A group of wild mages sit in the corner of the tavern. After many rounds of ale, they reflect upon their exile. Their unpredictable art has shunned them from the Adventuring Guilds, and the few out there who have used their powers for ill have made enemies for them everywhere. Tonight however, they decide that they will no longer wallow in their fate, and for once in their lives, they will take destiny into their own hands. Tonight, they will make a pact: To destroy those who make a bad name for the wild mages, and to finally achieve a victory worthy of an entire Adventuring Guild! Together, they will succeed in an Epic Quest!
~~
You wake up the next morning, bleary eyed and with a terrible hangover. The determination of yesterday is slightly dampened by your rather excessive bar tab (what a night!), but that won't stop you. If you don't have the 200 Gold Pieces right now, that means there's just another reason to start your quest, right? You squint at your fellow adventurers that have assembled around the table, trying to make out how many there are. There's at least another one (maybe you imagined the others?), but there's probably more... heck, you think there could be as many as 8 wizards here, if there's enough player interest.
Name:
Favorite Number:
Name of Distant Relative:
One Piece of World Lore:
The mechanics are standard RtD mechanics, and all rolls relating to the players are for the players (i.e. Players roll to hit when attacking and roll to dodge when being attacked). If you don't know how standard RtD dice work, it's simple. Whenever you do an action that would require a skill/ability check in a normal RPG, just roll a d6. Results are as follows:
1: You fail terribly. A bad affect happens because of it.
2: You fail. Nothing additional happens.
3: You succeed, but only partially or with less of an effect than you hoped for.
4: You succeed. Nothing additional happens.
5: You succeed and it works out better than you expected.
6: You succeed a bit too much. It might be better than a 4 or 5 somehow, but there's always a downside.
The other major mechanic, spell-casting, is also pretty simple. If you're casting freehand, you'll cause a random effect (centered on the target), and if you're casting from a scroll, you'll cause the scroll's effect (centered on the target). I will also use RtD mechanics for spell-casting, to determine if you successfully cast. Here's how it'll work for that:
1: Your spell fizzles. If casting freehand, roll a random Backfire. If casting from a scroll, destroy it.
2: Your spell fizzles.
3: Your spell succeeds, but your target is randomized. If casting from a scroll, destroy it.
4: Your spell succeeds. If casting from a scroll, destroy it.
5: Your spell succeeds. If casting freehand, the better of 2 effects is chosen.
6: Your spell succeeds. If casting freehand, roll 2 effects. If casting from a scroll, destroy it and target everyone within 20 feet.
Glass
Name: Spades
Favorite Number: Jack
Name of Distant Relative: Diamonds
One Piece of World Lore: Supposedly, the guys over in Adjilia don’t mind wild mages. They’re kinda weird, though. Something about “the crossroads between realities” and “mad science” and “magical girls” or stuff like that. That said, normal people avoid them about as much as they shun wild mages.
HugeNerdAndProudOfIt
Name: Robert.
Favorite Number: 5
Name of distant relative: Eugene.
World lore: The town of Grenheld is inhabited solely by people with boring names, due to an ancient curse.
zilzo
Name: Thomas
Favorite Number: 3
Name of Distant Relative: Trinity
One Piece of World Lore: Gold Pieces are used as currency because gold has anti-magic properties while it cannot prevent a spell from being casted a gold shield would perfectly block a magical attack and a gold blade would easily pierce a magical barrier.
Smoke Mirrors
Name: Lonwen Merlin
Favorite Number: Aces (in case this is invalid, 27)
Name of Distant Relative: Merlin the Magnificent (you know, the Camelot guy)
One Piece of World Lore: This lady, Morgan le Fay, has been going around offering wild mages jobs. Don't help her! She gets them wrapped up in some evil conspiracy and they end up getting killed by demons or something. Whatever the case, no one here's from them even again.
NRDL
Name: Nix
Favorite Number: 11
Name of Distant Relative: Tracy Engerburg
One Piece of World Lore: The Blue Horseman shows up every month, during a full moon. He only comes for those who betray the ones they love, and exacts a requisite price.
The_Two_Eternities
Name: Da Capo Al Fine
Favorite Number: 8
Name of Distant Relative: Robert Bumaro
One Piece of World Lore: There is a divide in the Adventuring Guilds about whether magic is inherently evil or not.
Mallos
Name: John Holiday
Favorite Number: 9
Name of Distant Relative: Akashir
One Piece of World Lore: The Gods died long ago, leaving an empty void in place of the Heavens to be inherited by the first to ascend.
Questorhank
Name: Luke
Favorite Number: 13
Distant Relative: Frank
World Lore: Cats have an innate ability to detect magical effects/items, hence their popularity as familiars.
Failbird105
Name: You
Favorite Number: 2
Name of Distant Relative: I
One Piece of World Lore: Fairies exist in a variety of types outside the usual tiny roaming magical pranksters, such as House fairies that occasionally help hard-working people with mundane tasks, Redcaps who are no less cute than other fairies but are all blade wielding psychopaths that drink blood, and Tooth fairies who are named such because despite most of them being cute and friendly they are also child sized humanoid monsters with three rows of viciously sharp teeth.
Imic
Name: Imic
Favorite number: 4
Name of distant relative: Æmic
Random piece of world lore: The local area has three kingdoms: Banyeth, the smallest, situated in tall mountains and valleys, Osural, Largest, situated in highlands around Banyeth, and the coast further out, and Getia, somewhere in between, located north of the other two in deep forests and lakes. Banyeth has large merchant fleets, Banyeth has many mountain fortresses and keeps, but Getia has the strongest army. They don't like each other, and only Banyeth is accepting of magic. There hasn't been a war in about 4 years, though. There is an area in the middle which is used as a neutral zone, and has no central government. Outlaws and wizards shunned by society often come here...
Banyeth is close to Adjila.
Pay your Bar Tab
-Acquire 200 GP
Kill the Evil Wild Mages
Complete an Epic Quest!