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Archive for the ‘Mystic Market’ Category

Johannes Cabal the Detective

Posted by Mad Brew On November - 9 - 2010
Johannes Cabal the Detective

Johannes Cabal the Detective

I was given an opportunity to read & review (i.e. given a free copy) the latest book from Jonathan L. Howard, Johannes Cabal the Detective, the sequel to Johannes Cabal the Necromancer. You might be asking why I’ve chosen to review the book on Mad Brew Labs, which is an RPG blog. Well, fiction is a primary influence for gaming and I hear Howard is a bit of an RPG gamer himself (in fact he also does video game design).

No worries though, I plan on approaching the review from an RPG world-building perspective as well as turn a bit of Johannes’ world into game crunch at the end of the review.

I want to see more main characters in media like Johannes Cabal. He’s selfish, but not necessarily evil. His activities are not condoned by society, but he’s ambitious in his pursuits and he generally doesn’t give damn. From a not-so-different perspective, Johannes could be the villain of the story.

Johannes Cabal is constantly struggling against his conscious and upstanding individuals around him as he makes logical, if antisocial, or even amoral, suggestions to solve problems. This is a character I can identify with.

The Story

See, Johannes Cabal is a Necromancer (of some infamy), and in most civilized nations, necromancy is a crime that carries stiff penalties (including death). We find Johannes imprisoned in a Mirkarvian dungeon at the onset of the book, having been caught trying to steal a copy of the Principia Necromantica from the Special Collection of the library of Krenz University.

Fortunately for Johannes, the Mirkarvian Emperor just died and militants in the Mirkarvian Empire were depending on the Emperor’s announcement of war in order to set off a chain of events to restore the empire to its former glory. So, Johannes is given an opportunity to escape the clutches of certain death if he can reanimate the dead emperor so he can make his dying wish.

Unfortunately for Johannes, the Count that requisitioned his service didn’t have any plans to release Cabal. So during the chaos that ensued after a risen emperor began eating his guard’s brains during a public announcement, Johannes makes a break for it and tries to escape from Mirkarvia in an aeroship (or zeppelin).

It’s during his flight from Mirkarvia on the aeroship that Johannes becomes embroiled in a murder investigation. Johannes begins the investigation in order to maintain his civil servant disguise but eventually is committed to finding the assassin when an attempt is made on his own life.

Much of the book is centered on his investigation, all the while trying to maintain a stolen identity to escape Mirkarvian authorities. It’s full of dark humor, satire, and Johannes generally trying to be antisocial. It’s a character driven story where the minor steampunk elements take a backseat and only serves to paint in the background (which is a good thing!).

I think my favorite part of the story is really the epilogue. The epilogue is narrated by an individual who must team up with Johannes after his escape in order to survive an encounter with some bandits and ancient sorcerer they happen to accidently set free from imprisonment.

Johannes Cabal the Detective: 3.5/5 (Pretty Good)

World-Building

Howard took a great approach to world-building with his Cabal books. They are sort of an alternate history of Earth. He manages to reinvent the world just enough that he can simultaneously take advantage of elements readers will already know about while ensuring they won’t also get bogged down in the details of actual history.

I think many DMs and designers could actually take lesson from how Howard built the world of Johannes Cabal. It shows that you can take advantage of a familiar setting (real history, established RPG worlds, fictional locations) without worrying about the baggage that comes with it. Unless you have some real douchebag players that refuse to compromise.

Jonathan Howard took the real world and inserted fictional nations, which Mirkarvia belongs to. You can definitely see their influences (Mirkarvia definitely has some Austrian-Prussian flavor). With the addition of the esoteric and unrealized technologies (necromancy & steampunk), he can manipulate the expectations of his audience.

When you obviously break an established element, your audience won’t know what to take for granted.  You can then begin to rebuild their expectations by re-establishing those elements you wish to keep. For example, Howard re-asserts British culture by inserting certain elements throughout the story. It can be a tricky process to master, but I think it is one well worth learning.

I think such an approach to world-building works best when you want to make use of powerful existing atmospheres (e.g. re-inventing Ravenloft) or if you want to back-fill a lot of geography or history while exploring a what-if scenario.

[NOTE: Below I have provided a Pathfinder RPG compatible fantasy version of the Principia Necromantica. I've taken some creative license with its powers and history, since not much was said about it in the novel. ]

Principia Necromantica, Minor Artifact

Aura strong necromancy; CL 18th
Slot –; Weight 4 lbs.

DESCRIPTION

Only a few copies of this book are known to exist. The original copy was penned in blood on pale leather pages worked from the skin flayed from the abdomens of 333 virgins. The original Principia Necromantica was created under the tutelage of a powerful demon lord by an accomplished necromancer whose name has been struck from history.

An interesting aspect of the Principia Necromantica is that the pages are not static, but are constantly changing and evolving. The effect is supernatural and can be maddening to the weak willed, forcing any character that invokes one of its powers to make a Will save (DC 20) or suffer 1d4 Intelligence and 1d4 Wisdom drain.

The Principia Necromantica contains knowledge, incantations, and stored magical energies that enable a character to animate the dead. Characters may utilize the book as a library to make Knowledge (religion) checks (they may make checks with a DC higher than 10 untrained, but it takes 1d4 hours of research) with a +5 competence bonus.

A character may invoke the Principia Necromantica to cast animate dead at a caster level equal to his character level once per day. The spell does not require spell components. This books increases the amount of undead a character may control by 2HD per character level.

DESTRUCTION

The Principia Necromantica may be destroyed if the burial site of the 333 virgins sacrificed during its creation is consecrated. Once their grave is consecrated, the pages will boil away into vapor never to return again.

[Special thanks and an apology for this taking so long to see the light of day to Matt Staggs, the publicist to who sent me the book].

Listening to: Down – III: Over the Under – I Scream

Obsidian Ossuary

Posted by Mad Brew On January - 18 - 2010

I colored a bit outside the lines with this wondrous item for Pathfinder RPG.  It has some rather complex rules going on and I’m not sure how game breaking it is. It’s a risky item to introduce for sure, unless you don’t have any aspiring necromancers.

Obsidian Ossuary

Aura strong necromancy; CL 16th
Slot –; Price 180,000 gp; Weight 1 lb.

DESCRIPTION

This foot long cylinder is fashioned from the blackest obsidian about three inches in diameter and is capped by two small infernal skulls of silver. It is also embossed with intricate silver filigree that contains imagery of two skeletal hands gripping the cylinder from opposite directions. It is filled with the powdered remains of an osyluth (bone devil) skull.

The ossuary may be used as the focus to cast animate dead. When an animate dead spell is cast using the ossuary, the caster does not need the material component and there is no longer a 25 gold piece restriction per Hit Die limitation. The spell is also treated as if it were cast within an area affected by desecrate (doubling amount of Hit Dice worth of undead created).

Additionally, while the caster is in physical possession of the ossuary, the Hit Dice worth of undead he can control is doubled. However, the additional amount allowed may only be applied towards undead created with an animate dead cast with the ossuary as the focus. Furthermore, all undead under the control of someone physically possessing the ossuary gain a +2 profane bonus to attack rolls, damage roll, and saving throws as well as +2 hit points per Hit Die.

The ossuary gains its strength from those who possess it. Anyone in physical possession of the ossuary has his current and maximum Hit Points are reduced by half. Upon the moment someone gives up physical possession of the ossuary, their original maximum (but not current) Hit Points are restored.

CONSTRUCTION

Requirements Craft Wondrous Item, desecrate, unhallow; Cost 90,000 gp

Listening to: In Flames – A Sense of Purpose – Disconnected

Kohl of Seduction

Posted by Mad Brew On May - 1 - 2009

I like simple magic items that enhance or change the way things are usually done during play.  The following wonderous item for Pathfinder RPG is fairly simple, and while fairly simple, doesn’t really change the game.  What I feel it does do is encourage players to perhaps take the road less travelled when it comes to interacting with NPCs for vital information.  In my group, we tend to steer clear of most sexual situations.  Well, maybe if I drop something like the following magic item into a campaign (after having it used on them), I can foster some more interesting roleplay.

Kohl of Seduction

Aura faint enchantment; CL 3rd
Slot –; Price 80 gp; Weight – lb.

DESCRIPTION

This jet black cosmetic made from soot and vegetable oil is contained in a small round tin.  When successfully (DC 15 Craft [appropriate craft] or Disguise check)  applied as mascara or decoration to the eyes and face, it imbues the wearer with enhanced sexual appeal.  The kohl provides a +3 enhancement bonus on Bluff and Diplomacy checks that involve sexual innuendo or seduction.  A fresh tin includes enough make-up for 5 applications.  If the check to apply the kohl is failed, the application is wasted.

CONSTRUCTION

Requirements Craft Wondrous Item, charm person; Cost 40 gp

Listening to: Lords of Acid - Voodoo-U - Voodo0-U

Elixer of Restful Slumber

Posted by Mad Brew On April - 23 - 2009

I’m presenting another magical itme for use with the Pathfinder RPG.  This time I wanted to provide an item that was not combat orientated or groundbreaking, but something that emhanced something fairly mundane that usually is not even though about.  This elixer doubles the effectiveness of natural healing during an eight-hour rest period.

Elixer of Restful Slumber

Aura faint conjuration; CL 3rd
Slot –; Price 100 gp; Weight .5 lb.

DESCRIPTION

This potion come in many containers, but always has a midnight blue hue and appears to sparkle.  Imbibing the elixer will double the effectiveness of natural healing during a full night’s sleep (8 hour period) or complete bed rest for an entire day.  So a character who sleeps for 8 hours after drinking this elixer will recover twice his character level in hit points and two points of temporary ability damage per affect ability score.

A character must drink this elixer within an hour before resting.  If the proceeding rest period is interrupted before it is complete, the effects of the elixer end.

CONSTRUCTION

Requirements Brew Potion, sleep; Cost 50 gp

Listening to: Ministry – Psalm 69 – Jesus Built My Hotrod

Scoundrel's Boots of Maneuver

Posted by Mad Brew On April - 3 - 2009

I am presenting a new magical item below in Pathfinder RPG format, but I am sure the more mechanics savvy readers could adapt it to the system of their choice.  The wonderous item allows characters to make additional 5′ foot steps (or shifts, in 4th edition parlance) that becomes effective for maneuvering into a more effective combat position (think flank & charge).

Scoundrel’s Boots of Maneuver

Aura faint transmutation; CL 5th
Slot feet; Price 7,000; Weight 1 lb.

DESCRIPTION

When taking a 5′ step, the wearer of these multi-buckle leather boots, as a free action, may elect to move an additional 5′.  These boots may be  used to increase the distance of a 5′ step 3/day but may not be activated more than once per round.

CONSTRUCTION

Requirements Craft Wondrous Item, haste; Cost 3,500 gp

Listening to: Ministry - Psalm 69 - Jesus Built My Hotrod

Talisman of False Life

Posted by Mad Brew On February - 25 - 2009

As a player, whenever I receive more healing than my character needs I get a little wistful knowing some of it was wasted. So I figured I would create a magic item that could alleviate this sadness, the talisman of false life.  Though I do provide an interesting twist on how it gains its hit points that may prove a hindrance in certain situations.

Talisman of False Life

Aura faint, moderate, or strong necromancy; CL 3rd (4 hp), 6th (8 hp), 9th (15 hp), 12th (12 hp), 15th (24 hp)
Slot neck; Price 1,000 gp (4 hp), 3,000 gp (8 hp), 9,000 gp (8 hp), 27,000 gp (12 hp), 81,000 gp (24 hp); Weight 0.5 lb.

DESCRIPTION

This ornate talisman consists of an eliptical gem set upon a golden sun.  The gem actually syphons energy from any healing energies directed at the wearer.  The talisman provides tempory hit points from this stored healing.

Whenever the person wearing the the talisman is the target of a spell or potion that restores hit points, the talisman receives the healing first.  Once the talisman has reached its hit point limit, the character then receives any remaining healing.

If the wearer of the talisman has temporary hit points from another source, he loses those temporary hit points first.  The talisman also loses stored hit points at the rate of 1 hit point per hour.

CONSTRUCTION

Requirements Craft Wondrous Item, false life; Cost 500 gp (4 hp), 1,500 gp (8 hp), 4,500 gp (12 hp), 13,500 gp (16 hp), 40,500 gp (24 hp)

Listening to: Rob Zombie – Educated Horses – Let It All Bleed Out

Marbles of Arcane Abatement

Posted by Mad Brew On February - 18 - 2009

Here is a pair of new wondrous items for use with the Pathfinder RPG.  I actually created them for a villain in one of my defunct D&D campaigns, but I wanted to revamp them for Pathfinder and release them upon the masses.

Marble of Arcane Abatement, Lesser

Aura moderate abjuration; CL 7th
Slot -; Price 21,000 gp; Weight 0.5 lb.

DESCRIPTION

Clouds of read smoke can be seen swirling inside these small glass marbles.  They are found in pouches usually containing three such marbles.  After speaking the command word, a marble may be thrown as a splash weapon with a range of 15 feet.  Upon impact, the marble shatters releasing a storm of energy that drains magical items.

A direct hit with a marble drains 1d8 charges from every magical item with charges possessed by the target.  Every creature within 5 feet of the impact lose 1d4 charges from every magical item with charges possessed.

CONSTRUCTION

Requirements Craft Wondrous Item, dispel magic; Cost 7,500 gp

Marble of Arcane Abatement, Greater

Aura strong abjuration; CL 16th
Slot -; Price 92,000 gp; Weight 1 lb.

DESCRIPTION

These marbles are much larger versions of their less powerful siblings. Greater Marbles of Arcane Abatement are found by themselves or in mixed in with a pouch of Lesser versions.  These marbles function just like a Lesser Marble of Arcane Abatement with the following except it affects any creature within 10 feet of the impact.

Also, every creature within 10 feet must make a DC 25 Reflex save or suffer 6d6+ the number of charges drained of magical damage.  Creature who successfully save only take half damage.

CONSTRUCTION

Requirements Craft Wondrous Item, explosive runes, greater dispel magic; Cost 46,000 gp

Listening to: Brain Storm - Downburst – Falling Spiral Down

Drum of Feeble Flesh

Posted by Mad Brew On January - 20 - 2009

Today, Paizo announces the 32 finalists for their RPG Superstar 2009 contest.  The contest began with participants entering an original Wonderous Item that conformed to the Pathfinder RPG format and was no longer than 200 words long.

If you’ve been following me recently, you will know that I reviewed the “How Not to Make a Magic Item” chapter of Kobold’s Guide to Game Design II.  While I had already submitted my item by the time I reviewed the chapter, I think I didn’t make most of the mistakes mentioned.

One mistake I made was not revisiting the numbers before I submitted the item, because I think they could use some work, and while this is an improved version of item I submitted I am still struggling over a few issues:

  • • I want the item available at a level low enough to where it is useful
  • • I don’t want the item too powerful for the previously mentioned level
  • • I’m not sure about which spells to use for the creation of the item

Drum of Feeble Flesh

Aura moderate necromancy; CL 10th
Slot -; Price 15,000 gp; Weight 1.5 lb.

DESCRIPTION

This small drum is about 6 inches in diameter, 6 inches deep, and is framed with the rib cage of some diminutive figure.  Leathery flesh has been drawn tight over the frame, providing a ghastly drumming surface.  It can be played as a normal drum, but once per day the command word can be spoken and the drummer makes a DC 20 Perform (percussion instruments) check.

Success means it creates a pulse of negative energy that fills a 20-foot-cone.  All living creatures caught in the cone become cursed for 1d4 rounds (a DC 16 Will save negates).  The curse maximizes any damage variables they are subject to for the curse’s duration.  The DC for the Will save to negate increases depending upon the result of the Perform check which is detailed below.

Check Result Modifier
15 +1
20 +2
25 +3
30+ +4

Failure on the Perform check results in the drummer being affected by the equivalent of a ray of enfeeblement spell (caster level 10).

CONSTRUCTION

Requirements Craft Wondrous Item, bestow curse, ray of enfeeblement; Cost 7,500 gp

Listening to: In Flames – Clayman – Only for the Weak

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