Tuesday 28 July 2020

Raising a Runestone

Runestones can be raised for the death of a companion, to commemorate a personal achievement, or to celebrate the founding of a settlement, stronghold, temple, tower or similar.

-Funeral Stone

Upon the death of a PC (or hireling) a carved stone can be placed near the place of death.
It costs (Xd6+4)*10 GP (X being the HD of the dead person) to commission the carving, painting and placing of the stone, half as much if the carving and painting is done by a PC with the necessary knowledge and skill. Preparation and placing takes 2d4+2 days.
A runestone is usually inscribed with a brief epitaph, such as "Tumi Beinirson, a brave man, was slain here by the she-vultures - Geva bint Adalu wrote this", and decorated with painted carvings depicting scenes from the dead one's life, along with their birth sign.
Finally, the stone is hallowed, usually by a priest, by sprinkling it with blood, wine, ale, honey, or similar.
All hirelings present during the ceremony will get a +1 bonus to morale test until the next death.
If a priest performs the required ritual, the stone is perpetually aligned to the constellation inscribed into it.

Deer Stones, Siberia
-Personal Runestone

At any time, a PC may chose to raise a runestone for their own success.
The work costs (Xd10+2*X)*100 GP (X being the HD of the commissioner), takes 2d6+4 days, can only be done once every X months, and can be done only once per level.
The megalith is inscribed with a fitting description of the deeds of the person who commissioned it, such as "In these lands, Geva bint Adalu, faithful servant of the almighty Lawgiver, defeated and banished the undead hordes, restoring His heavenly order". No two stones can describe the same deed, and each successive runestone must describe a more impressive deed.
Upon completion, the commissioner will be awarded the cost of the runestone in XP, and get +1 to rolls when interacting with locals for X months.

-Founding stone

When a new settlement is founded, a spot, usually at the center of it, is reserved for a large standing stone. The settlement is only truly considered a permanent one when a ceremonial menhir is raised. Until then, the settlement is seen as little more than a glorified camping site, especially by foreigners, and as such can be abandoned without much worry should the situation become dire. But once the stone is raised, the settlement becomes a recognized, autonomous and self-sufficient bulwark of civilization and order that will be defended by its inhabitants and allies until the very last. Abandoning a founding stone to an enemy is considered a great dishonor.
Such a stone costs 10'000 gp for every 100 inhabitants of the settlement, rounded up. Creation and placing takes 2d10+6 weeks, and can obviously be done only once.
Every member of the settlement is expected to contribute to the costs, either by investing money, materials, or time and work into it.
Guests who are not permanent members of the settlement consider it a great honor to contribute to a founding stone, and are expected to make a donation of some kind, even if symbolic. For every 1'000 gp donated, the patron will be held in high regard by the settlement and receive a +1 bonus when interacting with the locals for X months (X being the HD of the patron), with each successive 1'000 gp increasing the duration by another X months. Refusing to contribute, even symbolically, is seen as a grievous offense to the settlement, and give a -3 malus to interactions with the locals for X years (X being the HD of the non-contributor).
The standing stone is inscribed with the story of the founding of the settlement, as well as with the names of notable contributors, and illustrated with important events. The finished menhir is placed in the designated spot and a great feast is held.
From this moment onward, inhabitants of the settlement will get a +1 bonus to morale and attack rolls when defending the settlement.
Forsaking a runestone to the enemy is a great shame. Those who abandon their settlement to the enemy without defending it get a permanent -1 malus to all to-hit and saving throws. More so, someone who has abandoned a founding runestone once can never again gain the bonus of such a stone. The only way to reverse this is by being involved in the reconquest of the settlement.

-Stone Circle

A powerful (domain level) cleric or magic-user may build a stone circle. The cost of a stone circle is 10 times that of a personal runestone, and takes Xd12 months to build (X being the HD of the cleric/magic-user).
A stone circle is build according to astronomical and/or theological measurements, and inscribed with magical runes, sacred prayers, astrological charts, and constellations.
Within the circle and in the immediate vicinity, all bearers of star signs receive the appropriate bonus, the reach of spells is tripled, the time needed to prepare spells is halved, and magical research is improved by 10%. No undead nor demonic creatures can be summoned/created inside of the stone circle, and undead/demons entering the circle receive 1d10 points of damage every round.

Tuesday 7 July 2020

Random Table: d10 Distracted Guard Activities

Guarding a room is a boring. Here's a small table of things a slacking guard might do to kill time.

    The guard is...
  1. Drinking and eating
  2. Playing with a pet mouse
  3. Learning to write
  4. Sharpening a weapon
  5. Dozing
  6. Counting coins
  7. Making out with a lover
  8. Playing a knife game
  9. Gossiping with a fellow guard
  10. Daydreaming