When the great wizards go to war, even Kings run and hide. In this D20-inspired fantasy setting, two factions of wizards have moved from rivalry to outright warfare. Everybody thought it would end quickly, but of course it has dragged on, drawing in new allies as blazing anger turns to implacable hate. Cities, kingdoms, and castles all over the world lie in ruins, and dangers multiply as the wizards become more reckless in their spells and summonings.
ENCOUNTERS DURING THE WIZARD WAR
Roll d20 when moving, d10 when stationary.
- Roll twice and combine.
- Brain-Eater: A tentacled humanoid from another plane of existence, with psychic and magical powers. It's taking advantage of the magical struggle to conduct some operation of its own.
- Demon: A mighty demon accompanied by lesser servitors. It is bound to obey the wizard who summoned it, but it has its own desires and grudges.
- Injured Celestial: A powerful angelic being, horribly wounded.
- Looters: A band of 2d4 thieves and warriors (i.e., just like the player-characters) looking for abandoned magical items or anything else of value. They're suspicious of potential competition.
- Mercenaries: 2d8 hardened soldiers. Roll 1d6 to determine their allegiance. (1-2: Same faction as the player-characters; 3-4: Enemy faction; 5: Deserters turned bandit; 6: Serving nearest temple.)
- Swarm of Giant Fiendish Scorpions: 2d6 Scorpions the size of dogs, their eyes glowing with demonic light. They'll attack anything.
- Unseasonable Weather: Magical weather control has been playing hob with the climate. This is a blizzard in summer, or a tornado in winter, or maybe a tropical storm far inland. The bad weather lasts 2d6 hours but the effects may linger for days.
- Wizard: A powerful magician, with mortal troops and supernatural guardians. Roll 1d6 to determine the wizard's allegiance. (1-2: Same faction as the player-characters, and will likely assign them a mission; 3-4: Opposed faction, will interrogate or enslave them; 5: Rogue Wizard, loyal to nobody; 6: Mad Wizard.)
- Zombies: 2d6 zombies, once part of an undead army but now just hunting for living food.
- Altered Time: An area about 1d100 yards across has come unstuck in time. Anyone entering experiences only a few minutes in the zone while outside much more time passes. Roll 1d6 to see how much time goes by. (1-2: 1d6 hours; 3: 1d6 days; 4: 1d6 weeks; 5: 1d6 months; 6: 1d6 years.)
- Ambush: 1d6 minor demons using illusions to appear as helpless refugees.
- Goblin Camp: 1d6 times 10 goblins are camped here. They are poorly supplied and have only basic weapons. Roll 1d6 for their allegiance. (1-2: Same faction as the player-characters; 3-4: Enemy faction; 5: Deserters turned bandit; 6: Serving the Brain-Eaters.)
- Hunting Dragon: A young but hungry dragon, sent after the party by some enemy or other.
- Magical Trap: A magical glyph which imposes a geas on whoever sees it. Roll 1d6 for the nature of the geas. (1: Guard this location with your life for a year and a day; 2: Kill! 3: Leave this spot and never return; 4: Seek out and slay a specific person; 5: Serve a specific person for a year and a day; 6: Shed no blood for a year.)
- Pure Chaos: A zone of primordial Chaos 1d100 yards across. The effects of magic in the zone are massively amplified, but there is a 10 percent chance that any spell will fail spectacularly.
- Ruined Castle: Something utterly devastated this castle, leaving a ruin filled with monsters, hazards, and loot. Gee, what to do . . .
- Temple Complex: An island of security in a world gone mad. The temple priests have defended their citadel with the power of the gods, and it's packed with refugees. Travelers can get shelter, basic food and water, and a safe place to sleep — but warriors may be asked to help guard the walls, and users of magic get a very negative reaction.
- Tracks or Signs: Either the tracks of one of the encounters above, or an actual signpost. Roll again to see what is indicated.
- Wake of an army: An army passed through recently. Following the trail of the force means the party won't encounter any monsters, but all the food and portable wealth has been taken.
SITUATIONS IN THE WIZARD WAR
Roll 1d6 for each encounter above to determine motivations.
- A desires B
- A wants to capture B
- A wants B dead
- A wants to go somewhere
- A wants to solve a mystery
- A wants X
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