Brooks returns with more Lands in the Clouds, a home-brewed OGL setting and system.
The House of Ascen, or simply Ascen, is the sect devoted to that which is good. More specifically, good is that which edifies. It heals the soul. In the world they are often the shelter for those dealing with grief and loss. Mechanically they are the House that deals with SPIRIT damage and combating evil entities. The House of Holma may heal the body, but SPIRIT wounds are more dangerous and can fester.
Typical temples are humble buildings often in poor or otherwise troubled areas as that is where they are needed most. Almost all carry low level tokens.
Once per game session, a character of the House of Ascen may use his SPIRIT score as an attack, defense or damage reduction vs SPIRIT opponents/damage.
- Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary SPIRIT +1/level (max +10).
- Shelter (Magic Circle against Evil): As Protection from Evil, but 10-ft. radius and 10 min./level.
- Holy Smite: Damages and blinds evil creatures.
- Dispel Evil: +4 bonus against attacks by evil creatures.
- Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
- Holy Word: Kills, paralyzes, slows, or deafens non-good subjects.
- Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
- Grace: Removes all STRESS points for any willing up to 1 character/lvl in the House.
The heavens are telling the glory of God; the wonder of his works displays the firmament.
I grew up to that, to some degree. It’s the words to perhaps the most familiar selection from Haydn’s oratorio, The Creation, and it was sung by church choirs before I was in them and when I was in them. I had the opportunity to sing most of the rest of the larger work in high school, but this is the piece I remember. It tells us that the stars, the sky, the heavenly bodies, are all joined in announcing God’s greatness.
Last month we pondered whether Animals knew something we didn’t know. This month we move from the non-sentient to the inanimate. Do the stars declare the glory of God? Read more
Early in the campaign, the PCs traveled north on behalf of their employer, Master Krueger, to settle a dispute with a somewhat wild group called the Grimvalings. Kinsmen of Master Grimvalt and his bride Bricta, they lived in a large dacha just beyond the northern borders of Strakannian land. Grimvalt despises foreigners and intruders, and the meeting turned bloody. Diego himself struck the head from Grimvalt’s hulking shoulders. Many weeks passed without word from the Grimvalings. Unbeknownst to the PCs, Bricta used her pagan druidic magic on Samhain to revive the body of her dead husband, whose head she had sewn back on. She then ordered her henchmen to start leaving diseased animals near the walls of Arianport, threatening contagion unless the murderer, Master Krueger, was slain or turned over. The threats caused a near riot in the panicked town so the PCs volunteered to visit the dacha again to somehow resolve the dispute. Using her magic, Bricta saw them coming and led the Grimvalings south to ambush the party on the road. With her is her pet brown bear.
FROM THE DM
I designed this encounter to be a simple warm-up, but a series of critical hits and critical misses made the battle memorable. The Grimvalings proved to be dangerous in the wilderness, but Bricta broke off the ambush early, for she planned to kill the PCs at the dacha. Read more