Dyson's Dodecahedron, Issue 2

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The document discusses different topics related to fantasy roleplaying games including elemental magic, character subraces, and a dungeon location.

Elemental subtypes are more specific elemental beings suited to different environments that may be summoned instead of standard elementals. A spellcaster can learn to summon particular subtypes.

Several subraces are described including celestial, deep, dark, desert, eldritch, fair, forest, insectile, mountain, weird subraces each with unique abilities.

Dyson’s

Dodecahedron
Volume 1, Issue 2
Rolled a 1!
Getting issue two of the Dodeca-
hedron out the door proved to be Contents (d12)
more of a challenge than expected. A 1 Cover
“glitch” resulted in the loss of all data
for this issue (as well as a lot of other 2 Introduction & Contents
stuff) right in the middle of a major 3 Elemental Lore
backup. And of course it took out the
4 (Elemental Lore)
backup also.
5 (Elemental Lore)
So here I am at the end of laying out 6 Merchant Prince Class
issue 2 for a second time. Fortunate-
ly, with only 10 pages of content per 7 (Merchant Prince)
issue, the task wasn’t overwhelming 8 d12 Bandit Encounters
- merely annoying.
9 Lair of the Spider Flayers
In issue 1 I was planning to make 10 (Lair of the Spider Flayers)
these available in print - however 11 (Lair of the Spider Flayers)
that will be delayed until the first
year of the zine is done (if it lasts that 12 d12 Subraces
long). The minimum page count for
digest pubs at LuLu is 80 pages, so I’ll The Elemental Lore article was origi-
put together an annual compilation nally inspired by Fred Saberhagen’s
in that format for a nominal charge. Empire of the East, where a variety
of elementals such as the plains el-
Again, everything appearing in this emental are summoned, each with
issue of the Dodecahedron originally unique powers.
appeared on A Character For Every
Game (although some items were I pulled out one of my older favourite
specifically written for the zine, but mini-dungeons for this issue, the Lair
were published on the blog first). of the Spider Flayers which was post-
ed over a year ago.
http://rpgcharacters.wordpress.com
The Merchant Prince character class
If you have suggestions for articles was inspired by a player in one of my
you would like to see in future issues recent campaigns who made a thief
of the Dodecahedron (favourite ar- / magic-user who retired as a local
ticles from the blog, or material that merchant prince (as well as working
hasn’t been covered yet), please drop for the assassin’s guild on the side
me a line! - his primary business is the import
and export of assassins using his
Dyson Logos goods as a cover).
[email protected]

 Dyson’s Dodecahedron
Elemental Lore
Summoning Elemental Subtypes
Not all elementals map directly to the understood four or five elemental types.
Various cultures and peoples have researched and recorded many other types
and even dispute what the major classifications of elementals should be.

When summoning elementals there is a chance of summoning a specific form


of elemental suited to the environment in question. The DM determines what
the most likely subtype to appear will be. There is a 50% chance that the ap-
propriate subtype appears instead of a standard elemental of the appropriate
power.

A spellcaster can learn (typically via a quest or magical tome) how to summon
a particular subtype of elemental. In this case, if the proper environment is
present, the summoning will always bring forth the desired subtype. A spell-
caster can learn how to summon a number of subtypes equal to 1/2 his level.

There are 4 basic sizes of Elementals, typically determined by their summon-


ing source.

Lesser Elemental (Summoned by Staff) – 8 HD, AC 2, 1d8 damage


Greater Elemental (Summoned by Devices) – 12 HD, AC 0, 2d8 damage
True Elemental (Summoned by Spells) – 16 HD, AC -2, 3d8 damage
Legendary Elemental (Summoned by Ritual) – 20 HD, AC -4, 4d8 damage

Elemental subtypes are treated identically to standard elementals, but have


one additional power as indicated below. Unless otherwise indicated, any
spell-like abilities are treated as being cast by a spellcaster with a level equal
to the elemental’s Hit Dice. Some spell effects are from the Advanced Edition
Companion.

Air Elemental Subtypes


Standard air elementals take the form of a whirlwind 2’ tall per and 2’ diam-
eter per hit die. They fly at a movement rate of 360’(120’). Creatures of (1/4
elemental’s hit dice) or fewer hit dice are carried away if they are within the
area of the elemental if they fail a save versus death. Damage from air elemen-
tals is increased by 1d8 points against aerial targets.

• Blizzard - 1d6 cold damage / round in a 2’ radius / HD


• Zephyr - doubles or halves flight speeds in a 20’ radiums / HD
• Storm - call lightning once per day

Dyson’s Dodecahedron 
• South Wind - ends all hostile air effects (storms, cloudkill, wall of fog, etc)
within 5’ / HD
• Pestilence - cause disease to all touched
• Fog - fog cloud 1 / turn
• Howling - temporarily deafens all within 2’ / HD, fear to those under 4 HD
• Gust - gust of wind 1 / turn

Earth Elemental Subtypes


Standard earth elementals take the form of a humanoid, 1’ tall per hit die.
They move at a rate of 60’ (20’), cannot cross water wider than 1’ / HD, but ca
move through earth or stone unimpeded. Damage from earth elementals is
increased by 1d8 points against targets standing on the ground.

• Plains – reduce enemy ground-based movement to 1/3 within 20’ / HD


• Dirt - lesser move earth at will
• Desert - 1d6 heat and abrasion damage / round in a 2’ radius / HD
• Mud - transmute rock to mud 1 / turn
• Graveyard - animate dead 1 / turn
• Dungeon - melee targets must save versus paralysis or be chained to the el-
emental and must move with it
• Sand - blur 1 / turn
• Mountain - can attack (without the normal damage bonus for target type) at
a range of 5’ / HD by hurling boulders
• Crystal - mirror image 1 / turn, colour spray 1 / turn
• Metal - attacks are wounding, dealing 1 point of damage per round until
bound.

Fire Elemental Subtypes


Standard fire elementals take the form of a pillar of flames 1’ tall and 1’ diam-
eter per hit die. They move at a movement rate of 120’ (40’) and cannot cross
water wider than 1’ / HD. Damage from fire elementals is increased by 1d8
points against targets with cold attacks.

• Cinder – incendiary cloud 1 / turn


• Lava - 1d6 heat damage / round to all within 1’ radius / HD, form is that of an
earth elemental instead of a fire elemental.
• Forge - heat metal on all weapons that strike it and all armour struck by it.
• Pyre - +1d8 damage versus undead and magic users
• Tinder - flashfire 1 / round
• Hearth - resist cold 10’ radius / HD
• Flare - Hits cause blindness unless a save vs death is made; casts pyrotechnics
1 / turn

 Dyson’s Dodecahedron
Water Elemental Subtypes
Standard water elementals take the form of a mass of waves 1/2’ tall per and 2’
diameter per hit die. They move at a rate of 60’ (20’) and swim at a rate of 180’
(60’), although they cannot travel more than 60 feet from a source of water.
Targets standing in or submerged in water suffer an additional 1d8 damage
from the attacks of a water elemental.

• Ice – ice storm 1 / turn


• Bog - attacks warp wood on target and possessions
• River - part water or lower water 1 / turn
• Sweetwater - purify food and water 2’ radius / HD
• Blood - bane (reverse of bless) on all living opponents in 2’ radius / HD
• Whirlpool - struck opponents must save versus paralysis or be stuck to the
elemental
• Sewer - creatures within 2’ / HD must save versus poison or suffer -2 to hit
in combat from nausea
• Geyser - 8d6 damage blast of boiling water 5’ wide by 5’ / HD long 1 / turn
• Bile - attack destroys leather and cloth if save versus magic is failed

Wood Elemental Subtypes


Standard wood elementals take the form of a treant-shaped humanoid 1 1/2’
tall per hit die. They move at a rate of 90’ (30’) and are never slowed by vegeta-
tion. Targets standing on grass, plants or wood suffer +1d8 damage from wood
elemental attacks.

• Thorn – can attack at a range of 5’ / HD (base damage only)


• Forest - entangle 1 / turn
• Fungal - stinking cloud 1 / turn
• Rose - allure (towards the controller) all within 5’ radius / HD
• Gallows - +1d8 damage to any creature with less than 1/2 hit points remain-
ing
• Moss - attack as a rust monster 1 / turn
• Vine - ranged attack (2’/HD) draws target into contact with the elemental,
further attacks don’t roll to hit.
• Rot - attacks warp wood on target and possessions

Dyson’s Dodecahedron 
Merchant Princes
Traders with Class
Requirements: Cha 9, Int 9
Prime Requisite: Cha
Hit Dice: 1d6
Maximum Level: None

Merchant princes may wear armour up to chain mail and can use shields.
They can use any weapon. They attack and make saving throws as a thief of
their level.

Merchant princes, upon reaching level 3, can cast spells as a magic user, and
always cast spells as a caster two levels lower than their actual level. They
keep spells in a spellbook and prepare them each morning just like a magic
user, but have their own spell lists to choose from. (All spells are described in
the Labyrinth Lord core rules.)

Business: Upon reaching level 4, a merchant prince may construct a place


of business. A merchant who has constructed a place of business will at-
tract 2d4 employees (merchants, security and so on), each a level 1 or level 0
character (20% that each employee is a level 1 character, usually a fighter, but
possibly even a level 1 merchant prince, elf, halfling, or other character class).
They will be generally loyal, but will not be replaced if killed. The business will
turn a small profit (1d6 x 10 gp x Merchant Prince level) every month. Money
earned this way does not give XP to the merchant prince.

Trade Network: Upon reaching level 9, a merchant prince with a successful


place of business can invest in a trade network (typically buying and equip-
ping a small fleet of boats or wagons). Such a network not only brings in a
good revenue stream (3d6-5 x 20 x Merchant Prince level) but also provides
for information from distant lands and access to said places. Note that a trade
network may actually have a negative income some months.

Spot Thievery: Thievery is the bane of the merchants, and all merchant
princes are skilled in spotting those who would pilfer from them. Whenever
someone uses a thief skill (move silently, hide in shadows, pick pockets and
so on) in the presence of the merchant prince, the merchant prince rolls 2d6
and checks the table above to determine if he notices the attempt. If the thief
is higher level than the merchant prince, then the merchant prince gets –1 on
this roll. If the merchant prince is 4 or more levels higher than the thief, then
he gets +1 on this roll. Optionally, a Merchant Prince with a Wisdom of 13 or greater
can receive +1 on this check.

 Dyson’s Dodecahedron
Spot Magic: Merely by handling an item for one minute, a merchant prince
can attempt to determine if the item is magical. The DM rolls 2d6 for the mer-
chant prince, using the table above. If the item is magical, and the 2d6 roll
is successful, then the merchant prince notes that the item is magical. If the
roll succeeds by 3 or more points, then the DM can provide some basic infor-
mation about the magic involved. If the roll succeeds by 6 or more points,
then more detailed information is available (potentially including command
words, number of charges, or exact bonuses). Optionally, a Merchant Prince with
an Intelligence of 13 or greater can receive +1 on this check.

Table 2-2: The Merchant Prince Class Advancement


Spellcasting Spot Spot
Lvl XP Title HD 1 2 3 4 5 Thief Magic
1 0 Gopher 1d6 - - - - - 11+ 12+
2 1,826 Haggler 2d6 - - - - - 10+ 12+
3 2,651 Trader 3d6 1 - - - - 10+ 11+
4 5,301 Merchant 4d6 2 - - - - 9+ 11+
5 10,601 Appraiser 5d6 2 1 - - - 9+ 10+
6 21,201 Fixer 6d6 2 2 - - - 8+ 10+
7 42,401 Financier 7d6 3 2 1 - - 8+ 9+
8 85,001 Merchant Prince 8d6 3 3 1 - - 7+ 9+
9 170,001 Merchant Lord 9d6 4 3 2 - - 7+ 8+
10 280,001 Merchant Lord +1 4 3 2 1 - 7+ 8+
11 390,001 Merchant Lord +2 4 3 3 1 - 6+ 7+
12 500,001 Merchant Lord +3 4 4 3 2 - 6+ 7+
13 610,001 Merchant Lord +4 4 4 3 2 1 6+ 6+
14 720,001 Merchant Lord +5 5 4 4 2 1 5+ 6+
15 830,001 Merchant Lord +6 5 4 4 3 2 5+ 5+
16 940,001 Merchant Lord +7 5 5 4 3 2 5+ 5+
17 1,050,001 Merchant Lord +8 5 5 4 4 3 4+ 4+
18 1,160,001 Merchant Lord +9 5 5 5 4 3 4+ 4+
19 1,270,001 Merchant Lord +10 6 5 5 5 3 4+ 3+
20 1,380,001 Merchant Lord +11 6 6 6 5 4 3+ 3+

Dyson’s Dodecahedron 
Level 1 Spells Level 3 Spells (cont)
Charm Person Hold Person
Detect Invisible Infravision
Detect Magic Lower Water
Floating Disc Remove Curse
Hold Portal Water Breathing
Light
Read Languages Level 4 Spells
Read Magic Arcane Eye
Sleep Dimension Door
Ventriloquism Hold Monster
Neutralize Poison
Level 2 Spells Polymorph Self
Arcane Lock Quest
Continual Light Wall of Fire
ESP True Seeing
Find Traps
Invisibility Level 5 Spells
Knock Contact Other Plane
Know Alignment Control Weather
Levitate Grasping Hand
Locate Object Move Earth
Mirror Image Polymorph Other
Stone Tell
Level 3 Spells Teleport
Clairvoyance Wall of Stone
Detect Lie
Dispel Magic

d12 Bandits
1. Brigands (typical bandits)
2. Deserters (ex-military force trying to be self-sufficient – easiest to do if you take
stuff from other people who do it better than you)
3. Desperados (on a run of criminal activity, why not hit the party too?)
4. Fugitives (on the run from the authorities, hungry and desperate)
5. Highwaymen (on horseback, looking for easy looting)
6. Outlaws (turned to banditry because they have been exiled / outlawed – possibly
with good reason)
7. Poachers (not out to get you, but defensive, criminal and probably hungry)
8. Raiders (pillage first, then burn!)
9. Robbers (up the loot, folks, and no one gets hurt)
10. Slavers (your goods are gravy, they want you!)
11. Thieves (might try to pretend to be friendly… at first)
12. Thugs (local toughs here to show you how tough they really are)

 Dyson’s Dodecahedron
Lair of the
Spider Flayers
A Variable Level Dungeon

2 11
1 10

5
3

6
4

This location has been written for just about any level
of party, but works best for characters of levels 3-8. The
main villains are specifically statted as being of a cer-
tain number of levels higher than the adventurers. For 7
the spider zombies themselves, use the zombie rules but
with a number of hit dice roughly equal to the average
party level - and of course they can walk on walls and act
all spidery.

There is a cave in the spider woods that the rangers have known about for
some time. Occasionally it is home to whatever creatures are trying to cohabi-
tate with the giant arachnids that give the forest its name, other times the
whole cave is just overrun with arachnids.

But this time it is home to creatures who are not friends with the local insect
population. The locals don’t know who lives here now, but the rangers have
noticed a significant number of spiders split open and gutted in abandoned
webs throughout the woods. And it looks like whoever has been doing it has
moved into the cave.

Dyson’s Dodecahedron 
So why on earth does this matter to the average party? Take your pick from
the following (standard) adventure hooks:

• Someone from town has been taken in the night, time to mount a rescue
operation.
• The local cleric, needed to cast some important spell on a party member was
the person taken – now it’s personal!
• Auguries have indicated that something powerful and evil is growing in the
spider woods.
• Someone saw a young woman wander into the spider woods and head to-
wards the cave – obviously the residents are charming or dominating in-
nocent victims into their grasp. (the young woman is actually one of the
spider flayers).
• After an ambush, the party traces the ambushers back to the cave.

Area 1 – Cave Entrance – The entrance to the lair is a wide but low-ceilinged
(4’) cave that quickly narrows but becomes taller (9 to 12 feet throughout
the cave). It is made of natural stone and there are old cobwebs every-
where.

Area 2 – Raised Alcove – This alcove has natural stairs down to area 5. A mas-
sive spider lays here, gutted, dried and long-dead. It is actually animated
as a zombie, but is under orders to not take any action (except defensive if
attacked) except to attack anyone trying to leave the caverns by climbing
here from area 5 (except for the spider flayers).

Area 3 - Low Chamber – This chamber’s floor is covered in debris and old
leaves, and there is a barricade between it and area 4. The barricade is
made of old furniture and a broken door, although it looks to have been
built some time ago as it is covered in old spider webs.

Area 4 – Dwarf’s Last Stand – In the back corner of this cavern is the body
of a dwarf who was overwhelmed by the spiders. Depending on the level of
the adventurers, the dwarf may have suitable treasure.

Area 5 – Grand Chamber – The ceiling in this chamber is at least 30 feet


above the floor. The passage to area 6 is completely webbed over with mas-
sive spider webs. In the floor on the North side of the chamber is a passage
leading into the floor and to the North. This passage has had crude stairs
cut into it, as well as a trap that drags a collection of metal pots down the
stairs while wrapping the tripwire around the victim’s ankle to pull him
down also (save versus paralysis to avoid falling down the stairs if triggered
– triggers 1-2 on a d6 for each person going down the stairs).

10 Dyson’s Dodecahedron
Area 6 – Spider Lair - Several zombie spiders are in this chamber, as well as
the skeleton of an ogre. The ogre has level-appropriate treasure.

Area 7 – Spider Cave – This sunken chamber has never been explored by the
Spider Flayers. It contains the corpse of a truly massive spider in its web
(larger than any spider seen before by the adventurers – fortunately it re-
ally is dead) and a single stone altar to the chaotic god of spiders. The god
is angered that the cave has become a lair of those who hate spiders, and
will try to help adventurers to slay the spider flayers. Anyone of Neutral or
Chaotic alignment touching the altar is treated as blessed when fighting
the spider flayers. Persons of Lawful alignment gain the bonus to saving
throws of being blessed, but not the attack bonus.

Area 8 – Guard Spiders – This alcove contains two undead spider guards
protecting Alyann.

Area 9 – Alyann’s Chamber – This study and bedroom contains all of Alyann’s
texts on thaumaturgy as well as her spellbooks. Alyann is one of the two
spider flayers, a pair of chaotic and evil elves who have moved into the cave
as they practice their magics and study the area. Alyann is an elf of 3 levels
higher than the party, with an emphasis on spellcasting over combat.

Area 10 – Devraux’s Guard – This alcove is home to a living statue guard


crafted to look identical to Devraux, the other spider flayer. (Select a type
of living statue appropriate to the party level).

Area 11 – Devraux’s Chamber – Behind the tapestries is where Devraux


practices and studies magic, although he is more of a military tactician.
Devraux is an elf of 1 level higher than the party, with an emphasis on me-
lee combat, but quite willing to also use spells. The passage connecting this
chamber to area 9 also forks to the north, where fresh water can be found
trickling down the wall, and a crude latrine has been built over the hole
where the water runs off.

Dyson’s Dodecahedron 11
d12 Subraces
Celestial Halflings and Mountain Elves!
1. Brutal | +1 Str, +1 Con, -1 Int, -1 Cha, -1 Wis | The brutal races are known for their
cannibalism, pillaging, burning and generally antisocial habits. Most brutal races
have been wiped out by their genteel cousins as a preemptive strike. They are much
more hirsute than their fairer kin, and typically dress in animal skins and wield as big
of weapons as they can get their hands on.
2. Celestial | +1 Wis | The celestial races are identified by their finer stature, fair hair
and skin, and the often visible aura of otherworldiness about them. Some even glow.
However, they lack infravision even if the original race had it, because they live in a
world of light and beauty.
3. Deep | +1 Con, -1 Cha | The isolationist deep races live deep underground and are
toughened by their hostile environment. They gain 30’ infravision or double their ex-
isting infravision.
4. Dark | +1 Int, +1 Cha | The dark races are feared and hated by the more sensible races.
They are xenophobic, hostile and evil. They gain 30’ infravision or double their existing
infravision. They suffer from light blindness as goblins do, suffering a -1 penalty on all
hit rolls in daylight or in the effects of a continual light spell.
5. Desert | The desert races wage war against the lizards that claim the deserts as their
own. They gain a +1 bonus on all attacks and damage rolls against lizards and dragons,
and +2 on saving throws against fire. However they suffer a -2 penalty on saves versus
cold and take +1 damage per die from cold attacks.
6. Eldritch | +1 Int, -1 Str, -1 Con | The eldritch races are tainted and marked by magic.
They are even more pale than the celestial races, and many of their natural abilities
have atrophied (reduce abilities that can be reduced by half, without eliminating any).
However they can cast one level 1 magic-user or cleric spell per day, randomly deter-
mined at character creation (re-roll nearly useless spells like read magic and perhaps
overly powerful spells such as sleep – DM has final say).
7. Fair | +1 Cha, -1 Str | The fair races are taller, prettier and more compassionate than
their kin. Some can be mistaken for the celestial races, minus the glow. They are also
known as the High races.
8. Forest | +1 Dex, -1 Cha | The forest races are like a quieter, less hostile version of the
brutal races. They can be seen as surface-dwelling deep kin. Isolationists who are quite
skilled in their natural environment.
9. Insectile | +1 Dex, +1 Con, -1 Wis, -2 Cha | The insectile races are a mystery – deeply
changed from their kin, chitinous and frightening. They gain a +1 bonus to their ar-
mour class from their chitinous exoskeleton and natural 1d6 damage claw attacks.
10. Mountain | +1 Str, -1 Dex | The mountain clans are tough and hardy, if generally
squat and prone to long bouts of alcohol abuse, not to mention nearly as hirsute as the
brutal races.
11. Weird | -1 Con | Weird races are twisted mutants with different skin tones, odd-
shaped eyes and often distended limbs, extraneous tentacles and other signs of an
unnatural existence. Their twisted genetics do grant them a +1 bonus on all saving
throws, however.
12. Very Strange Indeed | Roll twice and combine the results!

12 Dyson’s Dodecahedron

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