Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

[Dungeonpunk] - Ritual Spellcasting and Wizard Traditions theory-post


[As with the last couple of recent posts, I am doing my teeny-tiny bit to make the OSR a better place, in principle. This is an idea straight from the brain-noggin, there has been no play-testing for this what-so-ever.]

So I was thinking about how to make rituals good for Dungeonpunks, and I think where I ended up lead to some cool thinkings; lets dive in.

Background

So briefly, Dungeonpunks is ripping off borrowing from the GLOG for the basic magic system, which if you aren't familiar (but who isn't?) Magic User's get a number of magic die to cast spells, which take their potency from the number of dice rolled, and/or the total of all the die, which are exhausted if they display 5 or more. There are a few more wrinkles, but that's the gist of a very cool, flexible system.

Rituals

Firstly, what should rituals do? Here are the two things that I'm thinking of:

- They can be used to make spells more reliable, and
- They can be used to make spells more powerful than normally possible

Just like how some systems (such as Dungeonpunks eventually...) let you increase the chances of, or even guarantee success if you take more time, the same I think, applies with rituals. The more resources you put in, the safer/greater the results, and with rituals you have a chance to put in more and different resources than Magic Die.

Here's the rough shape of my thoughts for the system:

Rituals are spells, but they aren't directly fueled by Magic Die. You must have at least as many available Magic Die as the level of the ritual you want to cast, but you don't roll them. You can add extra magic die through other methods however.

A 1 Die ritual takes 10 minutes to perform.
A 2 Dice ritual takes 1 Hour to perform.
A 3 Dice ritual takes 1 Day to perform.
A 4 Dice ritual takes 1 Week to perform.
For each extra Die of effect, add an additional week to the casting time.

The following benefits can be applied to rituals to add additional casting die to the rituals' effect:
- Full wizard regalia, requires an inventory slot for each casting die that the ritual with have in total.
- Use of the rituals' key components (more on these later)
- An elaborate ritual space (probably equivalent to owning/building a medium sized dwelling)

The intent of these extra modifiers is to limit the use of these essentially "free" rituals within the dungeon-crawl environment, or other time-limited situations. You can still use them, but its other factors that you'll then need to think about.
[Designer's note: depending on how it works in play, its possible the additional requirements could add die without increasing the casting time, we'll see if its interesting to haul around a bundle of wizard-clothes and components to get "extra" magic die with extra limitations.]

Magical Traditions

Now, my actually cool idea; using the holes in the above theory to add to magic's "groundedness".

I like the idea of using physical components to spells, but as they are they kind of suck, in 5e at least and especially. Part of their problem is that its too fiddly to remember them all without extensive notes, and to actually use them often is lots of book-keeping.

This second problem is sort of solved by limiting it to ritual-casting, thus they are a choice that need to be weighed, is it worth giving up an inventory slot for a more powerful ritual?
But the first problem is more complicated, and this is my solution;

Spells are divided into "Magical Traditions" that all share a common list of components.

This hopefully means that there are only a few components that will ever need to be used, and since any combination of components from the tradition can be used, there should always be choices.
For particularly potent rituals, you could even demand a specific component if you wanted to.

For extra effect, I think the classic "5 W Questions" could be used to make an interesting list. For example;

The Tradition of Vexillor;

Who: A Chorus of Caged Song-Birds
What: A Rose carved from Ruby or Diamond
Where: In the centre of a Stone Circle
When: At Midnight
How: In complete Darkness

There will be a list of guidelines and probably a few tables of examples to demonstrate the principles of making one.
So far I think the guidelines are something along these lines:
Two entries should be relatively common or easy to come across (Midnight happens every day, and its easy enough to make your space really dark). Perhaps 100gp of expenditure or so.
Two entries should require some effort to achieve (There are (or should be) plenty of Stone Circles around, but they are never quite accessible as you might like, and the logistics of collecting a Chorus of Song-Birds in a medieval environment could be a bit of a challenge.) Maybe 1,000gp to gain.
One entry should be pretty hard to achieve, or even unique (a Ruby Rose could be quite a challenge to produce indeed) At least 10,000gp to get.

An further example;

The Tradition of Seutonius;

Who: With a circle of 6 other acolytes (Rare)
What: A sprig of fresh Wolfsbane (Common)
Where: Atop the Divine Mountain (Very Rare)
When: During the New Moon (Rare)
How: Whilst burning expensive incense (Common)

These are a few ways I can think of to use this system:
- Characterise a wizard and the way they cast their spells with their own spell-list and set of components to make it worthwhile to learn from a variety of wizards, particularly if you are somewhat restrictive of the way Wizards can learn new spells.
- To tie together a set of spells thematically; as in these spells are in a tradition because they share a common set of components, either because the spells are intimately related, or because the wizard who created them had that set of components easily accessible, which both have their own set of uses.
- To provide an incentive to encourage players to keep themselves themed without offering other abilities (as awesome as the glut of GLOG wizard schools are, they do add a certain pathfinder-ishness to the game again, and I am fully guilty of contributing to this of course).

You could even further distinguish between the types of spell-casting; maybe wizard "colleges" have quite straight-forward spell lists and more easily accessible components, and then the more esoteric traditions have rarer components, but better spell-lists, for example. Its a pretty flexible system I think.

It also is flexible in the way you want to engage with it; you can either entirely randomly generate it if you like, or you can put in lots of effort to create bespoke wizard traditions, even a bit of both perhaps.

I sort of envision a set of wizard tradition card-play aids, where the outside is decorated like a spell book, and the inside is dedicated to the spell-list and the components, maybe with a section for fluff for the tradition.

I think its a cool idea, I just hope it works in practice!

[Further idea that I came up with as I come to the end of typing this up and can't find a good place to insert somewhere else:
You can use these traditions to tie a new wizard to a new place, or reflect where they began to learn. If they aren't learning from a specific tradition then they get a half-filled in tradition spell list, and are missing two of their components. As they learn new spells, they can fill in the gaps of their tradition, and create a tradition of their very own.]

Further Tables for Katawa's Bath-House

Its been a bit, I need to get myself back into this habit.

Here are some tables for my Ghibli-esque by way of strange folk-lore Bath-House.
Events!
Rumours!
Secrets!
Food Stalls!
The Actual Baths!

Events at the Guest House

1 - One of the Guests of the Bath-House is hosting a party, they have an Ulterior Motive
2 - An important talk is being hosted in the Bath-House between two Guests, a third Guest is out to disrupt them. If they succeed, the consequences could be dire indeed.
3 - A great Festival of Fire is being hosted at the Bath-House, it is cover for a crucial meeting. Security is extra tight.
4 - A Guest has gone missing in Pod 317, somewhere deep within indeed.
5 - Bath-Tokens are 50% off! A wondrous bargain! The Bath-House throngs with punters.
6 - A fight broke out in the Sake Bar. Milly sadly cleans up the mess.
7 - A special guest-Gourmand is doing business in the Food Court today, the level groans beneath the weight of the guests.
8 - Secretly, the Spring-Spirits are on strike today, the Baths are closed.
9 - A distinctly inhuman guest has come today, their appetites are overwhelming, and they are causing a bit of a scene about it really.
10 - One of the Guests has brought a large number of friends with them today, half of the general patrons are affiliated with the Guest in question.
11 - One of the Flame-Sprites has gone berserk and swollen to the size of an elephant. Servants and staff rush around in a mad panic trying to contain it and clean up after it.
12 - One of the Guests is hosting a soiree, and everyone is invited!

Ulterior Motives
1 - To steal from another guest.
2 - To discover the truth of the Bath-House's heating.
3 - To break into Katawa's office and read a document.
4 - To rob Administrator Goro's safe.
5 - To learn another Guest's secret.
6 - To break up talks between two other Guests.
7 - To ruin another Guest's reputation.
8 - To hunt down a Guest who knows their secret.
9 - To hunt down Katawa and have a stern word with him.
10 - To find the Complaints Statue's records. 

Rumours

Mundane Rumours - spoken by those unaware of the true nature of the bath-house
1 - The castle out on the lake is haunted by the spirits of the damned.
2 - A witch dwells there and transforms men who trespass into beasts and monsters!
3 - Echidna, mother of monsters, holds her court there on nights of the new moon.
4 - It is a prison for a Demon of monstrous size!
5 - Incredible riches and secret powers are hidden in the deeper dungeons beneath it.
6 - It was used as a meeting ground between ancient man and spirits of the world in elder days.
Extraordinary Rumours - spoken by those who know its nature, but have never been there
7 - A Masked-Spirit serves Sake of breath-taking quality, and magical property! 
8 - A spirit in the old Bath-House has gathered gold for centuries, and hidden it away within!
9 - At least one dragon has to live there right? Deep beneath in hidden caverns I'd wager.
10 - Elf folks hold faerie-courts there to decide the fates of those replaced with changelings.
11 - Humans are like ants to the occupants of the old bath-house! Ants I say!
12 - If you pay a shiny silver Obol to the doorman, you too can enjoy the finest Bath known to man.
Intimate Rumours - spoken by those who frequent the establishment
13 - Any meeting can be arranged there, between man, spirit, and most anything in-between.
14 - The baths are many, and all with especial attributes, some wholesome, some decidedly not.
15 - The Master of Servants holds a bag of many swords, and each can tell an ancient tale.
16 - The food-hall is something to behold! There are so many foods, and so many secrets to sample!
17 - Stay only during the day, at night, the spirits are replaced with foul demons.
18 - Djinni-spirits guard the Bath-House, beasts of flame with cage-metal bodies.
19 - The Master of the Bath-House knows many secrets, but is a mystery himself.
20 - Spirits play a Great Game of power and influence at the Bath House. They trade in secrets.

Secrets of the Bath-House

If a secret about the Bath-House is discovered by some means by the Party or a Guest, roll below to discover what is now known.
1 - The Servantry are enchanted by their contracts; Katawa is aware of everything the servantry see or hear while on duty, this is how he maintains such a close connection to the Great Game.
2 - Goro's Vault also holds the minds of the Water-Pumpers, without which they are docile and pliable. They are like storms in glass jars.
3 - A the meeting rooms have spy-cubbies, in which a watching, listening servant is festooned to eavesdrop on meetings.
4 - There is a cupboard full of paintings, depicting Guests who earned Katawa's ire. Their spirits are trapped within, never to escape without the destruction of the painting.
5 - The Flame-Sprites are small motes of a greater Flame-Being who is currently trapped by Katawa (in one of his paintings). He is decidedly displeased by this, naturally.
6 - A series of exactly five valves, if simultaneously closed, would shatter the Bath-House's entire water-system.
7 - A dormant Demon-Seed lies hidden in the earth in one of the gardens. No-one knows which.
8 - The Koi in the pond are not what they seem, but attempts to discover their true nature have yet proved fruitless.
9 - Mushi foolishly keeps a spare set of his keys inside a hollow lucky cat on his desk. Since he is almost never in his office, they are somewhat unguarded...
10 - Milli has venom in her bite that could kill almost anyone and anything. She is very, very secretive about this. Not even Katawa knows.

The Food-Hall

Everyone loves the food at Katawa's, and competition is fierce to keep one of the limited spaces for stalls. Its a chef-eat-chef world up there, and most everyone has a dirty secret of some kind...
Everyone at the Bath-House has a favourite food, even Katawa himself; find out what it is, and you will most certainly gain at least a small bit of favour with them.

What do the Stalls sell? (2d10)
1 - Curried                     1 - Animals, butchered
2 - Candied                    2 - Bones
3 - Roasted                     3 - Fruit and Veg
4 - Vegan                        4 - Wood
5 - Stewed                      5 - Stones
6 - Frozen                      6 - Insects
7 - Fermented/Pickled   7 - Animals, whole
8 - Dumplings of           8 - Seafood
9 - Raw                          9 - Birds
10 - Votive                     10 - Feces

What secrets do the Stall-Owners hold?
1 - The recipe to their secret spice blend.
2 - The "secret ingredient" which is supposedly well known, is actually something entirely different.
3 - Never flushes the toilet. Rude.
4 - Knows a ruinous rumour about another Stall-Owner.
5 - They can get you heckin' weird spirit-drugs.
6 - Knows how to pick the locks to the Sleeping Pods.
7 - Secretly forges Bath-Tokens.
8 - They know a Guest's secret. Perhaps you could persuade them to tell...
9 - They know a Bath-House secret. They are smart enough to know not to tell frivilously...
10 - Their stall is a drop-point for agents of the Great Game.

The Baths Themselves

The main attraction, the talk of spirits the world-over (probably), the decadent heights of luxury.
Needless to say, even the basic bath-tokens are pricey, and the higher tier ones are positively ruinous.

Bath Tokens:
For a normal bath, roll a d6.
For a more exotic bath, roll a d12.
For a potentially bizarre bath, roll a d20.
1 - White: The Classic; hot water, cleansing soap, wooden duckies.
2 - Black: Anti-scented Bath; removes all smells you might have.
3 - Red: Really Hot Bath; sweat out and neutralise poisons.
4 - Green: Herbal Soak; invigorating, gain 1 temporary hit point per level.
5 - Blue: Ghost Sauna; spiritually cleansing, the next time you roll a MD and it exhausts, it doesn't.
6 - Copper: Exorcist Massage; removes bad spirits, cleanses a random curse.
7 - Silver: The Bath of Princes; all the benefits of 2 d6 rolls, rerolling duplicates.
8 - Gold: The Bath of KINGS; all the benefits of 2, 3, 4, 5, and 6.
9 - Feathered: Cloud-Chamber; become light and fluffy, double jump height, half jump speed for 24 hours.
10 - Crystal: Star-Stone Sauna; attune with the universe, and gain a random cantrip you can only cast at night when the stars shine bright. Lasts 1 week.
11 - Speckled: Multi-Coloured Ooze Soak; only slightly dissolves you, you can squeeze through spaces of 4 inch diameter or larger without trouble, though it feels really strange. Lasts 1 week.
12 - Coal: Spider Massage; try not to think about it, advantage on saves against sticking to things for 1 week.
13 - Squishy: Radioactive Sauna; save and mutate; random mutation on a failure, roll thrice and pick once on a success.
14 - Luminous: Aurora Plunge Pool;Your eyes emit light as hooded lanterns for 1 week.
15 - Bark: Mysterious-Moss Masks; your hair and face occasionally sprout plants, but you can also speak with plants three times in total, so there's that.
16 - Glass filled with Smoke: Ultra-Cleanse Vial-Pods; Enter hibernation for 2d4 days, at the end of which, emerge from your cocoon of soap physically restored, even lost limbs return to you.
17 - Rusted Iron: Butcher's Scrub; remove a limb, replace it with another limb if you have one. (You need to bring your own limbs please, the fresher the better)
18 - Tentacle: Hot Eel Rub; okay, this one is really gross, not going to lie. You have advantage on rolls to escape restraints for 1 week.
19 - Bone:Skeletal Sauna; just take all your meat off for a bit, and let your skeleton have a clean for once yeah? Reroll all your hit die and add any modifiers you usually add, if the result is higher than your current hit point maximum, it becomes your hit-point maximum.
20 - Tar: The Black Bath; receive a Revelation from the Beyond.

Revelations from the Beyond
1 - Worship of an Outer-Godling; each time you sacrifice a person to the Outer-Godling, you gain a random Cleric spell you can cast once.
2 - Star-Roads of Heaven; you never get lost as long as you can see the sky. Once per month, you and any who touch you can astrally project.
3 - The True Heart of Man; your mind can never be dominated or affected by the magic of another.
4 - The Path to Heaven; you can instantly ascend to any heaven you wish to go to, your next character gains a level instantly.
5 - Secrets of Time and Space; you can teleport instantly to anywhere you can see or have ever been. If you can see that location at all, it costs one maximum hit point, if you can't, it costs d6 max hp.
6 - ITS ALL TOO MUCH; go insane, for 2d6 days at least.

[GLOG] Chronomancy

I feel like expanding on the Seclusium of Time the Wizard. Here is what you get for being a Chronomancer, and the spells they use.

You probably can't start as a Chronomancer, but you could perform a ritual to edit your time-line to make it so that you have always been a Chronomancer, and thus replace your Wizard School with Chronomancy.

Time magic is dangerous. Even apart from the normal repercussions abusing time. If you aren't careful, the time police will track you down and throw you in Infinite Jail, which is infinite in every dimension, including and especially, time.

Perk

You are always vaguely aware of the time of day and year it is, wherever you are, both locally and wherever you might call home if abroad.
Randomly determined spell durations always affect you for the maximum time.

Drawback


If you ever see a clock that tells the wrong time, you must fix it.
Randomly determined spell durations always affect you for the maximum time.

Cantrips

1 - You can retroactively consume things you own in the future to gain their benefits in the past. You can set up a time-debt by gaining the benefits of something you consume (such as food, a potion, a damn good book, etc.) whenever you like in the present, but you cannot use this again until you have resolved the time-debt in the future, when you can actually consume the stuff you've already benefited from. Needless to say, you don't get the benefit in the future.
2 - You can pause time for a split-second of real time. Perceptually for you, time continues for 6 seconds during that split second, during which you cannot act or move at all (not even your eyes) but you can still see, smell, touch and taste things (you can't hear because external sound can't move). 
3 - You can write your future self notes, which will appear to you, wherever you are, at a specified time. You can't have more messages waiting to be delivered than you have Wizard templates.

Regular Spells

1 - Haste
R: 50' - T: Object - D: [sum] Rounds
If the target is a creature, they get an extra action on their turns, if they pass a save. Either way, their movement is doubled. Objects move twice as fast.
2 - Slow
R: 50' - T: Object - D: [sum] Rounds
If the target is a creature, they must save each turn or lose their action. Either way, their movement is halved. Objects move half as fast.
3 - Helping Hand
R: 10' - T: Self - D: [sum] Minutes
Reaching into the time-stream, you pull a version of yourself from the future to help you now. Roll all their HD and MD to determine how many of each they have, otherwise for all intents and purposes, they are another you.
However, if the future version of yourself dies before the end of the spell, you have put a time-limit on your own life. Each time you level up, there is a cumulative 1 in 6 chance that you are pulled back in time, and die.
4 - Revert
R: Touch - T: Object - D: Instant
Reset an object to a point in its past, up to a certain amount of time ago based on the dice used:
1 die - 1 hour
2 dice - 1 day
3 dice - 1 year
4 dice -  100 years
The object touched reverts to the state its atoms were arranged in, but life is elusive, and hp (or indeed, life at all) cannot be regain from this spell; though things such as debilitating wounds and bleeding can be removed by this spell.
5 - Provert
R: Touch - T: Object - D: Instant
Proset an object to a point in its future, up to a certain amount of time ahead based on the dice used:
1 die - 1 hour
2 dice - 1 day
3 dice - 1 year
4 dice - 100 years
The object proverts to a state that it would naturally reach without outside interference. Natural processes do not take effect during this advancement, so you won't feel a year' worth of hunger if you are proverted.
6 - Bottled Time
R: Touch - T: A Bottle - D: [dice] Hours
You bottle up some time from your now, and can use it later.
7 - Foresight
R: 0' - T: Self - D: [sum] Minutes
For each die invested in the spell, roll a die of your choice and keep it in front of you. For the duration of the spell, whenever you are called on to a roll a die of the type you have in front of you, instead of rolling, you can use on of the dice generated by the spell.
8 - Hindsight
R: 0' - T: Self - D: [sum] Minutes
You make a closed time-loop that you can test a theory out in. When the time-loop ends, you and everything you interacted with reset back to how you were when you cast the spell. Time rewinds with you too, none of what you did had any lasting consequences. You remember all of the time-loop however, and MD that you spent on the spell are still gone.
If you die whilst in the time-loop, you suffer a Miscast when you reset.
9 - Contingency
R: 0' - T: Self - D: [sum] Minutes
Set a trigger, and a reaction. When the trigger is triggered, the reaction occurs.
10 - Pre-preparations
R: 0' - T: Self - D: [sum] [special]
You send resources of yours into the future, which you can call in later whenever you want, such as a Magic Dice, a number of hit points, or some knowledge. You do not get back resources that you don't call back before the spell ends. If sending dice or objects, you cannot send more than [dice] of those. If sending knowledge or points of a class feature, you cannot send more than [sum] words or points.
Other examples are up to DM interpretation.
The duration of the spell depends on the number of MD used to cast it;
1 die - Hours
2 dice - Days
3 dice - Weeks
4 dice - Years

SUPER SPELLS

11 - Permanency
R: 50' - T: A Spell Effect - D: Instant
You make a magical effect permanent, the exact effects of which are up to the DM; some guidance;
- If the spell has a duration, that duration merely becomes permanent.
- Objects and creatures summoned or created by a spell last permanently, though they could still be broken or killed.
- If an object's state is changed (such as being unlocked by a Knock spell) then they can never be changed back to how they were.
- Instantaneous spells (such as fireball) will require a bit more adjudication (e.g. fireball might cause an endless splurge of flame at the point it was cast).
You must use at least the same number of dice to cast this spell, as were used to cast the spell you wish to make permanent. Dice used to cast this spell cannot be retained, and must be regained at dawn, as if they had all rolled a 4 or more.
In addition, roll on the following table to determine the additional costs of the spell:
1 - You lose d6 hp as long as the spell effect lasts.
2 - You lose 1 MD as long as the spell effect lasts.
3 - You can memorise 1 less spell while the spell effect lasts.
4 - You must roll an additional miscast when you do, and suffer all results, as long as the spell effect lasts.
5 - No one in the whole world can cast the spell you made permanent as long as the spell effect lasts.
6 - You cannot postpone or dismiss your Dooms.
12 -  Time Walk
R: 0' - T: Self and up to [dice] other creatures - D: Instant
You fuckin' time travel. Look, it does what you think. If you've let your players become a Chronomancer, and they get their hands on time-walk, let them.

Miscasts

1. Magic Die only return to your pool on a roll of 1 or 2 for 24 hours
2. Take 1d6 damage
3. Random mutation for 1d6 rounds, then make a save. It is permanent if you fail.
4. You cannot cast spells for d6 rounds as they freeze in time.
5. You become unstuck in time; for 1 minute each turn you must a dice of your choice. If it rolls even, you act twice. If it rolls odd, you skip your turn.
6. You freeze in time for d6 turns, in which you cannot do anything, nor can anyone do anything to you or anything you are wearing/carrying.

Dooms

Chronomancer Dooms are funny, they may not happen in order. When you suffer a Doom, use the first doom if the triple was a 1 or a 2, use the second Doom if the triple was a 3 or a 4, and use the third doom if the triple was a 5 or a 6. If you encounter a Doom earlier than you should, or one you have already encountered, it is possible to convince it to piss off and come back later. It will come back the next time you suffer a Doom along with whatever Doom you roll for that one; duplicating results this way is absolutely a thing. You can still tell them to come back if they are still early, but eventually you must deal with the consequences of all Dooms you have accumulated.

1 - A Causality Angel arrives and demands that you cease your meddling with the time-stream. They slap you with Chrono-Shackles that cannot be removed by anything short of a 5 dice magic spell, and while you wear them, you cannot cast any Chronomancy Spells (though they don't hinder you at all in any other way, and you can still use your cantrips). The Causality Angel will take them off when you have "learned your lesson" and burned a spellbook with a Chronomancy Spell in it.
2 - A future version of you arrive to warn you of the results of meddling with the time stream and drag you out of yours to see the results of it. Whatever strange sights you have to see, you are out of action for d6 days, and will re-appear where you were in the exact same state as you were, despite the apparent passage of time.
3 - The Universe finally gets sick of all your meddling and sends an Inevitable to hunt you down, forever, through time and space, until you are dead. It will not stop and indeed, cannot be stopped.
Unless it has arrived early, in which case it is very gracious and apologetic.

To avoid the Dooms of the Chronomancer, you must either turn over your personal hourglass in the halls of time, where the lifetimes of all mortal things are counted down, or you can eat the heart of a truly immortal being, which is tough given that immortal things cannot be mortally wounded, even by having their hearts hacked out. Especially after you've eaten it.

[GLOG] Numismancers

Numismancers: the wizards of worth

As everyone knows; magic can, will, and inevitably must be taken to every possible application. Money was one of the first, humans being humans.
Numismancers however, are not just money-wizards, though due to the nature of their magic, it is a big part of their domain, humans being humans. Numismancers are the wizards of a thing's worth; they can tell you your heart's desire, alter the odds in their favour, and enforce good-will in negotiation. 
The life-cycle of a Numismancer's stay in any given town is roughly the same;
First, they are greeted with joy at the prosperity they can bring.
Then, the suspicion sets in as people begin to wonder, just how much this wizard is doing that they don't now about.
Finally, they are run out of town when the townsfolk discover what it is that they didn't know. 

Exactly like this?

Cantrips:

- You instinctively know if you are being mislead about the worth of an item you are attempting to buy, but you are not aware of the magnitude, or even the nature, of the deception.
- You can pull out a small handful of loose change from a pocket if you give it to someone. The coins are genuine, and they never quite equal one of the standard currency (e.g. a few copper pieces usually). You can do this once for any given person.
- You can instantly assess the value of a pile of coins.

Perk:

Creatures perceive your coins as being worth just that little bit more than others. They will almost always stop to pick up coins you drop.

Drawback:

Anyone who discovers you have lied or deceived them, has a -1 modifier to all reaction rolls when dealing with a group with you in it, or a -2 when dealing with you alone.

Spells:

1 - Asking Coins
R: Touch - T: Coins - D: [sum] Days
You weave a secret blessing over [dice] coins. Anyone you give one of these coins too is impelled to answer one question of yours truthfully, though they do get a save. Creatures who pass the save, and have HD equal to or less than [dice] are aware you magically compelled them; creatures who pass the save and have HD greater than [dice] need not answer at all, and are aware you compelled them too.
2 - Arcane Appraisal
R: 50' - T: Any object - D: [sum] Minutes
You create a glamour over an object such that any who behold it deem its value to be up 2[dice] its worth, either multiplied, or divided, which you decide when you cast the spell.
3 - Assess Desire
R: 6' - T: Person - D: Instantaneous
You read the thoughts of a person whose eyes you can meet, for at least an instant. You learn the most pressing thing that person wants. For each die you invest beyond the first, you can either learn a further desire, or discover a piece of information about a desire you are already aware of.
4 - Bend Luck
R: 0' - T: Self - D: [sum] Minutes
For each die invested in the spell, roll a die of your choice and keep it in front of you. For the duration of the spell, whenever you are called on to a roll a die of the type you have in front of you, instead of rolling, you can use on of the dice generated by the spell.
5 - Sacred Negotiations
R: 50' - T: Contract - D: [sum] Minutes
The spell is cast upon a contract of one kind or another, as long as it has not been signed by anyone. The contract can be in the process of being written. For the duration of the spell, no violence of any kind, lies, or deceptions can be perpetrated by any party who will potentially sign the contract, until it has been signed by all parties; or until the contract is torn apart.
6 - Animate Coins
R: Touch - T: A pile of coins - D: 1 minute per caster level
You animate a pile of coins into an ooze or swarm like creature.It can perform any actions an animate pile of coins could feasibly perform, and its statistics are dependent on its size.
It attacks as a monster with HD equal to the Dice invested in the spell.
It has 1 dice of damage for each place value in the number of coins that make up the pile.
It has Hit Points equal to [sum].
Its physical attributes are equal to [dice] + the number of place value positions in the number of coins that make up the pile.
7 - Speak With Coins
R: 50'  - T: A pile of Coins - D: [sum] Minutes
You enchant the targeted coins such that their coin-conscience can communicate with yours. The more coins there are, the more information they can coherently articulate, and the "memory" of the coins for the purposes of this spell is; 1 week [1 die], 1 month [2 dice], 1 year [3 dice], as long as the coins have existed as coins [4 dice].
The coins can usually answer questions about "coininess", such as how many other coins have been with them or taken from them, what environment they have been stored in, where were they minted, etc.
Taxing questions (i.e. anything not to do with being a coin) can only be asked once per minute; such as what they have been spent on, who has kept them, where they have been stored, etc.
8 - Compulsion
R: 50' - T: [dice] creatures - D: [sum] rounds/no. of targets
The enchanted creature is filled with a compulsion to sort a series of objects for the duration of the spell, which they will immediately move to. Non-alert, unaware creatures are not allowed a save. While sorting the objects, they pay no attention to any of their surroundings, unless it interferes with them, or the objects they are sorting.
If there are no objects to sort in the creature's sight, the spell has no effect.
Targeting particularly intelligent creatures, or having especially easy or few objects to sort, can affect the duration of the spell, down to half its normal duration. 
9 - Vault
R: 50' - T: A "room" you can see - D: concentration
As long as you maintain concentration on this spell, all entrances to the targeted room slam shut and lock, and cannot be physically opened, unless they are destroyed. The definition of "door" and "room" are somewhat loose, but any space that is open to the sky such that objects cannot plug the gap, cannot be targeted.
This spell can be used to create shelters, such as by affecting tables to close over a space completely.
If you maintain concentration on this spell for a whole day, the spell becomes permanent.
10 - Obssession
R: 50' - T: 1 creature - D: permanent
The enchanted creature develops an obsession that you specify, and will turn their greatest (feasible) efforts to the achievement of it. The target will never perform anything life-threatening to achieve their obsession (unless they are certain in their mind that they won't die), and each time they must perform a life-altering action (such as going on a long journey) or large expense, they get to make a new save against the spell.
The aim of the obsession must be known to exist by the target (though they do not need to be overly familiar with it), and can be of the following types depending on the number of dice used to cast the spell;
1 die or more - object or location
2 dice or more - person or occupation
3 dice or more - abstract (happiness, love, mastery, etc.)
4 dice - something that only might exist

Signature Spells:

11 - Midas Touch
R: 0 - T: self - D: [sum] rounds
For the duration of the spell, you enchant your hand such that anything you touch, turns to pure gold. Each round your touch can convert the following volume of stuff into gold;
1 die - 3" diameter
2 dice -  1' diameter
3 dice - 6' diameter
4 dice - 60' diameter
Unwilling creatures can save to resist the effects of the spell, and on a success the transformation only lasts for 1 round. Partially transformed creatures suffer a penalty of either -2 to die rolls from the shock and pain, or are incapacitated, according to GM interpretation. Any other penalties also depend on interpretation (you cannot see through gold eyes, as an example).

12 - Distill Worth
R: Touch - T: An object - D: 1 round
Upon casting this spell, you draw out a properties of the target, and render it through mighty magics into a single coin. You can take whatever proportion of the object's property you wish. Once this is done, the target loses whatever you took from it permanently, unless they eat the coin created.
The created coin is recognised by all who see it as carrying the worth of the instilled property instinctively, and any who eat it, or have it ground into them, take on the property.
Alternatively, the coin can be snapped, and rendered worthless.
Unwilling targets can save against the effect, creating a worthless coin on a success and not losing the affected property.
Distilled Properties
1 die - Superficial Physical
2 dice - Superficial Abstract
3 dice - Existential Physical
4 dice - Existential Abstract
Examples:
Superficial Physical; Colour, Reflectiveness, Tattoos, Shadow
Superficial Abstract; Reputation, Happiness, Dreams, Knowledge
Existential Physical; Weight, Body Parts, Physicality, Bones
Existential Abstract; Time left to live, Titles, Family Ties, Souls

Miscasts:

1 - Magic Die only return to your pool on a roll of 1 or 2 for 24 hours
2. Take 1d6 damage
3. Random mutation for 1d6 rounds, then make a save. It is permanent if you fail.
4 - You are compelled to donate 1d100sp to the next person-in-need you meet.
5 - d100 of your coins animate and attempt to escape you for 1 minute.
6 - You hands turn to solid gold for 1 minute. It is painful, but otherwise harmless.

Dooms:

1 - People begin to instinctively distrust you; and most NPCs will have at least a 1 in 6 chance to outright disbelieve anything important you say. All NPCs will double their prices when dealing with you.
2 - The Gods and Spirits of the World begin to instinctively distrust you. Most will simply refuse to deal with you at all, and the ones that will won't do it publicly.
3 - Finally, the Universe itself starts to think you're pulling a fast one on it. A Transcendental Arbiter descends from on high and demands you make an accounting of yourself, and to provide irrefutable proof that everything you have ever done, has been honest; existentially speaking. This is of course, almost impossible to prove.
The price of failure, is transmutation into a coin with your likeness, that you will forever inhabit.

The Numismancer can avoid their doom by betting their life in the game of the Marvellous; a card game played by angels, demons, and all comers for any and every kind of wager. Alternatively the Numismancer could infiltrate the archives of the Divine Bureaucracy and destroy their records, which would have absolutely no adverse side-effects I'm sure.

The Seven Souls of Man and Clerics

Not many people know it, but there's more to you than you know.
Most people believe there to be merely one soul. This is true, but there are also six other souls. Various cultures are aware of various numbers of them. It is however, impossible to systematically prove any of it.

The First Soul: The Blood
The purest power of the universe, the most defined and real. There's a reason that demon-altars always ask for sacrifices of blood, and why blood is thicker than water.
Its power is mysterious and abstract, but it fuels all kinds of magics. Everything has blood, except some of the more enigmatic outsiders.
Blood lives, unsurprisingly, in your Blood.

The Second Soul: The Breath
Will, freedom, and choice. Without breath, there is no choice, there is no direction. Also you would asphyxiate and die.
Its power allows you to go where you wish, and choose what you wish.
Breath lives in your Lungs.

The Third Soul: The Body
Existence, physicality, resistance. Simply being is partially (more on that later) the result of having a body, it anchors the rest of your souls together.
Its power allows you to exist in one single space. Without it the composite nature of your being would drift apart.
The Body lives in your Bones.

The Fourth Soul: The Mind
Perception, conception, imagination. This soul is how you connect to the universe around you, how you take in data and interpret it.
Its power allows you to comprehend and calculate. Without it you would know nothing except that which is within you.
The Mind lives in your Eyes.

The Fifth Soul: The Soul
Remembering, feeling, believing. What people commonly believe to be your *Soul* as such.
Its power is what allows you to "grow" as a person, accumulate and develop. Without it, you would be hollow, existing only ever in the moment, remembering nothing.
The Soul lives in your Stomach.

The Sixth Soul: The Shadow
The other part of your physical existence, this soul governs substance and density, without it, you would be like morning mist.
Its power is weight and inertia, and also resistance and solidity.
The Shadow lives in your Liver.

The Seventh Soul: The Name
The most abstract soul. This is how others connect to you, it is a representation of you projected out into the world.
Its power is in identity, and self-actualisation. Without it, others won't remember you, and you would have no choice but to do as you are told.
The Name lives in your Teeth.

Clerics, as the guardians of the Souls of Man against the outer threats like demons and the undead, who would swallow up our being, gain benefits from souls, and use their powers in the fight to preserve the sanctity of our human flesh.
This is an attempt to link a Clerics powers to what they should be and do, with a loose metaphysical link thrown in for the heck of it.

The Circles of the Cleric's Power:
The First Circle: Rebuke
This power is gained by a Cleric's connection to the Name.
By calling upon the names of God and Saint alike, the Cleric causes the unrighteous to flee before them.

The Second Circle: Presence
This power is gained by a Cleric's connection to the Shadow.
By calling on Angels to augment or hide their shadow, the Cleric can become the most or least prominent individual in a room.

The Third Circle: Speak with Dead
This power is gained by a Cleric's connection to the Soul.
By connecting with the last memories remaining in a body, the Cleric can speak with a facsimile of the departed.

The Fourth Circle: True Sight
This power is gained by a Cleric's connection to the Mind.
With eyes wide open, the Cleric can see through any lie, whether created by magic, written, or spoken.

The Fifth Circle: Healing Hands
This power is gained by a Cleric's connection to the Body.
By speaking to the Bones of their duty, the Cleric can heal even the most grievous wounds with a touch.

The Sixth Circle: Disspell
This power is gained by a Cleric's connection to the Breath.
With a bellowing shout, the Cleric shatters the bonds of magic placed upon them and their allies.

The Seventh Circle: Resurrection
This power is gained by a Cleric's connection to the Blood.
The most potent power of all, the Cleric calls out to the powers that be, and by sacrificing a portion of their own life, it is granted to another.

An Overview of Magic

Beginning Brain-Wiggles
I have discovered that, in my world, the magic number is three. This is only partly because there was a kick-ass Dark Crystal Art Book with all kinds of law stating that three was the most stable number, and was thus the number of magic (with other, forbidden numbers too). The rest of the reason is total coincidence.

Magic Itself
There are three main "classes" of magic, in as much as mortal minds can comprehend. The higher beings such as angels, seem to enjoy magic of their own which does not fit with this system. It is however, useful to bend the simple geometry of the human mind around and against such mystical forces.

1 - Hedge Magic
The simplest kind, which most anyone can master, given time, knowledge, and resources. The magic for the most part is bound in the objects, though bond is a very loose and mostly incorrect way to put it. It is the passive magic of things; the way the deck of cards can be used to predict the future, the way that a bowl of water can reveal visions; how, with the right chalk marks, a mirror can hold things inside its reflections.

2 - Theurgy
The classical magic, where words and spells summon powerful effects and rain destruction down from on high! Difficult to learn, even for those that devote themselves to it. Works pretty much like in regular DnD, probably only wizards can learn this kind of magic easily (but that's a discussion for another day). 

3 - Arcana
This is deep wizard knowledge man. This is where the whole "sufficiently advanced..." and "appears to be magic," stuff kicks in. This is where being able to enter into contracts with outer-powers comes in, where you can find the ways to the Undying Lands of the Fae, where you can discern the routes to eternal life. Its magic to everyone else, to the sufficiently learned, its just elementary.

Magic Items
Similarly, there are three kinds of magic item, which roughly sort of map to the three kinds of magic.

1 - Awoken Items
All things have their spirits, and the spirits of made-things are strange indeed. Unsure of what they really are, they sleep, and have little magics of their own. It takes great deeds to rouse them to greatness again. This is how the fighter can ambiently make magic weapons, how the cloaks of invisibility get made, how Magic Mirrors get to answering questions about subjective opinions.
Coincidently, this type of magic item has the greatest abundance of sentient items by far, even if the sentience is only the passive type.

2 - Enchanted Items
These are your classic "A WIZARD DID IT" items. They have magic woven into them, the item is more of a store and a repository, than a source. They will run dry and disenchant naturally if you let them, but many items (especially those made by competent wizards) have ways to replenish their enchantments.

3 - 'Magical' Items
This type of magic only sort of counts, these are the items made of magical things, and thus possess their properties. Healing potions, adamantine weapons, mithril armour, that kind of thing.

How this fits into the game
Firstly, I imagine Wizards interacting with the types of magic like a ladder.
They start off with very few spells, but the ever usable (but minor) Hedge Magics.
As they level up early and into mid levels, they begin to amass their vast repertoires of spells that they are famous for. Then, as they progress, they slowly pick up Arcana, and puzzle out the deeper mysteries.

What about other magic classes?
I really don't know.
I do like the difference between Wizards and Sorcerers being learned versus innate, but that doesn't jive nicely with my magic system. And I don't know what the third type of wizard would be for the "Magical Trifecta".
I could on the other hand, try and wrangle out classes that each focus on other types of magic. For example, if Wizards overall focus on Theurgy, then you could have a Hedge Wizard type class. An idea I had for a type of magic user who focused more on Arcana would be a kind of Monk type character who pondered the universe, but then I lose out on the space for a Sorcerer.
Oh I don't know what to do.

Also, the Awoken Items are a great way for non-magical folks to get/make magical items, which is always a good thing I think.

The Seclusium of Time the Wizard

Time the Wizard never mastered the magics of chronology, the Inevitable would not let him. He cast many spells that mangled cause and effect, and made the current flow backwards for a while, and he snatched extra moments out of the march of minutes here and there. The effects are disconcerting, and his tower was twisted and warped because of his works. As he aged, he grappled with causality less and less, and let his desires outgrow his restraint eventually only when he died many years from now. These days in the present, he still lives, lost deep within the inwards-facing confines of his tower.
He has not been seen in some time. Many think he is dead.

Adventure Overview

The Tower of Time the Wizard is a chronologically damaged dungeon. Within it, there exist three seperate versions of the Tower, the Tower as it is now in the Present, the Tower as it existed when Time successfully cast his first Chronomancy Spell in the past, and the Tower in the future, on the last day that Time ever cast a Chronomancy Spell. Needless to say, the map differs, significantly in some places, depending on the time period you visit in. Sometimes guards are more potent, sometimes they are less.
Oh, and the Paradoxes you cause simply by being there are anathema to the Inevitable, who will try to kill you out of time and space.

Paradoxes, how to have already resolved them, and you 

For the most part, ignore the whole bloody thing, except for these rules:
1 - If you destroy a guardian in one time period, it is destroyed in more advanced time periods.
If you have already interacted with it/them in those advanced time periods, this still stands as part of your paradoxical time-stream. This is what pisses the Inevitable off, that you can achieve this.
2 - If you take an item, you can only take the earliest advanced version with you. You can see early versions of objects you have, but once you take them, the elder version disappears entirely.
For example, you take Time the Wizard's spellbook from the future, where he was weak and frail, and his spellbook bulging with knowledge. You go to the distant past, and kill Time there too, and take his spellbook from there, were it is slim, and mostly full of experimentations. The elder spellbook fades and vanishes, and when you go to back to the present, Time is again dead, and the Spellbook he should have had (and you indeed saw earlier) is gone.
3 - You can never find yourselves, time flows constantly through the tears such that if you spend five minutes in the future, then return to the present, 5 minutes has passed in the present as well.
4 - You can only leave the tower in the present, as the Time-fields that contain your paradoxes end at the door. You can try and leave, but you could only manage it by magic, and even then a flood of Inevitables would quickly isolate you and obliterate you.

Inhabitants of the Tower

Time the Wizard 

The man himself, the very picture of the classic mad mage; frizzy hair, wild eyes, and yet a deep sagacity visible only shallowly beneath the weight of years. Would very much like to know what you are doing in his bloody house, and wants to get on with his studies. Time is not his name of course, but due to an accident involving his own mother, he never actually got a proper name.
In the past, Time's power is at its peak, though he in inexperienced, reckless, and proud.
In the present, Time is crafty, and knows much about his craft. He is careful, considered, and crafty.
In the future, Time's power has run its course for the most part, though he is still somewhat potent. His greatest power is the vast amounts of wisdom he now has, and the vast amount of preparations he has had time to create. He is tired, curious, and even friendly, though the old storm-clouds of rage can still be stoked up within.

Thesean Eternals

One of Time's most successful experimental creations (from a execution stand-point, if not a practicality stand-point), these servitor-golems exist in exactly the same state in all possible time-states, once the final enchantment is wrought. The unfortunate side effect is that many of them simply underwent catastrophic existence failure as soon as they were activated, due to some mysterious doom in their future that destroyed them simultaneously in all time-states. Some survived, and serve Time as menial labour, and occasionally as intruder disposal. Not even Time quite understands how they work, as some spontaneously collapse of no readily apparent cause.
In game, what is done to a Thesean Eternal is reflected across all three time-states; if you put a flower-wreath on its head in the future, when you go to the present, the Eternal will still be wearing the wreath. If you kill it in the future, it is dead in all three time-states.

Chronomatic Golems

The most complex of Time's creations, the Chrono-Golems utilise Time's magics directly, though only as a power-source. They have a field of time energy surrounding them, which they can direct outwards, and slow the actions of things around them, or polarise it and direct it inwards, speeding itself up significantly. The only thing is, if you break their time-core, it explodes, and that would be bad.
In the past, the Golem's power-sources are unperfected, and have a 1 in 3 chance of not working each turn.
In the present, the Golems are at the height of their repair.
In the future, the Golems are slowly desolating under the weight of ages, and take damage when they polarise their time-fields.
Results of the Time-Explosion
1 - Unstuck in time! Catapulted back a zone (or to the future if you're in the past).
2 - Un-aged! Reduce your age by d6 years, and forget that many things (such as spells, secrets, skills etc.)
3 - Attracts the attention of the Inevitable, also is a big explosion.
4 - Births a time-spirit, who gives you a Crystalised Moment for your trouble, then leaves, mysteriously.
5 - Aged! Increase your age by d6 years, and lose a point from that many stats from the shock.
6 - Unstuck in time! Catapulted forward a zone (or to the past if you're in the future)

Wicker-Men

Servants of Time even before he mastered time magic, they are spirits bound heavily within cages of living wood, resentfulness slowly mellowing into indifference, all the while forced to obey the commands of their captor.
In the past, the Wicker-Men are still green and verdant, and have half their normal hit die.
In the present, the Wicker-Men are mature and strong, and have their normal hit die.
In the future, the Wicker-Men are gnarled and twisted, and have double their normal hit die.

The Guardian Drake

It entered a contract with the wizard, in return for a steady supply of Arcanite, that precious crystal, it would guard Time's innermost sanctum. It was never all that invested in its job, as Time never had a steady supply of its payment.
In the past, the Drake is young and small, but fierce in its duty.
In the present, the Drake is larger and mature, but much more mellow in its responsibilities.
In the future, the Drake is gone, and has left behind a small clutch of eggs.

The Inevitable

A terrifying thing, a manifestation of the Time-Stream itself, detached from time to follow paradox-makers, such as the party, where-ever they go. Something like a humanoid, only built of angular, polyhedral metal-ish shapes, balancing on needle-thin feet, and stabbing forward with clusters of needle-sharp fingers. It acts like the party, in that it follows the same rules about traversing time-states. It will pursue the party doggedly as long as they remain within the tower, chasing them between time-streams.

Treasures of the Tower

Time's Spellbook

The most obvious of any list of valuable things held by a wizard, Time's matches his development through the subtle arts. 
In the past, the spellbook is rough and scrawled, full of much experimentation and little success. 
In the present, much of it has been consolidated into useful magic and practical theory. 
It is in the future, however, that the book's potential is fully realised, though the book itself is a veritable motley riot of pages and replacements. Its wisdom is most elucidated of the three accessible versions.

Time's Arcanite Supply

Through his many years, Time did battle with many other wizards, and over time came into quite the collection of Arcanite.
</sidenote> Arcanite is massively valuable, and it is what a wizard's bones become as they cast magic. They crystalise into magically potent Arcanite, and it can be used to store and release large amounts of magical energy. Eventually, the entire skeleton can crystalise, though this is rare for many reasons, not least of which is unscrupulous wizards like Time. </end sidenote>
He used much of it to pay of his Drake, and also to fuel his experiments into Time Magic, much of which can only be achieved with vast amounts of the stuff. 
In the past, it is still small, Time's scraps and battles are yet to come.
In the present, the supply is at its largest retrievable state.
In the future, the Drake consumed most of it already, and has left only meagre scraps.

Time's Staff

The real deal, though it only became that way later on, and due to the powerful time-magics involved, it became that way in all points of time, which surprised Time somewhat, as it was quite a mundane stick, until he picked it up and it spontaneously became an instrument of obscene magical power.
Its user can apply a time-effect to any spell they cast, such as sending it into the future, effectively having a magic spell at their beck and call to summon instantly from the past. A wizard could also call forth a spell from the future, though they would then have to cast it in the future to send back, or else face the consequences of an unfulfilled paradox.

Davidi's Witnesses

A painting of vast skill and value, Time's first Chronological outing was to steal it from Davidi's workshop even as it dried as a lark. The lost Davidi has been sought for many years, and the search has pretty much dried up in the present day. Perhaps unintuitively, the value of the painting actually decreases based on the time-period it is taken from, as modern art-scholars will doubt its authenticity due to the warpings of age.

The Tree of Rubies

A bit of a departure for Time, before his obsession with time, he created a tree which grew rubies. Much to his annoyance, the tree adopted some of the tectonic life-cycle of the stones it grew, and would take a life-time to mature, by which point his interest in the stones had thoroughly cooled.
In the past, the tree is still immature, and has only a small yield,
In the present, the tree is at is height, and has a great yield of jewels.
In the future, the tree is wizened and old, and its yield is in between the past and the present.

Time's Alchemical Laboratory

A life-time's collection, full of every and any kind of glass, furnace, distillery, rack, chemical, cooler, and other such trinket of science, eventually.
In the past, the set is still somewhat amateur.
In the present, the set is quite professional.
It is in the future that the set becomes exhaustively complete.

Other Features of the Tower

Crystalised Moments

One of Time's more useful creations, he stole little motes of time from other places and bound them, screaming and fighting, into little soluble tablets, that can be swallowed to allow someone to take twice the normal actions for a minute or so, though the paradox has to solve itself later, by stealing that minute back at some point.
When does that minute manifest?
1 - In your sleep, when it isn't important at all.
2 - When you next fall more than 20 feet, about 10 foot from the bottom.
3 - In the next combat, after your first turn (you are however, utterly impervious to any damage)
4 - In the middle of the next important conversation you have outside the tower (with all the awkwardness that will surely entail)
5 - The next time you take a saving throw, in the moment before you must make the save (which could also save you from the thing you needed to save against, maybe).
6 - In the next situation that requires you to help someone else urgently.

The Chrono-Vault

A powerful piece of arcano-engineering, though Time himself never really quite appreciated his achievement in its creation. It is unstuck in time, existing perpetually in a state of continuity, no matter what time-stream you are in. In-fact, its benefits can only be reaped by time-travellers, as the contents of the Chrono-Vault are matched to your personal time-line, no matter when you access it, the contents are the same relative to the last time you opened it, regardless of when that actually is.

The Twists in Time

These are how you move between time-zones. 
Red ones blossom outwards in brilliant rings, and carry you one step forward into the future, and thus only appear in the past and the present.
Blue ones collapse inwards endlessly, and carry you one step back into the past, and thus only appear in the present and the future.

The Saturnium

It was the first real clock ever built, about the size of a train, its faces are about 30 feet across. Not made, note, but built; and it is one-hundred percent accurate. 
It is so accurate in fact, that if you were to alter it, the very mechanisms of time itself would judder, so deep are the Saturnium's roots into the fabric of being. The gods would be pissed, if they weren't already dead. In fact, you can't move the Saturnium without a force that can also alter the fabric of time itself already. Its hands are somewhat inscrutable, but can offer great forecasts of a great many things, and also function (roughly) like immovable rods.

The Lightning-Cage

When Time ran out of Arcanite to both fuel his experiments and feed his drake, he stole a spirit of lightning and bound it in a cage it could never escape, to leach off its energy. It is not around in the past, but in the present, it is very tired, and wants to be freed. Doing so would wreck a good portion of the tower, and that is infact what has destroyed a chunk of it in the future, when Time's conscience finally caught up with him.

Time's Hidden Moment

A moment in time, stolen out from causality, when Time was truly happy. Its up to the DM what the nature of this moment is, but in this room, that moment lives eternally, unknowingly, undisturbable and serene. Over time, Time spent less and less time here. It just made him sad eventually.

Brygge: Town of The Serpent Baron

I warn you in advance, this thing knows no bounds in terms of disorganisation...
A town, ruled by a Tyrant, with an invisible serpent around his neck that whispers magic in his ears. If he can just crush the Resistance, and erase the last traces of subversion, he could become a god...

Terrors

1 - The Serpent Baron, Nathair Illiad - The cruel and imposing ruler of the town, blessed by a powerful serpent spirit who has developed a symbiotic dependency to the Baron. Dreams of ascension to Anti-Sainthood, though he doesn't see it that way, and of usurping the Duchy from Don Hatori.
2 - The Slithering Priest, Donovon Lascal - Has three acolytes, and they pretend to be adherents of a Saint of Guile and Wit. They are merely sycophants of the Baron and his Parasite-Spirit, and have been granted powers by the spirit.
3 - The Three Lieutenants - Granted minor powers by the Baron, they are his right hand, and main agents in the town.
4 - The Baron's Fangs - Assassins of the highest calibre, most of the town aren't even aware they exist.
5 - The Basilisk - Dwelling beneath the castle, most of the town believe it to merely be a legend.
6 - The Whispering Deceiver - The Serpent Spirit who has attached itself to the Baron. Incredibly selfish, self-serving, and sycophantic. Final goal is to become strong enough to challenge Yig for patronage of the Serpent-men, though for now, the Baron has shackled its will to his.

Features

1 - The Baron's Castle - Has traits like the Corrupt Lord's. Serpent themeing is kept pretty subtle for the most part. Has entrances to the True Temple, and a tunnel to the Secret Dungeons underneath Wooden Street.
2 - The Temple of the Scaled Saint - A front for worship of the Deceiver, where the Slithering Priest dwells and spreads the whispers of the Serpent.
3 - The Secret Dungeons - Where the political prisoners of the town are thrown. 2 in particular are kept in padded cells, and are pumped full of all manners of poisons, and enchanted so that they will not die from the corruption coursing through them. Every so often, the Baron sends loyal cultists to extract some of the poison running through their veins...
4 - The Seven Stars Tavern - A hub of dissenters against the Baron's rule, the Resistance. Secret as of yet. Connections to a secret underground hideout beneath the Shrine of Saint Thomas.
5 - The Drowning Posts - Where executions take place, people are tied to posts and left to sink down into muck and suffocate. Officially only used for murder, arson, and treason. Many political prisoners end up here unannounced.
6 - The True Temple - Down beneath the town, where worship of the Serpent and the Baron is conducted openly and nakedly.

Treasures

1 - The Baron's Spear - Master-work spear, the blade appears to erupt from the gaping mouth of a serpent; enchanted to transform into a serpent when the fangs of the serpent head taste blood.
2 - The Minx's Eyes - Twin gemstones named for a Minx-shaped spirit who gifted them to humanity as a ward against poisons.
3 - Many Potent Poisons - He breeds them within a pair of desperately wretched prisoners in the secret dungeons.
4 - Rod of Fangs - Wielded by the Serpent Priest, partially transforms into a serpent, and is a catalyst for spells.
5 - The Baron's Treasury - Full to bursting with years and years of harsh taxes and fines.
6 - The Snake-Skin Bracers - Allow you to see through your sense of smell, even if otherwise blinded.

The Serpent Baron

He found the Whispering Deceiver out in the forest one day, wrapped around the neck of a beautiful woman, compelling her to catch and swallow mice whole for it. He took both for his own, and broke their spirits, they now both serve him.
He will break the whole world, if he can.
He is normally quite charming, and a dab-handed liar. You'd never suspect he leads an insidious cabal.
Knows three spells; Hypnotic Gaze, Snake Swarm, and Scale Skin.
Aside from his spear, he wields a great Butcher's Blade, which can be wielded one handed only if you have 15 or higher strength. It has a series of groves which allow it to hold twice as much liquid as a normal sword might be able to (poison in every case for the Baron).
Once per day, he can exude a poison breath, which deals 1 damage for each point which the victim's saving throw fails by. If the save result is a 1, they are instantly on 1 hit point if they wouldn't be lower.
Every other round, can replace one of his normal attacks with a special grapple, which if successful, can then consume another attack, to throw the grappled creature as a ranged weapon dealing bludgeoning weapon as a javelin, and knocking both targets prone on a hit.
If he is ever reduced to 0 hit points and not killed outright, he will consume the Deceiver's spirit, and become a Serpent Demon as a last ditch effort to survive.

The Serpent Baron's Appearance

1 - Green Slitted Eyes
2 - Huge Frame - At least a head taller than the tallest party member (usually at least)
3 - Slightly too large Incisors
4 - Ermine Cape - He really freaking hates ferrets and such animals
5 - Serpent Theme - Seems merely fuedal at first...
6 - Surprisingly thin Cheeks

The Serpent Baron's Equipment

1 - The Serpent Headed Spear - When it deals maximum damage on an attack, it transforms into a 3HD serpent to fight for the Baron. If killed, the serpent reverts back to spear form; the haft will be broken, but it is the spear-blade and its setting that are actually magical.
2 - Butcher's Blade - Detailed above.
3 - Serpent Scale Armour - AC as Half-Plate, with no other penalties.
4 - Twin Fang Ring - Can hold enough venom for one dose, which can be delivered almost undetectably with a touch by two, needle sharp fangs.
5 - Blessings of the Serpent - The Spells and Poison Breath detailed above.
6 - A Small Pouch of Poison Vials - Mostly hidden by his clothes and cloak, it contains holders for three vials of particularly virulent poisons, though these must be administered as usual.

The Baron's Ascension

Should the Baron's plans advance far enough, or he is driven to out of desperation, the Baron can begin his ascension on the Night of the Full Moon. At the end of a lengthy ritual, which takes the whole day beforehand, and is very vulnerable to interruption, and culminates at the stroke of Sun-Down, the Baron will then be suddenly encased within a great egg. During this time, he must be bathed in the light of the full-moon as much as possible. Cloud is not enough to disrupt it, unless it is supernaturally thick, but if he is out of the light for a full 10 minutes, the ritual fails, and he will hatch still human. The egg is otherwise invincible, except to high-level magic, for the duration of the Night.  During this time, if the Resistance is still active and knows of the Ritual, they will attempt to interrupt it and will be successful on a 4 in 6 chance. If the ritual succeeds however, he emerges a great, Serpent-Man hybrid with the strength of a god, or close to one. If it fails, he is human, and human forever. Therefore, he will only voluntarily undergo the ritual if he is certain he is entirely safe, since it is so delicate, and there is little margin for error.

Notable NPCs in the Town

1 - Mazdan Hobburn, the Master Blacksmith - one of the most skilled smiths this side of the capital, he forged the Baron's weapons and armour. Has no stake in the politics of the town, but obeys the call of money faithfully and discretely, if offered enough. His premises are in the Town Square.
2 - Urguyle the Wise - A wizard of some small power, he lives on Beech Street, between two empty lots, as the houses that used to stand there burnt down mysteriously. Not powerful enough to resist the Baron alone, and as of yet has incurred no bad blood between them. This cannot last forever. Has a decent magical library.
3 - Barkeeper Yuvio - A key member of the Resistance, and Proprietor of the Seven Stars Tavern, the cellars of which are used to co-ordinate the Resistance's efforts. Brave and steadfast, will cover the other Resistance members' escape to the Shrine of Saint Thomas through the secret cellar tunnels, a ploy which has so far seen them elude suspicion.
4 - Father Remmel - Head priest of the Shrine of Saint Thomas. Has an assistant, Harren, but they are desperately underfunded due to the taxes of the Baron. Sympathetic to the Resistance, but as of now, they are unwilling to commit to openly opposing the Baron.
5 - Notary - Celebrity - Scion of an Old Bloodline: Lord Elias Sturngart - Distantly related to the old ruling family of the county. They haven't ruled in decades, and he is disinterested in the responsibility, but he has the strongest claim to the title after the Serpent Baron. Lives in the Sturngart Manor on Rose Alley.
6 - Dweller - Shaman - Purge the Guilty: Ruffick (Words-in-Stones) - Seeks to destroy those who have debased their souls (The Baron and the Priests) and the Spirit who has lead them astray. As of yet does not know who it is the town, does not yet suspect the Baron. Lives in the woods just outside the city.
7 - Agent - Secret Police - Break the Local Faith: Office Nathan Shultz - An Agent of the Corrupt Lord, and a member of the Foundation. While the CL is not yet aware of the Baron's disloyalty, Nathan is on a mission to break the faith of the locals, as part of the CL's wider initiative, and will soon come across evidence of the liberties the Baron has been taking. Staying at the Haberdashers on Ash Street.
8 - Foreigner - Brass Bastard - Take Revenge on Someone: Silas Am'Thrick - Seeks revenge on the Slithering Priest, they have bad blood between them. Silas sought his metal as part of an old downward spiral because of what the Priest did to him. Hiding in the Town Sewers, plotting.
9 - Dweller - War Veteran - The Siege of Ulm: Ered Thuringen - A veteran of the coup that crowned the Corrupt Lord, he is a stalwart support of the CL, and won't stand to see him so openly disregarded by the Serpent Baron. Living on Oak Street.
10 - Foreigner - Angel - Bury the Dead: Raphael - Seeks to release the souls of those executed at the Drowning Posts, their preserved organs won't release them. Will help only so long as their task is done. Once its finished, they are gone.
11 - Undesirable - Changling - Secure a Life of Luxury: Scrilk - Did not wish to be what it is, but it won't let that stop it from using its gifts to take what it wants. Hasn't considered replacing the Baron, thinks its too risky to do alone, currently has its sights set on Lord Sturngart, thinking that he is rich, but out of the way. Currently has replaced on the Sturngart's servants.
12 - Agent - Bounty Hunter - Inflitrate the Circle of Meira the Heretic: Hogen Grent - Meira is one of the Slithering Priest's acolytes, and leads a sub-cult in her own time. The Serpent Baron set the Bounty Hunter on them without knowing that they are one and the same, wanting all worship within his own cult. Staying at the Severn Stars Tavern.

The Town Watch

All three Officers have the following gifts of the Serpent: Darkvision (based on scent), slitted eyes, forked tongues, and subtle scales on their chests (minimum AC is 2 more than normal), as well as those in their description.
1 - Captain Drummond - Leads the larger unit of footmen, and overall commander of the town watch. Cruel in a cold, detached sort of way. Unshakable. Keeps his left arm tucked inside his cloak at all times, since it is infact a serpent attached to his shoulder. Wields a duelist's rapier.
Has quarters on Oak Street.
2 - Captain Caid - Leader of the "Green Rain" archer unit. Disinterested in the whole cult deal, very much interested in the power it brings, so is willing to play along. Can spit caustic venom up to 20 feet.
Has quarters on Ash Street, which he shares with a girlfriend, who is in hiding from her vengeful husband.
3 - Lieutenant Farron - Leads the smaller unit of footmen, zealous and righteous. Wields a two-handed battle axe. Can hypnotise with his gaze over a minute at any time, or with a glance once per day.
Has quarters on Cedar street.
4 - The Footmen - Consisting of 2 Units, 1 of 15 men lead by the Captain Drummond, one of 9 lead by the lieutenant. All mere spearmen with swords too, almost all (80%) inductees of the Serpent Cult.
5 - The Green Rain - A unit of 12 archers lead by Captain Caid, who use poisoned arrows.
6 - Yara, the Honest Watchmen - One of the most stalwartly anti-cult members of the watch. Pretends to be merely indifferent to avoid suspicion and probable execution. Diligently gathers information about the cult, hoping to bring it down from the edges.

The Twin Fangs

Taken from the streets, extensive brainwashing has rendered them incapable of doing anything except what the Serpent Baron orders. They are his secret assassins, not even the Slithering Priest knows about them. They are brutally efficient, and have a perfect record (so far). They have extensive training and equipment, including snake-sticks, a smoke grenade, a flash grenade, paralysing poison which they apply to their weapons, and caltrops coated with a numbing chemical.
When they are not "on duty", they live in spartan quarters in the Secret Dungeons.

The Slithering Priests

Sycophants of the Baron deluded enough to worship him and his loathsome spirit. Donovon pretends allegience to a Saint by the name of Darian, though there is no such saint, and he instead venerates the Deceiver. Wields the Rod of Fangs, and knows four spells: Scaleskin, Fog Cloud, Snake Swarm, Paralysis. He can ritually sacrifice one of his acolytes to regain a spent spell, which triggers a morale check from the other two.
The three Acolytes are Meira, Jaimie, and Peiter, and they each know one of Donovon's spells, in the order given above. Meira has taken matters into her own hands in regards to furthering their faith, and has started a sub-cult of her own in secret. If it grows enough, she might be a force to be reckoned with.
The Acolytes live in quarters in the False-Shrine of Darian, in the Town Square, but Donovon has private quarters in the Baron's Castle.

Other Locations of the Town

1 - The Watch Barracks - Set near the eastern gate, on Oak Street, which leads back towards civilisation. One of the officers of the watch is always on duty here. Another is on patrol, and the third is off-duty, or attending court with the Baron.
2 - The Town Square - Set before the castle, the Serpent Baron adjudicates court cases in front of the people here, and makes announcements every so often. Well patrolled by the watch.
3 - Rattle Street Market - Though there are some stalls that are open all week, on the first two days of the week, the nearby farms will bring out whatever produce they do have. On those days, the streets nearby are congested beyond belief. The town watch doesn't go there on those days.
4 - The Cellars on Wooden Street - Owned almost completely by the Baron and rented to poor serfs who can't afford the rent and are thus utterly trapped. The cellars themselves are used to store all kinds of slightly illegal material. The serfs can't complain. The ones that try, disappear. Most Cult activity takes place here, and it contains an entrance to the True Temple, and is the main entrance to the Secret Dungeons.
5 - Rodrigo's Haberdashery - A front for the Secret Police in Brygge, the Serpent Baron does not suspect, but if he did, it would not take long for him to discover the deception. On Ash Street.
6 - The Town Sewers - Not particularly extensive, but a culvert on the western walls does run through both the Sturngart estate, and the western-most watch tower of the Baron's castle.
7 - Dice House: The Smiling Siren - The premier arena of luck outside Regensburg as the owner would say, the Smiling Siren has attracted a rather large clientel of both those who hold the Baron's favour, and those who have earned his ire and have large 'debts to the state' to pay off. Run by a weaselly fellow by the name of Hacken, he isn't particularly threatening, but his three thugs are. Lieutenant Farron has a bit of a habit here, and has racked up a bit of a debt, which the house has as of yet been understandably unwilling to attempt to collect. Hogen the Bounty Hunter has been frequenting this place too, asking around subtlety for information on his mark. On Cedar Street.
8 - Brothel: Madame Salaciea's - Not quite so seedy as others, but not great. The main selling point is the great discretion the Madame offers for guests of... unsavory appetites. Captain Caid frequents the place. Elias Sturngart makes the occasional incognito visit here. On Rattle Street.
9 - Fair: Saint Thomas' Feast - A week-long feast that began just yesterday in fact, a long table is laid for a meal in front of Saint Thomas' Shrine, and food is brought out for any and all to enjoy just before sun-down. So far this act of good will has gone unopposed. The Resistance, among others, will use it as a meeting point, and the Baron will grow suspicious of it.
10 - A Beautiful Shrine: Shrine of Saint Thomas - One of the last remaining establishments not touched by the Baron's Cult, will offer sanctuary and aid to any and all that need it, especially those not well-liked by the Baron. On Willow Street.
11 - A Statue of an Old Hero: Statue of Lucian the Dragon-Crusher - The founder of the town who supposedly wrestled control of the area from a fearsome dragon. In the Town Square.
12 - A Beautiful Garden: The Snowdrop's Waltz - A Spiral path through many pale flowers. A private meeting point for the Resistance. Just off the Town Square.

Miera the Heretic

She is still loyal to the Serpent Baron, she just has... divergent thoughts about this whole serpent thing. She still offers praise and worship to the Whispering Deceiver, as is right and proper, but she offers veneration to the other Reptile Spirits of the world, secretly, and with a few other followers she has gathered in secret all by herself. She follows the commands of the Baron and the Slithering Priest, but she would be deeply disturbed to know that the Baron has unknowingly set a bounty hunter on her.
Her cult currently has 3d4 members.

Table of Town Events

Roll once per week, or after the PCs are the cause (whether its public knowledge or not) of some disturbance in town.
1 - The Resistance is Revealed - The first time this is rolled, the Baron discovers that there is a Resistance movement at all, and posters for information about them will be posted. This won't result in anything by itself, but it will mean the PCs cannot approach the Resistance anymore, though the Resistance can and will still approach them. The second time it is rolled, the Resistance is discovered, and all members will be taken straight to the Secret Dungeons, except Yuvio, who goes straight to the Drowning Posts. The Resistance is done. Subsequent rolls are treated as "An NPC disappears".
2 - The Resistance is Revealed - As Above.
3 - An NPC Disappears - So Below.
4 - Meira's Cult Advances - The Sub-Cult doubles in size. If the Sub-Cult reaches a size of 30 or more, she attempts to seize control of the Cult from Donovon. She will succeed. The Serpent Baron will be amused by her usurpation with a 4 in 6 chance.
Little would change if Meira does usurp Donovon, she would assume his stats, and begin serving the Serpent Baron herself. If this is rolled again after she has usurped Donovon, the Baron discovers her heresy, and destroys her.
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
5 - Yara's Plans Advance - The first time this result is rolled, Yara gains sufficient information to be useful to the PCs. On the second roll, she will approach the PCs about a plan she has thought up. With each subsequent roll, she uncovers something further that makes the plan more likely to succeed.
6 - The Changling's Course Advances - The first time this is rolled, the Changeling replaces a Butler in the Sturngart household. The second time this is rolled, they replace Elias' personal butler. The third time, they replace Elias themselves. Each time they advance, it becomes harder to convince them of any path other than replacing Elias.
Once the Changeling has either replaced Elias, or has reached some other resolution, treat this as an "An NPC disappears" instead.
7 - An Auspicious Omen - The Statue of Lucian undergoes a small, but notable transformation. The Dragon is replaced with a Serpent. The statue will be removed for "renovation" within a day, but word will get around. The next "The Resistance is Revealed" result is treated as a "The Resistance's Aims Advance on a 3 in 6 chance, or is instead ignored.
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
8 - An NPC disappears - Roll on the Disloyal PC table (see below). That NPC has run afoul of the Baron, and has gone. 1 in 6 chance of going straight to the Drowning Posts. Otherwise, they end up in the Secret Dungeons.
9 - Someone is left out to Die on the Drowning Posts - Randomly choose someone locked up in the Secret Dungeons, they are left out overnight to die on the Drowning Posts. At this point, the Baron knows everything they knew, and they are worth nothing more to him. If no-one is in the Secret Dungeons, treat this as a "An NPC disappears" result. 
10 - The Secret Police Uncover the Truth - The first time this is rolled, the Secret Police discover all they need to order the Baron's murder, and they begin plotting. The second time this is rolled, there is a 1 in 6 chance the attempt succeeds, a 3 in 6 chance it merely fails, and the final 2 in 6 chance that the Baron discovers the attempts, and is forced to declare war on Don Hatori, expelling or killing the Secret Police in Brygge in the process.
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
11 - The Serpent Baron Uncovers the Secret Police - The first time this is rolled, the Baron discovers that the Corrupt Lord's Secret Police are investigating him. The second time this is rolled, the Baron completely destroys the Secret Police's efforts in Brygge, killing all of them except Officer Nathan, who is imprisoned in the Secret Dungeons.
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
12 - Hacken tries to collect - He has finally tired of Farron's habits of not paying up, and he has sent his goons after him. There is a 2 in 6 chance that the attempt is successful, and Farron dies in the ensuing struggle, no blame can be traced back to Hacken. Otherwise, Farron kills his assailants, and the Smiling Siren burns to the ground the following night, Hacken disappearing down into the Secret Dungeons.
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
13 - Urguyle and the Baron have a Spat - The first time this is rolled, bad blood begins to foster between Urguyle and the Baron, and Urguyle is suddenly a lot more sympathetic to the rebellious elements of the town. The second time this is rolled, Urguyle and the Baron have a confrontation, and Urguyle always loses. There is a 3 in 6 chance he dies in the fight, which will level much of Beech Street, otherwise, he is sent to the Secret Dungeons.
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
14 - Ered Thuringen Surges Forth! - When this result is rolled, Ered joins forces with a party aligned against the Baron (randomly chosen from; The Resistance, The Secret Police, and Ruffick the Shaman). If this result is rolled again while he is free, they make an attempt on the Baron's life. They always fail, and Ered (along with other named characters) is thrown into the Secret Dungeon. If this result is rolled while Ered is in a Watch Cell (see below) he daringly escapes!
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
15 - Ered Thuringen is Arrested - His speaking out against the Baron can be ignored no longer, and he is thrown into a cell in the Watch Barracks. If this result is rolled again while Ered is in the Cell, he is then sent to the Secret Dungeons.
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
16 - Silas Am'Thrick confronts Donovon - In the Town Square, there is a rather explosive confrontation between Donovon and Silas. There is a 3 in 6 chance that Silas kills Donovon, who is succeeded by Meira as if she had usurped him. There is only a 1 in 6 chance that Donovon kills Silas. If Silas wins, or just isn't killed, he has to then roll a dice below what he previously scored to escape. Otherwise the town watch catch him, and he is thrown into the Secret Dungeon for the Baron's curiousity, he has never seen a Brass Bastard before...
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
17 - Caid and Elias cross paths - When this is rolled, Caid discovers Elias' more... improper tastes in women, and blackmails him for money. The second time this is rolled, it happens again, and Caid and his mistress have enough wealth to skip town, never to be seen again.
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
18 - The Bounty Hunter tracks down Meira - Meira's treachery and heresy is discovered by the Bounty Hunter. There is a 5 in 6 chance that Meira can bribe Hogen to be quiet. Each time afterwards, Hogen wants more money for his silence, and the roll must be made again, with a cumulative -2 modifier. When the roll is finally failed, Meira is sent to the Drowning Posts, and Hogen leaves town with a rather fat purse.
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
19 - The Resistance's Aims Advance - So Below.
20 - The Resistance's Aims Advance - The first time this is rolled, the Resistance covers one of their Requirements (see later). Each subsequent roll, there is a 2 in 6 chance that the Resistance makes their move. If they do, roll a d10. If they roll under the number of needs they have covered, they overthrow the Serpent Baron, and free Brygge from the Serpent Cult. If they fail, they will all be thrown into the Secret Dungeons. If they don't make their move, they cover a new need instead.

Disloyal NPCs

If you roll a NPC who has already been taken, use the next result down. If all NPCs down are taken, go upwards instead.
If all Disloyal NPCs "disappear", then there will be no-one left to stop the Baron, who will Apotheosise into a Mighty Serpent-Demon on the next New Moon (see the Baron's entry above).

1 - Barkeeper Yuvio
2 - Father Remmel
3 - Harren, Remmel's Aprentic
4 - Elias Sturngart
5 - Ruffick
6 - Silas Am'Thrick
7 - Ered Thuringen
8 - Raphael
9 - Yara, the Honest Watchman
10 - Officer Nathan Shultz
11 - Hacken
12 - Meira the Heretic

Disloyal NPCs can be rescued from the Secret Dungeons, though after the first time someone/a group escapes, security increases so much that it is almost impossible to break out anyone else without defeating the Baron in full.

The Resistance

They are a few desperate people who can see that the tyranny of the Serpent Baron will end nowhere well, and they plan and plot and hope, so that one day they might live free of his scaled clutches, or else die trying to snap off the fingers that strangle them.
The Resistance has 10 basic needs to overcome the Baron:
Needs:
1 - Weapons
2 - The Castle's Plans
3 - Information on the Baron
4 - Spiritual Aid
5 - Magic
6 - Armour
7 - Money
8 - Knowledge about the Serpent Cult
9 - Martial Training
10 - Luck (this can never actually be attained, outside of some stroke of myth)
They can cover these needs through the Event table, or through the actions of the PCs. For many of these needs, the party will probably need the assistance of another NPC, though they can supply some by their own expertise, or by the DM's discretion.
For the long-term prosperity of the town, the Resistance will also need a plan to replace the Serpent Baron, or things will get out of hand very quickly. They will neglect this for too long without help.

The Serpent Cult

The band of foolish sycophants and deluded worshippers makes up fully half the town in some capacity, though only a small percentage of that actively participates in cult activities. For the most part they are quite secretive, but a few flap their gums under certain pressures:
Pressures to spill the beans:
1 - Booze
2 - Some other drug
3 - Gold
4 - Love
5 - Violence
6 - Promises of Power
If you try to bully the wrong person, you might end up on the wrong end of the Town Watch. More than a few businesses have been torn out by the Watch because of jealous cultist competitors.
They meet sometimes in the Cellars underneath Wooden Street, and perform strange, undulating rituals. For the most part its quite harmless stuff, but with each ritual performed, the Baron's power grows.

Rumours

When gathering rumours, there is a 2 in 6 chance that you'll just get useless nonsense. Other wise, you get a roll on the following chance, with a 1 in 6 chance (on the same roll) of getting either a double roll, or some elaboration. If the same result is rolled again, further elaboration is given.
1 - People keep gathering at Rodrigo's for some reason.
2 - People keep gathering at the Snowdrops' Waltz Garden for some reason.
3 - I swear, someone was killed at the Drowning Posts last night.
4 - There's an underground movement against the Baron somewhere in town.
5 - People keep gathering at the Seven Stars tavern for some reason, they don't come out though.
6 - People keep leaving Saint Thomas' Shrine, they don't go in though.
7 - Something is up with Father Remmel, I tell ya.
8 - Something is up with Yuvio, the barman at the Seven Stars, I tell ya.
9 - I've heard that Elias Sturngart's family used to rule the city.
10 - I've heard that the whole damn Town Watch are in some sort of Cabal or something.
11 - There's a strange old man hiding out in the woods, he's hiding something I'm sure.
12 - People enter some of the houses on Wooden Street late at night, sometimes less come out.
13 - You go to the Rattle Street market on a farm day, you won't see a watchman for a mile.
14 - Heard there was some guy going around telling people he's an angel or some such.
15 - Thought I saw some guy in weird armour running around the sewer system once.
16 - I think that guy living in Lonely House on Beech street might be a wizard you know!
17 - The same people keep taking the same seats at Saint Thomas' feast. Its weird. 
18 - Some war vet keeps yapping on about how evil the Baron is. Come on, right?
19 - Captain Drummond has a gammy arm, childhood illness I heard.
20 - Buddy o' mine works for Lord Sturngart, they're acting all weird all of a sudden. 
21 - Lieutenant Farron's eyes aren't right, let me tell you.
22 - I've heard weird noises coming from under the Baron's castle, let me tell you.
23 - Mazdan's the best damn blacksmith you'll ever meet!
24 - The Corrupt Lord has sent his Secret Police here for some reason.
25 - The Baron has hired a bounty hunter for some reason, you see him at the dice house.
26 - Meira is running some sort of secret society.
27 - Lieutenant Farron has a mistress with a rather violent husband.
28 - Lieutenant Farron has a bit of a gambling problem.
29 - Captain Caid sometimes goes to Madame Salaceia's brothel.
30 - Elias Sturngart sometimes goes to Madame Salaceia's brothel.

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