Role Play Corner

Ideas and Whelan

by Paul Meyer



Now is the time for all you wargaming grognards reading this to turn the page and go on to another article. If you simply pretend that this article isn't here and ignore the fact that -S- is actually printing something on a topic that is very distasteful to you, one will be less inclined to bother our poor Editor with letters of complaint.

Roleplaying, in all its forms, colors, flavors and incarnations has become a very large segment in the overall 'gaming' hobby. My personal gaming preference today revolves around several 'historical' simulation games as veil as several 'beer and pretzel' games that are fun enough for non gamers yet challenging enough for me. Fourteen years ago when I first started gaming in college my only choice was D&D, D&D and more D&D. I have hundreds and hundreds of pages of creations. I still play on occasion and still look upon it fondly as my 'roots'. It took time for me to graduate to that which many of you consider 'real' games.

As the SGS officially is an organization for 'all' types of games and gamers, one thing that seemed to be consistently lacking is any items or articles an role playing. I hope to rectify that situation with this, a regular column. I would encourage any of you closet role players out there to feel free to contribute. As to those who don't like role playing and who would prefer not to see it in the pages of -S- you have two options:

    1) pretend this column doesn't really exist (for a small fee we can arrange to have it cut out of your copy of -S-) or

    2) send the esteemed editor enough other articles to guarantee it continually gets bumped. I'm sure he can accommodate you.

A great part of the enjoyment of role play in the amount at 'flavor' the GM (game master) imparts into his/her campaign with the volume of fictional background or story line that surrounds the physical entities (cities, dungeons, etc.) into which the characters do their adventuring. Every GM tailors their world in the manner and with the idiosyncrasies that tend to appeal most. to him/her. I tend to like magic and magical things. It is not at all uncommon in my world to have any number of add or common objects to be magical or possess sentience.

With the large volume at magic items in my world and the ease with magic users operate their craft I had to develop a system to balance the unreasonable volume of power inherent in that class. Consequently, many of the magical items in my world can be used or are specifically designed for other character classes.

I also enjoy incorporating a number of quirks into the items. The old adage: 'There ain't no such thing as a free lunch" frequently comes to mind. The following story explains the origin of many of the more powerful magic items in the area and provides a bit of warning as to their quirks. I've found background stories such as these to be very useful. They not only add interest to a campaign, provide a basis on which to build scenarios but also tend to add a bit of logic to a universe that may appear lacking.

The Story of the Great Magician Whelan

Northwest of the booming cross-roads town of Hornberg is an ancient underground complex that has been very popular with adventurers and treasure seekers over the years. Further to the north west, the highlands drop off dramatically in steep, almost vertical cliffs, to a vast depression known as the 'Deadengravis' swamp. Ladends abound in this area particularly those concerning the origin of the swamp. It is said that the 'Deadengravis' was once an the level of the highlands and a busy city lay atop the underground we know of today.

North west of this city waa the castle of the Great Magician Whelan. Being a powerful mage at unusual ability, Whelan was able to take full advantage of the massive 'Manna' (magic levels) in the area.

In fact, he is generally attributed to be the one that caused this phenomenon.

Whelan was a kind and very amiable gentlemen, content to dwell in his well equipped lab doing research and creating new magic. He conversed regularly with his patron deity, the Ghod Asfa who opened the wells of Manna and bestowed upon Whelan the gift of slow ageing.

Whelan's goodness was renowned and all he touched prospered. As Whelan's abilities and accomplishments Increased he garnered the jealousy and hate of a deity rival to his Ghod Publ'sheer. Despite the protections of Asfa the evil Publ'sheer struck. It laid an irresistible gaes upon Whelan to spend the rest of his years making magical devices for the illicit use of Publ'sheer and its minions. Every time Whelan would finish an item, Goblins would enter his lab while he slept and steal it. For many years Publ'sheer forced Whelan to produce his artifacts of destruction.

To make things for evil use was very disturbing to the Great Whelan. He could not resist the gaes of Publ'sheer but in the end, Whelan's great wit and wisdom prevailed. All the magical devices Whelan made under the curse contained hidden quirks. Although these quirks weren't dangerous to the user (intentionally) they were designed to thwart extended use by the greedy and evil. The initial use of any item would produce only the most spectacular of results. It was only the continued and flagrant use that would reveal the defects. Because every device was first tested, and proved cut, any later failures were attributed to mishandling by 'stupid minions'.

Whelan longed to be free but knew his bondage was unbreakable except through death. With the secret help of his Ghod Asfa, Whelan was able to produce the ultimate weapon: a toothpick of cosmic energy. Caught unaware, Publ'sheer was destroyed when Whelan deliberately broke the pick in its presence. Whelan was aware of the vast powers the toothpick would unleash and was willing to pay the price. His life was a small thing to pay for ridding the world of Publ'sheer. Whelan had arranged for Asfa to remove all the people from the surrounding area only seconds before he unleashed the power of the toothpick.

The blast destroyed the great city and vaporized Whelan's mountain home producing the depression we now call the 'Deadengravis' swamp. Of Whelan's powerful constructs, no one knows the location. Many were destroyed but most were hidden far and deep and thus survived the destruction. It is rumored that many of his personal effects were also hidden away. Anything with the "W" signet is bound to be of utmost value due to the known quality, goodness and power of the Great Magician Whelan.

Ah yes, for those of you concerned, the "Role Play Corner" was written by Paul Meyer, an avid Role Player and he has advised me that he will continue to do articles for the -5so we can look forward to some more. If you are not that interested in the articles, he has offered a challengeAnyone wishing to bump the article can submit other articles in such as quantity that there would not be room for his article. This is not the case for the January issue so his articles are there and quite welcome.

Kralf-Nor, Weatherlock

The wands of power were great devices of unusual potential. Crafted of hard silver alloy they all bear the symbol of the Great Magician Whelan, their creator. Their power is drawn directly from the elemental planes and can be called upon only by uttering the proper key word. Crafted during his internment by the evil Ghod Publ'sheer, these wands possess enormous destructive potential. As with most Whelan items of the time, their initial use is quite spectacular. Continued use and particularly repeated use in the same day reduces the destructive power and frequently offers many intereating side effects.

Use the boxes below to show the number of charges remaining an the wand. Each wand when found will have between 30 and 60 charges remaining 29+1d30 or 29+3d10). Each open box represents one unused charge. The numbers in the first ten boxes are important as they represent the die roll modifiers during the first ten times the wand is used by its new owner. The wands were designed to be used by anyone of any class or persuasion. This may be restricted at the Game Master's option.

To use the wand, its name must be spoken aloud. Any reasonable pronunciation will suffice. The wands name may be made known through a variety of options. Its name may be engraved on the shaft, contained on parchment in a case or container: the wand or the player may have to perform some special action or service to discover it at the Game Master's option. When the wand is used, roll percentile dice, add any applicable die roll modifiers and consult the 'wand effects' table. This is the effect the use of one charge will cause. Beam effects will always be visible. Always cross out the next box in order an the 'charges remaining' boxes.

Die roll modifiers are as follows: If there is a number in the current 'charge' box, add that quantity to the die roll. If the wand has not had 24 hours (or one day) since the last use, an additional -10%, cumulative is added to the die roll for every usage within that time period.

(Example: Frank of the Frontier uses the wand for the first time. The GM rolls percentile dice and adds the modifier in the first box (100%). This causes the kind of effect that really impresses Frank to the point that he wants to go fight the ogre hoards right now to steal all their treasure. Arriving at the spot shortly, Frank immediately fires the wand again into the first ogre hoard he spots. The GM rolls a 64 on D%, adds the box modifier (90%) plus the multiple use modifier (-10%) which still results in the maximum effect. Firing the wand three more times, Frank is just lucky enough to achieve 100% on his net die rolls. As the last fifty ogres charge Frank's position, he fires a fifth time. This time, his box modifier is (-50%) his multiple use modifier is -50%) and the GM rolls a 21 an D%. The result is less than satisfying and will continue to get worse if he keeps it up. ('Such is the penalty to those of greedy heart or unlawful bearing'.)

The multiple use modifier is removed after a day of rest. At the GM's option, the box modifiers can also be returned, one box at a time alter a suitable time period (minimum three months or 1/4 year). The quantity of boxes may never be increased once used, as the wands can not be recharged. (example: After using his wand of power an a great quest (a more positive box modifiers remain), Finbar the White puts the wand in storage. After a year he finds a need for it again. At the GM's option, the wand could have regained the last four box modifiers (40%, 30%, 20%, 10%). The modifiers are always returned from the lowest up.)

KEYWORD/NAME: KRALF-NOR WEATHERLOCK

WAND EFFECTS (D%)

01-10 Wand throws white confetti for 1D4 Melee rounds to a range of 20 feet.

11-20 Emits a visible beam that will lower the temperature of any 1 foot cubic area it touches by 2D1O degrees C. The beam will last for 1D4 melee rounds and can be moved around to effect up to 106 objects or creatures. Heat using creatures will suffer 2DIO Damage.

21-35 Throws a stream of snow to a range of 30 feet. The effect will last 1D4 melee rounds. The snow will make the area very slippery. Approximately 50 cubic feet of snow will come out each round.

36-50 This will emit a flow of ice cubes for 2D4 melee rounds. 10-200 (10D20) one inch cubes will emerge per round. The cubes will make the floor hazardous to walk an and come out with sufficient force to knock someone down (roll save of 5D4 against dexterity).

51-60 Throws a 1D6 damage cone of cold. Maximum cone diameter is one foot. Range is 50 feet.

61-70 Shoots a 2D6 damage cone of cold to a maximum range of 100 feet. Max cone diameter is 1 foot.

71-80 Extends a five loot diameter cone of cold to a range of 100 feet. Damage is 5D6.

81-90 Beams a large ten foot maximum diameter cone of cold energy that does 1OD6 damage. Maximum range is 100 feet.

91-99 This produces a solid cone of cold that will envelope whatever is in its path. The cone begins at the wand and ends at what ever range the user desires (normally just past the intended target). Maximum range is 200 feet and the cone will have a 20 foot maximum diameter at the end. The cone will remain solid for 1D4 melee rounds. Any creature or item enveloped by the cone (40% or more covered) will suffer 10D6 damage initially and an additional 2D6 damage per round. They will remain trapped until the cone dissipates Anyone partially caught within the cone will suffer 4d6 damage with an extra 2D4 per round if they can not pull free. To break free from a partial envelopment, one must make a 5D6 saving throw verse strength Cie roll less than or equal than your strength on 5D6. Anyone simply touching the solid cone must roll a 3D6 saving throw versus strength or be caught by freezing. Once frozen to the surface, you will suffer 1D6 damage plus an additional 1D4 damage per round you remain stuck.

This effect will create a larger solid cone of cold with special properties. The cone begins at the wand tipand can extend to a target up to 400 feet away. The diameter at the end of the cone will be 30 feet. If a cone hits a solid object (such as a floor or a wall) it will produce a solid cube of cold, twenty loot square, secured to the floor orwall where it hits. The cube will conform to what ever area it is in to a volume of 8000 cubic feet. (Thus it is conceivable tofill a 10 foot high by 5 foot wide corridor to a length of 160 feet).

The cone (or cube) will remain solid for 4D4 melee rounds. Any creature or item covered 40% or more by the cone will suffer 15D6 cold damage with an extra 3d6 damage per round. They will remain trapped until the cone dispels. Anyone partially captured will endure 6-10D6 damage with 3D4 more per round. Nothing less then ogre strength will allow a person to break free. (12D6 roll verse strength).

Anyone simply touching the cone or cube must make a 6D6 saving throw versus strength or be stuck by freezing. This will cause 2D6 damage plus 2D4 for every round they remain trapped.

When the maximum effects of the wand is to take place (ie an adjusted roll of 91+) there is an approximate 2 second delay before the cone of cold erupts. Any magic user of 3rd level or higher will be able to feel that something BIG is about to happen. All other effects begin within a second or less.

All wand effects are treated as a 15th level spell. Normal saving throws verse magic apply for half damage. Saving throws for the 91-99 effect are at -3 and for the 00 effect at -5. Damage is always doubled for heat or lire using entities.

The key word is pronounced KRALF (as in Ralph) - NOR - WEATHER - LOCK

There comes a time in every Game Masters scenario building and campaign building when very powerful weapons are called for or appropriate. If your campaign is rife with high level characters you will have to have many such devices floating around. If you tend to be a bit more conservative, you may only have such items exist for the sale purpoue of completing a great quest. Considering the possible consequences of the misuse of one of the 'wands of power' you may simply want to use it to get back at some snotty character who's getting a bit too big for his britches.

I've used the 'wands' in my campaign to aid a group of players on their 'noble quest'. They served their purpose and after about 3 or 4 uses the effects noticeably diminished. From then on, they were almost never used again. An item of such power has great potential to seriously unbalance a campaign. When endowed with 'quirks' (under the background story of the great 'Whelan' (see earlier -S-)) they can be used for specific Jobs then brought back into balance without havinq to 'take it away' later.


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