Thursday, January 14, 2016

B is for Bucknard

Bucknard

Bucknard is a powerful human wizard, and former member of the Circle of Eight. In Dungeon's Age of Worms adventure path, Bucknard is referred to as "Balakarde". He is described as affable, esteemed, talented and powerful, yet stubborn and headstrong. He has one known sister, Maralee, and is also a former member of the Circle of Eight.

In 556 CY, Bucknard's sister and adventuring companion, Maralee, was slain by sons of Kyuss. Bucknard took her death (and seeing her devoured by ghoulish worms) hard. Depressed for years, he emerged from his depression to become one of the most potent wizards of his generation. He had dedicated himself to one overriding task: the destruction of Kyuss. In 571, Bucknard became one of the founding members of the Circle of Eight, as Mordenkainen invited some of the most prominent mages in the Flanaess to join him in a successor organization to the Citadel of Eight.

At the height of his powers, Bucknard began deeply obsessing over occult manuscripts relating to the Worm God and his cult. He grew increasingly secluded and paranoid, no longer confiding even with close friends like Tenser. Abruptly resigning from the Circle of Eight in 579 CY, he traveled to Alhaster to research his theory that the Ebon Triad cult had been created there as a front for the cult of Kyuss. Lashonna, the town's most knowledgeable expert in the occult, agreed to meet with him and directed him to the Wormcrawl Fissure, where he was captured by Dragotha. The following year, after months of torture, Bucknard finally died at the hands of his own undead sister, upon Dragotha's orders. Bucknard's soul shattered into three separate ghosts, representing his artistic, scholarly, and vengeful sides, which haunted the Fissure for decades afterwards. In 581, Bucknard's position in the Circle was filled by Jallarzi Sallavarian.

Bucknard crafted the magic item Bucknard's Everfull Purse, which is essentially a leather pouch or small bag that refills itself each morning. Each such coinpurse can replicate a different number of coins or gems, depending on which type of bag it is.

Bucknard authored Inexplicable Reflections.

Spell: Blood Fog

Blood Fog

​Necromancy
Level: Bard 5, Sorcerer 5, Wizard 5
BoXM: Wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20‐ft. radius, 20 ft. high
Duration: 30 minutes and 2d6 rounds; see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
Source: The Mage’s Tower website

Blood fog produces a bank of thin red mist that weakens the physical resistance of those caught in it. Creatures in the blood fog take a –10 competence penalty on Strength checks and Fortitude saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1  round.

The fog is thin and does not significantly hamper vision.
 ​
GM Note

House Rule: Some spellcasters use the Spell Thematics feat to alter this spell so that it appears as a faint glowing radiance instead of a thin mist. This increases the DC of a Spellcraft check to identify the spell by +5.

Spell Secret: Using the ichor of a vampire as a material component and succeeding on a Spellcraft check (DC 25) causes the blood fog to become persistent, ie. a creature remaining in the blood fog must succeed each round they remain within it or be affected by it.
 ​
The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Spell: Baneful Casting, Greater

Baneful Casting, Greater

​Enchantment
Level: Sorcerer 5, Wizard 5
BoXM: Wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Target: 1 spellcaster
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Source: The Mage’s Tower website

The unfortunate recipient of this spell suffers from a magical backlash when he or she attempts to cast a spell. Unlike baneful casting this backlash can interfere with the casting of spells (roll backlash damage, to successfully cast the caster must make a Concentration check DC 10 + level of the spell being attempted + damage taken) with the caster suffering damage equal to 1d6/level of the spell cast.

GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I  cannot recommend it enough.

Monday, January 11, 2016

Weapon, Ranged: Bracerbow

Bracerbow

This masterwork hand crossbow is built within a metal (usually steel) bracer, which is treated as a buckler. Due to the gearing and the hand crossbow being built within, it only provides a +1 shield bonus to Armor Class. An intricate clockwork mechanism and springs are used to power the modified hand crossbow.

Five bolts (magical or mundane) are contained in a magazine. To load the bracerbow a simple cover is opend and the magazine is inserted. Once loaded, the user then presses a small detent and a small wheel pops up; turning this wheel charges the clockwork mechanism. It takes a full round action to load and charge it.

As a move action the user can fire one bolt by flexing his fist and the muscles of his forearm.

The masterwork nature of the bracerbow provides a +1 enhancement to hit.

A bracerbow has the following stats:

Item              Cost      Dmg (S)   Dmg (M)   Critical       Range   Weight   Type   Special
Bracerbow    750 gp        1d3          1d4         19–20/×2      20 ft.       7 lbs.       P       Provides +1 to AC
 ​

Sunday, January 10, 2016

Wondrous Item: Ioun Stone, Dark Gray Rhomboid

Ioun Stone, Dark Gray Rhomboid

Aura strong varied; CL 12th
Slot ---; Price 82,000 gp; Weight ---

This dark gray, crystalline rhomboid-shaped stone always floats in the air and must be within 3 feet of its owner to be of any use.

When a character first acquires this stone, he must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, the stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow the stone (to keep it safe while he is sleeping, for example), but he loses the benefits of the stone during that time. This ioun stone has AC 24, 10 hit points, and hardness 5.

Three times per day, the stone's owner may cast convert wand as if he were a 12th-level cleric.

Thursday, January 7, 2016

Define Your Ideal Greyhawk

Tonight's entry is probably a short one. Internet issues and just a bit tired.

However, a few days ago, a topic appeared over on Canonfire.com (what is Canonfire you might ask? Only one of the best Greyhawk sites around... peruse it at the earliest opportunity if you are unfamiliar with it... you will thank me!)...

Define your Ideal Greyhawk (http://www.canonfire.com/cf/modules.php?name=Forums&file=viewtopic&t=6238)

I have been considering this for a few days and checking out some of the commentary.

Basically for me, Greyhawk is the ideal when it comes to FRPGs. Probably because it is the one I grew up with (think 1975 and the Chainmail rules; then the Blue and Red boxsets, then GDQ (the first adventure path!!!).


Wednesday, January 6, 2016

A is for Acererak the Devourer

I was chatting with someone last night and we began to discuss some of the notable NPCs (canon and otherwise) of the Greyhawk setting. Several names came up and it sort of surprised me how few we had in common. (This person is a double-decade player in the World of Greyhawk.) Several of the ones I mentioned he had never heard of and while we were chatting, he slipped over to Canonfire and Wikipedia to check them out. I enjoy both sites very much and give all credit for the entries that follow to them (since they have already done the work and very nicely I must add).

So, without further ado, here is:

Acererak

Acererak /əˈsɛrəræk/ ə-serr-ə-rak[1] was a powerful wizard who became a lich, and later a demilich.

Publication history
Acererak first appears in the original Tomb of Horrors adventure (1978) by Gary Gygax as the main adversary. One of the areas in the Tomb is a "Chapel of Evil", described as "obviously some form of temple area - there are scenes of normal life painted on the walls, but the people have rotting flesh, skeletal hands, worms eating them, etc."[2]:5 The adventure described him as "a human magic-user/cleric of surpassing evil" who took the steps necessary to preserve his life force as the lich, Acererak. The boxed set adventure Return to the Tomb of Horrors (1998) by Bruce Cordell included a small booklet titled "The Journal of the Tomb", which notes that the character Desatysso discovered that Acererak "owed much of his power" to Tenebrous. Cordell's article "Return to the Tomb of Horrors" in Dragon #249 (July 1998) mentions that "While alive, Acererak built an unholy temple to a now deceased power. When the project neared completion, he slew every worker, excavator, and consecrating priest who had assisted in the temple's construction." The article notes that the result of Acererak's work was the dungeon crawl detailed in the Tomb of Horrors module. In the article "Open Grave" by Bart Carroll and Steve Winters for the "D&D Alumni" column in Dragon #371 (January 2009), the authors interviewed Bruce Cordell about the Return to the Tomb of Horrors adventure, where he revealed that he developed the origins of Acererak "as a persecuted tiefling child to his development as a wizard and priest of Orcus, to his creation of his tomb that was actually a test to winnow souls". The fourth edition adventure also titledTomb of Horrors (2010) by Ari Marmell and Scott Fitzgerald Gray mentions in the introduction that "Acererak resurfaced as a worshiper of Orcus, using the cult's resources to construct a number of lairs and tombs - the most infamous of which would become known as the Tomb of Horrors. Some sources claim that Acererak was using Orcus's worshipers to complete his own schemes, and that he felt no true loyatly to the demon prince." The introduction goes on to say that "Once he attained lichdom, Acererak ceased paying homage to Orcus, lending credence to the notion that his worship had never been more than a means to an end." Acererak is mentioned in the novel Ready Player One by Ernest Cline.

Relationships
Acererak is the son and ally of the balor Tarnhem, a worshipper of Orcus, and an apprentice of Vecna. In life, he was the enemy of a paladin of Pelor named Pentivel, and the wizard-architect who designs his tomb is called Morghadam. He is revered by a group of wizards known as the Covenenticle of Acererak. The necromancers of Skull City, former followers of Acererak, go on to form a group known as the Votaries of Vecna, making a new home in the Black Spire on the Plane of Shadow.

The githyanki necromancer Kastya Zurith-Movya seeks to return the true Acererak to existence as an ally against his people's lich-queen.

Home
The Tomb of Horrors is long Acererak's home in undeath. As a demilich, he moves to the demiplane of Moil to complete his grand plans.

There is a shrine of Acererak, in the form of a five-foot statue of a humanoid skull, on the second layer of Pandemonium.

History
Acererak the Devourer is described as a cambion, the result of an ancient conjurer summoning a demon, a balor named Tarnhem, far beyond his ability to control. Tarnhem devours the conjurer and takes his human mother by force.

Acererak's mother survives her son's birth, but she is killed by a torch-wielding mob ten years later. The boy is rescued by none other than Vecna, the Whispered One, who kills the advisors urging him to kill the child; instead, he takes on the half-demon as an apprentice. Even then, ten-year-old Acererak loathes life, looking forward to becoming undead like his master. During Vecna's siege of Fleeth, the lich is severely wounded and rescued by Acererak. Vecna subsequently promotes the cambion.

It is unknown if Acererak is present when Vecna is betrayed by Kas the Bloody-Handed in the fourth century before the Common Year, but at some point, he moves to the Vast Swamp where he constructs a lair for himself, colloquially known as the Tomb of Horrors (and described in an adventure module of the same name). While still alive, Acererak builds a subterranean temple complex in the name of Orcus, burying its architect and all of its workers within. Eventually, Acererak succumbs to the lure of lichcraft, and has himself buried in a labyrinthine tomb, where he commits himself to his studies and, eventually, demilichdom, abandoning his body for the planes beyond. Many adventurers over the years attempt to raid Acererak's tomb, but it is believed that none are able to destroy him, despite some claims.

The sequel module Return to the Tomb of Horrors retconned and expanded on the setting. At some point, a group of necromancers settle the area outside the tomb, creating a community of sorts known as Skull City. Acererak's tomb is revealed to be a mere antechamber to the demilich's true dwelling, the lost city of Moil on the border of the Negative Energy Plane, where he had spent thousands of years working on a process to fuse his essence with the plane and gain control over all undead throughout the multiverse.

According to the 3rd edition Tome of Magic, Acererak, following his destruction by adventurers completing the Tomb of Horrors, passes on to become a vestige - an ineffable, amoral entity which can be summoned and bound by characters known as Binders. Acererak grants his summoner lich-like powers, including immunity to cold and the ability to speak with the dead.

According to the adventure "Prisoner of the Castle Perilous," Acererak created a simulacrum in the Negative Energy Plane to torment Saint Pentivel, an old foe from his mortal life. This simulacrum eventually transforms itself into a complete being through the aid of an artifact known as the Soul Machine.

In 4th edition D&D, Acererak appears in the book Open Grave: Secrets of the Undead as a member of the Undead Hall of Infamy. He also features in a sidequest in the adventure Revenge of the Giants and in the 4th edition remake of Tomb of Horrors as central antagonist.

Other
Acererak is referenced in a piece of Omega Tech in a Gamma World adventure, Factory of Misfit Omega Tech, specifically the Hunting Knife of Acererak. Its hilt is studded with green and red soul gems.

(Used without permission of Wikipedia)