maandag 13 augustus 2012

Magic in Weird opera


These are my house-rules for Magic in the Weird Opera campaign. Most of the rules are cobbled together from various sources, mostly Swords & Wizardry and Labyrinth Lord.

In Weird Opera, there’s no distinction between arcane and divine spells. However, many spells are kept secret by the Guilds or other powerful groups. For example, most spells on the Druid spell list are kept secret by the Druids of the Ancient Mother. Often the only way to learn such a spell is joining the group, or steal it.

Spells and Spellbooks: A spell is an semi-living thing with a disposition and instincts of its own. When a Mage memorizes a spell, it actually leaps off the parchment into the wizard's mind, where it waits impatiently to be released. During that time it’s no longer in the Mage’s spellbook, leaving behind a blank page.
When it’s released, the spell reappears on the page of the spellbook, unless in the meantime something else was written on that page. If a spell is unable to return to its page, it starts wandering and is lost to the Mage.

Spell Casting: The number of memory slots a Mage has is equal to the sum of his INT bonus and his experience level. All memory slots have equal value. The higher the spell level, the more slots that are required to memorize it. One slot equals one spell level. For example, to memorize a  4th level spell a Mage must use 4 slots.
If you don't have enough slots to even memorize the spell, then it's too advanced for you to attempt to memorize it. Otherwise, there’s no restriction to what spell levels a Mage may memorize. A Mage of 1st level with an Intelligence score of 18 (INT bonus +3) may use his 4 memory slots to memorize a single 4th level spell, for example, as long as he has that spell in his spell book or on a scroll.

Knowing Spells: A beginning Mage’s spellbook contains detect magic plus four other first level spells, determined by the DM. Since the Mage received these spells as an apprentice, the DM should take the Mage’s teacher into account when selecting these spells. Beginning spells do not require a roll to see if the Mage can understand them.
New spells are found during play; a wizard must find the higher-level spells in dungeons or musty libraries and copy them into a spellbook, or trade copies with other Mages. If a Mage finds scrolls of spells or other Mages’ spell books while adventuring, these spells can be added to the Mage’s spellbook. There is no limit to how many spells a wizard can learn at a given level.
Check each new spell to see if the Mage can learn and know it, by making an Intelligence check modified by the spell's level. For example, to learn a new 5th level spell, the Mage must make an Intelligence check with -5 penalty. Each time the magician gains a level (if the DM permits) he or she may re-check the spells not understood before, to see if increased experience has granted new understanding.

High-level Magic: In Weird Opera, spells go up only to 6th level. All the higher-level spells are rituals. To learn and cast a ritual spell is a serious undertaking of magic, requiring research, adventuring, and the expenditure of huge quantities of gold. There are books to be found and studied, expensive arcane components to locate, particular times of the year or lunar cycle when the magic can be performed, runes to know, circles to scribe, and other strange and forbidden knowledge to be researched.
As a rule of thumb, learning a ritual should cost at least 1,000 gp, and casting the spell would require about 500 gp per spell level.

zondag 12 augustus 2012

I'm Back

I can't believe it's been a month since I posted here! (And a couple of weeks before that too.)
Well, the summer holidays are over, and I'll have more time to work on my D&D stuff in the coming weeks. I expect semi-regular updates twice a week or so.

woensdag 11 juli 2012

Subagua


Description: Miles of the Necharan coast six rusty iron fortresses rise up from the waters of the Heart Sea.  These large strongholds guard the great elevators that give access to the underwater cities of Subagua.

The six cities were built in ancient times, but it is unclear who built them. Some say they were surface cities that sunk into the waves during the Great Deluge. Others claim they were built by an unknown species of aquatic fairies. Now, the Subaguan cities are primarily inhabited by humans, who live in artificial air pockets created by noisy machines of massive size and made of stone. Whole districts are completely submerged, and are home to sea devils (sahuagin), haimaidens (shark mermaids), weeds (aquatic botanoids) and other intelligent water breathing species.
Ruler: The cities of Subagua are dictatorships, ruled by the members of the Unbreathing Court. Court members travel between the cities without an established schedule, ruling a city for an unpredictable time before leaving for another. Sometimes two or more Unbreathing are in the same city at the same time, and they either work together, or start a small scale civil war. Although the court doesn’t really have a leader as such, most Unbreathing obey Ayafun the sea witch, a shape shifting creature of unknown origin, often appearing as a beautiful maiden or a terrifying squid-like monster.

Population: The inhabitants of Subagua react to the chaotic, ever-shifting rule of the Unbreathing by living their lives as rigidly structured as possible. Every Subaguan carries with him a calendar and a day planner, which are consulted multiple times a day. A common joke about Subaguans says they even schedule the times they consult their schedules.
All Subaguans have pale skin, often with small fish scales on their hands and feet. Relationships between the human and non-human populations are good, and half-breeds are common. They have developed a bizarre religion around the act of drowning. They believe water is the same substance spirits are made of, and the sea consists of all souls that died or will be born. Sea priests regularly drown in religious rituals, trying to gain visions of the future by staying under water for the longest possible time.


Cascade: In Subagua, Cascade is known as the seventh city. It isn’t connected to the surface by elevator as the other cities are, and its ruler isn’t part of the Unbreathing Court. Cascade is the home base of the dreaded submarine pirates who regularly attack ships on the surface and raid the coastal cities of Necharan and Terre Sainte.

donderdag 21 juni 2012

Very Little Time

I'm very busy this month, so blogging has fallen a bit by the wayside. Hopefully I'll find some more time next week.

donderdag 7 juni 2012

The Guilds

The cities of the Weird Opera world each have a multitude of craft associations, business organizations, and trade guilds. However, when an inhabitant of Seralin mentions a Guild, he is usually talking about one of seven worldwide organizations.
The Guilds each have their own distinct culture, which is often visible in areas influenced by a Guild. Just like the Catholic Church in medieval times, the Guilds bring their own symbols, rituals, traditions, and so forth, which modify local customs and way of life.
Company, Inc.: Also known as simply “the Company”, Company, Inc. is the only multinational conglomerate on Seralin. Originally it was a large trading company like any other, but in recent decades its power grew to include all commerce in the broadest sense of the word. In addition to trade, Company Inc. is in the business of production and manufacturing of goods, mercenary hiring, real estate, prostitution, opium smuggling, slaving, and tourism.
Benefits: A member of the Company can expect to pay the best price for any purchase he makes from another member.


Druids of the Ancient Mother: The order of druids exists since the earliest days of mankind. The druids are servants of nature, which they call The Ancient Mother. They revere – and bargain with – the pagan nature spirits of the dark forests to gain knowledge of the mysteries of Seralin. They have many ancient rites, some involving human sacrifice.
Druids have a worldwide organization. One enters the order as initiates. The titles of Druid, Archdruid, Great Druid and Grand Druid are won by challenging higher level druids in ritual combat.
Benefits: Without joining this Guild, a character cannot gain levels in the druid class.


Knights of the Ark: Also known as amazons and sometimes as valkyries, the Knights of the Ark is an all-female knightly order. Their home base is an ancient ship called Utnapishtim, which some say is the same ark build by Deucalion to save mankind in the Great Deluge.
The knights are champions of neutrality, trying to preserve the delicate balance between Law and Chaos. As such, they often come into conflict with lawful Guilds like the Temple and Company, Inc.
Benefits: One has to be female to join the Knights of the Ark. A Knight of the Ark may apply either her DEX or CHA bonus to AC. She may borrow special equipment needed for a quest or adventure for a period of one week. If the borrowed equipment is lost, the knight is responsible for replacement.
La Révolution: Depending on whom you ask, La Révolution is either a terrorist organization or an army of courageous freedom fighters. The Guild is opposed to hereditary rulership, and believes people should be able to choose their own leaders. Of course, in nations where the government is chosen democraticly, La Révolution claims the regime is corrupt and should be overthrown. There’s just no pleasing some people.
La Révolution is organized in small, localized cells. Each cell claims to be independent, but it is often rumored the Guild is under the influence of a single individual; someone using the revolutionaries for his own political purpose.
Benefits: Because of their free spirit, members of La Révolution gain a +4 on saving throws against charm, domination, and similar mind-influencing effects.

The Secret Masters: The Secret Masters are an order of political assassins. The Guild’s masters steer the course of politics and diplomacy by assassinating specific targets, often letting others taking the blame for the murder. The Guild can be hired, but it only takes on an assignment when the elimination of the proposed target agrees with the Guild’s master plan for the world.
Benefits: Members of the Secret Masters may petition for people of authority to be assassinated. The member must present his case for a lesser Guild official, basically having to convince him that assassinating the target is in the Secret Masters’ benefit. If the Guild agrees, the target will be killed in 3d10 days. PC members of the Secret Masters may be placed in influential political positions at higher levels.

Society for Language, Vocabulary and Idiom (SoLVI): The common language on Seralin is a constructed language. The members of SoLVI are the ones constructing it. Once every decade or so they update the vocabulary and grammar of the common tongue and publish the updated rules in a new edition of the Green Tome.
Common was supposedly designed to be easy to learn and understand for native speakers of all languages. However, the correct spelling of words has changed so much over time, nobody except SoLVI members is really sure what is correct.
Benefits:  SoLVI members can automatically comprehend languages and read languages, both once per day.


The Temple: On Seralin, philosophy is much more important than religion is. Most people are either atheist, follow philosophies like Humanotheism or the Path of the Self, or use their faith in higher powers as part of the quest for self-improvement and Enlightenment. As a result, most gods have only a small area of influence and are worshipped very locally. To protect their faith from the rising threat of atheism, several churches banded together to form one large meta-church, known as The Temple.
The Temple consists of many different orders, all dedicated to a single god or pantheon. However, all churches within The Temple make use of the same holy symbols and rites, often with minor variations. Cathedrals of The Temple have many shrines and chapels dedicated to some of the better known gods, as well as to important local gods and saints.
Benefits: When joining The Temple as a priest, a character gains a granted power according to his faith. Mage-priests gain access to the large libraries of The Temple, as well as many secret spells the churches possess, including some normally reserved for clerics. (The cleric class doesn’t exist in the Weird Opera campaign.)

vrijdag 1 juni 2012

dinsdag 29 mei 2012

International Anklebiter Illustrator Day

Zak from Playing D&D with Porn Stars declared today to beInternational Anklebiter Illustration Day. Since I have a 6-year old gamer running around the house, I put him to work.

The first drawing I commissioned was the obligatory drawing of a displacer beast. Mathijs also drew the castle it lives in.
For the other drawing, I asked Mathijs to design a sub-level of the castle for me. The way he went about it was fun: He drew the first room, and asked me: ‘What do you do?’ When I went west, he drew the next room, and there I encountered either a monster or a statue. So I played through the entire dungeon, and he stocked it in the process. So this will be the Displacer Beast Level of Castle Verge:
The black squares are statues. At the foot of the statue in area #5 is a healing potion, in area #10 there’s a note saying ‘go to area #8’. The little sun symbols are treasure chests containing gold pieces.
In area #6 there’s a statue that is actually a troll with stony skin. There’s another troll in area #13. There are displacer beasts in areas #2, #7, #10, and the big room without a number in the south. Area #9 has a sugar monster (variant rust monster), #11 has a dust monster (another variant).

The very long corridor between areas #10 and #15 is an underground stream with a bridge and treasure in the water. My favorite feature of the dungeon is area #14, which is just the negative space between rooms with doors leading to it.

In area #5 there’s a trodon, a giant humanoid with two bellies, so it can eat two people:
Trodon (1d4): AL C, MV 90’ (30’), AC 4, HD 5+2, #AT 3 (1 bite and 2 claws, or 1 weapon), Dmg 1d8 (bite), 1d10 (claw) or by weapon, SV F5, ML 10, XP 500.

Swallow whole: On an attack roll of 19-20, the trodon swallows the target whole. There’s room for one medium-sized creature or two halflings in each of his stomachs. A swallowed creature takes 1d10 damage each round.

Precision spit: After a swallowed creature is digested (brought two 0 hp), the trodon can spit out its remains as a ranged attack (short 20’, medium to 40’, long 60’, Dmg 1d6).

After I left, Mathijs apparently continued playing with his mother, because later on I found this map. The ‘)’ symbols on the map are cupcakes.