Saturday, October 3, 2015

Labyrinth Lord: A Petty God

In support of the upcoming release of Expanded Petty Gods, and my own exceedingly minor contribution therein, I'm going to pen a brand new Petty God...

...I should state that Labyrinth Lord is not my old-school game of choice, so apologies if some of the stats seem wonky. This should also work in B/X D&D.




The remainder of this post is designated Open Game Content as outlined in section 1(d) of the Open Game License.

When it is late at night and you find yourself still on the road, when the inn you had hoped to reach by sunset must be just over that next hill, when the waning moon's light is so weak as to render your map nigh unreadable, that is when the darkened traveler has you in his clutches. 

The Darkened Traveler
Name: Cobryn (men), Nondil (elves), Hoibur (dwarves), Bidgish (orcs)
Symbol: a swath of black with a meandering brown path from side to side
Alignment: Chaotic
Move: 180' (60')
Armor Class: 0
Hit Points (Hit Dice): 72 HP (12 HD)
Attacks: Special
Damage: Special
Save: T12
Morale:10
Hoard Class: XII
XP:2400

Cobryn, the darkened traveler, is the petty god of those who have become lost while traversing a road, searching for an inn or way-station late at night.  In his normal form, when he's actually seen in his normal form, he appears as a dark-skinned and dark-haired gnome frolicking amongst the trees and bushes along the road.

While in his domain, Cobryn is a master of mimicry and illusions.  Should he encounter those who fall under his purview (and he always seems to be around when that happens) he will silently watch, unseen, to get a feel for the party.  Should he react favorably towards them, he will mimic the sounds of a full tavern just up ahead and lead the party to their destination.

Should he react unfavorably towards them, Cobryn will summon into existence an illusory inn and lead the party into it.   Only a saving throw vs. spells with a -10 penalty will reveal the inn's true nature.  Once inside, the party will enjoy illusory drinks, eat illusory food, stay in illusory rooms, and wake up after a few hours sleep on the ground along the road, with 10% of their coinage gone.

Cobryn is not a combatant.  Should one of the party make their saving throw, reveal Cobryn for what he is, and initiate combat, he will use illusions to make good his escape.  However, with the party no longer under his purview, he can only use the Hallucinatory Terrain, Mirror Image, Phantasmal Force, Project Image, and Ventriloquism spells as written, each which he can use up to three times per day.  Should Cobryn be bested in combat, he will not die (after all, he is a god) but he will yield and offer up his collected coinage in exchange for his release.

Cobryn is exceedingly fond of food and drink, especially ales, meats, and cheeses. Should an offering be made to him as soon as the party realizes their situation, anywhere from a +2 (for a basic spread) to a +4 (for a full selection of meats, breads, and cheeses with ale, mead, or wine) bonus can be applied to the reaction roll (which means you'd subtract it from the die roll, making the reaction more favorable).

Reaction Table (2d6)
RollReaction
2Friendly: Cobryn uses mimicry to lead the party to the closest inn.
3-5Indifferent: Cobryn uses mimicry to lead the party to the closest inn, but not directly.
6-8Neutral: Cobryn watches the party but takes no action for or against them.
9-11Unfriendly: Cobyrn "captures" the party in an illusory inn.
12Hostile: Cobryn "captures" the party in an illusory inn and takes 20% of their coinage.


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