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Table of Contents Welcome to School …………………………………………2 Character Creation….………………………………………6 Class: Academic Wizard………………………………….10 Class: Soul Mage…………………………………………..14 Class: Spell Thief…………………………………………..22 Charms………………………………………………… …..26 Luck & Death ………………………………………… …..30 School Schedules……………………….…..….….………32 Studying and Exams ………………….…………………..36 Make Minor Potion ………………………………………36 Stupid, Teenage Fun & Carousing….……………………48 Schools Grounds ………………………………………….52 Professors and Peers………………………………………62 Adventure: Academic Ascension………. ..…….….……70 This product is an “ashcan” or “beta rules” product. Please provide any feedback to DragonPeakPublishing@gmail.com. Writing and Layout: Stefan Surratt Art: Artwork used with permission by Emiel Boven, artwork used with permission by Amanda Lee Franck, artwork used with permission by Hairic Lilred, artwork used with permission by JE Shields, and artwork used with permission by Charles Ferguson-Avery of Feral Indie Studio This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This product is published under license. Dungeon Crawl Classics and DCC- RPG are trademarks of Goodman Games. All rights reserved. For additional information, visit www.goodman-games.com or contact info@goodman-games.com. 1 Academia Arcana RPG: Ashcan Edition ©2023 Dragon Peak Publishing, all rights reserved, contact DragonPeakPublishing@gmail.com Welcome to School! The Eternal Academy is more than a university. It’s your wizard tower away from home. Here, you are surrounded by prestigious faculty and staff who inspire you, support you and help you succeed in your arcane studies and in your wizarding career. From the current students we know and love, to the future students we can’t wait to meet! We Are All One Coven. Important Things to Remember About Academia Arcana RPG The Eternal Academy is a school • Students are subject to the authority of the staff, who are subject to the authority of the headmaster. He (or his secretary) gives morning announcements in the form of a blood cloud. Careful about the splash zone. • Students are admitted based on their abilities and potential, not their wealth. However, they are not given everything their heart desires. Those who want more must find their own way. • Adults are often wise, disbelieving, and useless or they are villainous. It’s full of weird, dangerous magics and a bit of whimsy too. • There will always be egos in conflict. Ghosts may hold grudges against gargoyles, and staff may hold hatred for overzealous cleaning sprites. • Phlogistonic disturbances abound. With so much magic being practiced on school grounds, strange and unexpected situations are always arising. 2 The staff and student body are eclectic. • While humanocentric, the school and staff are diverse. However, rules are often selectively enforced and special exceptions made for favored students. Struggling students may find themselves ignored and forgotten in this scholastic trial of the best and brightest. The primal forces of magic care naught for mortal life and that principle is enforced. The time period is undefined and the school is hidden. • The world outside the university may be a fantasy setting, a modern world, temporally transient, or whatever else the group wishes. • The school sits within a demi-plane that keeps it hidden from the outside world. However, things from other realms have been known to wriggle their way inside, and not always by accident. • People say that the school and the Headmaster sprung into existence, fully formed, when magic was first born. What kind of game everyone wants to play. • Players and the judge should all discuss the type of campaign they want. The common factors in this discussion should include the following: campaign length, whether all students are in the same year and/or the same coven, and where the story starts (freshmen mixer, regular class, etc). • Adventures usually begin as investigative mysteries that lead to a culminating conflict. 3 Play Safe and Be Kind • In this game, teenagers get up to all kinds of trouble, but not all topics need to make an appearance at the game table. Discuss what is allowed at the game table before a “one-shot session” or campaign. Some subjects may be acceptable when certain details occur “off screen”, as something that is a bad thing, and never “glorified.” • If a subject is wholly unacceptable then it needs to be entirely removed from the game. Allow and encourage players to speak up or use an “X card” in case that subject is accidentally broached. If players express discomfort at how it is handled then take a break so you can have an open and honest conversation about how to better handle the issue in the future. 4 Life at the Eternal Academy Life is always exciting at the Eternal Academy! There’s no other place quite like it in all the multiverse! While the Headmaster rarely personally meets anyone, who appears as a sentient cloud of whatever fine particles are nearby, often during breakfast to give morning announcements. Our mascot, Sue the Pseudodragon, can be seen in many paintings, banners, carvings, and backs the team at every SkyDunking game! The Eternal Academy boasts a 91.7% graduation rate with its posthumous graduation policy. It is one of the safest, and only, universities to attend. Students who suffer corruption are able to safely shunt off such phlogistonic modifications to our topiary collection within 1d7 days. No worse than a simple acne outbreak! New students are taught the basics and given free range to delve into whatever schools of magic interest and inspire them. Students are also included in covens, which have between three and thirteen members. If you can’t find the coven for you then we have a solution for you too! Those who need help finding a coven just need to give the Blarnan Sorting Stone a kiss with a little tongue and you be sorted into a coven filled with your new friends. Each coven has their own dorm area, having living spaces for students and a shared communal area that connects to the rest of the school. Most covens have their own initiation ritual that must be completed before the end of the students first year. Initiation rituals differ wildly from coven to coven. Cyclops Coven members exchange an eye with that of a living animal, which often becomes the student’s familiar. Raven Coven requires new members to build a new bird nest and place it atop the school’s tallest tower. 5 Character Creation Steps 1. 1. Roll Ability Scores (3d6 down the line). If desired, swap two ability scores. 2. Roll for 2d16 to determine archetypes 3. Roll 1d24 to determine your first magical mishap. 4. Choose your class, fill in derived stats, roll for Hit Points, and relevant class abilities 5. Choose Alignment (DCC standards: Lawful, Neutral, Chaotic) Character Creation To create a new student, players must roll their six ability scores using the standard method of 3d6 down-the-line, but may swap any two ability scores as they wish. Afterwards, they must roll 2d16 to determine both who they were before they received their invitation and who they are now. Alternatively, they may select one of these archetypal qualities or create their own using the following table for inspiration. Characters are considered trained for the purposes of skill rolls if it relates to either of these archetypal qualities. Lastly, 1d24 to see how they became involved in their first magical mishap and choose their alignment. 6 Student Archetype 7 2d 16 Before school I was… Starting Charm Now I’m a… Equipment & Bonus 1 Anarchist urchin Book of propaganda Academic 1d5 uncommon books (+1 on exam checks) 2 Aspiring artist Old sketchbook Amateur Alchemist Personal alchemy set (+1 on alchemy-related checks) 3 Chimney sweep Your trusty broom Band Bard Silver instrument (+1 on music related checks) 4 Child miner Shattered lantern Black Magic Goth Demonic book (+1leaving a coven house unguarded… 6. Dark Forest: Prismatic lights stream upwards from the dense forest every blue moon. What is the origin of the nocturnal lights? 59 Mixers The following events can be used any time there is a mixer party at the beginning of the semester, or whenever the judge needs a little extra flavor for a party. 1. An older student (roll 1d3:) (1) is selling (very forbidden) love potions in the corner. Just add a drop of your own blood and get your crush to drink it!, (2) bursts in only to die with a shiv-wand in their back, or (3) is making a scene along with their snobby parents. 2. Security gargoyles forcibly removing a (roll 1d3:) (1) student, (2) professor, or (3) parent. 3. Two professors begin a loud argument about (roll 1d3:) (1) a wager involving last year’s top student, (2) a creature seen in the forest, or (3) a coven that entirely disappeared. 4. Has an ominous theme for the party. Roll 1d3: (1) the destruction of the demi-plane which the school resides in, (2) the sinking of the school into the lake below, or (3) the fulfillment of the founder’s curse. Morning Tests Tests to leave your coven in the morning. Judges should generally leave answers open to interpretation and creative solutions. Improper solutions may cause a small amount of subdual damage, make students wait until after breakfast has been missed, or summon a creature to fight. If a creature is summoned for a fight, the door will open when either the creature is slain or the riddle is solved. 60 Riddles 1. Oz had good ones from the north and south. And wicked ones from the east and west. But flying around on a broomstick is probably how they are known best. What are they? Answer: Witches 2. Every witch needs one of these if she is to cast a magical spell. It's what she makes her brew in and what gives off an awful smell. What is it? Answer: Cauldron Runes 1. Must touch runes in the correct order to spell a word (such as EXIT) that opens the door. Countless animals are painted on the wall and the first letter of their name determines if they are a part of the solution. 2. Requires them to remember a class lesson from the prior day. Time for an Exam check! Venn diagrams 1. Sort the following into groups by their common alignment: demons, elementals, hollow ones, goblins, harpies, and cave octopus. 2. Sort the following into two groups: dragon, giant, ghoul, kobold, man-bat, and troll. 61 Professors and Peers Like any school, there are people that everybody knows, even if they don’t have any classes with that person. There are no expressly written mechanical rules for gaining friends or enemies as relationships are developed organically and not by any point system. Professor Possica Professor Possica is a literal work of art, awakened by magic. Her asymmetrical features float slightly apart from each other, giving an eerie appearance that offsets her cheery demeanor and love of teaching transmutation magics. In her private quarters, she has a small collection of taxidermied nobility. Professor Possica: Init +1; Atk +1 dagger (1d4); AC 13; HD 4d4+4; hp 16; MV 30’; Act 1d20; SP spells +6 spell checks (see below); SV Fort +4, Ref +3, Will+3; AL N. Spells: color spray (St Gygakk’s fire), enlarge (temporal echo), magic missile (spell killer), spider climb (nocturnal magic), ventriloquism (siphon magic), locate object (rush of wind), scare Nurse Roachel The school nurse is a hivemind swarm of roaches named Nurse Roachel. Their sentience created by the overwhelming magical energy that pervades the school grounds. The roaches watched and studied from the cracks in the classroom walls and made themselves known when it was right. Now Roachel lives in the nurse’s office, healing unfortunate students and staff while guarding many alchemical ingredients. Nurse Roachel: Init +5; Atk swarming bite +1 melee (1 plus sting); AC 11; HD 5d8; MV fly 40’; Act special; SP spells (+4 spell checks), bite all targets within 20’ x 20’ space, half damage from non-area attacks, sting (DC 5 Fort save or additional 1d4 damage); SV Fort +0, Ref +10, Will -2; AL N. 62 Spells: animal summoning, magic shield (natural-born talent: cast with d30), mending (loud enough for you?), make potion (fine control) Mr. Mamuwalde Mr. Mamuwalde is generally well-respected by students despite being the simple groundskeeper. He was once a mage-hunter and bears a powerful anti-magic tattoo. No one seems to know why he took employment at the school, but most surmise that he was in dire straights. Mr. Mamuwalde: Init +3; Atk gardening tool +1d4+2 melee (1d4+deed die+2) or sling (1d4+deed die+2); AC 15; HD 3d12+4; hp 32; MV 30’; Act 1d20; SP d4 deed die, counterspelling tattoo (back piece causes spells targeted at coach to be at 1 result category lower); SV Fort +3, Ref +2, Will +0; AL L. Has an alphabet soup snow globe that allows second sight to be cast twice per day with a d10+10. Salavor the Mentat Salavor is a four-armed apeman with an aptitude for mental powers. He claims to have once been a warlord and ruler of nations, but now is working to save up for a new wizard tower. Salavor the Mentat: Init +3; Atk slam +8 melee (dmg 1d8+5); AC 15; HD 4d6; MV 40’ or climb 20’; Act 2d20; SP spells (see below), rend for additional 1d8 damage if more than 2 slam attacks hit same target in one round; SV Fort +8, Ref +6, Will +5; AL C. Spells (+6 spell check): charm person, force manipulation (corrosive touch), invoke patron (Nhool), patron bond (casting circle), plunder of ruin’s power, ward portal (difficult to cast), ESP (Mystic twin), fist of Nhool, levitate (planar blink) 63 Rosalie Forsythe Rosalie is the democratically elected student council president and de-facto leader of Emerald Coven. It is best for her to not hear any rumors of a relationship with her treasury secretary or any illicit side-hustles that may or may not help her stay in power. Perrigrin Forsythe: Init +0; Atk fist +0 melee (1d3); AC 10; HD 1d4; MV 30’; Act 1d20; SP spells (see below), charm (silver cufflinks, grants charm person (d14), does not work if wearer is in a romantic relationship); SV Fort +1, Ref +0, Will +3; AL C. Spells (+3 spell check): cantrip (d16), comprehend languages (d14), force manipulation (d16), magic shield (d14) Isaac Skye Isaac blames his chitinous skin, glowing eyes on magical corruption, but he is a level 1 mutant from Terra AD. After escaping his world through a strange portal, he found himself on school grounds and discovered an aptitude for magic. He usually wears of colored glasses to help cover his glowing eyes. If it weren’t for his complete lack of confidence, he might come off as cool. Isaac Skye: Init +1d3; Atk fist +1 melee (1d3); AC 10; HD 1d5+1d4; MV 30’; Act 1d20; SP mutations (check +5: gas generation and mental reflection), defect ( mental block (never initiate combat, lose first rounds actions)), spells (see below); SV Fort +2, Ref +0, Will +2; AL N. Spells (+1 spell check): animal summoning (d14), cantrip (d16), enlarge (d14), read magic (d14) 64 Stelio Ludens Stelio gives ominous hints to a dark lineage and loves playing the role of the “bad kid”. His demonic familiar has become the “mascot” of Star Coven. Such familiars are rarely, if ever, allowed in school so everyone knows he has some kind of influence with the administration. Stelio Ludens: Init +1; Atk fist +0 melee (1d3); AC 11; HD 1d4+1; MV 30’; Act 1d20; SP spells (see below); SV Fort +1, Ref +1, Will +1; AL C. Spells (+2 spell check): cantrip (d16), find familiar (d14), flaming hands (d14), runic alphabet mortal (d14) Doug (demonic familiar): Tiny demon (lazy imp; +2 Luck that, if used, restores naturally each night, similar to how a thief or halfling recovers Luck), gives wizard +4 to Fort saves against infection, poison, disease, and other debilitating effects. Any effect that bypasses this improved protection is split equally between the wizard and familiar Init: +1; Atk claws +2 melee (1d4); AC 14; HD; hp 4; MV;Act 1d20; SP (absorbs half corruption from spellcaster), if caster dies they cohabitat familiar’s body until soul can be transferred; SV Fort +1, Ref +1, Will +1; AL C. 65 Random Classmate Table Coven: (1) Ghoul, (2) Hydra, (3) Phoenix, (4) Raven, (5) Skrag, (6) Wyrm, (7) Cyclops Complication: (1) love life, (2) family life, (3) anxiety issues, (4) awfully awkward, (5) inept at their interest, (6) drugs, (7) illegal arcanery Main Interest: (1) studies, (2) cute classmates, (3) their hustle, (4) fashion, (5) partying, (6) sports, (7) counter culture Disposition towards PCs: (1) adores them, (2) intense rivalry, (3) tenuous truce, (4) “forgets” they exist, (5) neutral towards them, (6) views as pawns, (7) super jealous Random Teacher Table Appearance: (1) Animal, (2) Human of Abnormal Size or Age, (3) Undead, (4) Demon, (5) Angel, (6) Reptilian, (7) Plant Person Specialty: (1) Illusions, (2) Summoning, (3) Restoration, (4) Necromancy, (5) Divination, (6) Elementalism, (7) Psionics What they did before this: (1) private research, (2) demonic consultant, (3) hedge wizard, (4) corporate wizardry, (5) supervillainy, (6) indentured servitude, (7) witness protection What they want: (1) tenure, (2) to get out of their contract, (3) to “collect”, (4) to feel happiness again, (5) to make a difference, (6) administrative change, (7) scholastic esp 66 67 Adventure Structure The genre of “magic school adventure” stories is generally a mixture of mystery and dangerous adventure. Depending on the nature of the investigation, the mystery may offer little danger until the confrontation. Other mysteries may have danger lurking around every corner before a culminating confrontation at the end. The exact structure of such stories is loosely defined and should change so that game sessions feel unique from one another. Some groups may be much more interested in the investigative aspect of these stories than any violent confrontation or “dungeon crawling.” Similarly, some mysteries may be resolvable in a single session or continue on for multiple sessions. In some cases, smaller mysteries could connect to greater mysteries that build as the campaign continues. Judges will be asked to describe Complications and Threats, and Paint the Scene. Complications delay the PCs and generally ask them to solve a puzzle of some kind. Threats are typically encounters that can be deadly. When Painting the Scene, a posed question asks the judge or the players that helps explore a theme or idea associated to that location or the ongoing narrative. Investigation Neither clues or the personae dramatis are tied to specific locations. They can be found wherever the PCs are looking. Students and faculty move around the school throughout the day and the location of clues should be changed to serve the story. Clues may be a piece of physical evidence or new information gleaned from a NPC. Each change of scenery is an opportunity for the judge to present the mystery (and new evidence) in a new light. Additionally, judges should not allow one player to continually be the only person who finds clues. 68 Ask each player what their character is investigating before allowing a single player to investigate multiple avenues. PCs commonly split the party, as they are drawn to their respective classes and extracurriculars. It is advisable to have one “scene” per player where they find out something important. Judges may wish to “cut the scene” when the PC finds themself in danger. If done correctly, the suspense can build and another PC can enter the scene just in time to assist the threatened PC. Pacing adventures is a skill that is honed with practice. After the players feel as though they’ve adequately investigated the mystery, they eventually create a hypothesis as to the culprits, their location, and/or their sinister goals. If the player’s have devised a plausible theory about the culprits, accept that conclusion and adapt the “Confrontation” portion of mystery to this theory. If the players’ theory does not feel satisfactory or quite plausible, allow the mishap to occur! Then give the PCs one “perfect hint” that allows them to view all their existing clues in a new context and find their way to the story’s conclusion. However, judge’s should endeavor to give the antagonist some new advantage for situations like this. Confrontation The stories told in this game usually end in some kind of violent confrontation, though not always. Clever players might create a trap, either social or more literal, from which a culprit cannot escape. In a typical four-hour session, it is not possible to include both a lengthy investigation and an expansive “dungeon”. When a judge is creating a mystery that is ideally resolved in a single session, they should remember that these dungeons should be short and that the PCs are likely to have a low total hp and few ways to quickly heal. 69 Academic Ascension By Stefan Surratt Introduction Academic Ascension is an introductory adventure designed for 3-4 level 1 characters and can be played in 2- 3 hours. Set at the beginning of the school year, it is meant to introduce the players and PCs to the Eternal Academy and a number of its residents. The PCs find themself in a conspiracy that has both students and faculty disappearing one by one. Background The Phlogistonic Continuum is a collection of magical energies that exist outside of linear time. Like any lifeform, it seeks to grow and utters out the phlogistonic forces that allows mortals to tap into magic. When a new magical creation is born into existence, the Continuum grows by absorbing that creation into the Continuum at the time of its “death”. On occasion however, a repulsive and imperfect creation is rejected. Given a taste of non- linear eternity, but thrust back into linear existence, these rejected creations strive to rejoin the Continuum with more vigor than any mortal sorcerer. One such reject is Que. Seemingly a young and aspiring wizard, Que has weaseled their way into the Eternal Academy in an effort of creating a new ritual that will allow themself to rejoin the Continuum. Meanwhile, Professor Merneith Ghoulsworth, a mummy and head of the necromantic studies, suspects the true identity of Que and seeks to accomplish the same task for themself. Now both vy against each other in secret, racing towards the same ritual. However, fate is undecided and both the judge and the players will decide who this story’s villain is! 70 One, or both, of these individuals will capture other students and faculty in order to work their ritual. First The Brittanys will disappear, valuable as a “ritual component” for their unique siamese traits. Then Valor the Gargoyle, for their innately magical quality as a wizardly creation. Then the judge should decide who else disappears. Hopefully the PCs find the trail before it is too late… Beginning the Adventure Whilst the PCs attend a “beginning of the school year mixer” complete with beverages and snacks. Students are expected to socialize and find other students with whom to form a coven. To form a coven, students are expected to take a piece of paper, write their greatest shame or regret on one side, and their loftiest dream on the other side. This information may be kept hidden or shared freely, but the students form their new coven when they burn their papers at once. If the judge wishes to have an NPC join the PC's coven, feel free to use Que, The Brittanys or another NPC of their own creation. After this takes place, Merneith Ghoulsworth gives the following speech: “Quiet down, students! Yes, welcome to the Eternal Academy! My name is Merneith Ghoulsworth and will be teaching many of you. Here you’ll learn potent magics from accomplished warlocks and wizards. Tonight, you have taken the first steps by creating a coven. The fellow members of your coven will be supporting peers and quite possibly friendly rivals with which you... Excuse me, I must take my leave! Be wary students!Keep your true names safe!” 71 Merneith suddenly pulls out a wand and disappears in a cloud of smoke. Rosalie Forsythe steps up, introduces herself as student council president. Quickly concluding that either herself or Valor will help advise students over the next week if any have questions, but otherwise to enjoy themselves. After the scene comes to a natural conclusion, have Valor usher the PCs to their coven house. The next morning, they will experience their first Morning Test before beginning classes with Tybalt Cromulus and Merneith Ghoulsworth. Invariably, Que and the Brittanys attend these same classes before the disappearances begin… Personae Dramatis Rosalie Forsythe, student council president and legacy admission student De-facto leader of Emerald Coven. From a proud, but dysfunctional family. Responsible for advising new students in the first week of school, but may require payment or favors. Quote: What is it now? I’m busy planning for Promcoming! 72 The Brittanys, siamese triplets These siamese triplets can break off a single member at a time, though the "new" individual has a lonesome longing for her sisters. They were once nearly sacrificed by a cult, but are excited to meet many magical creatures. Quote: Hey y'all! Isn’t it so much fun around here? There’s so much to learn and explore! Que, a formerly omnipotent but not omniscient being Cast out and stripped of omnipotence by the Phlogistonic Continuum for irresponsible usage of their powers. They have a poor understanding of mortal social etiquettes. Now they must learn how to harness new powers, but hope to rejoin the Continuum by any means possible. Quote: Surely, you’re not talking to me. I suppose my torment is your delight… 73 Tybaldt Cromulus, skydunking coach An Eternal Academy graduate who never truly matured. Skydunking is life. When not overseeing Skydunking lessons, teaches Wizard Tower 101: Architecture & Defenses, but always makes it as SkyDunking related as possible. Quote: Hey there, champ! Ready to get dunking? This game trains your body and your mind! Keeps you buff for spellburning and quick-witted for dueling! Merneith Ghoulsworth, head of necromantic studies A well-preserved (but smelly) mummy. Very serious and fair, but gets overly excited at the prospect of innately magical individuals meeting their doom. Aside from advanced necromantic classes, she is currently filling in for the faculty member who disappeared recently and teaches Parchments & Inks classes to new students. Quote: Hello students. Did you read the assigned chapter on the relationship between rigor mortis and how long the soul stays in the body? Very fascinating material. Valor the Gargoyle, a talkative gargoyle Forgotten more about the school than most people will ever learn. Generally jovial until he senses danger. Values obedience to school rules. Quote: Children! Tell me. How have you been adjusting to school life? We gargoyles are very good listeners. 74 Clues 1. A forgotten secret rendezvous letter mentioning a the highest tower on school grounds (while not specifically mentioned, it is well-known to be above the Admin Wing) 2. An empty potion bottle that can be identified as a sleeping potion 3. A heated argument about those who've gone missing 4. A teacher's rambling speech on binding extra dimensional creatures 5. Loose-leaf papers with scratched out drafts of a summoning circle made from living creatures 6. A flier requesting the return of expensive magical chalks and paints taken from the store room 7. A scream on the wind, originating from a tower above the Admin Wing 8. Two students babbling about famous wizards who ascended to the Phlogistonic Continuum 9. A gargoyle requests the PCs to return a found book, titled Powers of the Phlogistonic Continuum, to the library 10. Vague rumors about Merneith Ghoulsworth’s prior life as a death priestess 75 Locations Mixer Hall A few dozen new students establish small groups. Platters of finger foods and bowls of fruit punch. Teachers keep student contact minimal. Paint the scene: Who among the Personae Dramatis draw attention to themselves? Skydunking Field/ Wizard Tower 101: Architecture & Defenses class A raised platform rises from a pond. Multi-colored hoop rings and jiggling pads float high in the air. Students jump through rings and fly across the sky. Paint the scene: Who excels in class and who does poorly? Parchments & Inks class Stone cellar lit by human fat candles. Reconstruct destroyed scrolls. Produce white ink from bone powder. Paint the scene: Who is first to produce a working scroll and what magic does the scroll contain? The Halls Students struggle to find and enter classrooms. Corridors adjust to meet varied purposes. Paint the scene: What strange conversation is heard? PC's Coven Clearly “lived in” but no one has been here for some time. Potential for coziness, but certainty of a storied and sordid past. Paint the scene:What makes the coven cozy?What hints at its storied past? 76 Confrontation Area 1 - Admin Wing A statuary bust stands as secretary and will tattle on students who ignore orders to not proceed further. Two large "cat" beds and a scratching post. Domestic manticores roam the corridors, catching stray owls and other intruders. Stern paintings of past teachers adorn the walls. A "gate" portal is warded with numerous arcane runes, but can be used to access the Tower Above or, with use of "arcane keys", to other locked areas such as a professor's quarters. A closed door leads to an exterior staircase ascending to the Tower Above. Paint the scene: What signs warn the PCs of the patrolling manticores? Do any final clues point towards a particular villain? Threat: The domestic manticores patrol the admin wing, but play with their prey similar to a house cat and can be distracted in the same manner. The "gate" portal requires a DC 15 Int check to travel to unwarded areas (such as the Tower Above). On a failure, the protective runes cause all nearby creatures to forget what they were doing (DC 15 Will save to resist) while also making owl noises to call the manticores. The slick steps of the exterior staircase require a DC 5 Agility check to climb. On a failure, the PC slips, causing a charm or other important item to fall far below. Domestic manticore (2): Init +3; Atk claws +3 melee (2d3) or barbed tail +5 melee (1d5 plus poison); AC 12; HD 2d8; hp 11; MV 30’, fly 40’; Act 1d20; SP poison (DC 12 Fort save or 1d4 Stamina damage), domesticated (upon taking damage, must attempt a Morale check); SV Fort +2, Ref +5, Will +2; AL C; Crit M/d8. 77 Area 2 - The Tower Above A full moon over a crenulated tower platform. Kidnapped victims are bound with rune-covered chains at the edge of a wide scrying pool. The victims stare vacantly and chant magic words. The scrying pool reflects the moon but begins to bend in on itself. A creature of writhing gasses and glittering starlight emerges from a tunnel beyond space. Paint the scene: Is the villain Que, Merneith, or them both? Do they have a villainous monologue? Threat: The Villain's first action is to throw themself into the portal beast's mouth to hide. If the Portal Beast then slays at least three creatures (targeting aggressive creatures first), it returns to its native plane with the stowaway Villain. Only one whose body and mind is prepared for such an ascension may join the Continuum. All others are disassembled into the most basic elements and expunged across the multiverse. If the judge wishes for both Que and Merneith to be villains, they will turn on each other when the portal beast appears. A spell duel is very likely in such instances. Judges may wish for either a non-villainous Que or Merneith to appear and give aid, but details on this are left to the judge. If this path is chosen, they must not steal the spotlight from the PCs. Portal beast: Init -1; Atk mystic diablerie +7 melee (1d3 plus 1d3 random “spellburn” damage); AC 15; HD6d10; hp 58; MV fly 45’; Act 1d20; SP phlogistonic aura (see below); SV Fort +3, Ref -1, Will +7; AL C. Phlogistonic Aura: When spellburn or Luckburn occurs near the portal beast, its latent energies accumulate for the next few hours. Consult the table below to see the effects: 78 Que: Init +2; Atk jambiya dagger +2 melee (1d5) or spellcasting (see below); AC 11; HD 5d4; hp 17; MV 30’; Act 1d20+1d14; SP may spellburn up to 6 points total; SV Fort +2, Ref +1, Will +3; AL C. Known spells (+5 spell check): (1) flaming hands, sleep, runic alphabet (mortal), (2) invisible companion, locate object, (3) make potion Spellburn & Luckburn Total Effect 0-3 Sky grows cloudy, lightning flickers, thunder cracks. Lightning strikes the portal beast for 1d6 damage. 4-6 Thunder continuously roars and rain pours from heavy clouds. Lightning strikes the portal beast for 1d12 damage. 7-9 Anyone who's contributed to this total must make a DC 15 Fort save or suffer corruption relating to the most recent spell they cast. Lightning strikes the portal beast for 2d12 damage. 10-12 The caster who causes this total to be achieved suffers corruption and misfire relating to the spell cast. Lightning strikes the portal beast for 3d12 damage. 12+ The mystic portal is disrupted, causing the portal beast to be pulled back into the Phlogistonic Continuum. Unless strongly secured, all within 60’ must make a DC 5 Strength check or be pulled in along with it. Merneith Ghoulsworth: Init +0; Atk choke +3 melee (1d3/2d3/3d3/etc.) or spellcasting (see below); AC 11; HD 8d8; hp 12 (max 36); MV 20’; Act 1d20+1d14; SP damage reduction 3 (min 1 damage per damage die), mummy rot (see below), has already spellburned most physical attributes, vulnerable to fire, un-dead traits; SV Fort +0, Ref +0, Will +6; AL C. Known spells (+6 spell check): (1) cantrip, chill touch, feather fall, read magic, runic alphabet (mortal), (2) mirror image, ray of enfeeblement, (3) write magic Mummy Rot: Targets struck by a melee attack must make DC 10 Fort save or suffer 1 Stamina damage each day plus a constant thirst. Mummies are un-dead, and thus can be affected by turn unholy. They do not eat, drink, or breathe, and are immune to critical hits, disease, and poison. As un-dead, they are immune to sleep, charm, and hold spells, as well as other mental effects and cold damage. Conclusion Any faculty members aware of this conflict will attempt to bribe the PCs with promises of favoritism in class (possibly a lead spot on the Skydunking team!), though there is also the underlying threat of giving the PCs a hard time if they don’t go along with this. The Brittanys are each immensely grateful, giving them a charm the following day and possibly developing a crush on one of the PCs. Valor repays the PCs by making sure that all the gargoyles keep a protective eye over the PCs in regards to bullies, being late to class, and other small favors. If either Merneith or Que was successful in joining the Continuum, they are likely to never be seen again. However, any villain who fails in this plan is taken into custody by the school administration. Their fate is sure to be a gruesome one… 80 Cover Table of Contents Welcome to School! Life at the Eternal Academy Character Creation Steps Academic Wizard Soul Mage Spell Thief Charms Youthful Luck Death and Dying Class Schedules Semesters Studying and Exams Make Minor Potion Stupid, Teenage Fun Carousing at School Keeping Your Head Down School Grounds Professors and Peers Adventure Structure Night of the Were-Wizard Academic Ascensionon demonic lore checks) 5 Farm hand Good work gloves Chess Duelist Custom chess set (+1 on wizard’s chess checks) 6 Merchant ’s apprentic e An ancient gold coin Covenless Student Secret personal quarters (+1 on find secret door checks) 7 Messeng er servant An undelivered letter Sky Dunk Jock Athletic robes (+1 on athletic checks) 8 Musical prodigy Beat-up instrument Legacy Admission Vintage robes (+1 on school lore checks) 9 Noble’s heir Gold signet ring Magizoologist Bestiary of magical animals (+1 on magical beasts lore checks) 10 Noble’s love child Family birthmark Mega Nerd Study skills workbook (+1 on cram checks) 11 In a nice, loving family Family photo Planar Exchange Student Otherworldly artifact (+1 chosen language) 12 Revered reincarna tion A cherished item from a previous life Secret Zealot Pamphlet literature (+1 on religious lore checks) 13 Student scribe Lucky quill Student Celebrity Stylish robes(+1 on social checks with students) 14 Unloved orphan Picture of a loved one Student Government Member Academic stole (+1 on Demerit checks) 15 Witch’s servant A Personal cauldron Teacher’s Pet Key to a classroom (+1 on social checks with faculty) 16 Young acolyte A holy symbol Underachiever (+1 starting Youthful Luck/ session) Starting equipment: All characters begin the game with the equipment listed above, the basic tools of magical academia (quills, ink, grimoire, etc), a book bag, a few basic outfits, a place to live, and a starting charm. PCs generally should all be members of the same coven and agree on their coven’s living space (“Our coven quarters are in the clocktower”), with the judge having final say on what is permissible. The starting charm should have a unique bonus that the player and the judge both agree on. The powers of the starting charm do not need to be determined before the first game session and any time during gameplay; refer to the Charm section for creation guidelines. Magical Mishap Benisons Roll 1d24 to determine each character’s first magical mishap and what kind of special benison that they receive. 8 1d24 First Magical Mishaps Involved Benison Bonus 1 Zombies at the cemetery +1 to attacks, spells, and saves against corporeal un-dead 2 Ancestral spirits +1 to lore rolls 3 A dragon awakening +1 to attacks, spell, and saves against dragons and wyrms 4 Body swapping +1 to disguise self and lying 5 Polymorphed into an animal +1 to your familiar’s checks 6 Spiritual possession +1 to attacks , spells, and saves against incorporeal un-dead 7 An extraterrestrial artifact Proficiency with two exotic weapons or devices (need not be chosen at start) 8 A magical sword +1 to attack rolls 9 A cursed curio +1 to damage rolls 9 10 A deal with a demon +1 to attacks, spells, and saves agaisnt devils and demons 11 A mission from god +1 to spell checks against unholy creatures (choose a different alignment) 12 A fortune teller’s curse +1 to saves vs other wizards and witches 13 A secret bloodline curse +1 to Fort saves 14 A journey to Elfland +1 to attacks, spells, an saves against fey creatures 15 Almost killed as a witch +1 to Ref saves 16 Was a cult’s chosen sacrifice +1 to attacks, spells, and saves against cultists 17 Targeted by an irritated warlock Recover 2 spellburn per day 18 Revelation of true parentage Infravision (30’) and 1 bonus language 19 Finding forgotten ruins +1 to finding secret doors and find/ disable trap checks 20 Reading aloud from a forbidden tome +1 to read language, forge document, and cast spell from scroll 21 Shipwrecked on an unmarked isle +1 to handle poison and wilderness checks 22 An insane and murderous mentor +1 to backstab, sneak silently, and hide in shadow checks 23 The thing from the stars +1 to Will saves 24 The secret to my family’s success +1 to pick pockets and pick locks Academic Wizard You are an impoverished, unrespectable, and naive creature oft known as a student. As an academic wizard, you even lack the courage typical of the typical adventuring wizard. You are a mere member of the student body, ruled over by the staff and administration of The Eternal Academy. Academic wizards are typically thrust into student orientation at a young age, though older prospective masters of arcana are not altogether uncommon. They also originate from a variety of worlds, dimensions, and timelines, making for an eclectic student body. Hit points: An academic wizard model gains 1d8 hit points at first level, but the corrupting nature of the phlogiston slowly corrupts the body. The HD size will gradually decrease until it becomes a mere 1d3 HD. Weapon training: An academic wizard is only considered fully trained with daggers, clubs, and staff, though they may use longbows, shortbows, longswords, and short swords at a d16. While they could wear armor, it greatly impacts their spellcasting ability and is considered incredibly gauche. Alignment: Most academic wizards come from troubled backgrounds, making lawful tendencies uncommon. Further forays into the cutthroat school, even more enforces this tendency. However, the majority of students find themselves self-serving in nature and tending to neutrality, though chaotically aligned students are nearly as common. Caster level: Caster level is a measurement of arcane power. An academic wizard’s caster level is usually the same as their level. 10 Magic: Academic wizards attempt to tackle the powerful, phlogistonic forces of chaos through rigorous study. At 1st level, academic wizards go through basic coursework that teaches them four spells (+1 for each additional point of Int mod), though two of these spells are always cantrip and read magic. Thanks to this tutelage, academic wizards may utilize read magic to understand magical item properties, at the judge’s discretion. Any other spells are determined by coursework chosen by the academic wizard and thus chosen by the player. At first level, they are restricted to learning level one wizards spells that are taught in the initial coursework, but they may learn spells of any level if given the correct tutelage or research material. Unfortunately, academic wizards master their spells more slowly than more adventurous wizards. Despite having a 1d20 action die, newly learned spells can only be cast at a d14 spell die. The academic wizard begins first level with all their spells castable with this d14 casting die, which is increased through study (see Studying and Exams) or through rolling the maximum result of that spell’s casting die. For example, Arlane the conjurer casts animal summoning on a d14 and rolls a natural 14. Having met her current potential, she may immediately begin casting that spell using a d16. Academic wizards cast spells by making a spell check. An academic wizard’s spell check is their relevant spell die + Intelligence modifier + caster level. If additional spellcasters perform a cast ritual spell in a casting circle, they may channel their power into the primary caster’s spell, granting 1+Int mod to the spell check per each assistant mage. These assistants need not know the same spell, but cannot perform any other actions until the spell is cast. 11 Supernatural patrons: Young and talented minds are swept up, kidnapped, and cordially invited to train at the Eternal Academy by the Headmaster’s many apprentices. Many supernatural beings have maintained an influence over the school and vy for domination. Students and staff are exposed to a bevy of options for patronage. Action dice: An academic wizard's first action die can be used for attacks, spell checks, and various other actions, but their second action die can only be used for spell checks. However, just as the second action die may limit the die size, so too does the wizard’s spell die for unmastered spells. In such cases, defer to the lower die. 12 Level HD Attack Crit Die/ Table 1 1d8 +0 1d5/I 2 +1d7 +1 1d6/I 3 +1d6 +1 1d7/I 4 +1d5 +1 1d7/I 5 +1d4 +2 1d8/I 13 Action Die SpellsMemorizable Per Day Ref Fort Will 1d20 4 +1 +0 +1 1d20 5 +1 +0 +1 1d20 6 +1 +1 +2 1d20 7 +2 +1 +2 1d20+1d12 8 +2 +1 +3 Soul Mage Soul mages innately cast through feelings, not thoughts. They tend towards extremes of emotions and opinions, are deeply empathetic, and loyal friends. Hit points: A soul mage gains 1d8 hit points at each level. Weapon training: A soul mage is considered trained in daggers, longbows, shortbows, slings, staffs, swords, and warhammers. If a soul mage finds a magic weapon that they are untrained in, they are considered trained if they succeed on a Luck check. Alignment: Soul mages derive their powers from a purity of heart, and such purity is most often an aspect of lawful tendencies. In rare circumstances, their powers instead come from the chaos of manipulating hearts. Caster level: Caster level is a measurement of arcane power. A soul mage’s caster level is usually the same as their level. Magic: Soul mages cast with their heart, not their wand. At 1st level, they learn two random spells and Transformation Sequence, plus their other class abilities. When casting a spell, they roll 1d20 + CL + Personality modifier. However, they may only spellburn during rituals. They may only learn one additional spell at each level, but do have the opportunity to gain bonus spells through study (see Studying and Exams). Transformation Sequence: By spellburning a point of Personality, a soul mage may transform into an “alternate persona” that may become widely known. Sometimes these personas are often complete secrets even from the soul mage’s closest friends and family. Other times, they proudly identify with this persona, thinking of it as their “true identity”. 14 Power of Heart: Once per adventure, a soul mage may call upon the forces of friendship eternal by making a spell check and spending a point of Luck. Before rolling, the player describes a desired outcome that is thematically in line with their abilities and the judge will assign a DC. The result is either fully granted or it is not; however, even on a failure the judge may give the soul mage some minor encouragement or hint towards an advantageous path. Based on the spell check result, the judge will describe the result. Whether or not the request succeeds, the soul mage must also quest to complete an Act of Friendship. Healing Heart: Either by dulcet voice, a proud glance, or a calming touch, a soul mage may heal a nearby ally. At the beginning of each day, a soul mage rolls their Crit Die + CL to determine the size of their healing magic pool. Supernatural patrons: Many patrons will take advantage of a pure heart who believes in their cause, but soul mages are just as likely to take part in deific worship as they are to find a supernatural patron. Action dice: A soul mage can use their attack dice for attacks or spells checks. 15 Transformation Sequence Level: 1 Range: Self Duration: Varies Cas t ing Time: 1 round Save: None 16 Level Attack Crit Die/ Table Action Die 1 +1 1d6/III 1d20 2 +1 1d8/III 1d20 3 +2 1d10/III 1d20 4 +2 1d10/III 1d20 5 +3 1d12/III 1d20+1d12 General Light envelopes the caster and reveals them in an immaculate and unrecognizable form. The caster must spellburn 1 point of Personality to cast this spell. Manifest ation Roll 1d4: (1) an angelic form, complete with wings and halo, (2) a demonic form with brimstone hooves and infernal eyes, (3) a draconic visage with wings and claws, or (4) the glowing form of a past life or ancestor. Corrupti on Roll 1d4: (1) a physical aspect of the manifestation becomes permanent (i.e.: horn nubs, claw-like fingernails, etc), (2) permanently accompanied by ambient sounds related to manifestation (i.e.: flickering of flame, angelic singing, etc), (3) caster’s shadow becomes that of their transformed self, or (4) -1 Luck. 17 Ref Fort Will Spells Known +0 +1 +1 2 +0 +1 +1 3 +1 +2 +2 3 +1 +2 +2 4 +1 +3 +2 4 Misfire Roll 1d4: (1) the failed transformation leaves the caster wearing only their underwear, (2) empower the fiercest enemy within sight with the 18-19 result, (3) (3) transform all enemies within sight as per the 12-13 result, or (4) the caster loses fail in themself and must succeed a DC 12 Will save to cast the spell until they regain their purpose and confidence (judge’s discretion). 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire 2-11 Failure. 18 12-13 Gain a +1 bonus to attacks and the ability to hover 3’ off the ground for 1d3+CL rounds. 14-17 Gain a +1 bonus to attack and damage rolls, the ability to hover 3’ off the ground, and a 10’ bonus to movement speed for 1d3+CL rounds. 18-19 Grow 2’, gain a +2 bonus to attack and damage rolls, the ability to hover 3’ off the ground, and a 10’ bonus to movement speed. Additionally, as a d20 action, the caster can breath a 20’ cone of white flames that burn all targets for 1d6 damage (Ref save vs. spell check for half damage). The transformation lasts for 1d6+CL rounds. 20-23 Grow 4’, gain a +3 bonus to attack and damage rolls, a 20’ fly speed, and a 10’ bonus to normal movement speed. Additionally, as a d20 action, the caster can breath a 30’ cone of white flames that burn all targets for 2d6 damage (Ref save vs. spell check for half damage). The transformation lasts for 1d6+CL rounds. 24-27 Grow 6’, gain a +4 bonus to attack and damage rolls, a 30’ fly speed, and double normal movement speed. Additionally, as a d20 action, the caster can breath a 40’ cone of white flames that burn all targets for 3d6 damage (Ref save vs. spell check for half damage). The transformation lasts for 1d8+CL rounds. 19 28-29 Grow 8’, gain a +5 bonus to attack and damage rolls, a 40’ fly speed, and double normal movement speed. Additionally, as a d20 action, the caster can breath a 50’ cone of white flames that burn all targets for 4d6 damage (Ref save vs. spell check for half damage). The transformation lasts for 1d10+CL rounds. 30-31 Grow 10’, gain a +5 bonus to attack and damage rolls, a 40’ fly speed, and double normal movement speed. Additionally, as a d20 action, the caster can breath a 50’ cone of white flames that burn all targets for 4d6 damage (Ref save vs. spell check for half damage). A weapon of pure energy appears in the caster’s hand. The weapon does 3d6 damage and struck targets must make a DC 15 Will save or flee. The transformation lasts for 2d6+CL rounds. 32+ Grow 14’, gain a +5 bonus to attack and damage rolls, a 40’ fly speed, and double normal movement speed. Additionally, as a d20 action, the caster can breath a 50’ cone of white flames that burn all targets for 4d6 damage (Ref save vs. spell check for half damage). A weapon of pure energy appears in the caster’s hand. The weapon does 3d6 damage, a crit range of 18-20, and struck targets must make a DC 20 Will save or flee. The transformation lasts for one turn. Power of Heart 20 DC 10 Simple cantrips: breeze billows a cape, make an animal call, light a small fire. DC 12 Minor physical or sensory effects (move an ally out of harm’s way, make a noise or image at a distance) blessings (+1-2 to rolls for a short duration); persuasion (cause a creature to become friendly or unfriendly). DC 14 Complex physical or sensory effects (create a convincing illusion, restrain a creature with earthen manacles); powerful blessings (+4 to some rolls or affect more creatures); simple summoning (small animal or an object such as a weapon). DC 16 Incredible physical action (leap to the top of a wizard’s tower, break iron bars); impressive persuasion (motivate or terrify an army); summon aid (summon ancestor spirits or a herd of unicorns into battle); smite an enemy (Will save or enemy suffers penalty to action die or ability score loss). DC 18 Acts of unquestionable spirit: affect nature (summon a riding nimbus cloud, cause a local eclipse, control a mass of vines);amazing acts (lift a collapsing building, shatter a magic rune); displays of mystic might (turn a lake into ice, change the moon’s phase). DC 20+ At the discretion of the judge. Acts of Friendship The caster suffers a cumulative -1 Luck penalty each day until the task has been completed. The judge should either select an appropriate Act of Friendship or determine it by rolling 2d3: 1. You must perform a selfless act of friendship that requires much effort and time (roll 1d3): (1) create a “friendship scrapbook”, (2) craft a bespoke gift in which no expense is spared, or (3) give away your most cherished charm. 2. The soul mage must resolve an interpersonal conflict they do not have a stake in roll 1d3): (1) a contentious love triangle, (2) a friendship-ending argument between two besties, or (3) claimants to a beloved pet. 3. The soul mage must make a number of new friends (roll 1d3): (1) 100 friendship bracelets for 100 new friends, (2) one, but they must have been a rival, (3) seven, but you must start a group activity such as a book club. 21 Spell Thief Spell thieves are living conduits for magic, but never the origin. They influence phlogistonic forces that permeate the universe, altering the current's flow to their benefit. Hit points: A spell thief gains 1d7 hit points at each level. Weapon training: A spell thief is fully trained in the following weapons: blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff. However, they are considered partially trained with all magical weapons and may use “untrained” magical weapons with a d16. Spell thieves are careful in their choice of armor, as it affects the use of their skills. Alignment: Spell thieves lack or disregard typical tutelage and are rarely lawful. While their innate grasp of the forces of magic often means they begin their lives on the balanced path. They are often given to take freely and become willful agents of chaos. Channel Die: Spell thieves live life on the edge of the phlogiston. They may spend Luck as per normal, but may roll their Channel Die to steal spells, redirect spells, or empower spell checks. At the judge's discretion, they may also use their Channel Die to modify other phlogistonically related actions, such as flying on a broom, making an arcane lore check, or convincing a gargoyle to let the PCs go. They may spend up to their Intelligence or Personality modifier (which is higher, min 1) of Luck to roll multiple Channel Dice at once. Second, unlike other classes, the spell thief recovers lost Luck at the rate of 2 points per day, up to their maximum score. In situations where the spell thief would receive a permanent point of Luck, they may make a Luck check against their current maximum. If they succeed on the Luck check, the spell thief was lucky enough already and it does not increase their maximum Luck score. 22 Steal spell: The spell thief can steal spells by touching another creature and spending Luck to roll their Channel Die. If the target is unaware of the spell thief's presence, they receive no saving throw and are unaware of the purloining. However, if they are suspicious of the spell thief's ill intent, they receive a Willpower saving throw equal to DC 10 + Channel Die result. Spells stolen are randomly determined unless the spell thief attempts to steal a specific spell that they are certain that the target knows. The spell thief may keep a number of stolen spell levels worth of spells equal to their highest possible single Channel Die result. For example, a 3rd-level spell thief has a d5 Channel Die and could store five spell levels of spells, such as a single 3rd-level spell and a single 2nd- level spell or five 1st-level spells. Stolen spells are recalled for 24 hours or until they are cast three times. When attempting to steal a spell, a Channel Die result of 1 would be equivalent to rolling a natural 1 on a spellcheck (originating from the spell thief). A result of 2 would cause the spell to be completely lost as with the typical 2-11 spell check result. A result of 3 would steal a single spell at the next spell check result level (12-13 result for a first level spell), and so forth. The spell thief knows these spells rotely at that spell result level. If the spell thief wants to increase the spell result potency, they must empower the spells by once again using their Channel Die (see below). The stolen spell can be used a number of times equal to the spell thief's Personality or Intelligence modifier (whichever is higher, min 1).If targeting a special power from a creature's stat block, it must be a spell-like ability (judge's discretion) such as a dragon's breath weapon, a cyclops' true sight, or a demon's immunity. A Channel Die result of 3 may steal a single ability from a creature of 3 HD or less, a result of 5 could steal from a creature of 5 23 HD or less, etc. The spell thief will retain the special power for 24 hours and may use the special power as per the creature's stat block. Empower Spell: Stolen spells result may be empowered, but the spell thief must spend a point of Luck per usage of the to roll their Channel Die once. The die result adds a bonus to the spellcheck result, assuming the lowest number within that spell check result range. For example, a 1st-level spell was stolen with the Channel Die result of a 3, so the spell thief has the spell at a result of 12. The spell thief wants to cast an empowered version of the spell so they roll their Channel Die again. The Channel Die comes up a 4, so the spell check result becomes a 16 for this casting. Redirect spell: Whenever the spell thief uses their Channel Die to help them succeed on saving throw versus spell, or similarly magical special power, they may redirect the spell towards another target within the spell's range if their Channel Die result was a 3 or higher. If the saving throw fails and Channel Die results in a 1, the spell thief suffers the effects of rolling a natural 1 when casting the spell, originating from the spell thief. 24 Level Attack Crit Die/ Table Action Die 1 +0 1d8/II 1d20 2 +1 1d10/II 1d20 3 +2 1d12/II 1d20 4 +2 1d14/II 1d20 5 +3 1d16/II 1d20 Multiple Mishaps: Spell thieves may either roll on the Magical Mishaps table at each level to receive additional bonuses or choose to add +1 to the bonus from a previously acquired Magical Mishaps result. Supernatural patrons: It is uncommon for spell thieves to wholly submit themselves to the service of any master, but not without precedent. Patrons are loath to be deceived or taken advantage of by such mortals and will never gift a spell with a spell level higher than level 1. Action dice: A spell thief’s action die may be used for any normal activity, whether that be attacks, skill checks, or spellcasting. 25 Ref Fort Will Channel Die +1 +0 +1 d3 +1 +0 +1 d4 +2 +1 +2 d5 +2 +1 +2 d6 +3 +1 +3 d7 Charms Charms offer minor boons and most can be described as “finicky”, only functioning under certain circumstances and never keeping their power longer than a year and a day . Charms seem to be tied to their creator’s personalities and sometimes even the places of their creation. Each student generally starts with a single charm, something created by their innate and unrecognized magical abilities. Charms can be organically created through gameplay, used as treasure or rewards for quests, or stolen from other students. The following tables are to serve as inspiration for creating unique charms. Note: For “one-shots”, grant each character 1+1d3 charms. Appearance (roll 1d10) 1. Merit Badge 2. Lip Gloss 3. Jewelry 4. Hat 5. Lucky Socks/ Underwear 6. Fake Mustache 7. Bauble 8. Statuette 9. Dice 10. Macabre Nick-nack Function (roll 1d12) 1. +1 to a certain spell, save or AC 2. Ability to cast a specific spell at a d12, d14, or d16 26 3. Gain an actual mercurial effect 4. Heal 1d3 hp 1d3 times per day 5. Once per day, prevents people from talking about you for 10minutes 6. Once per day, a target forgets what they’re doing for one minute 7. Reroll a Personality- or Intelligence-based check once per day 8. Gain animalistic ability for 1 minute, roll 1d3: (1) 30’ climb speed, (2) waterbreathing, or (3) infravision 60’ 9. Reroll a spellcheck if the natural die result is a 7, but every 3 times this occurs the caster experiences a corruption outbreak. 10. Roll a Luck check with a d16 once per day 11. Grant reverse casting of a known spell at +1d 12. Once per day, random nearby mundane animal will attempt to performs a requested single task Restriction (roll 1d4) 1. Only works while… Roll 1d3: (1) on school grounds, (2 at night, (3) during the day 2. Charge by spending 1 minute wiping down with.... Roll 1d3: (1) sea water, (2) alcohol, (3) blood 3. Caster must… Roll 1d3: (1) spend an hour each morning communing with the charm, (2) smoke the charm in 10 gp worth of incense each night, (3) write a haiku about the object before each use 4. Each night must be buried in (1) fungal garden, (2) bone dust, (3) excrement 27 Sample Charms Puzzle Box: Solution changes each time, requiring a new DC 15 Int check to open. Contains (1) cigarillo, (2) liquor shooter, (3) pack of gum, or (4) temporary tattoo sticker Camera Obscura: Stuns ghosts. DC 14 or stuns for 1d6 rounds. Single shot camera. Takes 1 round to reload and replacement film is expensive. Vampiric Dentures: Made from real vampire teeth. Grants 1d4 bite attack, from which the wearer absorbs ½ dmg as hp as long as the target is red-blooded. Spector Specs: Allows the wearer to discern certain magical facts. Roll 1d3 to determine what type of glasses: (1) cast comprehend languages with a d16, (2) cast read magic with a d16, or (3) cast detect magic with a d16. Fog up after each usage and refuse to defog for 1 turn. Sundial Wristwatch: Each day, the first action die roll made while the wearer is in sunlight is made at +1d, but the first roll after dusk is at -1d. Witch’s Broom: Allows the user to fly 40’ a round, though quick turns, sudden stops, and being struck by any attack or spell can easily cause the driver to fall or simply lose control of their broom. Reflex checks must be made to quickly act while flying. Examples of flight maneuver include the following: DC 8 for simple things like keeping control on quick turns and sudden stops and DC 13 for moderately difficult tasks like maintaining control after being struck by an attack or maintaining control in poor weather. More complicated tasks go up from there and the risk of falling to one’s death before regaining control is always present. Magic Lantern: If shone onto nocturnal creatures or sunlight-fearing creatures, they must make a Will save or suffer -1d to all actions while in the light. 28 Auto Quill: This animated quill will take notes as long as parchment and an inkpot is nearby. However, its owner must make a DC 12 spell check to activate it for 1 hour. On a 20+ it takes excellent notes that allow the next Study check to be rolled at +1d. Disposable wands: Limited usage wands that work for a short period of time. Roll 1d3 to determine type: (1) crack to wand to activate and receive +1 to known spells for the next turn, (2) strike the tip like a match and cast a known spell at +2d once, or (3) girthy wand allows +1d on cast spell duration and damage rolls, but breaks the first time a natural 1 is rolled on affected rolls. 29 Youthful Luck Youthful Luck is a form of Luck that accrues in addition to the PCs’ permanent Luck stat, but that can also vanish under the strain of bad fortune and responsibility. Youthful Luck can be spent just as the normal Luck stat, used to regain a lost spell, or heal 1 HD. It can also be normally spent on oneself or given to an ally within eyesight. All PCs begin each session with 1 point of Youthful Luck, but it never carries over to any new sessions. PCs can gain Fleeting Luck in any of the following ways, with the judge’s approval: • Rolling a natural 20 on any attack roll, saving throw, ability check, or skill check. • Act as an awkward, irrational teenager in the name of all things adolescent. • Pull off an amazing and crazy plan, possibly a reenactment from a classic teen comedy. Unfortunately, Youthful Luck can just be easily lost in numerous ways: • Rolling a natural 1 on any attack roll, saving throw, ability check, skill check, or spell check. • Act like a totally lame, grown-up. • Asking an adult for help without also being deceitful about the situation. • Doing the same amazing and crazy plan so often that it gets stale. Try something new! 30 Death and Dying The graduation rate is only high as it is because of the policy to grant posthumous degrees to students who perish while attending school. As default, when a PC reaches zero hp, they go unconscious and bleed for a number of rounds equal to their level. If not healed during this time, they may roll a Luck check to attempt to recover the body from true death. In either case, the PC suffers the permanent loss of 1 point from a randomly determined physical ability score and gains a horrific scar. For groups that desires a less lethal playstyle, here are several other options to consider when a PC would reach 0 hp: • Sacrifice the PC’s most valuable charm to stay at 1 hp or to automatically succeed on a recover the body check. • Sacrifice the PC’s most valuable charm and 1 Luck to stay at 1 hp or to automatically succeed on a recover the body check. • In the event of a TPK, all the PCs lose their most valuable charm and 1 Luck, but awaken in the nurse’s office. 31 Class Schedules Roleplaying the entirety of the daily routine is rarely as entertaining as the misadventures of student life. However, an example of that routine is important for judges to have for reference. Students are beheld to their class schedules, as attendance is mandatory and those who play hooky are rarely successful for long. Some students need accommodations and may have customized schedules, but a common schedule looks like the following: 6 AM - 6:50 AM Awaken and Prepare 7 AM - 7:50 AM Breakfast 8 AM - 9:20 AM Class 1 9:30 - 10:50 AM Class 2 11 AM - 11:50 AM Lunch 12 PM - 1:20 PM Class 3 1:30 PM - 2:50 PM Class 4 3 PM - 8:59 PM Freetime 9 PM - 6 AM Night Curfew Awaken and Prepare: On a random day each week, students awaken and exit their communal area into a new magical “test chamber”, where they must complete a task, riddle, or other challenge intended to educate. This chamber always has a door that directly leads to the breakfast hall, though the door does not always look like a “door.” Failure to do so means missing breakfast and morning classes. 32 Breakfast & Lunch: Each day hungry students fill a grand hall, brimming with delicious foods. Conversations are full of gossip and flirtations. Pranks and underhanded deals go down. While lunch has no planned functions beyond the meal, daily morning announcements occur when the headmaster (or the headmaster’s administrative assistant) appears as a blood cloud to relay important messages. Students should be mindful of the “splash zone” around the blood cloud when announcements are over. Class: Teachers will write down the day's version of the spell on the board during class. The written description of the same spell changes every day and even does so minutely from moment to moment, as influenced by its scribe, the stars, the tool and surface it is written on, and a myriad of other mercurial factors. This allows students to freely cast the spell without a chance of losing the spell during class time. Judges are encouraged to use the Class Events tables to create unique moments in class where students may go on field trips, practice spells on each other, or suffer strange pop quizzes. Freetime: Students are free to do as they will during this time. It is commonly filled with study assignments, tutoring, extracurriculars, jobs, hanging out with friends, any number of foolish activitiesthat a teenager might enjoy, and dinner too. 33 Semesters Semesters can be split into story phases and montages. During story phases, characters are in the “adventure” that is likely the most exciting event of the semester. Some semesters may have multiple story phases or none at all, as the pace of the game is self-determined by the group. During montages, the judge and the players summarize all other events of the semester, using any of the random events that this book has to offer. It is in the montage phase that carousing checks can be made to regain spent Luck. Semesters usually begin with a “mixer party” where students and faculty mingle together. Judges can introduce NPCs and story elements that they intend to use in future story phases. To provide a solid example, a judge can begin a session with a student orientation event where one or two NPCs are introduced, such as a student or teacher that will be important to whatever the judge has prepared. After enough roleplaying goes on to let the players know the NPC, move onto some montages created through rolling Class Events, School Ground Events, Club and Competition Events, and offering a Carousing Check. The judge should make sure to spread the focus around all of the players so that everyone has a spotlight moment during these events and also try to combine these events with their planned adventure hooks to create a natural segway into a story phase. The actual days, weeks, and months of a semester occur at the speed of plot. 34 The school year reaches completion with Final Exams at the end of the spring semester. Optionally, students may make an Exam check in order to move the spell die up by +1d on one or more spells. With the exception of when a natural 1 is rolled, Luckburn may still be used in order to better one’s grade. Those who are unable to pass may take remedial summer coursework over the Summer. Summers Summertime is when most students are sent back home to be with their families. Those who have no such place to call home may be allowed to stay in their coven home alongside students who are taking remedial coursework. Watchful cleaning sprites report on the student and they may expect faculty members to drop in at any time, though such visits are uncommon. Through hard work, students in remedial coursework (see Studying and Exams). Whether or not in remedial coursework, teenagers always get into some shenanigans and have some kind of story to tell after summer is over. Players can roll on the First Magical Mishap table to get inspiration for these summertime shenanigans. Through these shenanigans, a single charm is imbued with enough magical power to keep its powers for an additional year and a day. 35 Studying and Exams Whenever events call for a pop quiz, test, or exam then an Exam check must be made. Exam check = d20 + Int Mod + Character level Exam checks can be influenced by a variety of factors, as listed below. These factors grant cumulative bonuses and should be notated on the character sheet. Some Exam checks may also use a different modifier than Intelligence, such as a school play may use Personality. Factors • Studied = +1 • Multiple sessions require a Will save with a DC of 11 + number of hours studied • If students have not slept or are otherwise exhausted, the judge may also require Fort saves with similar DCs • If in a study group, the selected “group leader” makes the roll and each additional member of the study group adds +1 to the total • If the Will save is failed, you cannot study any more for that exam • Read the book = +1 to Will saves vs studying • Requires a DC 8 Intelligence check (representing work outside of the classroom) and consumes at least one hours of Free Time each week during the semester • Events = +1 • Achieved through good roleplay and wise decisions during Class Events 36 • Cheating = +1d • Cheating can be as simple as working off of crib notes, which requires a baseline DC 12 Agility check, but failure indicates that they are caught and fail the test. Cheating may also be the goal of a quest and the judge will need to adjudicate more complex plans. Any normal Exam checks that result in a grade of an A grant a cumulative +1 bonus to the Final Exam check of the school year. But just as an A represents mastery over coursework, failures have a similar penalty, with any grade of an F granting a cumulative -1 penalty to the final Exam check of the school year. Each school year’s Final Exams offer PCs the chance to gain advantages. Academic wizards who earn a “B” gain +1d to a single spell or to two spells if they earn an “A” (up to a maximum of a d20). Spell thieves who earn a “C” gain a single scroll that casts a random level 1 spell that they have previously stolen. This scroll is set to the minimum successful result, but each successive letter grade moves the spell result up one result level. After each usage of a scroll, the spell thief must make a Luck check. On a failure, the scroll is destroyed. Soul mages who earn a “C” may swap out a known spell for another spell of the same level that the soul mage has knowledge of in some manner (judge’s discretion). Higher letter grades allow additional spells to be swapped or for a spell of a higher spell level. 37 Grade Scale 9 or less = F 13-15 = C 19+ = A 10-12 = D 16-18 = B Make Minor Potion Level: 1 Range: Self Duration: CL weeksCasting Time: 1d3+1 hours, plus material harvesting time and brewing time (minimum one day) Save: None 38 General The caster creates a mystical brew that grants minor supernatural powers to those who imbibe them. The result of the spell check determines which kind of potion can be created, as indicated below; each casting allows the caster to choose one potion from the eligible results at his spell check or less. This portion of the spell requires 1d3+1 hours to cast. Once a potion is decided upon, the caster must spend money equal to half the potion’s spell check number (rounded down) × 10 gp to procure the necessary equipment and base ingredients for the potion. In addition, each brew requires a special substance that must be harvested by the caster himself and then brewed, which takes roughly one day after the spell is cast. See below for suggested special ingredients and more details on potion effects. Unlike other spells, the judge, not the caster, makes the spell check roll to determine the caster’s success. Manifest ation Roll 1d4: (1) spirits jump in and out of the liquid, swirling it with their movement; (2) a miniature thunderstorm appears, mixing the liquid in an extremely localized precipitation cycle; (3) the liquid separates into a multitude of colors that dance back and forth with each other; (4) the liquid vibrates its container, causing it to hum and “sing”. Corrupti on Roll 1d4: (1) the caster’s sweat is scented like vinegar; (2) the caster’s hands are pock marked and scared; (3) all liquids drunk by the caster taste spoiled; (4) all liquids drunk by the caster are always uncomfortably hot or cold. Misfire Roll 1d4: (1) The potion explodes, resulting in 1d6 points of damage (Fort save against a DC equal to the intended potion’s spell check number is allowed for half damage); (2) the potion is delicious, but non- magical; (3) the potion has the opposite intended effect as deemed appropriate by the judge; (4) the potion has the intended effect, but is also a deadly poison (DC 11 + CL or death). 39 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire 2-11 Lost. Failure. 12-13 Antipathy, charm, poison. 14-17 Animal control, gaseous form, healing. 18-19 Growth, shrinking, tongues, water-breathing. 20-23 Heroism, mystic mask, polymorph, speed. 24-27 Elemental resistance, flying oil, human control, invisibility. 28-29 Forgetfulness, memory, mind reading, un- dead control. 30-31 Animation oil, luck, strength.32+ Aging, invulnerability, travel. 40 Master Potion List Potions Mini mum DC Necessary Ingredient Effect Aging 32 Baby teeth, an old man’s whiskers, or an old woman’s eyelashes Imbiber grows younger or older by 2d14 years in appearance. The effect lasts for 1d6 hours. Animation Oil 30 A once beloved child’s toy and ent’s tooth Gives life when rubbed onto a small object that weighs less than 5 lbs and is no larger than 1 cubic foot. For 1 turn, the object is treated as a living creature with 1d4 hit points and the following ability scores: Int 2, Str 6, Agi 12. The animated creature’s AC varies according to material. Antipathy 12 Elven blood or infant tears The imbiber is generally unwelcome, unliked, and takes a -1d on all social checks. Animal control 14 Hair, scale, or feather from a type of creature, and a pint of a creature’s blood The imbiber will be under the control of the creature from whose blood the potion was taken for 1 turn. DC 14 Will save to resist. 41 Elemental Resistance 24 Phoenix ash, yeti tusk, vine horror seeds, evaporated water elemental, or similar elemental extracts For 1d4 turns, the imbiber resists 5 damage from a specific element per round, and receives a +2 bonus to all saves to resist those effects Charm 12 Sweat dripped from a handshake The imbiber becomes good friends with the first creature they see after drinking this potion for 1d6 turns. DC 14 Will save to resist. Forgetfuln ess 28 A page from a diary and owlbear bile The imbiber quickly forgets the events of the last 1d6 turns as though it was a fading dream. Flying Oil 24 Cherub feathers or hag nose hairs Must be rubbed on an object, which enables it to fly at 40’ for 1d6+2 turns Gaseous Form 14 A troll’s fart, a vampire’s cough, or a pixie’s sneeze Imbiber turns into a stinking gaseous form for 1d4 rounds. While in this form they are immune to mundane attacks. 42 Growth 18 Giant’s toenail or brains of a giant ape The imbiber gains a bonus of 1d6 to their size in feet, to their Strength, and their hit points. This bonus lasts for an inverse amount of rounds. I.e. a bonus of 4 would last for 3 rounds, but a bonus of 1 would last for 6 rounds. Healing 14 Snake molting or hydra blood Imbiber immediately heals 1 hit point. Heroism 20 Lion tail or hero’s blood For 1 turn, the imbiber gains a +1 bonus to attacks, damage, saves, spell checks, and skill checks. Human control 24 Witch’s wart or the ear of one once ensorcelled, and a pint of a creature’s blood The imbiber will be under the control of the creature from whose blood the potion was taken for 1 turn. DC 14 Will save to resist. Invisibility 24 Chameleon scales or octopus’s skin shaving The imbiber skin and clothing camouflages to match its changing background. +10 to stealth checks until the imbiber makes an attack, spell check, or 1 turn passes. 43 Invulnerab ility 32 Demon’s hoof, powdered unicorn horn, or the heart of a hanged man The imbiber gains 1 AC, +1 to saving throws, and 1 resistance to all forms of damage for 1 turn. Luck 30 A Halfling’s toe hairs, ashes of an unread spell scroll The imbiber may make Luck checks at -1d for 1 turn. Memory 28 A single tear, a gray hair, or drool taken from a sleeping creature The imbiber experiences a core memory of the creature that the ingredient was taken from. If the ingredient was given willingly, the specific memory may be chosen by the donor. Mind Reading 28 A virgin mirror For 1d6 minutes, the imbiber may read the surface thoughts of others (DC 15 Will save to resist). Mystic Mask 20 A theater mask and a casting of Ekim’s Mystical Mask The imbiber experiences the effect of the spell result for Ekim’s Mystical Mask. 44 Poison 12 Glands or extract from a venomous creature The imbiber suffers gastrointestinal distress, causing -1d to all actions for 1d3 turns. They will need to excuse themself to a private space or soil themselves. Polymorph 20 Frog eggs or gorgon eyeball, in addition to a creature’s essence The imbiber changes form into another man-sized creature (determined by the added creature essence), which lasts for 1d6 turns. Shrinking 18 A seed from the fruit of a bonsai tree Imbiber shrinks to a height of 1’, which lasts for 2d6 rounds. Sleep 20 Rheum from a hibernating bear and a casting of the sleep spell The imbiber falls asleep within 1d6 rounds and remains asleep for 1 turn unless woken. Speed 20 Cheetah blood and thyme sprigs Imbiber gains an extra action die (same as his lowest current action die) and double movement speed for 2d6 rounds. Strength 30 An ant and abyssal peppers The imbiber gains an effective +1 to their Strength modifier for 2d6 rounds. 45 Tongues 18 Saliva of one who fluently speaks the desired language The caster can understand and speak the native language of the creature whose saliva was used as a component. This effect lasts for 1 turn. Travel 32 A masterful landscape painting The next time the imbiber falls asleep, they awaken at the site where the potion was created. Un-dead control 28 Bonemeal or coffin nails For 1 turn, the imbiber may issue commands to a single undead at a time. DC 14 Will save to resist. Water breathing 18 Mermaid scales or giant oyster milk Imbiber can breathe underwater for 1d3 turns. Stupid, Teenage Fun At the start of every adventure and/or semester (not session), each player may, though is not required, to roll once on the following table. The die roll represents the PC’s misadventures and teenage shenanigans that they got up to before the start of their next adventure. Players may choose to roll any die from a d3 to a d20; the larger dice being riskier, though potentially more rewarding, than smaller dice. Characters may recover Luck up to their original score and any excess Luck is considered as Youthful Luck. Each result on the table has consequences. After a PC has regained their Luck, the Consequences column determines what event happened in the wake of the character’s actions and the PC begins play with such repercussions hounding their heels. Generally, such consequences will have run their course by the beginning of the following adventure, but that is at the judge’s discretion. 46 Carousing at School 1. (1d3) Though tired from your endless studies, you’re doing alright. 2. (1d4) Anxiety attack. -1d to all actions until you accomplish something noteworthy and can make a DC 12 Will save. Also, you forgot to do your homework. 3. (1d5) Embarrassing incident. Everyone laughed at you when (roll 1d3): (1) dozens of singing lovebirds delivered a message from a secret admirer, (2) a spell misfired in a most embarrassing manner, or (3) you got pranked by a rival. 4. (1d6) Apprehended by the staff for truancy. A single charm was confiscated, but you have another issue to contend with. Roll 1d3: (1) multiple teachers begin calling upon you as an “example” during class, (2) you cannot pass by that staff member without your behavior being questioned, or (3) a different staff member hears of your disrespect and is actively searching for the PC. 5. (2d3) Wrecked by the recklessness of youth. Take 1d5+1 ability score damage from spellburn caused by (roll 1d4): (1) a spell duel with another student, (2) a mermaid search in the lake, (3) a foolish trip to the library’s Forbidden Knowledge, or (4) a careless foray into the Admin Wing. 6. (1d7) You spent an entire night (whatever that entails) with a rival’s S.O. There’s a 50% chance that it ended either poorly or wonderfully. 7. (1d8) All charms lost during a wild weekend, plus a 1 more owed to (roll 1d5): (1) the head of another coven, (2) a ghost, (3) a lackey to the student president, (4) a personal rival, or (5) a staff member. 47 8. (2d4) During the next adventure you are repeatedly mistaken for (roll 1d4): (1) a new exchange student, (2) an expelled student, (3) an evil doppelganger of yourself, or (4) the star player of another school’s Skydunking team. 9. (1d10) Partied withsome other kids over the weekend and got in a heap of trouble. Roll 1d5: You (1) are lying low after pranking another coven, (2) were caught trying to steal from staff, (3) are being bullied by a rival, (4) are innocent, but the prime suspect of a crime, or (5) the target of a vile cult. 10. (2d5) You found a forbidden place and quickly left, but you (roll 1d3): (1) are now followed by a “malignant form”, (2) picked up a charm that has been nothing but bad luck and you can’t seem to rid yourself of it, or (3) were seen and are being blackmailed. 11. (1d12) You were conscripted! You’re forced to spend one week of freetime (roll 1d3): (1) doing laundry for the cleaning sprites, (2) serving as hall monitor (ticket quotas must be met), or (3) cleaning classrooms. 12. (3d4) A missing/ previously expelled student or former staff member shows back up. Roll 1d4: (1) an old rival looking to settle the score, (2) your old mentor who you spurned, (3) someone who claims to be your cousin, or (4) an old S.O. claiming to be hunted by demons. 13. (2d6) Cursed by the staff! Roll 1d3: (1) you suffer ability score damage for each minute that you are late to class, (2) you cannot lie to teachers, or (3) compelled to clean the classroom at the end of the day. 48 14. (1d14) Awoke in a random place with none of your stuff (not even clothes). Roll 1d4: (1) in the food hall right before breakfast, (2) in the common room of another coven, (3) atop a towering gargoyle, or (4) on the Skydunking field. 15. (2d7) Beaten in a spell duel and robbed of everything that was on your person. Wake up in the nurse’s office suffering from a permanent minor corruption. 16. (3d5) The Headmaster has his eyes on you. You are harassed, questioned, and searched by staff at every opportunity. 17. (1d16) Ire of a coven. The rival coven targets you and all allies. No method is too underhanded or foul, whether it be curses, deadly demons, or expulsion. 18. (2d8) Awoke with a terrible thing in your possession. Roll 1d3: (1) a teacher’s prized possession, (2) the head of a student’s familiar, or (3) religious material. 19. (3d6) A teacher has summoned outsiders to secretly hunt you, but why? Roll 1d3: (1) you were framed, (2) discovered the teacher’s dark secret, or (3) did something awful but can’t remember what. 20. (1d20) The PC gains the attention of a Sezrekan himself and is victimized by one of Sezrekan’s patron spells (judge decides the details). Roll 1d3: (1) sequester, (2) shield maiden, or (3) phylactery of the seal. 49 Keeping Your Head Down PCs who land themselves in hot water and attempt to keep their heads down until the pressure is off. They may completely leave the school, going on a “sabbatical” or a “family vacation,” though circumstances will not always allow for such excuses. If they remain on school grounds, they must spend all their time in their coven house. Spending more than 1d3 hours away from their hideout in a single week destroys all chances of things blowing over. For each week spent in hiding, the PC may make a Luck check. The default die is a d20 and is reduced by -1d for each subsequent week. However, the default die may be increased or reduced at the judge’s discretion and depending on the severity of their PCs exploits and current reputation. In some circumstances, the judge may even dictate that the PCs have been placed on academic probation and must complete a quest for the administration before they can return. If multiple PCs are Keeping Their Heads Down, then all rolls must be made by the PC with the worst current Luck. A failed Luck check while Keeping Your Head Down introduces a further complication. In such an event, roll a d5: 50 Complication 1. Curses! The PC has been cursed. The judge may devise a unique curse related to the PCs recent exploits or simply force them to use a d16 on all Luck checks until they roll a natural 1 on a Luck check. 2. Blackmailed! An NPC knows previously private details of the PC’s exploits, but will “forget” such things in exchange for a bribe or favor. 3. The Heat Is On! Administration searches the coven house itself for the PC who must hide elsewhere. Another Luck check using the current die must be made. If successful, the searchers miss the PC, but confiscate a charm from a coven member. If a failure, they find the PC who is subjected to a Punishment that fits their offense (no chance to argue in their defense). 4. A Conspiracy of Victims! Those who have been wronged by the PC conspire together. They lay a trap, deviously devised by the judge, that will unfold and complicate the next adventure. 5. Coven Compromised! The PC’s coven house has been infiltrated and raided with the intent to teach a lesson. This could range from embarrassing pranks, placing incriminating evidence, or flat-out violence. 51 School Grounds No living staff member can claim to know when the campus was first discovered or when the facilities were built. Some theorize that it has always been. The campus grounds cover a long island that floats above an ominously placid lake. The gothic castle-like facilities are guarded by gargoyles, who do indeed animate when the school comes under threat. Halls The banner adorned halls of the Eternal Academy defy mapping, rearranging themselves so that sought after passages are found and hidden locations somehow remain hidden to all but those attuned to such secrets. Gargoyles converse about their histories. The plaques and trophies sometimes hint at less advertised aspects of the school’s qualities. 1. Hooligans casting spells on (roll 1d5) (1) a PC, (2) another student, (3) staff, (4) a sentient gargoyle, or (5) school property. 2. Student selling goods (roll 1d5): (1) test keys from last year, (2) discount potions, (3) key to random school grounds location, (4) errand-running services of another student (or their familiar), or (5) hard-to-find treats. 3. Random PC makes a Luck check. Success: You feel something move in your pocket. Failure: PC loses a randomly determined small item. The perpetrator is (roll 1d5): (1) another student, (2) cleaning sprite, (3) otherworldly trespasser, (4) staff claiming contraband, or (5) a hole in your pocket and the item has been picked up by another student. 52 4. A flyer is posted here. Roll 1d5: (1) lost pet or charm, vague reward promised; (2) student government candidate, (3) school club open invitation, (4) notice of seasonal event, (5) “flyers prohibited”. 5. Déjà vu. You are trapped in an endlessly looping hall with only a single door. It opens to (roll 1d3): (1) your next class, (2) randomly determined area of school grounds, (3) your coven common room, (4) the void, try again, or (5) the headmaster’s office as he has summoned you here. 6. A staff member marching through with a student in tow. The student declares their innocence, but they are accused of (roll 1d5): (1) way too much PDA, (2) dosing another student with a potion, (3) theft, (4) truancy, or (5) fighting. 7. You find something of interest (roll 1d5): (1) a small animal, (2) a lost grimoire, (3) 1d5 gp, (4) a petrified student, or (5) a forgotten potion. 8. A mob of students chanting (roll 1d5): (1) “STUDENT COUNCIL IS A SHAM”, (2) “EXCHANGE STUDENTS GO HOME”, (3) chorus lines from the school play, (4) “JUSTICE FOR ELOISE”, or (5) a demonic liturgy. 9. A locker door slowly creaks open, revealing (roll 1d5): (1) a desiccated corpse, (2) a fleeting ghost, (3) a ghastly book, (4) a wand, or (5) a strange egg. 10. A student approaches with a proposition (roll 1d5): (1) business opportunity, (2) ask about a date, (3) wants an item belong to a PC, (4) news of a terrible omen, or (5) after class showdown. 53 Classrooms A room for every class: past, present, and future. These classrooms manifest and make themselves known when eager to be found or strongly sought after. They prepare themselves as the teacher would imagine, with rare exception. Those empty rooms are simply not ready yet, and those dusty rooms aresimply best left forgotten. 1. One teacher is excessively (obsessively?) on the lookout for contraband. 2. A student needs an alibi and will owe the PCs big time if they cover for him. 3. A class clown takes a liking to one of the PCs and acts out more to appease the PC causing the teacher to take a disliking to the PC. 4. A teacher offers special mentorship to anyone who recovers an ancient relic lost somewhere on school grounds. 5. A rising star-student is shaken down by the current top student who wants to keep their place. 6. A philosophical dispute on the nature of a class’s subject matter leads to both sides being on the brink of violence, and they are each gathering followers. 7. A classmate causes a disturbance involving the PC, distracting the teacher, and their friend quickly rifles through the teacher’s desk. When the crime is later discovered, the PC is blamed for their assumed part in the crime. 8. The PCs “awaken” to find themselves in detention with no memory of how they got there or what they did to deserve it. 54 The Clocktower & Secondary Academics The school has many spaces for secondary coursework, such as theatre, sports, music, and the arts. These spaces are occasionally haunted, though mostly just at certain anniversaries specific to past tragedies. If a club or class can’t work around the haunting, they just have to work through it. However, the clocktower is certainly haunted, though it is by usually cheery gargoyles and a jovial ghost of a bellringer. 1. Sports teams attempt to get the PCs to play a quick game. Inept looking PCs may be quickly knocked out of the game while stronger PCs may find themselves valued members of a team. 2. A banned club is convening in secret. They could have powerful knowledge or be of a more commonly rebellious nature. 3. Vandalism discovered in progress! What’s your stance on snitching? 4. A student group harasses the PCs anytime they come into “their room”, claiming that the PCs do not respect the art and power of their interest. 5. A room’s wall collapses, unleashing a tide of vermin. These vermin seem to be more intelligent and coordinated than they should be. Repair work must be done and the vermin exterminated. 6. Instrumentals accompanied by chanting come from the band room when no one is inside. 7. The school play might be shut down. Administration is saying that it’s not safe to put it on. 8. The clocktower gargoyles have been throwing down masonry at anyone who comes near. 55 Coven Houses Each and every coven has their own “coven house” that their little enclave calls home. These locations range in size, entrance method, and often have been traded hands over the years. Just as often as not, they are some kind extradimensional space that is larger on the inside than the outside. Coven members inevitably theme their houses in some way, highlighting their group’s accomplishments and exploits. However, coven houses are not freely entered by non-members. Their front doors are not always easy to find, and even then are always guarded by a passphrase, unique “key”, semi-stationary guardian, or other odder defenses. Coven Secrets 1. A relic belonging to one of the coven founders is hidden away and the trail to it starts in the common room. 2. Several coven members are secretly worshippers of a religion. 3. A ghost accused a well-respected member of the coven as their murderer. 4. One of the coven members is planning to run away as they’ve discovered an awful secret. 5. A rooftop entrance hides a secret, unsanctioned potion distillery. 6. Spells go awry, much more common in the coven house due to a long-standing curse. 7. There is a secret passage that connects the common room to another location at the school. 8. Two covens are planning to join forces and create a new coven, but not all members are pleased with the specifics of the arrangement. 56 Admin Wing This wing of the school is off-limited to students. It contains administrative sections such as student records, some teacher housing, a teleportation circle for commuting staff, and the headmaster’s office. 1. A staff member uncovers school records that have been altered. The PCs are enlisted to uncover the truth. 2. The headmaster has declared a license fee on all charms, on pain of confiscation. Blackmarket charm licenses quickly appear and students form an anti- licensing coalition. 3. Word is that a new student is of a special bloodline. Student records can confirm any suspicions. 4. Administration is discussing a disbanding of several covens, including the PCs’ own. 5. The PCs discover a map that directs them to a previously unknown area of the Admin Wing marked “The First Headmasters Quarters”. 6. It is decreed that one of the students is an imposter, but the specific student has not been identified. They are considered to be armed and dangerous. 7. A disgruntled ex-staff member makes contact with the PCs, requesting that they retrieve an item from the Admin Wing. 8. A new staff member lets the PCs know that they will inform on illicit activities of other students or they’ll be the ones in trouble. 57 Liminal Spaces: Nurse’s Office, Library, Laundry Room, Storage There is something unnerving about the spaces that we wait in. We wait for laundry to finish and our sicknesses to heal, even books and treasured possessions wait for us to come to them. What happens when these spaces are alone? What purpose does an immaculately clean nurse’s office hold when there are no sick students? What purpose does a book have when no one is reading it, especially tomes from the Forbidden section of the library? What reason is there to catalogue the item’s of dead and missing students if those items will never be retrieved? What does a magical laundry machine do when all the clothes are clean? 1. Library: A small fire breaks out in the library, originating from a very dangerous book. Staff frantically tries to put out the flames, but are distracted away from the section of Forbidden Knowledge. 2. Laundry: A student died and the laundry room has become the site of memorial offerings and remembrance vigils. However, the memorial offerings have been vandalized and there have been ghost sightings. 3. Storage: Students begin sharing the same dream. Wandering through the storage room, they find an old chest, open it, and then awaken screaming. 4. Nurse’s Office: A student has been quarantined for a lengthy amount of time. They’re growing weirder and weirder. 5. Misc: Another student approaches the PCs with the proposal to heist an item from a staff member. Whatever the chance of success, the PCs are also a possible patsy. 58 Outer Grounds: Topiary Labyrinth, The Dark Forest & The Misty Lake The outer grounds in the immediate vicinity of the school facility are reasonably tamed, though the topiary gardens, and the adjoining labyrinth, are not without danger. The topiary creatures absorb magical corrupts gained on school grounds and are why “corruptions” usually manifest as temporary outbreaks. Some topiary creatures even gain sentience and wander off into the dark forest or climb down the floating island to live on the cliff sides or even down in the misty lake far below. 1. Misty Lake: A ship appears to have set anchor in the waters below the floating island. No ship has ever been seen in the waters before. 2. Misty Lake: Giant sea serpents and or mermaids in the water. Pulling down any fishing lines and messing with research diving bells 3. Topiary Labyrinth: The topiary animals have been moving themselves (though not entirely uncommon) and cryptic messages have been left burned into nearby hedges. What do the menacing omens mean? 4. Topiary Labyrinth: A student claims to have gained power after communing with the topiary spirits, but few believe them. However, said student’s skills have remarkably improved as of late. 5. Dark Forest: Rumors circulate that a certain semi- secret ritual will be held here for staff and/or students, possibly