Wednesday, September 30, 2015

Spending, Clerics: Third Level Shrines

Third Level Shrines


o   Primary Benefit: Level 3 Cleric/Druid Spells
o   Activate: Turning Check vs Vampire
o   Area of Influence: 1 Hex


Level Three Shrines are generally impressive and elaborate structures, sometimes easily exceeding 50 square feet in area. Almost always featuring a building of some sort (get your Stronghold Building Rules handy) or simply massive in scale (think Stonehenge).


o   Level Three Shrine Components:

In addition to requiring an Altar valued at least 2,000 gold pieces (usually metal and etched/decorated, but expensive/imported stone is acceptable for Druids), and at least 5,000 gold pieces invested in statuary/stonework (as Level Two Shrines), they nearly always also include at least one or more of the following very expensive features:


Components
Cost (in gold pieces)
Finely Carved Stone Columns,
religiously significant number
5,000 each
Stained Glass of breathtaking beauty:
2,500 per window
Bronze/Metal Statuary
triple price of the 2nd Level Shrine Prices
Brobdingnagian Statuary/Menhir/Dolmen
ten times the 2nd Level Shrine Prices
Add-Ons
Cost (in gold pieces)
Apply gilding
+500 gold pieces per square foot of surface area
Inlay with Gems or Precious Stones:
+50 gold pieces each (does not include price of gemstones, which add value/count as money spent)
Attract Treant Attendant (can animate other trees in defense of the Shrine)  
+10,000 gold pieces and a major adventure
Embed sentient Undead (up to Vampire)
Go find one. Fee is negotiable and typically quite dear.


The exorbitant prices are intentional. The ramifications of “free” Cure Disease, Remove Curse, and Call Lightning Spells bear careful consideration. 

Level Three Shrines take at least a week to construct per 1,000 gold pieces used in their construction, and as with all Shrines must be thrice-Blessed Daily (only first and last Blessing need be provided by the Character). The extensive amount of time and manpower required to construct a Level Three shrine can create something akin to a tiny hamlet near the Site during construction, with all the associated and mouths to feed and inevitable threats to face down.
o   Third Level  Shrine Offerings:


In addition to the typical offerings above for Shrine Levels 1 and 2 (which are required to be worth at least 10 gold pieces and 20 gold pieces respectively, and are not optional), the following sample Offering types are appropriate for a Level Three Shrine:


Typical Level Three Offerings (value by type)
Silver, Gold or Electrum Religious Crafts (should be valued at least 30 gold pieces)
Livestock (at least 30 gold pieces in value, at least 3 HD worth)
Sacrifice/Bloodshed (1HD, or at least 3d6 HPs worth of self-inflicted bloodshed)


To Cast or Benefit from the Spell:  Make a Turning Check versus 8 HD (as Vampire) with a bonus of +1 per 30 gold pieces/3 HD/3d6 HP spent on Votive Offerings (they are burnt/destroyed/consumed in the process). If successful, the altar grants the prayer. This ability can be activated once per month period for every 1,000 gold pieces spent in the construction of the Shrine (minimum one, and 30,000+ gold pieces investment will make it a daily Shrine).
     
Optional Secondary Benefit: As long as the Cleric is within one hex of a given Shrine that they’ve created they also enjoy a +3 to Reaction Rolls (as long as Alignment is at least a single step away).


Optional Tertiary Benefit: In addition pick one of these options when the shrine is constructed (these benefits also only function within one hex of the Shrine, and only if an offering was made to the shrine within 24 hours):
  • All of Turning Checks versus Undead made by your faith are made with 2d12 instead of 2d6.
  • All “naturally occurring” and animated undead are turned as 3 category higher.
  • You are no longer subject to Surprise.

o   Third Level Shrine Influence:


Level Three Shrines of opposing faiths/pantheons cannot be constructed within one hex of each other. Any lower level Shrines of Opposing faiths within a hex cease to function as long as the value of their construction is exceeded by this one.


Shrines of this Level also begin passively attracting Pilgrims and Permanent Attendants and can even be used a source of income (Oh drat, more money to spend!) for the more unscrupulous types. Pilgrimage is another Player money-spending scheme I’ll try to cover in a future post, but until then:


Chance To Attract Pilgrims: cumulative 5% each time the shrine is activated, I’d just use Rules Cyclopedia Nomads (Page 193). This resets every season.


Chance to Attract an Attendant: cumulative 1% each time Shrine is activated. This resets if the attendant is driven off or slain. Typical Attendants are Clerics of the Shrine’s faith, of a minimal level of six.


This is also when Shrines typically start garnering attention from Petty Gods. Add one to the Random Encounter Table for this hex/area.

Third Level Shrines very often also become part of the Reliquary/Relic Circuit (to be covered in Pilgrimage).

Level Three Shrines with attendants that have attracted Pilgrims have a tendency to accumulate Treasure as Type U in the form of donations, melted slag metal from offerings, etc. Check once a month. This money is typically funneled back into offerings and upkeep for the Shrine, but many a spendthrift Cleric has had to raid their Shrine’s coffers in desperation.

Spending, Clerics: Second Level Shrines

Second Level Shrines


o   Primary Benefit: Level 2 Cleric/Druid Spells
o   Activate: Turning Check vs Mummy
o   Area of Influence: 1 Mile

At Each Level, Shrines generally become larger and more impressive than their lower level counterparts. Second Level Shrines generally consist of an area of at least ten feet square and sometimes even include a small building or other structure.
o   Second Level Shrine Components:


Shrines of this magnitude nearly always display something with more permanence than their First level counterparts. Altars for Level Two Shrines are generally larger (double price), and wood is unacceptable as a material for the altar itself.


Typically of some kind of statuary or stonework (be it a bust, mosaic, or bas-relief) or arboreal feature is incorporated into a Level Two Shrine, samples below:

Basic Components
Cost (in gold pieces)
Stone Bas-Relief, middling quality
500
Stone Bas-Relief, exceptional quality
1,000
Tri-Color Mosaic with unsophisticated subject matter
350
Impressively Intricate Mosaic, dozens of colors
900
Sculpted Bust, sparse detail
200
Sculpted Bust, lifelike in resemblance
600
Stone Font, Simple and Dry
100
Stone Font, Suitable for Holy Water Consecration, Dry
200
Scrying Pool, Dry
600
Simple Statue, single seated figure
1,000
Simple Statue, free-standing
3,000
Trees
free if planted (must be Blessed)
Add-Ons
Cost (in gold pieces)
Connecting to a Spring or natural Water Source (if present):
+500
Magical Water Source
+5,000
Statuary Improvement:

Fair Quality
+1,000
Unremarkable, but talentedly arranged
+2,400
Exceptional Quality
+6,000
Masterpiece
+10,000
Magic-Mouthing Benedictions/Maledictions
+5,000
Grove Improvement:

Reagents for the Song of Rapid Growth           
+100 per foot of desired trunk diameter
Special Soils that cause fruit to act as Goodberry
+2,000 each plant
Axebane Enchantment (bark becomes as Iron)
+5,000 per tree
Firebane Enchantment
+2,500 per plant
Attract Centaur Tribe/Dryad Shrine Attendant(s)
+8,000 gold pieces and a minor quest/adventure
Undead

Embed non-sentient Undead (Skeletons/Zombies)
+500 per HD & Animate Dead Spell
Embed Ghouls
as above, plus source of Food (nearby graveyard)
         
Transport costs and even hiring caravans of wagons to move the construction material are almost certainly going to further increase costs.


o   Second Level Shrine Construction:

A Level Two Shrine takes at least 1 day per 500 gold pieces spent. It must still be Blessed thrice daily (although only the initial and final Blessing need be provided by the Character creating the Shrine) so this may also have associated costs with hiring/overseeing the process.

o   Second Level Shrine Benefits:

To cast or become the recipient of the spell, offerings are placed on the altar. In addition to one of the typical offerings of a Level One Shrine (which are required to be worth at least 10 gold pieces, and are not optional), the following sample Offering types are appropriate for a Level Two Shrine:


Typical Level Two Offerings (should be valued at least 20 gold pieces)
Waxen, Clay, or Wooden Religious Crafts
Grain or Trade Goods (Common Spices, Bolts of Fabric, Salt)
Holy Water


To Cast or Benefit from the Spell: Make a Turning Check versus 6 HD (as Mummy) with a bonus of +1 per 20 gold pieces spent on Votive Offerings (they are burnt/destroyed/consumed in the process). If successful, the altar grants the prayer. This ability can be activated once per week period for every 1,000 gold pieces spent in the construction of the Shrine (minimum one, and 7,000+ gold pieces investment will make it a daily Shrine).


Optional Secondary Benefit: 
As long as the Cleric is within one mile of a given Shrine that they’ve created they also enjoy a +2 to Reaction Rolls (as long as Alignment is at least a single step away).

Optional Tertiary Benefit: 
Pick one of these options when the shrine is constructed (these benefits also only function within 1 mile of the Shrine, and only if an offering was made to the shrine within 24 hours):
·        All of Turning Checks versus Undead made by your faith are made with 2d8 instead of 2d6.
·        All “naturally occurring” and animated undead are turned as 1 category higher.
·        Upon preparing to sleep, choose a specific entity. You will dream of, and be aware of their rough location within the current hex, or if they enter the hex within 24 hours.


o   Second Level Shrine Influence:

Level Two Shrines of opposing faiths/pantheons cannot be constructed within one mile of each other. Any Level One Shrines of Opposing faiths within a mile cease to function as long as the value of their construction is exceeded by this one.  

Search

Labels

random tables (248) d100 (247) tables (161) encounters (138) OSE Encounters (133) OSE (132) magic items (26) equipment (19) dnd (17) dungeons (17) wilderness tier (17) character generation (15) monsters (15) spells (14) magic (13) wilderness (13) rumors (12) generators (11) house rules (11) gear (10) hex crawls (10) hexes (10) spell features (10) BECMI (9) NPCs (9) clerics (9) RC hacks and house rules (8) ideas (8) advancement (7) dnd hacks (7) characters (6) magic users (6) names (6) resources (6) treasure (6) cities (5) classes (5) dressing (5) plants (5) set dressing (5) settlements (5) yoon-suin (5) animals (4) backgrounds (4) character sheets (4) current campaign (4) curses (4) dragons (4) magical items (4) mountains (4) reviews (4) shrines (4) team tuesday (4) treasures (4) weapons (4) 4e (3) TROIKA! (3) WHITEHACK (3) adventure hooks (3) character classes (3) clues (3) dm (3) dolmenwood (3) events (3) foraging (3) fourth edition (3) goblin project (3) hirelings (3) hooks (3) landmarks (3) mentzer (3) potions (3) rules cyclopedia (3) spellbooks (3) transcripts (3) traps (3) villages (3) why tables (3) world building (3) Cairn (2) Dwarfs (2) Elfs (2) ability scores (2) abstract combat (2) adventures (2) armor (2) backstories (2) books (2) cantrips (2) carousing (2) city crawls (2) community projects (2) d&d (2) doors (2) dungeon stocking (2) experience (2) flaws (2) followers (2) food (2) forests (2) fungi (2) furniture (2) gods (2) gorgon trail (2) harry clarke (2) hazard system (2) herbs (2) hex crawling (2) hex-describe (2) identification (2) identifying (2) jewelry (2) locks (2) magic systems (2) magic-users (2) magical research (2) mushrooms (2) procedures (2) projects (2) quests (2) reagents (2) religion (2) rooms (2) saving throws (2) scrolls (2) skills (2) tex-crawl (2) toadstools (2) tools (2) traits (2) 20 minute dungeons (1) 5e (1) DR (1) GLOG (1) KtA (1) OSR (1) PCs (1) VEINS (1) abilities (1) adventure seeds (1) alcohol (1) arduin (1) axes (1) backpacks (1) bags (1) bards (1) birds (1) blessings (1) bookshelves (1) boots (1) bounties (1) bows (1) breath weapons (1) buildings (1) calendars (1) campaign starters (1) camping (1) candace (1) candles (1) cards (1) cartography (1) character death (1) cloaks (1) clothing (1) coins (1) cold iron (1) complications (1) containers (1) corridors (1) cosmology (1) couplets (1) crowdsourcing (1) customs (1) d12 (1) d66 (1) death (1) decoration (1) defenses (1) deities (1) dimensions (1) discoveries (1) diseases (1) dogs (1) domain tier (1) donkeys (1) downloads (1) downtime (1) drinks (1) encumbrance (1) energy drain (1) factions (1) fair folk (1) fairy tales (1) familiars (1) festivals (1) fey (1) fish (1) fishing (1) flow charts (1) foibles (1) foodways (1) foreground growth (1) fountains (1) future campaigns (1) game jams (1) garlic (1) garments (1) gary gygax (1) gauntlets (1) gloves (1) grimoires (1) habits (1) hacks (1) hallways (1) hats (1) helmets (1) hexagons (1) hints (1) holiday (1) holidays (1) horses (1) how tables (1) in medias res (1) incense (1) ingredients (1) initiative (1) itch.io (1) keys (1) knacks (1) lairs (1) lore (1) magic research (1) magic words (1) mapping (1) maps (1) meetings (1) memes (1) mentors (1) mercenaries (1) miens (1) miniatures (1) mishaps (1) modern (1) money (1) monster motivations (1) motivations (1) mules (1) mutations (1) new spells (1) obituaries (1) omens (1) overland travel (1) overloaded encounter die (1) percepts (1) perchance (1) perdition (1) pets (1) pits (1) places (1) planes (1) player characters (1) poisons (1) pools (1) portals (1) pouches (1) procedural flow charts (1) process (1) protection scrolls (1) purses (1) puzzles (1) raise dead (1) reaction rolls (1) referee aids (1) religions (1) reputation (1) rests (1) resurrection (1) retainers (1) rewards (1) rings (1) rituals (1) roads (1) robes (1) rolemaster (1) ropes (1) rules (1) ruminations (1) seafood (1) secret doors (1) session starters (1) shields (1) shoes (1) shopping (1) side effects (1) smells (1) software (1) song tables (1) songs (1) sounds (1) spears (1) special abilities (1) special attacks (1) specials (1) spell casting (1) spoor (1) springs (1) staffs (1) statues (1) stocking (1) stories (1) streets (1) subsystems (1) surprise (1) swords (1) table talk (1) task resolution (1) tells (1) terrain (1) the middle road (1) thief (1) thieves (1) tieflings (1) timekeeping (1) tinkering (1) tomes (1) traces (1) tracks (1) trees (1) turn undead (1) urban crawls (1) venoms (1) vignettes (1) voronoi (1) wands (1) waterskins (1) weather (1) where tables (1) wizards (1) xp (1) ynn (1)

Blog Archive