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− | {{FiD}}
| + | === Gate === |
− | The Delvers are intrepid explorers, scholars, and treasure hunters, driven by the thrill of discovery, the pursuit of knowledge, and the lure of wealth. They brave ancient dungeons, forgotten crypts, and perilous ruins in search of hidden riches, powerful artifacts, and lost secrets. For the Delvers, every expedition is a gamble, where fortune and knowledge favor the bold—or the foolish.
| + | '''Effect:''' This ritual allows the caster to interact with teleportation circles in two distinct ways: |
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− | Delvers seek both treasure and knowledge as they explore ancient ruins and lost libraries.
| + | *''Variant 1: Create a Gate'' |
| + | This version of the ritual establishes a permanent or semi-permanent teleportation circle that serves as a stable anchor point for magical travel. Unlike the Teleportation Circle power, this ritual enhances the circle with protective wards and linking glyphs, making it resistant to tampering and destruction. |
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− | === Claims ===
| + | *''Variant 2: Activate a Gate'' |
− | For treasure hunters and scholars that move around, claims are the usual lair, facilities, and holdings. For delvers exploring a single, massive dungeon, claims are often parts of the dungeon that have been cleared and can be used as a base.
| + | This version utilizes an existing teleportation circle to create a direct passage between two circles. Once the ritual is complete, the caster and any companions may step through the circle and instantly arrive at the connected circle. |
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− | === Claims ===
| + | '''Requirements:''' Rare components attuned to the destination’s properties, such as astral dust or shards of precious metals from the target location, worth 5 coin. A focus imbued with personal arcane energy is also necessary. |
− | {| class="wikitable"
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− | |align="center" valign=top | '''Treasury''' Any time during downtime, roll dice equal to your Tier. You earn Rep equal to the highest result, minus your heat.
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− | |align="center" valign=top | '''Disguises''' You get +1d to the engagement roll for Social and Stealth plans.
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− | |align="center" valign=top | '''Museum''' You get +2 coin in payoff for scores that involve acquiring or selling rare items.
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− | |align="center" valign=top | '''Informants''' You get +1d to gather information for a score. ''Your network of scholars and explorers is always on the lookout for new leads.
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− | |align="center" valign=top | '''Ebony Tower''' +1d on Command and Survey outside of a score.
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− | |-
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− | |align="center" valign=top | '''Hall of Wonders''' +1d on Study and Tinker rolls on location.
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− | |align="center" valign=top | '''Library''' You get +1d to the engagement roll for Magic and Probe plans. Increased effect on on translations made on site.
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− | |align="center" valign=top | '''Strategium''' Your collection of artifacts and rare books. Claims start here and can extend horizontally or vertically, but not diagonally.
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− | |align="center" valign=top | '''Lecture Hall''' +1d to Consort and Sway rolls on-site. ''A prestigious place where your knowledge impresses visitors.
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− | |align="center" valign=top | '''Learned Correspondence''' +1d on Attune and Study during downtime.
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− | |-
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− | |align="center" valign=top | '''Ivory Tower''' Crew gets +1d to healing treatment rolls during downtime.
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− | |align="center" valign=top | '''Field Contacts''' +1 engagement rolls on Assault and Transport plans.
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− | |align="center" valign=top | '''Patrons''' You get +2 coins in payoff for scores that collect or sell knowledge or magic texts.
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− | |align="center" valign=top | '''Temple of Knowledge''' You get -2 heat per score.
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− | |align="center" valign=top | '''Patronage''' Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.
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− | |}
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− | === Heat & Wanted Level ===
| + | '''Cost:''' The caster takes 4 stress for creating a gate and 6 stress for activating a gate. Each use of the ritual strains the boundary of the planes slightly, attracting attention from beings that dwell in liminal spaces. |
− | ☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
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− | === Coin ===
| + | '''Basic Parameters:''' |
− | ☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
| + | - ''Range'': Activation requires knowledge of the exact pattern and location of the target teleportation circle. |
| + | - ''Duration'': A created Gate remains open for up to 1 hour, or longer with additional complexity. |
| + | - ''Travel Limit'': Up to 10 individuals or a similar volume of goods may travel per activation. |
| | | |
− | === Special Abilities ===
| + | '''Complexity Roll Considerations:''' |
− | # '''Seekers:''' Each PC may add +1 action rating to Study, Survey, or Tinker (up to a max rating of 3).
| + | - ''Creating a Gate'': The caster must etch complex sigils around the teleportation circle, tying it securely to a specific arcane signature. |
− | # '''Dungeoneers:''' Your cohorts are skilled in fieldwork. Add the Elite and Loyal traits to your cohorts.
| + | - ''Activating a Gate'': Establishing a stable link between two circles requires precise knowledge of both circles’ patterns. |
− | # '''Endeavor:''' Everyone in the crew who rolls for a group action gets +1d.
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− | # '''Endowed:''' When you advance your '''Tier''', it costs half the coin it normally would. Who is your patron? Why do they fund your research?
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− | # '''Pathfinders:''' You gain +1d to engagement rolls for exploration or transport plans.
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− | # '''Questers:''' Gain +1d to gather info about ancient sites or lost knowledge.
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− | # '''Survivors:''' +1d to resist environmental hazards (traps, dangerous terrain, etc.).
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− | # '''Additional Playbook:''' Select another crew playbook. From now on, you can choose its Claims, Special Abilities, Crew Contacts, and Upgrades. You gain immediate access only to the Crew XP.
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| | | |
− | === Crew XP ===
| + | '''Consequences of Failure:''' |
− | At the end of each session, for each item below, mark 1 xp (or instead mark 2xp if that item occurred multiple times).
| + | - ''Misdirection'': Failure in activation could send travelers to an unintended circle, possibly in a dangerous or hostile location. |
− | # Recover lost artifacts or knowledge or explore ancient sites.
| + | - ''Temporal Flux'': Time may flow differently for travelers, causing them to arrive earlier or later than intended. |
− | # Contend with challenges above your current station.
| + | - ''Dimensional Bleed'': Unstable connections might allow extradimensional entities to slip through the gate uninvited. |
− | # Bolster your crew's reputation or develop a new one.
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− | # Express the goals, drives, inner conflict, or essential nature of the crew.
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− | === Contacts ===
| + | '''Points of Interest at the Ritual Site:''' |
− | # Doran, an antiquarian.
| + | - ''Astral Anchor'': The Gate can be attuned to celestial events, enhancing its stability when performed under specific stellar alignments. |
− | # Gorran, a tomb robber.
| + | - ''Whispering Glyphs'': Those near an active Gate hear faint whispers, remnants of the arcane energy used to power the ritual. |
− | # Jyn, a mage.
| + | - ''Phantom Trails'': The site where a Gate is activated might show ghostly imprints of travelers who have passed through. |
− | # Kez, an occultist.
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− | # Mirwen, a noble.
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− | # Pyra, a mechanist.
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| | | |
− | === Crew Upgrades ===
| + | '''Notes:''' |
− | ☐ Delver's Rig (2 free load)
| + | - ''Network Expansion'': A series of linked Gates could establish a vast teleportation network, though maintaining such a network requires significant resources and vigilance. |
− | ☐ Maps and notes
| + | - ''Fey Interference'': Activating a Gate in proximity to a Feywild-aligned circle may attract fey creatures, who view the act as an invitation or challenge. |
− | ☐ Elite Adepts
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− | ☐ Elite Rovers
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− | ☐-☐-☐ Steady (+1 stress box)
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− | '''Lair'''
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− | ☐☐ Carriage
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− | ☐☐ Boat
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− | ☐ Hidden
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− | ☐ Quarters
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− | ☐☐ Secure
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− | ☐☐ Vault
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− | ☐ Workshop
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− | '''Training''' | + | === Gate: Creation === |
− | ■ Insight
| + | '''Effect:''' This ritual establishes a permanent teleportation circle, enhanced with powerful arcane wards and linking glyphs. The circle serves as a stable anchor for magical travel. Once created, this Gate can be used as a destination for teleportation powers and rituals. |
− | ☐ Prowess
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− | ☐ Resolve
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− | ■ Personal
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− | ☐-☐-☐-☐ Mastery
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− | '''Quality''' | + | '''Requirements:''' Rare components attuned to the local planar energy, such as ground gemstone powder or leyline-infused ink, worth 6 coin. The ritual also requires the caster’s personal focus item. |
− | ☐ Documents
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− | ☐ Gear
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− | ☐ Implements
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− | ☐ Pet/Special
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− | ☐ Supplies
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− | ☐ Tools
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− | ☐ Weapons
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− | '''Cohort upgrade costs''' | + | '''Cost:''' The caster takes 5 stress. The ritual requires 8 hours of uninterrupted work, during which the caster carves or inscribes the Gate's unique pattern. |
− | :New Cohort: ☐-☐
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− | :Add Type: ☐-☐
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| | | |
− | === Cohorts ===
| + | '''Basic Parameters:''' |
− | {{ : Cohorts (FiD) }}
| + | - ''Stability'': This Gate is resistant to tampering or environmental wear, though it can still be destroyed through deliberate actions. |
| + | - ''Activation'': The Gate remains inactive until powered by teleportation rituals or powers. |
| | | |
− | === Opportunities ===
| + | '''Complexity Roll Considerations:''' |
− | # A cavern filled with chains hanging from the ceiling and walls, some attached to long-forgotten prisoners. The legend says whoever can unlock the chains will find both danger and untold riches.
| + | - ''Magnitude'': Affects the durability and intricacy of the Gate. More complex patterns can support multiple linked destinations or specific time-based activations. |
− | # A cavern filled with chains hanging from the ceiling and walls, some attached to long-forgotten prisoners. The legend says whoever can unlock the chains will find both danger and untold riches.
| + | - ''Area'': The circle’s size determines how many entities can pass through simultaneously. |
− | # A chamber where every sound is amplified and warped. Delvers believe the echoes are a form of communication from the dungeon’s original builders and could lead to a cache of their forgotten knowledge.
| + | |
− | # A criminal has taken refuge in the dungeon.
| + | '''Consequences of Failure:''' |
− | # A cursed relic has found its way into a public auction, spreading bad luck to anyone who touches it. Can you recover and neutralize it before the curse spreads further?
| + | - ''Arcane Instability'': The circle may destabilize, creating dangerous magical feedback. |
− | # A deep well in the center of a ruined courtyard echoes with the voices of the past. Throwing in a coin grants a glimpse of your future, but it’s whispered that the well demands something in return.
| + | - ''False Anchor'': The Gate might form incorrectly, linking to random or hazardous locations. |
− | # A deep well in the center of a ruined courtyard is said to echo with the voices of the past. Throwing in a coin grants a glimpse of your future, but it’s whispered that the well demands something in return.
| + | |
− | # A famous scholar was last seen entering a forbidden vault deep within an ancient fortress—he never returned, but his notes have resurfaced.
| + | === Gate: Activation === |
− | # A famous scholar was last seen entering a forbidden vault deep within an ancient fortress—he never returned, but his notes have surfaced.
| + | '''Effect:''' This variant utilizes an existing teleportation circle, activating it to create a temporary portal to a linked Gate. The portal allows near-instantaneous travel between the two circles for a brief period. |
− | # A famous wizard went mad after finding an artifact of unspeakable power. His journal has resurfaced, and the artifact may still be hidden in his crumbling tower.
| + | |
− | # A forgotten library has been unearthed, but the knowledge within is guarded by ancient traps and curses.
| + | '''Requirements:''' A piece of the target circle’s pattern (or its detailed schematic) and a token tied to its planar energy, worth 4 coin. |
− | # A forgotten ruin said to hold the key to a legendary treasure. What dangers guard it?
| + | |
− | # A forgotten ruin, said to hold the key to a legendary treasure. What dangers guard it?
| + | '''Cost:''' The caster takes 6 stress. The portal remains open for up to 10 minutes, or longer with additional complexity. |
− | # A garden filled with lifelike statues of explorers and warriors. Some believe these statues are the petrified remains of previous adventurers, and that the secret to reversing their fate lies somewhere in the dungeon.
| + | |
− | # A giant statue of a nameless warrior holds a sword of untold power, trapped in stone. Whoever frees the weapon is said to claim it, but none have returned from the challenge.
| + | '''Basic Parameters:''' |
− | # A grand hall dominated by a throne that shifts in and out of existence. Those who sit on it are said to glimpse forgotten knowledge, but the throne demands a piece of the soul in return.
| + | - ''Range'': The linked Gate must be within the same plane or a closely adjacent one (e.g., Feywild, Shadowfell). |
− | # A group of young nobles want to go slumming in the dungeon.
| + | - ''Capacity'': Up to 10 individuals or equivalent cargo may pass through. |
− | # A hidden sect of occultists offers you forbidden knowledge in exchange for retrieving a powerful, long-lost artifact.
| + | |
− | # A hidden sect of occultists offers you forbidden knowledge in exchange for retrieving a powerful, long-lost artifact.
| + | '''Complexity Roll Considerations:''' |
− | # A labyrinth of mirrors that distorts time and space. Rumors say the heart of the maze holds a priceless artifact, but many have lost themselves, unable to find the way back.
| + | - ''Distance'': The farther the destination Gate, the higher the complexity required. |
− | # A labyrinth of mirrors that distorts time and space. Rumors say the heart of the maze holds a priceless artifact, but many have lost themselves, unable to find the way back.
| + | - ''Duration'': Prolonging the portal’s openness increases the stress cost and complexity. |
− | # A legendary expedition to a fabled city in the clouds left only one survivor. He claims he knows how to get there, but no one believes him.
| + | |
− | # A long corridor lined with golden masks. It’s said that wearing one will show you a secret hidden in the dungeon, but also that removing the mask is almost impossible.
| + | '''Consequences of Failure:''' |
− | # A long-abandoned forge with a fire that never dies. It's rumored that weapons and armor forged here are imbued with immense power, but something unnatural controls the bellows and hammer.
| + | - ''Errant Path'': Travelers might emerge at a random location instead of the intended Gate. |
− | # A massive statue of metal, standing vigilant in a long-forgotten hall. It’s rumored to be a mechanical guardian that can be reawakened by solving the riddle inscribed on its pedestal.
| + | - ''Planar Rift'': Unintended tears in the fabric of reality could invite hostile entities or unleash chaotic energies. |
− | # A merchant has acquired a set of ancient relics, but they are rumored to be haunted. He offers a reward for anyone who can safely transport them to a far-off buyer.
| + | |
− | # A merchant has discovered rumors of a dangerous relic they don’t understand. Retrieve it before disaster strikes.
| + | '''Additional Effects:''' |
− | # A monster recenly laid eggs and then departed. Find them before they hatch!
| + | - ''Spectral Surge'': Upon activation, the portal emits a pulse of energy visible to magical senses for miles around. |
− | # A mysterious star map is discovered, showing the location of a temple said to house an otherworldly power.
| + | - ''Echo of Passage'': Residual arcane traces may linger for days, potentially allowing skilled trackers to trace the portal’s usage. |
− | # A mysterious star map is discovered, showing the location of a temple said to house an otherworldly power.
| + | |
− | # A noble patron demands the retrieval of a cursed artifact, offering significant funding if you succeed.
| + | === Gate: Activation Progress === |
− | # A noble patron demands the retrieval of a cursed artifact, offering significant funding if you succeed.
| + | '''Effect:''' You activate an existing teleportation circle, creating a temporary portal to a linked Gate whose pattern you know. The portal allows near-instantaneous travel between the two circles for a brief period. Each gate has a unique geometric pattern that |
− | # A pool of perfectly still water lies deep in a forgotten ruin. Some say it's a portal to another realm, while others claim treasure glitters just beneath the surface, guarded by a lurking entity.
| + | |
− | # A powerful artifact has resurfaced, attracting dangerous factions. Secure it before it falls into the wrong hands.
| + | '''Requirements:''' A piece of the target circle’s pattern (or its detailed schematic) and a token tied to its planar energy, worth 4 coin. |
− | # A powerful artifact has resurfaced, attracting dangerous factions. Secure it before it falls into the wrong hands.
| + | |
− | # A powerful occult society seeks your help in deciphering a set of arcane symbols that have stumped their scholars.
| + | '''Cost:''' The caster takes 6 stress. The portal remains open for up to 10 minutes, or longer with additional complexity. |
− | # A powerful patron demands that you break a curse on an artifact in his possession.
| + | |
− | # A previously unknown ruin is discovered, but it's infested with dangerous spirits.
| + | '''Basic Parameters:''' |
− | # A rare and dangerous creature has been discovered, and your patron wants it captured alive for study.
| + | - ''Range'': The linked Gate must be within the same plane or a closely adjacent one (e.g., Feywild, Shadowfell). |
− | # A rare celestial event is predicted, said to unlock the hidden powers of a long-buried magical artifact.
| + | - ''Capacity'': Up to 10 individuals or equivalent cargo may pass through. |
− | # A reclusive scholar needs help locating a forgotten temple. What will you find inside?
| + | |
− | # A ritual site on the outskirts of the city is experiencing strange phenomena. The stones glow under the moonlight, and the local wildlife has been behaving erratically.
| + | '''Complexity Roll Considerations:''' |
− | # A rival academy has been sabotaging your research, and you must uncover their plans.
| + | - ''Distance'': The farther the destination Gate, the higher the complexity required. |
− | # A rival crew has uncovered an ancient map leading to a hidden vault. Can you beat them to the prize?
| + | - ''Duration'': Prolonging the portal’s openness increases the stress cost and complexity. |
− | # A rival crew has uncovered an ancient map leading to a hidden vault. Can you beat them to the prize?
| + | |
− | # A rival occultist has summoned an eldritch entity but lost control of it. Now, the creature roams free, and stopping it could win you valuable magical texts.
| + | '''Consequences of Failure:''' |
− | # A rival scholar seeks to awaken a sleeping demigod beneath the city. Stopping them might earn you their research... or their wrath.
| + | - ''Errant Path'': Travelers might emerge at a random location instead of the intended Gate. |
− | # A rival treasure hunter has been boasting about their latest find. Time to relieve them of it.
| + | - ''Planar Rift'': Unintended tears in the fabric of reality could invite hostile entities or unleash chaotic energies. |
− | # A rival treasure hunter has been boasting about their latest find. Time to relieve them of it.
| + | |
− | # A room covered floor to ceiling with mirrors, said to show both reflections of the past and possible futures. Legends tell of an artifact hidden within the mirrors themselves, but reaching it is perilous.
| + | '''Additional Effects:''' |
− | # A room filled with dormant stone golems. Some say they guard a treasure beyond measure, but waking them comes at a cost, and they may not all follow the same master.
| + | - ''Spectral Surge'': Upon activation, the portal emits a pulse of energy visible to magical senses for miles around. |
− | # A room filled with dormant stone golems. Some say they guard a treasure beyond measure, but waking them comes at a cost.
| + | - ''Echo of Passage'': Residual arcane traces may linger for days, potentially allowing skilled trackers to trace the portal’s usage. |
− | # A room where glowing, floating orbs move in strange patterns. It’s said that if you mimic the dance of the lights, hidden doors will open to ancient treasures.
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− | # A room where the shadows seem to move of their own accord, concealing passages and traps. Rumor has it that the shadows hide a vault of incredible wealth, but first, you must learn to control them.
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− | # A series of strange symbols have appeared on the city’s walls, matching a long-forgotten dialect from a dead empire. What is the message trying to tell you?
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− | # A series of strange symbols have appeared on the city’s walls, matching a long-forgotten dialect from a dead empire. What is the message trying to tell you?
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− | # A set of arcane diagrams has been stolen from the academy. They reveal the hidden paths to an alternate dimension where forgotten spells are said to reside.
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− | # A set of arcane diagrams has been stolen. They reveal the hidden paths to an alternate dimension where forgotten spells are said to reside.
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− | # A shimmering pool at the dungeon’s heart, said to have healing properties that can restore life or youth, but using it changes you.
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− | # A shimmering pool at the dungeon’s heart, said to have healing properties that can restore life to the dead or youth to the old. However, using it is said to change you in unexpected ways.
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− | # A single monster of overpowering strength hinders passage.
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− | # A single monster of overpowering strength hinders passage.
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− | # A still pool in a hidden cavern that, when gazed into, reveals the location of powerful artifacts. However, those who look too long are driven mad by the pool’s secrets.
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− | # A strange machine from a forgotten age has been unearthed. No one knows its purpose, but scholars are desperate to get their hands on it for study.
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− | # A strange machine from a forgotten age has been unearthed. No one knows its purpose, but scholars are desperate to get their hands on it for study.
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− | # A strange storm has revealed a hidden island. Explore it before others claim the spoils.
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− | # A treasure room flooded with murky water, said to be filled with ancient gold and gems. However, rumors persist that a monstrous creature calls the depths home, feeding on those who come too close.
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− | # A tribe of monsters have occupied parts of the dungeon.
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− | # A wealthy collector offers a substantial reward for an artifact currently in a heavily guarded museum. He has hired several crews to get it for him.
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− | # An ancient altar covered in strange runes is said to grant immense power—but only to those who can decipher its long-forgotten language.
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− | # An ancient altar covered in strange runes is said to grant immense power—but only to those who can decipher its long-forgotten language. Whispers of previous attempts ending in madness are common.
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− | # An ancient altar that crackles with arcane energy, rumored to imbue any item placed on it with incredible powers. However, the altar’s energy is unstable, and many items have been destroyed.
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− | # An ancient room filled with carved stones that emit strange melodies when touched. Some believe solving the tune’s puzzle reveals a hidden treasure, while others fear it awakens a deadly guardian.
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− | # An ancient text, said to hold the key to a lost civilization, surfaces in a rival's hands.
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− | # An ancient tomb is found, but all who have attempted to open it have met with a gruesome fate. What secret does it hold?
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− | # An ancient tomb is rumored to hold a cursed fortune. Will you brave the dangers for untold wealth?
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− | # An enormous statue, partially destroyed by some unknown force, lies in a crumbling hall. Its gemstone eyes are rumored to hold a potent curse, but the lure of their value draws many to their doom.
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− | # An expedition into an ancient ruin has gone missing—can you find and rescue them?
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− | # An expedition team seeks your help in finding a hidden city buried beneath the desert sands, rumored to contain untold magical riches.
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− | # An old hermit claims to have discovered the key to eternal life but guards it with powerful enchantments and warded traps.
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− | # An old magic circle, stained with the blood of long-gone sacrifices. Some claim activating it will lead to untold magical power, while others believe it opens a doorway to unspeakable horrors.
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− | # An underground cavern system has been discovered, leading to forgotten riches—or untold danger.
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− | # An underground temple has been discovered, its walls inscribed with an ancient language no one has been able to decipher. You might be able to crack it.
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− | # Another groups of delvers have not returned. Will you try to save them, or just find the loot they said they knew where to find?
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− | # Deep within the earth, a flooded crypt hides countless riches buried with the dead. However, rumors speak of the restless spirits that guard these watery graves.
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− | # Dungeon monsters have raided the area. There is a bounty, and captives to rescue.
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− | # Dungeon monsters have raided the area. There is a bounty, and captives to rescue.
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− | # Giant vermin now infests the area.
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− | # In a chamber at the heart of an abandoned temple, an altar with an undying flame still burns. Legends say offerings left at the flame are granted a single wish, though the cost is never clear.
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− | # Just another bug hunt!
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− | # Part of the the dungeon has flooded, chasing away monsters that usually block the way forward.
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− | # The city’s nobles are secretly bidding for a powerful artifact. Will you steal it from the auction, or find it first?
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− | # The dungeon is filled with mist, which can mislead but might make stealth easier.
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− | # The princess has fled the dungeon to avoid a political marriage!
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− | # Water levels are low, which is said to open access to noew awuatic chambers.
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− | # You have been challenged, who can get to the last hall first!?
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− | # Your rival has published a groundbreaking paper using research you know they stole from you. How will you reclaim credit?
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Gate
Effect: This ritual allows the caster to interact with teleportation circles in two distinct ways:
This version of the ritual establishes a permanent or semi-permanent teleportation circle that serves as a stable anchor point for magical travel. Unlike the Teleportation Circle power, this ritual enhances the circle with protective wards and linking glyphs, making it resistant to tampering and destruction.
- Variant 2: Activate a Gate
This version utilizes an existing teleportation circle to create a direct passage between two circles. Once the ritual is complete, the caster and any companions may step through the circle and instantly arrive at the connected circle.
Requirements: Rare components attuned to the destination’s properties, such as astral dust or shards of precious metals from the target location, worth 5 coin. A focus imbued with personal arcane energy is also necessary.
Cost: The caster takes 4 stress for creating a gate and 6 stress for activating a gate. Each use of the ritual strains the boundary of the planes slightly, attracting attention from beings that dwell in liminal spaces.
Basic Parameters:
- Range: Activation requires knowledge of the exact pattern and location of the target teleportation circle.
- Duration: A created Gate remains open for up to 1 hour, or longer with additional complexity.
- Travel Limit: Up to 10 individuals or a similar volume of goods may travel per activation.
Complexity Roll Considerations:
- Creating a Gate: The caster must etch complex sigils around the teleportation circle, tying it securely to a specific arcane signature.
- Activating a Gate: Establishing a stable link between two circles requires precise knowledge of both circles’ patterns.
Consequences of Failure:
- Misdirection: Failure in activation could send travelers to an unintended circle, possibly in a dangerous or hostile location.
- Temporal Flux: Time may flow differently for travelers, causing them to arrive earlier or later than intended.
- Dimensional Bleed: Unstable connections might allow extradimensional entities to slip through the gate uninvited.
Points of Interest at the Ritual Site:
- Astral Anchor: The Gate can be attuned to celestial events, enhancing its stability when performed under specific stellar alignments.
- Whispering Glyphs: Those near an active Gate hear faint whispers, remnants of the arcane energy used to power the ritual.
- Phantom Trails: The site where a Gate is activated might show ghostly imprints of travelers who have passed through.
Notes:
- Network Expansion: A series of linked Gates could establish a vast teleportation network, though maintaining such a network requires significant resources and vigilance.
- Fey Interference: Activating a Gate in proximity to a Feywild-aligned circle may attract fey creatures, who view the act as an invitation or challenge.
Gate: Creation
Effect: This ritual establishes a permanent teleportation circle, enhanced with powerful arcane wards and linking glyphs. The circle serves as a stable anchor for magical travel. Once created, this Gate can be used as a destination for teleportation powers and rituals.
Requirements: Rare components attuned to the local planar energy, such as ground gemstone powder or leyline-infused ink, worth 6 coin. The ritual also requires the caster’s personal focus item.
Cost: The caster takes 5 stress. The ritual requires 8 hours of uninterrupted work, during which the caster carves or inscribes the Gate's unique pattern.
Basic Parameters:
- Stability: This Gate is resistant to tampering or environmental wear, though it can still be destroyed through deliberate actions.
- Activation: The Gate remains inactive until powered by teleportation rituals or powers.
Complexity Roll Considerations:
- Magnitude: Affects the durability and intricacy of the Gate. More complex patterns can support multiple linked destinations or specific time-based activations.
- Area: The circle’s size determines how many entities can pass through simultaneously.
Consequences of Failure:
- Arcane Instability: The circle may destabilize, creating dangerous magical feedback.
- False Anchor: The Gate might form incorrectly, linking to random or hazardous locations.
Gate: Activation
Effect: This variant utilizes an existing teleportation circle, activating it to create a temporary portal to a linked Gate. The portal allows near-instantaneous travel between the two circles for a brief period.
Requirements: A piece of the target circle’s pattern (or its detailed schematic) and a token tied to its planar energy, worth 4 coin.
Cost: The caster takes 6 stress. The portal remains open for up to 10 minutes, or longer with additional complexity.
Basic Parameters:
- Range: The linked Gate must be within the same plane or a closely adjacent one (e.g., Feywild, Shadowfell).
- Capacity: Up to 10 individuals or equivalent cargo may pass through.
Complexity Roll Considerations:
- Distance: The farther the destination Gate, the higher the complexity required.
- Duration: Prolonging the portal’s openness increases the stress cost and complexity.
Consequences of Failure:
- Errant Path: Travelers might emerge at a random location instead of the intended Gate.
- Planar Rift: Unintended tears in the fabric of reality could invite hostile entities or unleash chaotic energies.
Additional Effects:
- Spectral Surge: Upon activation, the portal emits a pulse of energy visible to magical senses for miles around.
- Echo of Passage: Residual arcane traces may linger for days, potentially allowing skilled trackers to trace the portal’s usage.
Gate: Activation Progress
Effect: You activate an existing teleportation circle, creating a temporary portal to a linked Gate whose pattern you know. The portal allows near-instantaneous travel between the two circles for a brief period. Each gate has a unique geometric pattern that
Requirements: A piece of the target circle’s pattern (or its detailed schematic) and a token tied to its planar energy, worth 4 coin.
Cost: The caster takes 6 stress. The portal remains open for up to 10 minutes, or longer with additional complexity.
Basic Parameters:
- Range: The linked Gate must be within the same plane or a closely adjacent one (e.g., Feywild, Shadowfell).
- Capacity: Up to 10 individuals or equivalent cargo may pass through.
Complexity Roll Considerations:
- Distance: The farther the destination Gate, the higher the complexity required.
- Duration: Prolonging the portal’s openness increases the stress cost and complexity.
Consequences of Failure:
- Errant Path: Travelers might emerge at a random location instead of the intended Gate.
- Planar Rift: Unintended tears in the fabric of reality could invite hostile entities or unleash chaotic energies.
Additional Effects:
- Spectral Surge: Upon activation, the portal emits a pulse of energy visible to magical senses for miles around.
- Echo of Passage: Residual arcane traces may linger for days, potentially allowing skilled trackers to trace the portal’s usage.