Pages

Wednesday, 4 October 2023

d100 Sorcerers Cult Missions



As I add these and work on my homebrew revision I will just point out that my sorcerers can pick any spell list on creation and I will probably use it for my non-adventuring cleric/templar priests. I will also add or rather put back a second slower spell progression table for clerics, bards, elves etc. Witchcraft is unlawful spell casting, but sorcerers are probably more prone to cults and calling themselves witches in my game. If you not sanctioned by the church what are you? You are probably a witch.

Arcane sorcerers much like wizards just lazy and talented preferring hedonistic cults
Divine sorcerers channel miracles and are a saint-like cult and church agents
Nature sorcerers channel earth powers and serve in rural rustic cults
Mentalist sorcerers channel mind powers and often gather personality cults
You could use priest or other tables for legitimate church casters 

So in my game sorcerers can pick any one spell list and I'm currently doing some tweaks for class balance making sorcerers slightly better. I use the divine ones as rank and file non war priesthood who channel miracles that are talented at rather than choose their prayer armaments like cleric-priest-templars do. Monks are a working administrative and fighting order without magic.

d12 Common Sorcerer Types
1 Prophet of a legitimate church attuned to a saint - divine magic with holy components
2 Rune Master a barbarian wise one attuned to powers of the runes - divine magic with Text components
3 Sage wise one philosopher hermit attuned to great spirit powers - divine magic with animal components that draw on animal power
4 Fey Walker are attuned to a faerie power and will aid other minions. Many are close to plants and spirit folk - nature magic 
Seer of a nature cult attuned to some natural power or even faeries or elemental powers - nature magic with herbal components
6 Diabolist (devil magic) or Demonologist (demon magic) linked to a wicked planar master- arcane with ichor components
Elementalists (fire walker, earth walker, water walker, air walker) are attuned to an elemental power - arcane with alchemical components
Mystic are attuned to powers and minds from beyond our reality - mentalism with crystals or geometry texts for componants
 crystal components or Dream Walkers are attuned to a power of the dreamlands or nightmare realm who specialise in entering the dreams of others to manipulate them - mentalism with narcotic components
10 Witch cultists are in a coven of similar powers whose practice is deemed criminal by law - any type of magic list but prefer fetish components
11 Dragon Walkers are reptilian magicians attuned to draconic and reptilian gods of old - arcane mostly but any possible with blood components for evil and treasure components eaten for good and use reptilian shedding, scales and body products of dragons for neutrals 
12 Death Walkers attuned to powers of death, night and underworld - use any magic list favouring killing spells and use animal components or if evil use souls

d12 Common Component Types
1 Holy - use a blessed holy symbol or a drop of holy water or oil per divine spell level (100 drops a bottle)
2 Alchemical - mineral materials as used by alchemists can be purchased or mined
3 Herbal - common herbs can be gathered d4 doses per day uncommon are per week or can be purchased
4 Animal - rare and exotic creatures' parts like horn, tusk, hair, feathers, scales, glands or teeth, scales or teeth. Often powdered or turned to ash and eaten. May swap for bones at any time but its forever 
5 Text - words of power written on scrolls or ribbons that burn or clay tablets that break when used. Might be sacred words from tablets of destiny or ancient stones. Some instead inscribe fine paper with calligraphy which is consumed in casting. Other materials to write in in a pinch could be used if desperate
6 Fetish - small hand-crafted figure or symbols more labour and material cost for higher levels. Users often like to make automatons and constructs as guardians
7 Ichor - blood from demons, devils and daemons 1 drop per level. bottle per HD. Can be milked from an imp or larvae in a week without harm if fed on mortal blood. Ichor in use smells of sulphur
8 Treasure - gold, gems, jewellery, and pearls can all be sacrificed as components by eating them
9 Blood - drops of blood 1HP per level from self or others popular with trolls and evil. Blood feeds spirits and are always hungry
10 Narcotic - take drugs while casting and get high for spell preparation often prone to visions
11 Bones - a dried skeleton has a d3+1 level worth of bones from a person or animal. A fresh body with marrow-filled bones has double the amount of material. Carry a hatchet and a sack
12 Souls - a bottle of distilled human should also be good for bribing evil beings, 10 sips per bottle a sip per level. A skill taught by blaspheming demons or devil tutors in the black library where students get free tuition fees for training in wicked magic. Ritually murder a dying person in pain and a skill roll to harvest a bottle of soul fluid. Evil beings love it
 
d10 Quick Types
1 Fetch stuff
2 Cover up
3 Festivity
4 Punishment
5 Rivals
6 Search & destroy
7 Arbitrary 
8 Pleasant Influence
9 Dream quest
10 Patron ancestor

d100 Sorcery Cult Missions
01 Fetch drugs, lots of them and be quick about it
02 Fetch some ornate glass decorations for the cult devotional building
03 Fetch incense required for ceremonies 
04 Fetch ornate rugs and wall hangings for the cult meditation room
05 Fetch ornate crystals for students to gaze into in the search for power
06 Fetch food for a feast to impress the congregation feast coming up
07 Catch an exotic beast to cook for an upcoming feast day
08 Fetch an artisan from another town to decorate the cult building
09 Collect a fine selection of exotic wine and liquor for the cult leaders
10 Convince a merchant to offer the cult cheap luxury goods
11 Calm some troublemakers so no angry mobs form
12 Convince authorities that the cult is harmless and only brings prosperity
13 Find who called inquisitors or witch hunters to area
14 A minor cult member died and to thwart any accusations, go to their home and collected any cult paraphernalia
15 Bribe officials with gifts so they tolerate our cult
16 Cover up a mysterious slime trail so locals don't blame the cult
17 Find some missing children so people don't blame the cult and earn goodwill
18 A villager was killed by magic and local leaders want a witch hunter to investigate, find who did it so the witch hunter has no need to visit 
19 Cows are off milk and chickens stopped laying. Find out why so locals don't blame us
20 Someone found some old cult books in the attic. Go fetch them and don't let anybody know
21 Keep the village busy with free grog so nobody notices the cult activities at night
22 A visiting cult leader requires a feast, try and find a memorable treat to impress them
23 The cult requires sacrificial animals. Buy some but don't let on what they are for
24 The cult has a secret feast for non-human guests so find them food they will be impressed by so our leaders look good 
25 A sacred feast is to be held and you must guard the trail so no outsiders intervene
26 Go to the city and hire the finest prostitutes you can find for a ritual orgy this weekend. If you perform well you may attend
27 A cult member gambled away a cult relic go retrieve it for a feast ritual we need it for
28 Before our next high holy day make a deal with a drug dealer so we are well supplied
29 Attend the masters and guests at a bathhouse during inter-cult negotiations. Dont mess this up
30 Guide cult pilgrims in dangerous locations so they can avoid roads or witnesses 
31 A cultist stole the master's drugs and must be punished. Hunt them in the forest and bring them back
32 A local keeps blaming problems on the cult. Finish them but make it look like an accident
33 A member left the cult and joined another and has been blabbing our secrets. Finish them
34 A group of zealots beat a member of our cult so return the favour but don't let them know why
35 A member was interrogated by the law and must be silenced. They are still in lockup so make it look accidental
36 A suspicious old person might have seen cultists at night. Make her seem unreliable or crazy so nobody cares
37 Some rich youth thrill seekers in our cult have been sloppy at keeping secrets, go give them a beating
38 A farmer has found a relic of our cult, go take it and scare them into compliance and silence
39 Someone intruded in our secret sanctuary, find them and bring them to the master before they talk
40 A cult member has moved on and started a new cult without permission and it seems to be in part a gambling racket. Demand a cut for our cyl
41 A new cult is competing for members. Find them and show our superior skills
42 A new cult has sucked the market of drugs and ritual candles, find them and get us some drugs 
43 A cannibal cult has eaten a  few of our members so stop them
44 A draconic cult indicates a dragon may be close, find its lair and inform adventurers
45 The remains of an older cult lair has been found by a member, go explore it
46 A rival cult member revealed a secret door in a tree to the cult shrine go ron them and wreck the joint
47 A rival cult in the area has secretly moved into the area, try to get a witch hunter or inquisitor to punish them and not bother us
48 A rival cult is trying to frame us for murder expose them and get an angry mob to punish them
49 A rival cult is in the area but seems to be more about demonic chaos and cruelty than having a good time. Expose them to the mob who will tear them apart
50 Someone in the village saw cultists by night and it wasn't us. Go find them and report back to the master
51 Duel a rival sorcerer sect member to battle in public and win
52 Destroy a specific creature in its lair and bring its powdered horn to the master's sanctum
53 Blast a specific building to rubble or ashes and don't get caught
54 Silence an influential official who has it in for our sect in public debate
55 Find a splitter who has left the order and started their own copy cult without our masters getting a cut. Go get our money or their head
56 A witch hunter causes us of heresy go kill them
57 Someone stirred up the mob to kill one of us, find them and finish them, leaving no evidence
58 We require a dozen non-human corpses for secret reasons go get them
59 A local sheriff has been persecuting us, kill them and scare away their deputies
60 Locate a rival cult leader muscling in on our enlightenment go drive them away
61 Stop anyone crossing this bridge for a day
62 Stand on this hilltop at dusk and stay there until dawn
63 Mark this prominent hill with this symbol where many will see it
64 Kidnap this corpse and destroy it before a priest can speak to the dead
65 Deliver this wagon of coffins to this warehouse at night avoiding watch or tax collectors
66 Take these packages to these people and do not look at them, leave before they are opened
67 Attack the first person you see wearing the wrong colour
68 Avoid anything the wrong colour and try not to look at it
69 Want to borrow your shadow for a few days
70 Go to this place and drink the mutagenic ooze found there
71 Enjoy a pleasure barge and indulge in all the vice you can 
72 Donate to the gods of love and wine and join in their festivities
73 Put on the best cult orgy for the year
74 Put on a fabulous feast to impress our peers and masters
75 Retire to a pleasure inn and enjoy three new things to excess
76 Donate a gift to a leader of a faction or rival cult to help fortify bonds between us
77 Put on a wonderous show and entertain the mob at a specific time and place
78 Entertain a noble and gain their favour, then get close and advise them to choose an action benefiting us
79 Take a group of easily influenced youths and get them to serve our cult willingly
80 Lead a meeting with another cult to negotiate and make peace
81 In drug-induced dreams on the border of dreamlands and nightmare realms battle your greatest nightmare
82 In a famine-induced vision quest taking d6+3 days see a vision of your possible future
83 Confront your ancestors while you fever visions from these mushrooms
84 Take back your stolen shadow from a nightmare creature in dreamland
85 Take this drug and plunge your mind into a previous incarnation to experience the age of dread monster kings in person and experience your ancestor's enslavement
86 Aid this master in the dreamlands of this troubled person against some nightmare
87 Take this poison and don't throw up, sneak into a fortress of the nightmare realms and plunder magic and lore
88 Someone's nightmare creature is roaming the streets which is bad for cult business. Go destroy it and clean up what you can anonymously 
89 Visit the faerie land through the borders of the dreamlands by taking these herbs
90 Smoke this wizard pipe and wander the dreamlands to confront yourself
91 Ancestral being requires a minion of an enemy to be destroyed
92 Great spirit demands you stop the workings of an enemy cult at a secret location
93 Hear your inner voice telling you to claim your destiny and the location of a magic item
94 Elemental cults can both be slowed by using them to fight and help our patrons
95 Communion with the overmind shows you shows you where a talented youth lives who must be saved from perilous forces seeking to corrupt them 
96 Council of alignment powers visit you in a vision to want you of an enemy you will shortly meet on your travels
97 Mystics offer to bring you closer to the true source of your power and bloodline if you enter this fearsome cavern and travel to a shrine in the deep
98 Astrologer inspired by celestial court informs you of a monster you must destroy as it is your destiny
99 A powerful totemic being awakens in your mind to a dangerous creature causing trouble in the area. Stopping it will make the locals grateful to our kind
100 Boiling blood in your veins directs you to travel into the mountains alone to battle a creature in a lair guarding a treasure used by your kindred long ago

1 comment:

I love and welcome feedback but not spambots
Good feedback and suggestions inspire me to write more