Wishing you & yours
a wonderful holiday season
& a happy new year!
Raven Crowking's Nest
proudly presents
Belshar of the
Five Eyes
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From
where within the strange depths of space and time sprang the strange
creatures known as the Brotherhood of Ten Wizards none can say. Each appears swathed in an illusion of
being a humanoid figure, whose features are hidden by a dark-shadowed cowl,
in which a number of glowing and moving eyes – seemingly upon stalks or
tentacles – are all that can be seen.
Those who have penetrated even part of this illusion tell of disquieting
spider-like beings, although they seem keen to protect the dominion of men
and the integrity of worlds.
There
are only ten of these beings known, and each has a different number of
apparent eyes, from none to nine. The
Eyeless Brother and the Brother of the Nine-Eyed Face are said to be the most
powerful among them, but Belshar of the Five Eyes may be deemed a worthy
patron in his own right. Like his
brethren, he seeks out good-hearted wizards and other champions, who he seeks
to position to the benefit of his chosen milieu. Many of the Ten enjoy meddling with each
other, and Belshar of the Five Eyes is known to have such a relationship with
both Mungblesh of the Three Eyes and desert-dwelling Jawag of the Two Eyes
(who is perhaps the most normal-appearing of the Ten, although also the
shortest).
It
is not unknown for each of these three to act as patron for three members of
the same party, delighting in setting the sponsored wizards and elves against
each other in minor ways for their own amusement.
The
ceremony for Belshar of the Five Eyes may take place in any large urban area.
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Invoke Patron
check results:
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12-13
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The
caster hears the dry, thin voice of his patron, encouraging him to his best
endeavour, for no other aid is forthcoming.
This encouragement can be used to recall one lost spell to the
caster’s mind, or to give the caster a +4 bonus on a single die roll, but not
both.
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14-17
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Belshar
has a moment to spare for the caster, and will psychically give the caster
advice regarding his current situation, or a known situation that is
upcoming. While Belshar does not have
as full a knowledge as the judge, he has broad knowledge about many subjects,
and can generally offer some hidden information or excellent advice. The nature of the advice should be
determined both by the questions the caster asks, and Belshar’s
motivations…which sometimes include his own amusement. At the judge’s discretion, this advice can
give a total bonus of no more than +8, to be split among one or more die
rolls related to the advice given.
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18-19
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Belshar
grants the caster a single-use magic item, such as a scroll or a potion, to
aid him in his current quest. This
item is chosen for its usefulness, and can be as powerful as the judge
desires. For example, Belshar may
offer a scroll that slays all other wizards within a mile radius, or a potion
that can shrink the caster to a size needed to enter a maze of rat’s
tunnels. These are intended to be
useful, but may result in amusing circumstances, as the Ten work to entertain
themselves as well as to aid the multiverse.
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20-23
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The
Five-Eyed One places some importance on the caster, or on the mission the
caster is currently engaged in, and sends strong encouragement and an
exhortation for the caster to succeed.
This is so encouraging that the caster immediately gains 5d4+CL bonus
hit points. All future damage comes
from these hit points first, but damage already taken is unaffected. Bonus hit points cannot be healed. At the end of CLd6 x 10 minutes, whatever
bonus hit points remain fade away.
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24-27
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Direct
Intervention! Belshar takes control of
the caster, and casts a spell through him using his next Action Die. This spell is cast with a +8 bonus on the
spell check, and is determined randomly.
It does not matter if the spell caster cannot cast the spell, and
there is no penalty (corruption or patron taint) to the caster for failure. The spell otherwise acts as though the
caster had cast it. Roll 1d5: (1) choking cloud, (2) colour spray, (3)
enlarge, (4) magic missile, or (5) magic shield.
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28-29
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Direct
Intervention! Belshar takes control of
the caster, and casts a spell through him using his next Action Die. This spell is cast with a +10 bonus on the
spell check, and is determined randomly.
It does not matter if the spell caster cannot cast the spell, and
there is no penalty (corruption or patron taint) to the caster for failure. The spell otherwise acts as though the
caster had cast it. Roll 1d5: (1) invisibility, (2) mirror image, (3)
monster summoning, (4) spider web, or (5) strength.
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30-31
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Direct
Intervention! Belshar takes control of
the caster, and casts a spell through him using his next Action Die. This spell is cast with a +12 bonus on the
spell check, and is determined randomly.
It does not matter if the spell caster cannot cast the spell, and
there is no penalty (corruption or patron taint) to the caster for failure. The spell otherwise acts as though the
caster had cast it. Roll 1d5: (1) fly, (2) gust of wind, (3) haste, (4)
lightning bolt, or (5) planar step.
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32+
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Eyes
From the Overworld. A thousand
thousand glowing eyes emerge from some celestial overworld or another plane
of the multiverse, surrounding the caster and up to CL allies within 100’ of
the caster, protecting them from all harm and shielding them from all effects
within the plane the caster currently inhabits. The eyes transport the caster and his
affected allies up to 10 miles through the overworld, emerging at a place
chosen by the caster (or a random location if the caster does not
choose). The characters have CL rounds
before they are transported to use spells or other means to aid themselves
while so protected. Once the
characters re-emerge, the eyes fade back to the overworld.
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Patron Taint: Belshar of the Five Eyes
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Dealing
with Belshar is more annoying than corrupting, and most of the patron taint
associated with the Brotherhood of Ten Wizards results from this. Once all patron taints at all levels have
been attained, the caster need not roll for patron taint in the future. In addition, the caster gains a +5 bonus on
all future rolls to determine corruption.
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Roll
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Result
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1
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Irritation: So irritating is Belshar’s sense of humour
that it can become difficult to call upon him. When this is first rolled, the caster must
succeed in a DC 10 Will save to cast invoke
patron to call upon Belshar. If
rolled a second time, the DC raises to 15.
If rolled a third time, the DC raises to 20. Ignore all future rolls.
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2
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Spying Eyes: When this patron taint is rolled, a glowing
eye appears on a random part of the caster’s body, as determined below. Although the eye is not functional for the
character, it is an extension of Belshar’s eyes, and the patron can observe
through them if he so wishes. Once
this is rolled five times, ignore all future rolls. To determine eye location, roll 1d12: (1) right hand, (2) left hand, (3)
forehead, (4) back of the head, (5) chin, (6) chest, (7) back, (8) right
knee, (9) left knee, (10) right foot, (11) left foot, or (12) nose.
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3
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Mission: Belshar sends the caster on a mission to
defend the integrity of the local world or the multiverse. When this is first rolled, the mission
requires the caster to travel no more than 1d5 hours, and requires the caster
to defeat a minor threat whose Hit Dice are no more than the caster’s Caster
Level (and are likely to be 1d3 less).
When this is rolled a second time, the threat is equal to the caster’s
Caster Level, and the caster must travel no more than 1d5 days to meet this
threat. When this is rolled a third time,
the threat is equal to the caster’s Caster Level +1d5, and the caster may be
required to travel up to 1d5 weeks, or to another plane of existence, to meet
it. Once all three threats have been
neutralized, ignore future rolls of this taint.
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4
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Amusement: This seems similar to a mission, as of on a
role of “3”, above, but when the caster encounters the supposed foe, it turns
out to be a joke of Belshar’s. The
danger may be real, but the caster may find himself opposing a friend,
discover that the adventure revolves around some horrid pun, or is otherwise
designed for the amusement of the Brotherhood of Ten Wizards. This can only be rolled three times, as
with “mission”, above.
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5
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Lecture: Belshar calls the caster to hear a lecture
on some boring subject. The first time
this happens, the caster must travel for 1d5 x 10 minutes to attend Belshar,
and must succeed in a DC 10 Will save, or he will fall asleep, and must
repeat this level of patron taint before proceeding to the next when it is
rolled again. The next level of patron
taint requires the caster to travel 1d5 hours out of his way, and requires a
DC 15 Will save to stay awake. The
third (and final) level requires a DC 20 Will save and takes the character
1d5 days out of his way. Although boring,
each of these lectures has some relevance to events in the campaign milieu,
or to the current adventure, and the caster gains a +4 bonus to a die roll of
his choice in the next 24 hours if he manages to stay awake, as it pertains
to the point Belshar was belabouring.
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6
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Mungblesh and
Jawag: If it is not enough to deal with Belshar’s
sense of humour, the caster must also deal with the mad comedy of Mungblesh
and Jawag. Each time this patron taint
is rolled, Belshar’s rivals play some dark joke on the caster, which is not
intended to be deadly, but will make the caster’s life harder in some
way. The judge is encouraged to come
up with the most twisted jests he can, and play them out against the caster in addition to the normal encounters
of a given adventure. This patron
taint can only be rolled five times; ignore additional rolls.
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Patron
Spells: Belshar of the Five Eyes
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Belshar grants three unique spells, as follows:
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Level 1: Belshar’s Unwinking Eye.
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Level 2: Belshar’s All-Seeing Eye.
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Level 3: Belshar’s Rays of Burning Sight.
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Spellburn: Belshar
of the Five Eyes
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Belshar
does not approve of spellburn, and grants it only reluctantly. When a caster utilizes spellburn, roll 1d4
on the table below, or build off the ideas presented therein to create an
event specific to your home campaign.
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Roll
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Spellburn Result
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1
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Belshar
is repulsed by the idea of spellburn, and does not grant it at this
time. Unless the caster has another
patron to call upon, he cannot utilize spellburn for the next hour.
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2
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Belshar
reluctantly agrees to grant spellburn, but will grant no more than 5
points. The caster’s soul is connected
to a benign overworld, which drains his energy (manifesting as Strength,
Agility, or Stamina loss).
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3
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Belshar
grants the effect of 1d5 points of spellburn without cost. Unless the caster has another patron to
call upon, he cannot utilize spellburn for the next 1d5 hours.
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4
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Belshar
grants the effect of 1d5 points of spellburn without cost. Unless the caster has another patron to
call upon, he cannot utilize spellburn for the next 1d5 days.
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I really dig this and I'm going to steal it and alter it a bit to become the base for Mabont, God of Sight in my World of Eroc campaign!
ReplyDeleteNow about those spells.... hmmm