serafino artifacts

Tizona
An indestructible sword feared and coveted as a weapon of immense destruction. Any sparks struck by its blade ignite fires that cannot be extinguished by means magical or mundane; they burn until they consume all available fuel or else forever.

a black bone
A charred tibia, one end wrapped in wire for a handle, the other chipped to a point. This is an weapon that cannot and should not be; to kill someone with it is to disrupt the natural course of Creation. Anything its victims ought to have done will go unfinished, and the events they would have prevented will now proceed. It can be used to subvert prophecy and kill those protected by destiny, both for good and for bad, but each use weakens the relationship between Cause and Effect just a little more.

la lengua oscura
As we cast shadows, so too does language; in the distant west they call this speech La Lengua Oscura. Those fluent in it can ponder the unknowable and devise the impossible; there are kings and queens, now long dead, who used it to order their subjects to commit unspeakable acts. True mastery is all but impossible in these latter days, but acquiring basic knowledge has its advantages.

The Zahir
A divine weapon that brings salvation to those it destroys. The Zahir slowly consumes the mind of anyone who sees it, filling them with thoughts of Immanence. When any sentient creature sees the Zahir up close, they must make a Saving Throw vs Magic every day thereafter or lose a point of Intelligence as more and more of their mind dedicates itself to pondering the Zahir. Once their Intelligence reaches 0, they become Lawful and fall into a coma. The Zahir can take any form: it can be a penny, a book, a house.

The Bottom of the City
There ruled a king in distant West, a king for the ages, a king to rival Solomon, a king to shake the firmament. He was Yahya, or El Pastor, or Prestor John, but today his names are not spoken, and his works are cast away. He is just San Serafin now. His 99 Histories record his fall from grace, but each chapter ascribes to him a different sin and a different punishment, so that all must be held in suspicion and none can be trusted. Whether he is dead or asleep or imprisoned at the bottom of his hated, buried city, all of the Histories  agree on a single point: anyone who finds him will be granted a single, omnipotent wish, a gift from the Almighty, the power to redeem the world or destroy it.

magic items and the people who use them

There aren’t many magic items locked away in chests in San Serafín. They’re usually in the possession of someone or somebody, whether they be an adventurer or one of the Dead. Someone lucky enough to find a magic weapon is pretty much guaranteed to become a local celebrity, and someone tough enough to keep it probably has a successful career as an adventurer ahead of them.

1. Six Ways To Sunday
A six-shooter revolver machined by an infamous exorcist. On a successful hit against on undead creature, the gun Turns them as a cleric with 2 more levels than the wielder’s level and deals damage equal to the turn result. If shot at a living creature, it simply deals 2d6 damage. This gun takes regular ammunition, but can only be reloaded on Sunday at noon.

Six Ways to Sunday is carried by Soledad (Lawful Fighter LVL 3). She is looking for the body of her son and she wants to find the Body of San Serafín so she can destroy the city permanently.

2. Glorious Face of the Sun
A mask that once belonged to a member of an extinct clan of devils. Anyone who wears it is considered the 12th Solar Devil by all other devils. It can create a temporary field of Day or Night once every 24 hours, but each use attracts the attention of a random devil looking to expand its portfolio.

Glorious Face of the Sun is currently being worn by Usmail (Chaotic MU LVL 4). He is on a search for immortality without joining the ranks of the Dead.

3. The First Sword
Anyone with this broadsword in their hands cannot be harmed by edged metal weapons.

The First Sword is now in the possession of the Hummingbird Knight (Neutral Fighter LVL 4). She wears a feathered mask, and has become an adventurer simply out of a desire for wealth. She can also polymorph into a hummingbird at will.

4. Galconda
A red-bladed shortsword blessed by the blood of the First Saint. Its wounds do not bleed or hurt, and it is said anyone killed by it is guaranteed a place in Heaven. A successful Sneak Attack with Galconda does not alert the attacker’s presence to the victim.

Galconda’s owner is Amorente (Lawful Cleric LVL 2). She is a Saint of Honey and Salt and adventures to gather the wealth and power necessary to start a radical utopian commune.

5. Sunshine
A six-shooter that fires projectiles sanctified by the Sun. It doesn’t take regular ammunition; one turn in direct, bright sunlight recovers 1 bullet.

Sunshine is owned by Jaguar Boy (Neutral Fighter LVL 6), a high school students who moonlights as an adventurer out of sheer boredom.

6. The Cutting Wind
A one-handed war fan. When waved, creates a gust of wind that cuts like a knife, dealing d8 damage. Range is as spear, and it uses Dex for the attack roll.

The Cutting Wind’s wielder is Doña Yolanda (MU LVL 2), a washed up opera singer with an axe to grind. To wants to become an indefatigable warrior and extract bloody retribution from her former employer.

7. The Hot Black Flame
An ugly black cinder that shimmers with dark flame, which can be used to throw fire for d10 damage at javelin range. A two handed weapon; the wielder must hold it in one hand and pull fire to throw with the other. (Uses Brendan’s ammo die rules. If you run out, you have to find a flask of Midnight Oil to refresh the flame)

The Hot Black Flame’s owner is Yuma (Chaotic Cleric LVL 3). She wants to unmask the devils and restore them to their former, (relatively) benevolent divinity.

8. The Finger of God
A ring of silver metal, about six inches in diameter. The wielder can reach inside the hoop to pull out a spear of lightning, which they can throw at longbow range for d8 damage. A two handed weapon. (Uses Brendan’s ammo die rules. If you run out, you have to find a flask of Oil of Joy to reconsecrate the ring.)

The Finger of God’s wielder is simply called the Padre (Lawful Magic-user LVL 5). He has formed a pact with the Dead and works to further their goals.

Unaccounted for:

  • The Zehir: a divine weapon rumored to have the power to destroy minds
  • The Aleph: a fragment of omniscience
  • Tizona: a sword with power over fire
  • Colada: a sword that frightens the wicked
  • The Book of Sand: contains all human knowledge
  • The Body of San Serafín: grants a Wish

Who Art In Spaceships

Now automated by the generous Logan of Last Grasp Grimoire.

In Pernicious Albion, the Space Aliens have been replaced by the Grigori, a host of angels exiled from the heavens for reasons unknown, possibly even to them. 
George Frederick Watts
They are led by the angel known as Throne, who ate his own name to conceal it from sorcerers. He is trying to find a way to earn back the Grigori’s place in heaven through virtuous acts, but because he is thinking for himself for the first time since Creation and because his brain is slowly being cooked by gamma radiation, the Grigori’s virtue sometimes manifests itself in erratic and/or homicidal ways. However, the Grigori are still angels, and will never allow what they perceive to be harm to befall anyone they perceive to be innocent. 
alien abduction

Adventurers sometimes encounter the lost or abandoned weaponry of the Grigori, who do not appreciate thieves. Stats are written for World of Dungeons, but I have included rough conversions for DnD-like games. All angelic weaponry has a range of 300 feet and deals +d6 damage to demons and the undead.

Former Owner (no angel of the First or Second Sphere has been exiled). More powerful weapons means a more powerful owner, who will go to great lengths to get it back.

1.       Missing. Roll again on this table to determine damage.
2.      Angel of the Third Sphere. Device deals  3d6 damage
3.      Angel of the Fourth Sphere. Device deals 2d6 damage
4.      Angel of the Fifth Sphere. Device deals 1d6+3 damage
5.      Angel of the Sixth Sphere. Device deals 1d6+2 damage
6.      Angel of the Seventh Sphere. Device deals 1d6+1 damage

Device
1.       Hierogram, to be embedded in wielder’s palm
2.      Trumpet, 1 handed
3.      Crosier, 2 handed
4.      Icon, human sized
5.      Giant Armor, 5 Armor/18 AC, piloted 

6.      Chariot, piloted  

Power
1. 1d6 uses
2. 2d6 uses
3. 3d6 uses
4. 4d6 uses
5. 5d6 uses
6. 6d6 uses
   

Adorned with…

1.       Beautiful Wings
2.      Exquisite Faces
3.      Slender Hands
4.      Watchful Eyes
5.      Heavenly Verse
6.      Celestial Diagrams

Wrought from… (roll twice)

1.       Gold
2.      Silver
3.      Platinum
4.      Jet
5.      Ivory
6.      Alabaster

Medium. Vanishes after impact

1.       Radiant Flame
2.      Brilliant Arrows
3.      Spears of Lightning
4.      Invisible Force
5.      Shining Spheres
6.      Spirals of Molten Gold

Trajectory

1.       Medium plummets from heavens to target (doesn’t work inside, but will ruin the roof)
2.      Medium launches in a straight line from device
3.      Medium issues in a cone shape from device
4.      Medium erupts from target’s orifices
5.      Medium erupts from ground beneath target (can’t strike high-flying targets)
6.      Medium forms a circle around user, than lashes outward

Miraculous Properties

Each device has a 1 in 6 chance of having one of the following:
1.       Survivors of this weapon’s attack are branded with a sigil that prevents them from lying
2.      This weapon can take on the shape and properties of any melee weapon at the will of its wielder
3.      Wielder can sacrifice this device to bring the recently dead to life, though there are side-effects
4.      Those slayed by this weapon have a 1 in 6 chance of returning as 1 HP cherubs loyal to the wielder
5.      Wielder can use this device to summon any angel whose true name they know
6.      If the wielder defeats or finds the device’s original owner, they can call upon the angel’s domain/cast a single cleric spell once a day.

 

Bayonetta concept art



WoD to DnD-ish damage conversion

WoD damage
DnD Damage
D6
D4
D6+1
D6
D6+2
D8
D6+3
D10
2d6
d12

Treasure

I like magic items that go away when used. It makes them more valuable and interesting to the players, and I don’t have to worry too much about accidently turning the party into a bunch of superheroes.

  
FOUR THINGS YOU MIGHT FIND IN A DRUID’S LAIR

Wrathful Countenance
A lacquered wooden mask bearing an expression of ineffable rage. Whoever wears it grows to a prodigious size and gains:
  • 1d10 temporary hitpoints. These are tracked separately than normal HP, and damage depletes them first.
  • +2 to attack rolls
  • A strength score of 18
  • A Charisma score of 3
The mask cannot be removed until all of the temporary HP are depleted, at which point all other bonuses and penalties vanish and the mask cracks in two, falling to the ground.
Gurning Poppet
A small straw doll with a terrible grin stitched into its face. If a body part of an intended victim—a hank of hair, a nail clipping, a drop of blood— is pressed into the doll, and the doll is set alight, the victim will burst into flames and takes 3d6 damage.
Flower Slave
An large and delicate blue blossom with petals folded into the shape of a face. Once crushed, it releases a fragile but swift warrior, which will obey whoever destroyed the flower. It has the following statistics:
Armor Class: 18
HD: 1 (1 HP)
Move: 120’
Alignment: Chaotic
Saves: 13 in each
Weapon: Deals d4 damage. Roll 1d4 for details: (1-rose whip, entangles on hit; 2-venom spear, target must make Poison Save or take -2 to hit for a turn; 3-willow switch, enrages enemies with low intelligence; 4-filigreed bow, range as longbow
Somnolent Bell
When struck, this glass bell produces a stultifying tone, forcing all who can hear it, including the user, to Save vs Paralyze or fall asleep for d10 minutes. This shatters the bell.