Tuesday, July 21, 2020

Rooftop Dueling Federation

The Federation hosts fights and tournaments atop the Old Observatory bordering the dangerous Mall, in Wizard City Hexcrawl. The Federation itself is a loose conglomeration of various students, mercenaries, gangsters, and paramilitary wizards interested in honing their dueling skills for fame and fortune.

Wizard Gangs and fraternal organizations will often have recruiters here to poach talent. Wizard Law comes here to mingle with the gangs. It's unwise to travel alone - there are no arbitrators, only agreements between groups. Bring your own referees and medics.

Al Sadeem Observatory - UAE
The one constant of the organization is Magister Ornadox, who died here some three decades ago and now haunts the building, tending to accost those who find themselves alone in the abandoned halls. One tends to find him lurking in unoccupied places, rigorously cleaning up spots where fatalities have occurred, even long after they've happened. Some rumor that the Magister isn't actually dead, or a ghost, but rather some kind of illusion or protective spell placed over the Observatory long ago. Some say that he is the Observatory - a genius loci - attempting to tidy itself up.

A typical wizard duel has a few rules: no leaving the designated arena, no physical weapons, when a wizard cannot continue to fight they're done, etc. But sometimes they can become quite atypical:

Special Rules - Standard


d6
Rule
Mechanics
1
Specialized School
Only magic from one school of magic (i.e. evocation, illusion, drowned, circles) is permitted.
2
Spell Boxing
No ranged attacks or ranged spells allowed. All magic must be touch or personal buffs.
3
Rocket Tag
No physical contact allowed, including touch spells.
4
Knight Fight
No offensive spells allowed, only personal buffs. Weapons and armor typically allowed.
5
Familiar Bout
Only Familiars are allowed to fight each other - basically a magical cock fight.
6
Mensuren
Fight done for ritual scarification - to first blow. Typically very narrow sets of magic allowed - conjured or bound weapons are popular.

Special Rules - Challenging


d6
Rule
Mechanics
1
Slug Fest
Counterspells and Dispels are not allowed.
2
Battleship
A screen of Darkness bisects the arena. Fighters must stay on their sides, unable to see the other team’s location. Use area-of-effect spells to blast blindly into the other side. Movement optional.
3
Shrinking Arena
Walls of Force slowly contract the arena space, bringing fighters closer until they are adjacent.
4
Cord of Concentration
Combatants each have one hand tied to their opponent’s with loose cord, allowing opponents to physically interfere with spellcasting. Breaking the cord results in a draw.
5
Zombie Fight
Proxy fight conducted through the animation and control of undead. Not allowed to influence or harm the controlling wizards.
6
Moon Match
Shapeshifted or polymorphed fighting only. Sometimes a moonstone or similar simulacra is brought in to trigger lycanthropy.


Special Rules - Insane


d6
Rule
Mechanics
1
The Floor is Lava
All areas of the arena floor except for four narrow elevated pylons become lava, dealing 1d4 damage per round spent without heat protection, 4d10 damage on contact, and 8d10 submerged.
2
Mannequin Roulette
A captured soul-sucking mannequin from The Mall is released in the arena during the fight - there’s no telling who it’ll attack.
3
Cord of Death
Combatants each have one hand tied to their opponent’s with a rope in a Death Knot. Should this rope break before the knot is undone, both fighters will die instantaneously. Fighters can easily interfere with each other’s spellcasting while the cord is tied.
4
No Rules
Like it says - no rules. No referee. No protections, limitations, or resusitations.
5
Safety Dome Retracted
Dome which normally prevents wizards from being hurled off a ten-story building or flying high up into the air is lowered.
6
Patent Violation
A copyrighted spell is used illegally, drawing the Patent Police to the arena in a matter of minutes.

Friday, July 17, 2020

The Museum of Crime

Found near the Old Courthouse in Wizard City Hexcrawl.

The Museum of Crime is going through some hard times, having been evicted no less than three times at the hands of the Secret Police, the Steeves, and then The Rascals respectively.

From Disco Elysium

The Museum is broke and homeless, forced to display its treasures atop moldy crates sheltered by broken boxes and precarious overhangs. Its Curator, Irwin, is desperate for some donations and low on visitors - he'll treat every guest personally to the wonders he's gathered.

Roll 1d6 three times, one for each exhibit present.

EXHIBIT A

d6
Name
Exhibits
1
Mickey Gee’s Briefcase 
Forty seven wizards were killed and maimed attempting to obtain this briefcase.
2
Future Crime in a Box
You’re not sure what it is, but the Curator insists that it itself composes a crime in the future... It kind of looks like a duck.
3
Siggy’s Gutbuster
The drink that’s killed 1519 men to date. It’s okay, though, those men were weak.
4
The Masterkey
Right now it’s a rock, but at some point the famous criminal transmuter Exagon has used this hunk of stone as a lockpick, a backscratcher, a pry bar, a license for comedy, and a certification in law practice.
5
Monkey Lock
Monkey had a penchant for leaving calling cards in the form of locks that, on touch, transform into raging baboons.
6
Illegal Irrational Number Mu
Obviously, this is not an exact copy of the notorious Illegal Irrational Number Mu, but simply a near-number replica. Note the simulated fractal matrix, ooh! Note the delicate curves and optical illusions!

EXHIBIT B

d6
Name
Exhibits
1
Last Jury Trial Transcript
The transcript of the very last jury trial to ever be held in Wizard City, some years ago. It is rumored by very legitimate reporters that the stenographer was illegally replaced by an illusion, and the secret stenographer was illegally under the influence of a Charm spell.
2
Replica Pain Machine
Practitioners of illegal technoanimancy will sometimes create machines whose sole purpose is to feel one emotion or sensation upon activation. A number of so-called “Pain Machines” were confiscated and destroyed. Don’t worry, this one’s just an inoperable replica! For full simulated experience, feel free to imagine the pain it must feel upon every button press!
3
Counterfeit Police Helmet
Impersonation of police officers was a common offense until it was decided that it should be legalized, under the rationale that foolproof verification of personnel identities was impossible anyway, and as long as the individual is perpetuating violence on behalf of the state it really didn’t matter who was doing it.
4
Sagittal of a Smuggler’s Head
Diagram cross section detailing the empty brain cavity of a smuggler’s head - in which various items of value would be stored in the area of a displaced brain.
5
“4th Dimensional Beings!”
A propaganda poster from a few decades ago concerning what is now known to have been manufactured - “4D Scare”. Features cartoonish monsters pressing up against oblivious citizens from odd angles. “They could be touching you right now!”
6
Plaster Cast Footprint
Criminologists believe that the Invisible Woman, most adept of cat thieves, made these prints. Though, it might be a man with petite feet. Or possibly a dog wearing people shoes...

EXHIBIT C

d6
Name
Exhibits
1
First Bootleg Spell
The first bootleg spell since Spell Copyright was invented, written on the bottom of a shoe. Contains the diagrams and words for “Sulivan’s Slippery Disk”, which conjures an object similar to floating disk, except it is not rotationally stabilized.
2
Discarded Coffee Mug
A fan-made counterfeit of the mug used by the Prince of Hot Drink during his heist of the Office of Intellectual Property.
3
Triple Omega Pennant
It’s an annual tradition for the various fraternities and sororities to attempt to prank The Dean in a dangerous game of one-upmanship. The Triple Omega Fraternity attempted to put a capstone to this by completely vaporizing the College of Deans, leaving only this pennant in the wreckage. The Triple Omega Fraternity has since been reorganized as gas particles.
4
Womb Emancipation Cake
Containing seven candles, denoting the age of the individual whose ‘womb emancipation anniversary’ was being celebrated. This cake is merely a non-edible replica. Real cakes of this variety as well as speaking the colloquial term of the occasion constitute a copyright violation.
5
Confiscated P-rang
Objects made by petty probability pranksters. The P-rang has an exactly equal chance to smack anyone within 30ft right on the head, including the thrower, dealing 1 damage. It homes in like a magic missile. It is also the most humiliating possible way to die.
6
Fascinating Wig
Fascination Wigs were outlawed after near-universal acceptance prevented anyone from seeing where they were going.

Monday, June 8, 2020

Weather-Locked

The week is the weather is a concept I'm entertaining for my home game campaign.

The premise is that weather is so ridiculously consistent within this campaign world that people can form days of the week out of it. (And without a day and night cycle, the planet being tidally-locked, the basis for a 'day' is far fuzzier anyway.) And because the notion of a week is largely born out of religious or astrological significance, we can incorporate that too.

Hopefully this solves two problems:
1) Not using enough weather effects in my games.
2) Providing opportunities for stealth and deception that nights typically offer.

Depending on which region one is in, the week has a different length. A "Day" in this case simply means somewhere approximately 20-30 of our hours in time, and each day describes the weather effects of that day.

So, for example. Sunday is a sunny day. Monday is a clear day in which the moon is visible. Rainsday is a rainy day. Giantsday is when the storm giants play bowling. Swordsday is when swords fall out of the sky. And so on and so forth.

If a random day is needed, roll the appropriate die.

Source

Feyfjord / Twilight City / Southlands
Climate: Cold Moderate
Inhabitants: Drow, Humans, Undead, Lycanthropes

d8
Day Name
Weather Effects
Mechanical Effects
1
Monday
Western skies clear, eastern skies cloudy. The eternally-eclipsed moon comes into view. Monsters are stronger.
Lycanthropes doubly aggressive. Undead gain 1 temporary HD
2
Fogsday
All lowlands covered in a thick fog and sporadic rain. A time for plotting and sneak attacks.
Fog limits vision to 2d6x10ft
3
Frostday
The fog freezes into an all-covering frost. Sneaking difficult as footsteps crunch underfoot. Portents in the frost formation viewed in auguries.
Make three temperature checks per day if traveling outdoors, DC 3d6. Stealth at disadvantage outdoors. Those skilled in religion and/or nature may make one free Augury today.
4
Thawsday
The frost melts. Trails turn to a sloshy mud.
Roads and paths are difficult terrain.
5
Monday
Western skies clear, eastern skies cloudy. The second Monday is always worse than the first.
Lycanthropes hyper-aggressive. Undead gain 2 temporary HD
6
Sunday
Western skies cloudy, eastern skies clear. A dread day for the drow. Sunny and windy.
Sunny outdoors.
7/8
Darksday
Thick clouds overcast. It is almost like night. A perfect hunting ground for creatures of the Underdark to emerge.
Outdoors considered Dark, light sources required. Underdark creatures seen on surface.

Deadwind Archipelago
Climate: Temperate Oceanic
Inhabitants: Humans, Orcs, Dragons

Roll 2d12, and take the higher result for the maximum number of days in this week (after which number it cycles back to one.)

dX
Day Name
Weather Effects
Mechanical Effects
1
Rainsday
A gentle rain.
None
2
Calmday
The calm before the storm. Windy and foreboding.
Ships move at half speed.
3
Stormsday
Thunderstorms
Those without Storm Clerics or sufficient groveling to Hydur the God of Wind and Vengeance have a 1 in 4 chance of being struck by lightning.
4
Windsday
A day for unusual winds, its 1) Spores 2) Fiber Breezes 3) Smog Mist 4) Ash Gales
Ships move at double speed. Air pollution hazard: make three Constitution checks per day or suffer infection. Missile attacks at disadvantage.
5
Sunday
Clear
None
6
Mishapsday
Clear
Critical fumbles range increased by 2 for everyone and everything..
7
Ruinsday
Dangerous clouds overhead: 1) Cloudkill 2) Shock Nimbus 3) Cumulostratagis 4) Blast Clouds
Those unshielded from sight of the sky by cover, large hat, or umbrella have a 1 in 4 chance of suffering cloud attack.
8
Aurorasday
Aurora Oceanis - lights on the ocean waves caused by the Undersun.
All magic treated as if upcast one level.
9
Tornaday
Wild tornadoes rip through the region. Ships get bunkered down.
1 in 6 chance a tornado will come past your area.
10
Doomday
Completely calm. No rain. Pray, pray for the return of rain.
Dread takes hold. -2 penalty to all Morale rolls.
11
Halberday
It literally begins raining halberds. Better bunker up!
Unless seriously protected, stepping outside prompts attack as if from vorpal weapon every 1 minute.
12
Zud!
Something begins emerging from every natural surface, its: 1) Knives 2) Slime 3) Toxic Bubbles 4) Fire Oil
All islands spontaneously erupt in dangerous substances, like oil bubbling up from the ground.


Chronulus / Wizard City
Climate: Hot Dry
Inhabitants: Wizards

d8
Day Name
Weather Effects
Mechanical Effects
1
Sunday
Sunny, bright. 
The Doom Sun radiates all.
Second mysterious sun arcs across the sky. While under its direct rays Save or suffer mutation. High Noon floods streets with mutant creatures big and small.
2
Stormday
Lightning, rain, and plenty of it. Has a strong tendency for targeting the ironic. The wearing of hats tends to alleviate this, the larger and more silly the better.
That which is most ironically affected by rain or lightning must Save vs. Charisma or suffer the effects of a Lightning Bolt. Situational basis.
3
Mayday
Pockets of high and low gravity throughout the city.
The next time someone rolls a ‘1’ on any die, a pocket of high gravity is found: double fall damage and disadvantage on all attacks. Next time someone rolls an ‘8’ on any die, a pocket of low gravity is found: no fall damage or spellcasting while floating.
4
Summertide
Heat waves and toxic algae blooms. The air is stagnant and stinking.
Watery areas bloom with toxic algae. Breathing air by pools produces Save vs. Poison to avoid wretching for 1d10 Minutes. Completely submerging automatically fails Save.
5
Candlewake
A shroud of supernatural darkness covers the city. The recent dead emerge to stalk the dim corners and alleys - candles keep them at bay.*
The city is dark. All ethereal beings become visible and aggressive in said darkness. Strong and magical lights are targeted by the mutant undead for elimination.
6
Payday
Bounced cheques grace the skies like dancing cherry blossoms. They’re all complete garbage, except for the famous Lottery Cheque.
Streets filled with slippery bounced cheques. 1 in 6 chance on running through streets to slip and fall. Cheques also highly flammable - lighting on fire will set streets ablaze. Approximately 1/1,000,000 chance of finding genuine Lottery Cheque (Roll 1 on three consecutive d100s)
7
Saltsnow
Air currents from the east bring the Saltsea down from the sky in big salty flakes.
Grounds become coated in salts. Exposed plantlife withers. Causes irritation on touch.
8
Bloodtide
A dark black blood seeps up from the depths, forming cursed flammable pools at random throughout the city and river.
Any area has a 1 in 4 chance of containing a 25sq ft cursed oil slick - disturbing causes 2d4 1HD muck skeletons to emerge and drag any nearby into the pools to drown.

*This includes many of the mutant creatures which spawn and die during Sunday. Muuuutaaaant Ghooooooosts!