I had initially said I'd post this when the site hit the $4000 mark, but I'm going to do it now anyway. Hopefully, we'll still hit that mark, and maybe even the one after. If not, it won't have been for lack of interest, or lack of trying, and I am thankful to everyone who has supported us, who is supporting us, and who may support us in the future! The DCC community rocks like the game itself rocks. Which is to say, it rocks a lot.
Thanks.
Radu, King of
Rabbits
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From
ancient times, every creature had a Lord or Lady who was the patron of their
kind. The King of Rabbits is not
powerful, but he is cunning and swift, and his ears can pick up the first
hint of danger when its source is yet miles away. He appears in the guise of a large rabbit,
which can walk as a man when he wills it, and which sometimes smokes a
mixture of lavender and tobacco in a briarwood pipe. Radu demands that his followers oppose the
traditional enemies of rabbits – creatures such as eagles, foxes, and stoats
– but that opposition doesn’t preclude using such creatures. The supplicant who removes a threat to
rabbit-kind through trickery, as does Radu, is more worthy than one who would
do the same through martial prowess.
Bonding with Radu must take place where there is an active rabbit
warren, or in some other area where rabbits tend to gather.
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Invoke Patron
check results: When this spell is cast, the judge
chooses either the rolled result, or, if that makes no sense within the
context of the aid requested, the first lower
result that is applicable. The stats
for the various allies are as follows:
Wise Rabbit: Init +6; Atk none;
AC 17; HD 1d8; HP 4; MV 40’; SV Fort –4, Ref +4, Will +6; AL N.
Giant Rabbit: Init +3; Atk kick +0 melee (dmg 1d4); AC
12; HD 2d8; HP 9; MV 50’ leap 15’; Act 1d20; SV Fort +0, Ref +4, Will +2; AL
N.
Rabbit Swarm: Init +3, Atk bites and kicks (dmg 1d2); AC
9; HD 4d8; HP 18; MV 40’; Act special; SP damages all targets in a 20’ x 20’
space, half-damage from non-area attacks; SV Fort –2, Ref +2, Will +4; AL N
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12-13
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Radu
hears the petitioner’s plea, and his quick mind offers some stratagem that
grants a +6 bonus that can be used for the caster’s next saving throw, skill
check, or spell check, but not for
an attack. Alternatively, the caster
may choose to gain a +4 bonus to Armor Class for an entire round.
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14-17
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Radu
sends a wise rabbit to act as a helper for 1d4+CL rounds. The caster can speak with the wise rabbit,
and it can offer him aid that grants a +4 bonus on any skill checks of spell
checks made during this time. The
caster may make a Luck check; if successful, the wise rabbit can provide any
specific information needed. The judge
may give a bonus or penalty to this check depending upon what information is
sought.
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18-19
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Radu
lends strength and speed to the caster’s legs, allowing him to move at +10’
per round, and make leaps of up to 15’, for a period of 1d6+CL rounds.
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20-23
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A
giant rabbit appears, with a saddle and other accoutrements to allow the
caster to ride it. It remains for
1d6+CL hours, during which time the caster may use it as a steed. It will not fight except to defend itself,
and will not willingly charge into battle.
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24-27
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As
above, except the giant rabbit remains in the caster’s service for 1d4+CL
days.
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28-29
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Radu
sends a swarm of rabbits to confound the caster’s enemies. The rabbit swarm digs up through whatever
surface the caster’s strongest enemies currently occupy, and bedevil them
until dispersed, slain, or 2d6+CL rounds have passed. The swarm is not under the caster’s
control.
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30-31
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Radu
favours the caster, and sends 2d3 rabbit swarms to his aid, as above, and
allows the caster to control them for 2d6+CL rounds. In addition, a giant rabbit arrives beside
the caster, ready to be ridden or to fight, as the caster requires, for a
similar period of time.
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32+
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The
King of Rabbits creates a conduit to Radu himself, and will answer truthfully
whatever questions the caster asks of him.
Time seems to stand still, even in combat, as Radu answers a number of
questions equal to the caster’s CL. These
must be questions which can be answered in a dozen words or less, although
Radu may speak more, and loves a cunning turn of phrase. There is only a 1 in 20 chance that the
King of Rabbits doesn’t know the answer to any given question, and even then
there is a 5 in 6 chance that Radu can acquire the answer, and whisper it to
the caster within 1d5 hours. Once Radu
has answered, or undertaken to discover the answer, to these questions,
normal time resumes. The King of
Rabbits is not altogether patient, and does not suspend time so that the
caster can cast other spells, heal wounds, or the like. Only the caster and Radu are within the
suspended time bubble; all others are frozen in place as time is stopped.
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Patron Taint: Radu, King of Rabbits
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When
patron taint is indicated for Radu, roll 1d6 on the table below. When a caster has acquired all six taints
at all levels of effect, there is no need to continue rolling any more.
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Roll
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Result
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1
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Ears of the Rabbit: The caster’s ears grow noticeably larger. If this result is rolled a second time,
they are also longer, like a rabbit’s ears, and move upward on the caster’s
head, to further resemble a rabbit’s ears.
If this result is rolled a third time, the caster has a full set of
rabbit’s ears. These make wearing a
helmet (or even an unmodified hat) difficult, but can grant a bonus to avoid
surprise at the judge’s discretion.
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2
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Teeth of the
Rabbit: The caster’s front
teeth grow longer, resembling buck teeth.
If this result is rolled a second time, many of the caster’s other
teeth fall out, and the incisors are lengthened to fully resemble a rabbit’s
teeth. If this result is rolled a
third time, the caster also becomes nauseated if he consumes meat, and can subsist
on a vegetarian diet.
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3
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Feet of the Rabbit: The caster’s feet grow larger. If rolled a second time, the caster’s feet
become too large to fit standard footwear, but are not yet strong enough to
go barefoot easily. The third time
this is rolled, the caster’s feet become large and tough, and the caster can
go barefoot. The fourth time this is rolled,
the caster gains the ability to leap 5 feet forward or upward from a stand,
or 15 feet with a running start. The
fifth time this result is rolled, the caster’s hands and feet become clawed,
and the caster can dig through sand or loose soil at a rate of 5 feet per
minute.
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4
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Coat of the
Rabbit: The caster grows
fur. At first, this is a soft and
barely discernable coat, but if this result is rolled a second time, the fur
becomes apparent. If this result is
rolled a third time, the caster gains whiskers and a fuzzy tail.
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5
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Size of the Rabbit: The caster becomes smaller. The first time this is rolled, he is
noticeably (but not abnormally) shorter.
Each subsequent time this result is rolled, the caster loses
approximately one foot in height, until he reaches roughly 3 feet, roughly the
size of a Halfling. The caster’s base
movement becomes 20’.
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6
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Soul of the
Rabbit: The caster becomes
more nervous and susceptible to fear.
When this is first rolled, the caster gains a –2 penalty to all
fear-based effects. This penalty
increases by –2 each time this result, to a maximum penalty of –8. When the penalty reaches –8, the caster
must make a DC 10 Will save each time he is damaged in combat, or flee on his
next action. The penalty applies to
this save.
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Patron
Spells: Radu, King of Rabbits
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Radu, King of Rabbits, grants three unique spells,
as follows:
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Level 1: Alertness of the Hare
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Level 2: Lucky Rabbit’s Foot
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Level 3: Warren Walk
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Spellburn: Radu,
King of Rabbits
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The
King of Rabbits has a special care watching over rabbits, hares, and similar
creatures. He has no particular desire
for blood or sacrifices for himself, but he does know how to use those
sacrifices to aid his charges. When a
caster utilizes spellburn, roll 1d4 on the table below when a request is made,
or use the ideas below to develop unique events for your home campaign.
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Roll
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Spellburn Result
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1
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Radu
needs to apportion part of the caster’s vitality to a warren of his
charges. The caster gains visions of a
flood of rabbits fleeing some predator or disaster in their warren, fuelled
by the caster’s own essence (expressed as Stamina, Strength, or Agility
loss).
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2
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Radu
offers the caster twice the spellburn he has requested at no cost, so long as
the caster undertakes a small task for him.
Roll 1d6: (1) slay or drive off
a fox lairing near a large warren, (2) bring choice garden herbs to a
specific site for Radu’s consumption, (3) undertake to thwart or slay a caster
favoured by Mulferret, Queen of Weasels, (4) free specific domesticated
rabbits from a farmer’s hutch, (5) escort a troupe of rabbit diplomats or unmated
female rabbits from one warren to another, or (6) prevent humans or other
creatures from digging up a warren to build an inn or other structure. If the task is completed successfully
within a given time frame, all is well.
If not, Radu takes the spellburn from where he chooses at a time of
his choosing.
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3
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The
caster gains a vision of fighting a fox, dog, cat, or other predator while in
a rabbit’s body. Immediately
afterwards, the wounds from the fight appear on his own body (expressed as
Stamina, Strength, or Agility loss).
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4
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For
a moment, the caster becomes attuned to Radu, and hears, sees, and feels the
lives of all rabbits and rabbit-like creatures in the world. This is too much for a mortal mind to bear,
and the caster is blasted by the experience (expressed as Stamina, Strength,
or Agility loss). At the judge’s
discretion, the caster may recall something of interest out of this mental
maelstrom of sensations.
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Alertness of the Hare
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Level: 1 (Radu)
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Range: Varies
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Duration: Varies
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Casting
time: 1 minute
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Save: None
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General
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Radu
and his kith listen and watch. When
there is a threat to all, the strong hind foot thumps the warren-hollow
ground, that all may hear and react. When
this spell is cast, the caster – and potentially his allies – gain the
ability to sense danger, as rabbits in a warren do.
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Manifestation
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Roll
1d3: (1) Those affected hear the thump
of a rabbit’s foot whenever danger is present, (2) Those affected feel a cold
shiver and see a shadow, as though a hawk had passed before the sun,
indicating dangers, (3) Those affected hear a whispering voice, alerting them
to danger.
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1
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Lost,
failure, and patron taint.
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2-11
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Lost. Failure.
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12-15
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The
caster gains a bonus to Armor Class and all saving throws equal to his Caster
Level, lasting for 1d6+CL rounds.
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16-17
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The
caster, and up to one ally per Caster Level, gain a bonus to Armor Class and
all saving throws equal to his Caster Level +1, lasting for 1d6+CL
turns. In addition, during this
period, the caster may roll two twenty-sided dice for any Reflexes save,
taking the better of the two rolls.
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18-21
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The
caster, and up to two allies per Caster Level, gain a bonus to Armor Class
and all saving throws equal to his Caster Level +2, lasting for 1d6+CL
hours. In addition, during this
period, the caster may roll two twenty-sided dice for any Reflexes save,
taking the better of the two rolls.
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22-23
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The
caster, and up to two allies per Caster Level, gain a bonus to Armor Class
and all saving throws equal to his Caster Level +2, lasting for 1d6+CL
hours. In addition, during this
period, the caster’s affected allies may roll two twenty-sided dice for any
Reflexes save, taking the better of the two rolls. The caster may roll two twenty-four-sided
dice for any Relexes saves during this period, taking the better of the two
rolls.
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24-26
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The
caster, and up to two allies per Caster Level, gain a bonus to Armor Class
and all saving throws equal to his Caster Level +3, lasting for 2d6+CL
hours. In addition, during this
period, the caster and his affected allies may roll two twenty-four-sided
dice for any Reflexes save, taking the better of the two rolls. During this period, the caster may spend a
Luck point to avoid the special effects of any critical hit or fumble he is
subjected to.
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27-31
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The
caster, and up to two allies per Caster Level, gain a bonus to Armor Class
and all saving throws equal to his Caster Level +3, lasting for 4d6+CL
hours. In addition, during this
period, the caster’s affected allies may roll two twenty-four-sided dice for
any Reflexes save, taking the better of the two rolls. The caster may roll two thirty-sided dice
for any Relexes saves during this period, taking the better of the two
rolls. During this period, the caster
may spend a Luck point to avoid the special effects of any critical hits or
fumbles he is subjected to for 1d6+CL rounds.
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32+
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The
caster, and up to three allies per Caster Level, gain a bonus to Armor Class
and all saving throws equal to his Caster Level +4, lasting for 4d6+CL
hours. In addition, during this
period, the caster and his affected allies may roll two thirty-sided dice for
any Relexes saves, taking the better of the two rolls. During this period, the caster is immune to
the special effects of any critical hits or fumbles he would otherwise be
subjected to.
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Lucky Rabbit’s Foot
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Level: 2 (Radu)
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Range: 1 rabbit’s hind foot
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Duration: Varies
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Casting
time: 1 day
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Save: None
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General
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The
caster instils luck into the right hind foot of a rabbit. This luck can include a static bonus and a
luck pool. The static bonus applies so
long as there is any luck remaining in the luck pool. The luck pool can be used like normal Luck
by the bearer of the lucky rabbit’s
foot, but does not normally replenish once used (even if kept by a
Halfling or Thief). If the luck pool
reaches 0, the rabbit’s foot loses all magical properties.
Each
casting of this spell requires a rabbit to die. Radu has many rabbits that he watches over,
and does not begrudge the caster the use of this spell. However, every time it is cast, the caster
owes Radu a favour, as though the caster had used the invoke patron spell.
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Manifestation
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One
magical rabbit’s foot. There is a 50%
chance that the appearance of the foot does not change; otherwise roll
1d4: (1) the foot changes colour, with
an equal chance of becoming green, blue, orange, pink, and violet, (2) the
foot glows softly – not enough to provide real illumination, but about the
luminosity of a glow worm or firefly, (3) the foot is semi-animate, and tends
to twitch and move on its own, (4) the foot transforms into coloured glass,
which is as strong as stone when still magical, but shatters when its luck pool
is reduced to 0.
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1
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Lost,
failure, and patron taint.
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2-11
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Lost. Failure
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12-15
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Failure,
but the spell is not lost.
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16-17
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The
caster creates a lucky rabbit’s foot,
but the foot contains only a luck pool with 1d3 points of luck in it.
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18-21
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The
caster creates a lucky rabbit’s foot
that grants a +1 bonus to a single type of roll. The caster cannot control what type of roll
is affected; roll on Table XX (birth augers) in the core rulebook, page XXX
to make this determination. The foot
has a luck pool with 1d3 points of luck in it.
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22-23
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The
caster creates a lucky rabbit’s foot
that grants a +2 bonus to a single type of roll. The caster cannot control what type of roll
is affected; roll on Table XX (birth augers) in the core rulebook, page XXX
to make this determination. The foot
has a luck pool with 1d6 points of luck in it.
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24-26
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As
above, or the caster creates a lucky
rabbit’s foot that grants a +1 bonus to a single type of roll that he
determines from those listed on Table XX, and the foot has a luck pool with
only 1d3 points of luck in it.
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27-31
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The
caster creates a lucky rabbit’s foot
that grants a +2 bonus to a single type of roll which the caster may
choose. Table XX (birth augers) in the
core rulebook, page XXX, may be used for ideas, but the caster may choose
something different but comparable.
The foot has a luck pool with 7 points of luck in it.
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32-33
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The
caster creates a lucky rabbit’s foot
that grants a +3 bonus to a single type of roll or a +2 bonus to two types of
rolls. The caster can control only one
type of roll affected; if the lucky rabbit’s foot gives two bonues, the other
is determined by rolling on Table XX (birth augers) in the core rulebook,
page XXX after the first type of roll is determined. It is possible by chance that these will
stack, granting a +4 bonus to a single type of roll. The foot has a luck pool with 7 points of
luck in it.
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34+
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The
caster creates a lucky rabbit’s foot
that grants a +3 bonus to a single type of roll that the caster may determine. In addition, it grants a +2 bonus to a
random type of roll determined by rolling on Table XX (birth augers) in the
core rulebook, page XXX, and a +1 bonus to another random type of roll, with
the determination also made by rolling on Table XX. The random rolls must be made after the first bonus is chosen, and
two of three of these bonuses may stack by chance. The foot has a luck pool with 7 points of
luck in it, and regenerates 1 point of luck each week so long as the pool is
never reduced to 0.
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Warren Walk
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Level: 3 (Radu)
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Range: Varies
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Duration: Varies
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Casting
time: 1 Minute
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Save: None
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General
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The
caster, and possible one or more allies, passes through one rabbit warren,
exiting through another rabbit warren one minute later. Depending upon the value of the spell
check, the second warren may be very far away. The caster must begin at the site of a
rabbit warren and must exit through another rabbit warren (although either
warren may be abandoned). The caster
may choose to exit through a rabbit warren that he is aware of, so long as it
is within range, or may choose to exit through any random warren within range
(rolled randomly from known warrens, or chosen by the judge, as the judge
deems appropriate). The travellers
need not worry about food or water while travelling, as this appears in the
tunnels of the warrens. Unwilling
creatures cannot be forced to warren
walk with this spell. Obviously,
this spell cannot take the caster to a place where rabbits do not exist, or
where rabbits create individual burrows rather than warrens.
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Manifestation
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Roll
1d3: (1) the warren mouths seems to stretch
to accommodate the travellers, snapping back to its normal size immediately
after they pass, (2) the travellers shrink to pass through the warren mouth,
regaining their normal sizes once they have exited the far warren, (3) the
travellers are transformed into rabbits, with their gear merging into their
bodies, becoming their normal selves again only after they have exited the
far warren.
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1
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Lost,
failure, and patron taint.
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2-11
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Failure. Lost.
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12-15
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Failure,
but the spell is not lost.
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16-17
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The
caster may pass through the warren, reappearing through another warren not
more than 10 minutes distant. It takes
the caster 1d3 minutes to navigate the winding passages of the warrens before
he can discover the extradimensional passage that will allow him to arrive at
his destination.
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18-21
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The
caster and up to three other creatures may pass through the warren,
reappearing through another warren not more than 25 miles distant. It takes the caster 1d6 minutes to navigate
the winding passages of the warrens before he can discover the
extradimensional passage that will allow him to arrive at his
destination. If any of the other
travellers with him do not remain with him during this time, but strike out
on their own, roll 1d6, modifying the result by the straying traveller’s Luck
modifier: (0 or less) the traveller
becomes lost inside the warrens, and is never seen again, (1-2) the traveller
exits through the same warren that he entered by, after 1d6 hours, (3-4) the
traveller exits through another warren which is neither the intended target
nor the starting point, after 1d6 x 10 minutes, (5+) the traveller exits
through the same destination warren as the caster, 1d6 minutes after the
caster does.
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22-23
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The
caster and up to six other creatures may pass through the warren, reappearing
through another warren not more than 50 miles distant. It takes the caster 3d6 minutes to navigate
the winding passages of the warrens before he can discover the
extradimensional passage that will allow him to arrive at his
destination. If any of the other
travellers with him do not remain with him during this time, but strike out
on their own, roll 1d6, modifying the result by the straying traveller’s Luck
modifier: (1 or less) the traveller
becomes lost inside the warrens, and is never seen again, (2-3) the traveller
exits through the same warren that he entered by, after 1d6 hours, (4-5) the
traveller exits through another warren which is neither the intended target
nor the starting point, after 1d6 x 10 minutes, (6+) the traveller exits
through the same destination warren as the caster, 2d6 minutes after the
caster does.
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24-26
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The
caster and up to nine other creatures may pass through the warren,
reappearing through another warren not more than 100 miles distant. It takes the caster 3d10 minutes to
navigate the winding passages of the warrens before he can discover the
extradimensional passage that will allow him to arrive at his
destination. If any of the other
travellers with him do not remain with him during this time, but strike out
on their own, roll 1d6, modifying the result by the straying traveller’s Luck
modifier: (2 or less) the traveller
becomes lost inside the warrens, and is never seen again, (3-4) the traveller
exits through the same warren that he entered by, after 2d6 hours, (5-6) the
traveller exits through another warren which is neither the intended target
nor the starting point, after 2d6 x 10 minutes, (7+) the traveller exits
through the same destination warren as the caster, 3d6 minutes after the
caster does.
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27-31
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The
caster and up to a dozen other creatures may pass through the warren,
reappearing through another warren not more than 500 miles distant. It takes the caster 3d14 minutes to
navigate the winding passages of the warrens before he can discover the
extradimensional passage that will allow him to arrive at his
destination. If any of the other
travellers with him do not remain with him during this time, but strike out
on their own, roll 1d6, modifying the result by the straying traveller’s Luck
modifier: (3 or less) the traveller
becomes lost inside the warrens, and is never seen again, (4-5) the traveller
exits through the same warren that he entered by, after 3d6 hours, (6-7) the
traveller exits through another warren which is neither the intended target
nor the starting point, after 2d12 x 10 minutes, (8+) the traveller exits
through the same destination warren as the caster, 3d10 minutes after the
caster does.
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32-33
|
The
caster and up to fifteen other creatures may pass through the warren,
reappearing through another warren not more than 1,000 miles distant. It takes the caster 3d16 minutes to
navigate the winding passages of the warrens before he can discover the
extradimensional passage that will allow him to arrive at his
destination. If any of the other
travellers with him do not remain with him during this time, but strike out
on their own, roll 1d8, modifying the result by the straying traveller’s Luck
modifier: (4 or less) the traveller
becomes lost inside the warrens, and is never seen again, (5-6) the traveller
exits through the same warren that he entered by, after 3d8 hours, (7-8) the
traveller exits through another warren which is neither the intended target
nor the starting point, after 3d12 x 10 minutes, (9+) the traveller exits
through the same destination warren as the caster, 5d12 minutes after the
caster does.
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34-35
|
The
caster and all allied creatures present may pass through the warren,
reappearing through another warren anywhere on the same plane. It takes the caster 1d6 hours to navigate
the winding passages of the warrens before he can discover the
extradimensional passage that will allow him to arrive at his
destination. If any of the other
travellers with him do not remain with him during this time, but strike out
on their own, roll 1d8, modifying the result by the straying traveller’s Luck
modifier: (4 or less) the traveller
becomes lost inside the warrens, and is never seen again, (5-6) the traveller
exits through a far distant warren, at least 10d10 x 100 miles away from
where he wishes to be, arriving after 2d6 days, (7-8) the
traveller exits through the same warren that he entered by, after 1d6 days, (9-10)
the traveller exits through another warren which is neither the intended
target nor the starting point, but is at least no more than 1d10 x 10 miles
from the intended target warren, after
3d6 hours, (11+) the traveller exits through the same
destination warren as the caster, 1d6 hours after the caster does.
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36+
|
The
caster and all allied creatures present may pass through the warren,
reappearing through another warren anywhere, even within another plane of
existence. It takes the caster 3d6
hours to navigate the winding passages of the warrens before he can discover
the extradimensional passage that will allow him to arrive at his
destination. If any of the other
travellers with him do not remain with him during this time, but strike out
on their own, roll 1d10, modifying the result by the straying traveller’s
Luck modifier: (6 or less) the
traveller becomes lost inside the warrens, and is never seen again, (7-8) the
traveller exits into the wrong plane, where the rabbits may be very strange
indeed (for example, a fiendish plane where the rabbits are as large as
tigers and carnivorous, a plane of clouds where the rabbits are winged, a
western plain where six-shooters and jackelopes are the order of the day, or
a sylvan plane where the rabbits can all teleport and have horns like those
of unicorns), arriving after 3d8 weeks, (9-10) the traveller ends up on the
correct plane, but is at least 10d10 x 100 miles away from where he wishes to
be, arriving after 2d6 weeks, (11-12)
the traveller exits through the same warren that he entered by, after
1d6 weeks, (13-14) the traveller exits through another warren which is
neither the intended target nor the starting point, but is at least no more
than 1d10 x 10 miles from the intended target warren, after 3d6
days, (15+) the traveller exits
through the same destination warren as the caster, 1d6 days after the caster
does.
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