FOURTHCORE TEAM DEATHMATCH

March 25, 2011

Arkham Friday: Wizard's Tower & Library


from http://www.qcfdesign.com/
  

This is a bit of a repost from a few months ago. I screwed up something and posted just the first entry (of twenty). Now that things are calming down a bit for me on the D&D front, here is the rest of that post.

Something that I've learned since that original post is how these random event tables can be used in a fourthcore game. Even the tables that are mostly beneficial, such as this one, provide that sense of danger, randomness, and reward that makes the fourthcore experience so thrilling. Think of the random event tables in the same way as a pull from the Deck of Many Things, except that these events take place over the course of many hours instead of the few seconds that drawing a card would normally take.





WIZARD’S TOWER & LIBRARY – Random Encounter Table (d20)

1              An apprentice wizard is angrily complaining about his research being called "too radical". He needs funds badly and would be willing to sell you his work. You may pay gold coins equal to your Level times 10 and gain 1 ritual scroll of your Level or lower.

2              You find a wrinkled scroll lying on the floor. Roll a d20. On a 10 or higher, it turns out to be mystical in nature: and you gain 1 Ritual scroll of your Level or lower. On a 9 or lower, the scroll contains the unintelligible rantings of a madman.

3              As you pass through the building, you find yourself face to face with a foreign man with a penetrating gaze. If you have any Arcane powers or the Ritual Caster feat, he seems to approve of your manner, and he introduces himself. Take the Warlock NPC Ally.

4              Entering one of the rooms, you see a chess set on a table. In fascination, you watch as the pieces begin moving by themselves and shattering into splinters as they are captured. Make an Intelligence check, Moderate DC by Level, to attempt to beat the invisible chess opponent. On a success, you gain gold coins equal to 10 times your Level as the coins materialize out of thin air.

5              A guest lecturer provides a lengthy but informative presentation about his explorations of ancient sites within the Outer Planes. Make an Intelligence check, Moderate DC by Level, to listen to the lecture and attempt to learn something new. On a success, gain a +1 item bonus to Arcana or Religion checks (your choice).

6              An aged wizard takes an interest in your presence and beckons for you to follow him. In a back room, he explains that he can provide you with knowledge that may be of use to you, although his experimental teaching method may cause other things to be unlearned. You may immediately retrain as many of your trained skills as you wish. Your newly trained skills receive a +1 item bonus.

7              You notice that the door to the wizard’s study is open. If you go inside, make a Stealth check, Hard DC by Level, to search around the room. On a success, you learn the secrets of the wizard, and you may cast any Wizard Utility Spell of your Level - 5 or lower (minimum Level 2) until your next Extended Rest. If you fail, the wizard catches you and curses you. You cannot use any Utility powers until you reach your next three Milestones.

8              "You will be rewarded according to what you have learned," whispers the voice of a long‐dead warlock. Gain a number of Action Points equal to your Intelligence modifier.

9              The ancient witch Keziah Mason appears before you. Make a Diplomacy check, Moderate DC by Level, to appease her. On a success, she teaches you something of value and you may cast any Warlock Utility Spell of your Level - 5 or lower (minimum Level 2) until your next Extended Rest. If you fail, the warlock curses you. All attacks that hit you gain brutal 1 until you reach your next three Milestones.

10           In an old journal you learn some horrible, eldritch secrets. Take Limited Psychic Damage by Level, but gain a +2 item bonus to Arcana.

11           An apprentice wizard has left their spellbook lying on the dining room table. Make an Arana check, Moderate DC by Level, to quickly read the texts. On a success, gain 1 ritual scroll of your Level or lower.

12           You notice a glint of light in a crevice. If you reach in, make an Acrobatics check, Moderate DC by Level. On a success, you gain 1 consumable magic item of your Level or lower. If you fail, you feel a sharp pain as teeth clamp down on your hand. You manage to pull free, but take Normal High Damage by Level.

13           A tapestry in the corridor catches your eye as the patterns in its weave appear to shift. You think it may be possible to reach into the hanging. If you choose to try, roll a d20. On a 9 or lower, you are drawn into the Far Realm and your psyche devoured forever as the patterns come alive. You are dead and cannot be resurrected. On a 10 or higher, gain resist 10 psychic by Tier until your next Extended Rest.

14           You encounter a friendly old sage, and he introduces himself and offers to join forces with you. Either take the Sage NPC Ally or gain 1 consumable magic item equal to your Level or lower.

15           You find a book with two of its pages glued together. Between the two pages is a magical incantation. Make a Thievery check, Moderate DC by Level, to pull them apart without damaging them. On a success, you gain 1 ritual scroll equal to your Level or lower. On a failure, you tear the pages and ruin the scroll.

16           The room is filled with glowing bubbles! You are having a hard time gaining your bearings and finding the door. You take a ‐10 penalty to your next Initiative check.

17           You notice a strangely bound manuscript as you scan the titles of books on a shelf. When you attempt to pull it from the shelf, it tilts slightly and then pulls you into itself! Go to either The Icy Wastes of Latherna or Lost Io’vanthor (your choice) and have a Random Event there before returning.

18           Walking down a narrow hallway, you bump into a young man carrying various alchemical reagents. He drops one of the jars he's carrying and it breaks, sending burning fumes up into your face. Lose 1d4 Healing Surges in a fit of coughing.

19           A pulsing void gapes behind a bookshelf, sending out frigid waves of soul-draining black death. Lose a Healing Surge and make an Endurance check, Moderate DC by Level, to hold on as it tries to sucks you in. On a failure, you are hurled into the necromancer-city of Gloomwrought. Have a Random Event there, then immediately return.

20           Staring at a painting of a beautiful, lush green glade in one of the rooms, you find yourself drawn into it. Make a Wisdom check, Easy DC by Level. On a success, move to The Feywild and have a Random Event there and immediately return here. On a failure, move to The Abyss and have a Random Event there and immediately return here.

Warlock
NPC Ally (Level __)
HP 1; a missed attack never damages the warlock.
Armor Class 13 + Level; Fortitude 10 + Level, Reflex 12 + Level, Will 13 + Level
Minor Actions
Hustle It! + At‐Will
Effect: You command the warlock to take a move action (Speed 5 or Teleport 3).
Eldritch Curse + Encounter
Effect: One target within line of sight or the warlock gains Vulnerable All equal to one plus the one‐half the Warlock’s Level (save ends).
Triggered Actions
Guarded By Heroes + At‐Will
Trigger: The warlock is hit by an attack and you are adjacent to him.
Effect (Immediate Interrupt): You are hit by the attack instead.

Sage
NPC Ally (Level __)
HP 1; a missed attack never damages the sage.
Armor Class 13 + Level; Fortitude 10 + Level, Reflex 13 + Level, Will 11 + Level
Traits
Sage Advice
All allies within line of sight of the Sage gain a +2 item bonus to all History and knowledge checks.
Minor Actions
Hustle It! + At‐Will
Effect: You command the sage to take a move action (Speed 6).
Triggered Actions
Guarded By Heroes + At‐Will
Trigger: The sage is hit by an attack and you are adjacent to him.
Effect (Immediate Interrupt): You are hit by the attack instead.

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