Thursday, September 29, 2011

Update on Arcane Orders

I have generated these following orders for my upcoming home campaign recommencement.  In doing so I've thought of some things I'd like to change (# of spells per level being variable and not a min/max range, means of determining, # and level of members based somehow on gravitas to name a few) but thought readers might get a kick out of seeing what I'll be inflicting upon my players.  I rolled for the spells out of the OSRIC book, as that's what I had available, but may swap some in from Unearthed Arcana and will use the licensed names from the AD&D Player's Handbook in my own game (i.e. Bigby's and Tenser's etc...) Also, I hope to encourage those of you using the system to likewise share.  Enjoy.



1)      The Wilting Library:  These nihilistic academics believe that the sum total of the world’s knowledge is in an inevitable state of deterioration.  Their goal is to seek out and preserve for themselves what knowledge remains, often at the expense of whoever currently possesses said knowledge.

Gravitas:  11 (45% chance to know spell; 6/7 spells per level; max 4th level)
Leader:   (Emu9) Malfallas the Weary
Members: 22
Headquarters: The Wilting Library, Valinport
Requirements:  Upon gaining a new level, members of the order must contribute a spell to the order’s common library not currently on the list below before selecting a spell to learn for themselves.
Dress: Black capes or cloaks with a silver broach or cloak-pin in the shape of a book

Spells Known: Read Magic (1st), Detect Magic (1st), Comprehend Languages (1st), Floating Disk (1st), Identify (1st), Jump (1st), Write (1st), Detect Evil (2nd), Detect Invisibility (2nd), ESP (2nd), Levitate (2nd), Locate Object (2nd), Wizard Lock (2nd), Ray of Enfeeblement (2nd), Clairvoyance (3rd),  Explosive Runes (3rd), Suggestion (3rd), Tongues (3rd), Lightning Bolt (3rd), Gust of Wind (3rd), Protection from Normal Missiles (3rd), more…

2)      The Amazing Order of the Scarlet Magicians: These ostentatious wizards revel in the spectacle of magic.  They favor the use of flashy spells to impress and intimidate the masses.  They are a relatively young order, led by the same brash and mercurial gnome who founded them.

Gravitas: 12 (45% chance to know spell; 6/7 spells per level; max 4th level)
Leader: Glimgalam the Flame (Gmu8)
Members: 12
Headquarters:  Glimgalam and his travelling retinue of magic users and other hangers-on generally take up residence in some inn within Mubonc or nearby lands for several weeks at a time, moving on when the whim strikes him.
Requirements: Impress Glimgalam the Flame.  Blowing something large up with magic is generally accepted as the best method.
Dress: The crazier the better.  Glimgalam favors red, orange and yellow silks and many follow suit.

Spells Known: Read Magic (1st), Detect Magic (1st), Light (1st), Burning Hands (1st), Jump (1st), Friends (1st), Protection from Evil (1st), Continual Light (2nd), Pyrotechnics (2nd),  Ray of Enfeeblement (2nd), Levitate (2nd), Strength (2nd), Fool’s Gold (2nd),  Fireball (3rd), Haste (3rd), Invisibility 10’ Radius (3rd), Suggestion (3rd), Darkvision (3rd), Water Breathing (3rd), Dispel Magic (3rd), Fire Shield (4th), Fire Trap (4th), Wall of Fire (4th), Wizard Eye (4th), Polymorph Other (4th), Enchanted Weapon (4th), Charm Monster (4th)


3)      The Sciapodous Circle of the Threefold Monolith: This mysterious, large-shoed sect is said to worship a three-sided metal monolith located deep within their tower-fortress.  They are a numerous but secretive lot, often seen scuttling about the realm on unknown errands.  Little else is known of the order or its goals. 

Gravitas: 13 (55% chance to know spell; 6/9 spells per level; max 5th level)
Leader:  Grand Poobah Mikos Mianbar (Hmu10)
Members: 39
Headquarters: Tower of the Monolith, outside of Kisford
Requirements: Be a magic user and a practicing worshiper of the Threefold Monolith.  Once per year present oneself to the Grand Poobah and perform some service for the order at his direction.
Dress: Green-grey robes of wool, silver skull caps and large, platform shoes

Spells Known: Read Magic (1st), Detect Magic (1st), Enlarge (1st), Spider Climb (1st), Sleep (1st), Light (1st), Identify (1st), Ray of Enfeeblement (2nd), Stinking Cloud (2nd), Mirror Image (2nd), Pyrotechnics (2nd),  Web (2nd), Strength (2nd), Audible Glamer (2nd), Monster Summoning I (3rd),  Lightning Bolt (3rd),  Hold Person (3rd), Haste (3rd), Dispel Magic (3rd), Protection from Normal Missiles (3rd), Invisibility 10’ Radius (3rd), Dimension Door (4th), Enchanted Weapon (4th), Extension I (4th), Ice Storm (4th), Minor Globe of Invulnerability (4th), Monster Summoning II (4th), Remove Curse (4th), Fumble (4th), Wizard Eye (4th), Cone of Cold (5th), Conjure Elemental (5th), Contact Other Plane (5th), Mage’s Faithful Hound (5th), Passwall (5th), Transmute Rock to Mud (5th), Hold Monster (5th), Wall of Iron (5th), Wall of Stone (5th)

4)      The Concordance of the White Heirs:  This venerable order of magic-using nobility is the oldest and most prestigious of Mubonc.  While ostensibly an exclusive membership, there appear to be very few requirements that cannot be overlooked with the proper amount of coin.

Gravitas: 16 (65% chance to know spell; 7/11 spells per level; max 6th level)
Leader: Lord-Magister Rebane of House D’Valin (Hmu12)
Members: 32
Headquarters: Mubonc, with sister-concordances in other Ardovian cities
Requirements: 1,000 gp to join.  Must contribute 100 gp/ per spell level when learning a new spell from the order’s list.  Members are said to be the human descendants of the old Derosian nobility that ruled over Mubonc in the time of the Empire.  In practice, this is not necessarily true.
Dress: Robes of pure white silk are donned for ceremonial purposes

Spells Known: Read Magic (1st), Detect Magic (1st), Sleep (1st), Magic Missile (1st), Identify (1st), Unseen Servant (1st), Charm Person (1st), Find Familiar (1st), Spider Climb (1st), Shield (1st), Feather Fall (1st), Wizard Lock (2nd), Invisibility (2nd), Ray of Enfeeblement (2nd), Stinking Cloud (2nd), Detect Invisibility (2nd), Continual Light (2nd), Darkness 15’ Radius (2nd), Levitate (2nd), Locate Object (2nd), Scare (2nd), Strength (2nd), Blink (3rd),  Clairaudience (3rd), Clairvoyance (3rd), Dispel Magic (3rd), Flame Arrow (3rd), Fly (3rd), Gust of Wind (3rd), Haste (3rd), Hold Person (3rd), Lightning Bolt (3rd), Slow (3rd), Confusion (4th),  Enchanted Weapon (4th),  Ice storm (4th), Minor Globe of Invulnerability (4th), Monster Summoning II (4th), Polymorph Self (4th), Wizard Eye (4th), Wall of Ice (4th), Fear (4th), Fire Trap (4th), Massmorph (4th), Monster Summoning III (5th), Animate Dead (5th), Cloudkill (5th), Cone of Cold (5th), Contact Other Plane (5th), Secret Chest (5th), Wall of Force (5th), Wall of Iron (5th), Cloudkill (5th), Hold Monster (5th), Stone Shape (5th), Control Weather (6th), Disintegrate (6th), Bigby’s Forceful Hand (6th), Freezing Sphere (6th), Geas (6th), Globe of Invulnerability (6th), Guards and Wards (6th), Invisible Stalker (6th), Move Earth (6th), Reincarnation (6th), Transformation (6th)

5)      The Ruminating Owls:  This popular and inclusive order is headquartered in Redmerrow as opposed to the more cosmopolitan Valinport.  An observer might say that the order appears to be as enthusiastic about rhetoric and feasting as they are magic. 

Gravitas: 13 (55% chance to know spell; 6/9 spells per level; max 5th level)
Leader:  The Fathered Elders (Hmu11, 1/2Emu7, Hmu6, Hmu6, Hmu6, Emu5)
Members: 52
Headquarters:  The Owl’s Roost, Redmerrow
Requirements: Be sponsored by an existing member and voted in by the Feathered Elders.  Learn the secret handshake and all of the passwords.  Participate annually in the Ruminating Symposium, a tenday-long affair held at the order’s headquarters in Redmerrow.
Dress: No standard dress but the order’s ruling body, the Fetahered Elders, wear elaborate cloaks made from the feathers of flying creatures.  General members often accent their wardrobes with the same.

Spells Known: Read Magic (1st), Detect Magic (1st), Enlarge (1st), Dancing Lights (1st), Mending (1st), Magic Missile (1st), Protection (1st), Message (1st), Charm Person (1st),  Knock (2nd), Wizard Lock (2nd), Detect Evil (2nd), ESP (2nd), Magic Mouth (2nd), Locate Object (2nd), Rope Trick (2nd), False Trap (2nd), Forget (2nd),  Water Breathing (3rd),  Tiny Hut (3rd), Hold Person (3rd), Flame Arrow (3rd), Phantasmal Force (3rd), Haste (3rd), Darkvision (3rd), Protection from Normal Missiles (3rd), Suggestion (3rd), Plant Growth (4th), Mnemonic Enhancement (4th), Polymorph Self (4th), Dig (4th), Wall of Ice (4th), Ice Storm (4th), Monster Summoning II (4th), Charm Monster (4th), Fumble (4th), Conjure Elemental (5th), Teleport (5th), Transmute Rock to Mud (5th), Feeblemind (5th), Hold Monster (5th), Stone Shape (5th), Cone of Cold (5th), Telekinesis (5th), Animal Growth (5th)

Friday, September 2, 2011

Auld Lang Syne

While catching up on other blogs this morning I happened to notice Micheal Curtis's bittersweet anniversary post over at The Society.  After replying there and urging Mike to keep the blog up even if the fire has gone to ash, I came back here and checked on my own first blog date.  Wednesday, September 1st 2010.  So yesterday was my blogging anniversary.  Blogger celebrated by eating my Sept 1st. post three times and then apparently refused to update any of the feeds with it when I finally got it working.

That was a bummer as the essay represented some long-promised actual gaming content.  If you missed it, here it is, my take on creating and naming arcane orders.  In truth, a lot more effort went into developing the method for naming. It was fun.  I plan to circle back on this and introduce some more rules involving unique abilities, secret knowledge and item construction.  I suspect these will be less broadly fun, but a few out there will hopefully find some use for them. Those aspects of the system aren't ready to share just yet and I'm OK with the idea of iterative builds.  Hell, I work with software developers.  They're never finished.   

But I'm wandering off topic.  Realizing that yesterday was an anniversary for me and reading Micheal's reflections got me considering my own blogging and then blogging in general.  Chris K at Hill Cantons laments the transitory nature of the blog.  I've heard it said that somewhere between 2 and 3 years the bloggers that make it that far start to lose the desire to continue writing... at least about whatever topic they've focused the blog upon.  In Michael's case I think the blog was a starting point for something else that he now wants to focus his creative energies and editorial discipline on.  I respect and understand that.

I'm not the first guy or gal to say this and I won't be the last.  Please folks, if you're at the end of your interest in the material, leave it up and online anyway.  I know Blogger, at least, isn't costing me anything. If you go for adverts or donation buttons then you might even be making some bubble gum money.  Maybe it seems like the material you put the most amount of thought or effort into went largely unnoticed, meanwhile a good portion of your hits are coming from people surfing for pictures of playing cards or caves.  Forget it.  If you've been doing this for more than a year or so and you've accumulated some followers, then you've written something at some point worthy of attention and worthy of being kept around for the next random person to find.  There's value in that.  You might not be able to see it, but I'm telling you its there. 

Matt Finch writes about how the OSR is an internet thing more than a publishing thing or even, until recently, a playing thing.  I agree.  But it will be a forgotten thing as well if we start taking content down.  Consider the long haul.  Consider the gamer five years from now wandering through, sick of D&D 12th edition, yearning for something closer to their tastes and stumbling upon this community.  I'd hate to imagine Michael Curtis's work and musings not being available to this person.

While its frustrating at times to consider that your best material in this arena might be behind you and now buried in page hits beneath a hot elf chick meme and a controversial post on ascending/ descending AC that you plant face in palm over now, never mind it.  The creme always rises and if you leave your stuff up for 5 years and only impact or influence 5 more people every year, that's 25 folks you've touched.  Multiply that by your blog roll.  If and when the steam runs out on this whole thing somebody, somewhere will stumble upon it all and get it going again.  As long as WoTC and D&D remain on the trajectory they're on there will be a need for it.  The game is not dead, our work is not done folks. Fight On.  Or, at least leave your sword and armor out for the next guy.

Anyway, thanks for indulging me in this.  I mean the whole thing.  The whole year I've spent blogging.  If you're a regular reader I appreciate that you're here.  If you're just dropping in, welcome aboard.  Take a look at the other articles and my blog roll before you head out.

Thursday, September 1, 2011

Generating Arcane Orders for Your Campaign

The alternate title of this one should be The Blog That Wouldn’t Post.  Blogger ate it three times before I tried again as a .doc first, wasting time and several cool results on the tables shown below.  I had to move Table 2 all the way to the bottom since Blogger wouldn’t save nor render anything that came after it.

Though a long and steadfast AD&D player when I first began gaming, I never paid much attention to the rules in the Player's Handbook pertaining to Chance to Know Each Spell (page 10).  In short, they worked as follows:  Each time the player of a magic user attained a new level she would check against an intelligence-based percentage whether or not the spells of that level were known to her character.  There were both a minimum and maximum number of spells that a character could know for each spell level.  If you missed your roll, the spell was not available to you.

Now the write-up at the time I began playing seemed rather open to interpretation on specifics, and even appears to contradict itself regarding the acquisition of previously unknown spells later on in the campaign.  My experience with the game and those that play it has been that this rule generally gets ignored or modified by most DMs. 


While considering this rule for use in my own upcoming game it occurred to me that while a mage's intelligence might indicate how many spells they could or should know, their training, connections and opportunities should be just as or more influential.  What if one kept the overall idea that not every magic user will be able to learn every spell of an allowable level, but based it on the teaching, instruction and later the networking achieved via their participation in an arcane order, society or school?  Here's how I would do it:

Step One:  The Name
This may seem counter-intuitive, but my system starts with the name of the order.  Words are powerful and evocative things and the name of your arcane order should not be taken lightly.  Because of this there is only one sensible way to designate one.  Randomly.  The words on the below table were painstakenly chosen to evoke a certain atmosphere within a broad set of variables.  I borrowed from Leiber, Howard, Lovecraft, Moore, Vonnegut, Dickens, Tolkien, LeVay and others.  Results will run from the bombastic to the inspired... the silly to the sublime... but I do recommend that you roll.  For every Fraternal Brotherhood of the Engorged Member I came up with at least five or six Benevolent Accomplices of the Artful Arm.


The first thing you determine is how many columns on the below table 2 you will roll on and in what order:

Table 1: Name Structure
Roll d10
Name Structure
1 to 2
The A + B
3 to 4
The A + C
5 to 6
The B of the A + C
7 to 8
The A + B of the A + C
9 to 10
The B of A + B (2nd B is optionally plural)

Then you simply fill in the blanks represented by letters A through C above by rolling a number of dice appropriate to the number of prescribed unknowns. 

(See Table 2 Below)

For example, rolling a ten sided die and getting a “1” on table 1 indicates a name structure of “The A + B”.  Rolling percentile dice I get “30” and an “84”.  The Fecund Seers.  
 
Again, a “4”, indicating “The A + C” then a “41, 36”.  The Indigo Fire…  

“5” (The B of the A + C) then “4, 31, 60”… The Adepts of the Fraternal Mountian
 
“8”… The Esteemnable Community of the Learned Day.  

“9” The Witches of the Mendicent Maw.  

The Drunken Collaborators of the Orthodox Wind, The Kyphorrhinos Assembly of the Artful MimeThe Esoteric Cohorts of the Bizarre Benefactor, The Antagonists of the Blue Ascension. I know you probably don’t need this many examples, but it is rather fun.  

Step Two:  Gravitas
Arcane orders are measured by their gravitas.  This is a composite value representing the organization’s age and prestige as well as the aggregate talent and experience of its members. As the intelligence score previously determined a character’s chance to know a spell and the minimum and maximum spells known in the AD&D rules, gravitas does so for an arcane order.  An order’s gravitas score is determined by rolling 3d4 and adding 6.  

Step Three: Determine the Spells Known
Once the gravitas value has been determined, you must compare it to the values provided on table 3 below and then determine which spells are known by the order for each spell level in your game.  The table should be familiar to you if you’re already using or acquainted with the AD&D rule from which it is borrowed. 
Roll percentile dice to check for as many spell levels that you care to determine at the outset.  Note that a certain gravitas score is required to know spells above 3rd level.  The older and more prestigious the organization, the greater likelihood that it has an extensive spell library of varying power and complexity.

Table 3: Chance to Know Spell

Gravitas
Chance to Know Each Spell
Minimum Number of Spells/ Level
Maximum Number of Spells/ Level
Maximum Spell Level Known
9
35%
4
6
3rd
10 to 12
45%
5
7
4th
13 to 14
55%
6
9
5th
15 to 16
65%
7
11
6th
17
75%
8
14
7th
18
85%
9
18
8th
19
95%
10
25
9th

Once complete, this list should represent all of the spells available to learn by all members of the organization in question.   Spells not on the list must be obtained by other means.  This can include instruction by another PC or NPC or via the study of scrolls or spell books obtained by the character. 
There’s a good reason that naming the organization came first.  DM Fiat.  If you get to the end of the process in step 3 and managed to roll zero or very few fire-spells for The Supreme Acolytes of the Invincible Flame, then you may want to consider moving some things around unless you appreciate that sort of irony.  I would advise to do so with caution and much consideration.  The arcane powers invoked by these tables and dice are not to be trifled with.  

Step 4: Rounding It Out
At this point, you’ve got everything you need and can move on.  But now or later you may want to think some about the group and how it functions and behaves.  Rather than give a few more tables to roll on I think the name or the gravitas and spells known should dictate this.  An organization with high gravitas and many known spells could be a venerable order dedicated to the acquisition and preservation of knowledge.  A low gravitas group with few spells can be an upstart order or one that has fallen from some previous exalted status.  

You can also consider introducing other mechanical elements at this point.  Do the Savants of the Vigorous Moon see their power wax and wane with the cycles of the moon?  Do the Daughters of the Yellow Harpy enjoy immunity or bonuses against sound-based attackes? 

Consider also relations between groups.  Do the Malevolent Heirs oppose the designs of the Orthodox Union of the Red Party?  What’s so strange about the Peculiar Chohorts, anyway?
I’ll be generating several of these groups in anticipation of my D&D campaign resuming sometime next year.  Give it a whirl.  Please post comments below sharing your results, even if all you do is roll for a name and think up something cool about the group.

Sincerely,
James C.
Seer of the Curious Shadow

Table 2:  Name Variables
% Roll
Column A (adjective)
Column B      (name of order)
Column C (noun)
1
Acerbic
Academy
A deity from your campaign world
2
Amazing
Accomplices
A location in your campaign world
3
Arcane
Acolytes
Abacination
4
Artful
Adepts
Agerasia
5
Asynchronous
Adversaries
Arm
6
Benevolent
Affiliation
Ascension
7
Bizarre
Alliance
Asphyxiation
8
Black
Antagonists
Basilisk
9
Blasphemous
Apprentices
Bastard
10
Blue
Array
Benefactor
11
Bombastic
Assemblage/ Assembly
Beyond
12
Cloaked
Associates
Bicone
13
Cogent
Astrologers
Bitch
14
Coherent
Attendants
Blood
15
Compelling
Autohagiographers
Cachinnation
16
Convivial
Autolatrists
Cat
17
Cosmic
Brood
Catechism
18
Curious
Brotherhood/ Sisterhood
Charientism
19
Drunken
Cabal
Claw
20
Eccentric
Children
Colossality
21
Eldritch
Circle
Conquest
22
Engorged
Clutch
Cosmos
23
Enigmatic
Coalition
Crystal
24
Esoteric
Cohorts
Cyclops
25
Esteemnable
Collaborators
Day
26
Exceptional
Collective
Decrepitude
27
Extraordinary
College/ Collegium
Drake
28
Fallen
Combine
Earth
29
Fantastic
Community
Emptiness
30
Fecund
Company
Emunction
31
Fraternal/ Sororal
Concilliabule
Exsibilation
32
Gibbous
Concordance
Eye
33
Gluttonous
Confederacy/ Confederates
Feather
34
Golden
Congregation
Fey
35
Green
Conjurers
Finger
36
Gregarious
Consortium
Fire
37
Honorable
Conspirators
Forest
38
Hooded
Coterie
Fox
39
Incoherent
Court
Hand
40
Inconceivable
Coven
Harpy/ Siren
41
Indigo
Covenant
Heavens
42
Intangible
Daughters/ Sons
Hells
43
Invincible
Enchanters
Hydra
44
Invisible
Enemies
Illusion
45
Jumentous
Faculty
Key
46
Kyphorrhinos
Fellows
King/ Queen
47
Learned
Fellowship
Lake
48
Leering
Flock
Leg
49
Locquacious
Fraternity/ Sorroroty
Leucrotta
50
Luminous
Gathering
Leviathan
51
Macabre
Gentlemen/ Ladies
Liripip
52
Magnificent
Gongoozlers
Malefactor
53
Maledicent
Hadeharians
Mandrake
54
Malevolent
Heirs
Masquerade
55
Mendicent
Host
Maw
56
Miasmic
House
Member
57
Mighty
Incorporation
Mime
58
Nameless
Initiates
Monolith
59
Omnipotent
Institution
Moon
60
Omniscient
Kinship
Mountain
61
Orthodox
League
Mumpsimus
62
Paternal/ Maternal
Library
Nelipot
63
Peculiar
Lyceum
Night
64
Phenomenal
Magicians
Oblivion
65
Roll any die: add "-fold" to the number
Magisters
Octopus
66
Roll any die: use result as an adjective
Maladroits
Orb
67
Polished
Members
Owl
68
Preeminent
Necromancers
Owlbear
69
Profound
Neophytes
Pentacle
70
Prolific
Roll any die, use result as a noun
Petrichor
71
Puissant
Order
Phenomenon
72
Pyknic
Pack
Phoenix
73
Red
Pact
Portal
74
Ruined
Party
Prince/ Princess
75
Ruminating
Philosophunculists
Prophet
76
Scarlet
Prodigies
Puissance
77
Sciapodous
Progeny
Rendevous
78
Secret
Protagonists
Reverberation
79
Shining
Pupils
Riddle
80
Singular
Ring
River
81
Skillful
Savants
Sepulchre
82
Sovereign
School
Shadow
83
Stalwart
Scions
Sphinx
84
Steatopygic
Seers
Stars
85
Stoic
Seminary
Stipulation
86
Supreme
Senate
Stone
87
Thelemic
Society
Sun
88
Ulotrichous
Sodality
Tentacle
89
Unclean
Soothsayers
Tongue
90
Unknown
Sorcerers
Tooth
91
United
Stalwarts
Transcendence
92
Unlevened
Swarm
Tree
93
Unorthodox
Thaumaturgists
Unicorn
94
Veiled
Theurgists
Wanweird
95
Ventripotent
Thralls
Water
96
Vigorous
Throng
Weirding
97
White
Tribe
Wind
98
Wilting
Union
Wolf
99
Yellow
Warlocks/ Witches
Wyrm
00
Zealous
Wizards
Wyvern