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[+] Golden Vault/Dragonheist/Dungeon of the Mad Mage conversion to WFRP 4e [Spoilers]
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<blockquote data-quote="TheSword" data-source="post: 9073027" data-attributes="member: 6879661"><p><span style="font-size: 18px"><strong>The Premise</strong></span></p><p></p><p>A mindflayer colony ship was brought to Undermountain by Halaster, and marooned in the Caverns of Ooze. It’s inhabitants, the remnants of a mind flayers colony from another world made the best of their situation and carved out a settlement in the Sea Deeps of Undermountain, bringing with them knowledge of a dangerous source of power called the Far Realm. In time they learnt of the Runestone, a nexus of power for Undermountain’s magic and a valuable tool for Halaster. Using skills and technology unknown to Faerun the mindflayers transformed the Runestone into a conduit for the far realm. This had multiple effects…</p><p></p><ul> <li data-xf-list-type="ul">It drove Halaster deep into his madness breaking his control of Undermountain and leaving him wandering the halls unpredictable and random.</li> <li data-xf-list-type="ul">It corrupted the weave for hundreds of miles around the city making magic more unpredictable and in some cases dangerous - particularly for new or inexperienced wizards. Justification for miscasting magic.</li> <li data-xf-list-type="ul">It awakened various other items and locations linked to the far realm in and around the city leading to various earthquakes, landslides and corruptions.</li> <li data-xf-list-type="ul">It attracted the attention of both Manshoon - who wants to understand its potential. Xanathar through his Mindflayer envoy Nilhoor, and Laerl who sees it as a threat to the city.</li> </ul><p></p><p>This is all going on in the background but events in the campaign will key off this essential thread running through things.</p><p></p><p><span style="font-size: 18px"><strong>Magic</strong></span></p><p></p><p>As this is set in WFRP not DnD the issue of magic needs to be addressed. In this campaign the Far Realm acts as an equivalent of the warp - a realm of dangerous entities antithetical to life and a powerful source of magic.</p><p></p><p>Instead of the Winds of Magic in WFRP we are sticking with Weave. A net of magical threads that exists through Faerun and is visible to magic users. In this campaign those threads come in 8 different colors of magic - the concentrations of which can be used to create different magical effects. The purple threads of Shyish the colour of death are found tangled more thickly around graveyards and battlefields, whereas Aqshy the colour of fire can be found near magma vents, forest fires and beacons. All the rules in WFRP for the winds of magic apply to the Colours of the Weave in this campaign. Including the very flavourful Magical Sense talent that most spellcasters possess that allows them to perceive the weave.</p><p></p><p>Normally spellcasters in WFRP are bound to a single lore which comes with a potent lore effect. That is still possible in this campaign with specialists existing (the careers in Winds of Magic) that still get their lore benefits. However most wizards are generalists (the career from the core rulebook) and aren’t restricted - they can cast any spell they know or have access to in a grimoire with the caveat that they don’t get any lore abilities. Everything else (ingredients etc) keys of the color magic of the spell they are casting. The channelling boons from AofE3 are only available to specialists.</p><p></p><p>In short wizard get more breadth of ability but are slightly less powerful unless they specialize - which the can choose to do at the point their take their Arcane Lore talent. This change is probably the most controversial but it lets me keep magic with the flavour of both game systems. It has a very Witcher vibe I think.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9073027, member: 6879661"] [SIZE=5][B]The Premise[/B][/SIZE] A mindflayer colony ship was brought to Undermountain by Halaster, and marooned in the Caverns of Ooze. It’s inhabitants, the remnants of a mind flayers colony from another world made the best of their situation and carved out a settlement in the Sea Deeps of Undermountain, bringing with them knowledge of a dangerous source of power called the Far Realm. In time they learnt of the Runestone, a nexus of power for Undermountain’s magic and a valuable tool for Halaster. Using skills and technology unknown to Faerun the mindflayers transformed the Runestone into a conduit for the far realm. This had multiple effects… [LIST] [*]It drove Halaster deep into his madness breaking his control of Undermountain and leaving him wandering the halls unpredictable and random. [*]It corrupted the weave for hundreds of miles around the city making magic more unpredictable and in some cases dangerous - particularly for new or inexperienced wizards. Justification for miscasting magic. [*]It awakened various other items and locations linked to the far realm in and around the city leading to various earthquakes, landslides and corruptions. [*]It attracted the attention of both Manshoon - who wants to understand its potential. Xanathar through his Mindflayer envoy Nilhoor, and Laerl who sees it as a threat to the city. [/LIST] This is all going on in the background but events in the campaign will key off this essential thread running through things. [SIZE=5][B]Magic[/B][/SIZE] As this is set in WFRP not DnD the issue of magic needs to be addressed. In this campaign the Far Realm acts as an equivalent of the warp - a realm of dangerous entities antithetical to life and a powerful source of magic. Instead of the Winds of Magic in WFRP we are sticking with Weave. A net of magical threads that exists through Faerun and is visible to magic users. In this campaign those threads come in 8 different colors of magic - the concentrations of which can be used to create different magical effects. The purple threads of Shyish the colour of death are found tangled more thickly around graveyards and battlefields, whereas Aqshy the colour of fire can be found near magma vents, forest fires and beacons. All the rules in WFRP for the winds of magic apply to the Colours of the Weave in this campaign. Including the very flavourful Magical Sense talent that most spellcasters possess that allows them to perceive the weave. Normally spellcasters in WFRP are bound to a single lore which comes with a potent lore effect. That is still possible in this campaign with specialists existing (the careers in Winds of Magic) that still get their lore benefits. However most wizards are generalists (the career from the core rulebook) and aren’t restricted - they can cast any spell they know or have access to in a grimoire with the caveat that they don’t get any lore abilities. Everything else (ingredients etc) keys of the color magic of the spell they are casting. The channelling boons from AofE3 are only available to specialists. In short wizard get more breadth of ability but are slightly less powerful unless they specialize - which the can choose to do at the point their take their Arcane Lore talent. This change is probably the most controversial but it lets me keep magic with the flavour of both game systems. It has a very Witcher vibe I think. [/QUOTE]
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[+] Golden Vault/Dragonheist/Dungeon of the Mad Mage conversion to WFRP 4e [Spoilers]
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