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OpenQuest Companion (Updated)

The document is a guide for the OpenQuest Companion, detailing modular rules and systems to enhance gameplay in D100 games. It introduces a simplified magic system, optional mechanics for character organizations, and various quest types, including near-death experiences and war consequences. The book is dedicated to Joel Waalkens and was funded through a Kickstarter campaign.

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Leonardo Aquino
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0% found this document useful (0 votes)
347 views68 pages

OpenQuest Companion (Updated)

The document is a guide for the OpenQuest Companion, detailing modular rules and systems to enhance gameplay in D100 games. It introduces a simplified magic system, optional mechanics for character organizations, and various quest types, including near-death experiences and war consequences. The book is dedicated to Joel Waalkens and was funded through a Kickstarter campaign.

Uploaded by

Leonardo Aquino
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Companion

by Newt Newport
Cover: Jon Hodgson

Internal Art: Jeshields

Editorial/Proof: Peter Cakebread

This book is dedicated to


Joel (Phayt) Waalkens
The Master of the OpenQuest Companion

This Book was funded by the OpenQuest 3rd Edition Kickstarter.


See OpenQuest pages 6 to 7 for the list of people who made this supplement happen.
Also by D101 Games

For OpenQuest
OpenQuest Quick-Start Rules & Adventure: The Last Outpost
OpenQuest Companion
OpenQuest Dungeons
The Feathers and the Fury (The Book of Duck)
The Clockwork Palace
The Saga of the Savage North
Patronage & Power
The Duck Crusade
Non Semper Erit Aestas (It Will Not Always Be Summer)

Other Games
Crypts and Things
Monkey the Roleplaying Game
Tales from the Sorcerer Under the Mountain
Reboot the Future
River of Heaven

For more information visit


d101games.com

For more OpenQuest


openquestrpg.com

Visit the online Systems Resource Document


openquestrpg.com/srd

Legal
Copyright ©2021 Paul Newport
Please note this book is a mix of textCopyright ©2021 Paul Newport and Open Gaming Content
See Legal Appendix page 66 for details of what is Open Gaming Content.
Layout copyright Paul Newport
All art copyright of respective artists
D101 Games,
4 Tandle Hill Road,
Royton,
Oldham.
Lancashire. OL2 5UU, UK.
OpenQuest

Contents
This book focuses on maximum gaming fun, presenting modular rules that add excitement to any
D100 game.
The One Magic System (page 4). I first used this quick magic system for convention games. Here
it is, expanded and balanced for campaigns which do not need (or where you don’t want to use),
OpenQuest’s standard Three Magic System.
Membership (page 26). Want a quick game-mechanic to measure how responsive your character’s
organisation is to their calls for help? Then the optional Membership (Organisation) skill is the answer.
Use it to track your character’s ups and downs in the organisation’s favour and to gain access to the
organisation’s benefits. An extension of the rules for Ranks, in the core rulebook’s Magic chapters,
these now also cover non-magical organisations such as guilds.
Adventuring Associations (page 30). So, your merry band of adventurers have formed a party that
has endured at least one caper and they want to create a shared base of operations? This article shows
the benefits of the characters creating their own adventuring association or joining an existing one.
Also, it is an example of how to use the Membership skill.

INTRODUCTION
Deities List (page 38). A generic list of readymade religions for you to use in your game.
Near-Death Experiences (page 42). When a character should die, the player spends a fortune point
to avoid the final curtain call. Instead of just falling unconscious, until the combat is over, they end
up caught between worlds. The valuable insights they can gain while waiting to come back to life are
covered in this article.
Other World Quests (page 44). This article explains what exactly happens when the characters go
adventuring in the Other Worlds.
Realm Quests (page 53). This article details how to define nations and states in OpenQuest, and the
Quests that arise because of events in the realm.
WAR! (page 58). The realm is ablaze with conflict. This article deals with the consequences of war to
the adventurers, no matter their power to affect the final outcome.
Quick Quest (page 61). Meet the rules I use at my table to streamline the game even further, without
short-changing the players.
Quick Encounters (page 65). Classic D100 Encounters tables by terrain type, to spice up dull journeys.

3
OpenQuest

The One Magic System


This chapter contains a simplified magic system. The Format of this Chapter
It developed out of the need to have a quick magic
system, for games of OpenQuest that did not This chapter explains the use of Magic in the
require the same level of magic point counting, game.
ranking, and tracking of long-term relationships
between the characters and their teachers. It grew • Learning and Casting Spells explains the nuts
out of convention gaming and is useful for games and bolts of how the magic rules work in the
where magic is less focused, and the players want game.
a simpler, more straightforward, system. • The Spell List is the master reference of all the
spells in the game.
How this System was • Powerful Magicians and Magical Societies
describes the powerful magicians that many
Developed starting characters aspire to becoming and
I took the spells from the Three Magic Systems provides a simpler version of the magical
of core OpenQuest and applied the following societies compared to the standard ones
ONE-MAGIC SYSTEM

changes. presented in the main OpenQuest rulebook.


This section describes them in game terms.
1. I removed magic point costs. This system does
not use magic points. In quick convention
games, I was finding the players were not
counting them.
2. If you need to limit which spells are available
to characters, there is an availability trait.
Beginning characters can only learn Common
spells. The obvious benefit of joining a religion
or magical organisation is learning the spells
that they teach with the Taught availability.
Questing for or being a high-ranking religious/
magical society member is the only way to
learn Secret spells.,
3. I have used the Personal Magic spell list and
added spells not duplicated from the Divine
Magic and Sorcery lists, omitting spells that
are overly complex from those lists.
4. If a spell had the variable trait, I made it a
fixed effect or added a dice roll to determine
its power.

4
OpenQuest
Learning and Casting Spells Casting Spells
A character must move their hands to make
Learning Magic Casting gestures, chant to cast a spell, and see their target.
Magic Casting skill determines the success of When the character is casting a spell under
casting all spells. The base chance for Magic duress, such as amid combat, they must pass a
Casting is POW+INT. Under the default rules, Magic Casting test to cast the spell successfully. In
all player characters gain Magic Casting skill at this regard, Magic is like any other skill.
the base and three spells from the Common list
during character generation (see page 7). If the Magic Casting test succeeds, the spell then
takes effect.
Learning Magic Spells
If the Magic Casting test fails, the spell does not
Characters learn Magic from other characters who take effect.
know the spell or from scrolls and magic spell
books found while questing. In addition to the If the character is relaxed and has all the time in
story requirements (discussed below), it costs the world, then no casting test is needed.
growth points to learn a magic spell depending on
its availability. Critical Success

The source of the spell depends on its availability. A critical success on a Magic Casting test means
that the caster has been able to control the flow of
• Common Spells are the sort of spells taught by the magic particularly effectively.
family members and local hedge magicians.
Starting characters may pick spells from this The player picks one of the following critical
success effects.

ONE-MAGIC SYSTEM
list. Learning a new common magic spell costs
one growth point. • The spell fires off with maximum
• Taught Spells are spells that are known only effectiveness. So, for example, a sword with
to professional magicians, such as priests and Weapon Enhance will do the maximum
full-time sorcerers. In each case, the player damage possible for the enchanted blade.
character must be in good standing with • The spell takes effect before any other enemy
the teacher before they will teach them the action (i.e. the caster gets the spell off first).
spell. If the teacher is indifferent to the player
character, they will first need to undertake • Next time the character casts the spell, they
some kind of service (which can be the focus automatically pass the Magic Casting Skill test.
of a Quest). Learning a new taught magic spell
costs two growth points. • They instantly get to cast the spell again
successfully on themselves or another
• Secret Spells are either highly restricted to the character.
upper members of secret magical societies or
from lost lore found only in the most forgotten Fumble
of ancient ruins. Learning a new secret magic
spell costs five growth points. A fumble on a Magic Casting test means that the
caster has been unable to control the flow of the
Limits to learning Magic Magic, and the caster may not use that spell for
the remainder of the gaming session. In addition,
There are no limits to the number of spells a the Referee may rule that the spell backfires
character may learn under this system. Characters on the caster, with its effects affecting them, or
may learn as many spells as they like, as long as causing the reverse of the spell’s intended effect.
they can find a teacher or source. An example
source is a scroll or a long forgotten arcane tome Regaining the Use of a Fumbled Spell
that they find on a Quest. If a character needs to regain a spell after a
fumble, they can spend fortune points to do
so. The costs are one point for a common spell,
two points for a taught spell, and three for a
secret spell. As well as the fortune point spend,
the player must give a quick narration on how
the character overcame the loss of the spell and
regained its use.

5
OpenQuest
Casting Time The Spell List
No other action may be taken whilst casting a
spell, though the character may slowly walk. Spell Traits and Descriptions
All spells take one combat round to cast. Unless otherwise stated, all Magic spells have the
following traits.
Casting begins at the start of the combat round
and ends on the Caster’s Magic Casting Skill in the • The range is equal to the Caster’s POWx3 in
order of combat. metres.

Distractions, or attacks on the caster as they • All spells, unless noted, have a duration of ten
cast, will automatically ruin the spell – unless minutes.
the caster successfully passes a Persistence Other traits used by spells are detailed below.
test, thereby maintaining concentration on the
spell. Examples of distraction include blinding, Area (X): The spell affects all targets within a
disarming, or wounding the caster. radius specified in metres.

Dismissing Spells Concentration: The spell’s effects will remain


in place so long as the character continues
A caster can dismiss any permanent spell(s) to concentrate on it. Concentrating on a spell
they have cast in a single combat round as a is functionally identical to casting the spell,
free action. Ceasing to cast a spell that requires requiring the caster to continue to chant and
concentration is immediate and does not count as ignore distractions.
an action.
Instant: The spell’s effects take place instantly. The
spell itself then disappears.
ONE-MAGIC SYSTEM

Permanent: The spell’s effects remain in place until


they are dispelled or dismissed.
Reactive: The spell is pre-cast in anticipation of
the event that triggers it and stays dormant on
the casters or recipient’s person, unless dispelled,
until the event that triggers it occurs.
Resist (Dodge/Persistence/Resilience): The spell’s
intended effects do not succeed automatically.
Referees Advice: The target may make a Dodge, Persistence or
Using Availability to Restrict Resilience test (as specified by the spell) to avoid
the spell’s effect entirely. Note that Resist (Dodge)
Access to Magic in Your Game spells require the target to use defensive reactions
OpenQuest doesn’t enforce game balance to Dodge. In Area spells, the Resist (Dodge) trait
when it comes to magic. The game idea is requires the target to dive out of the way to avoid
that the spell comes first, and then game the spell’s effect.
effects are written to fit. Availability is the Touch: Touch spells require the character to touch
main tool for the Referee to control spells their target for the spell to take effect, using an
within their game. The rules, as written Unarmed skill test to make contact. The caster
here, have spells that are easy to get hold must remain in physical contact with the target
of (within the default setting) gathered for the entire casting.
as Common spells; those that you need
to learn from a tutor (after character
generation) are listed as Taught; and spells
that should only become available after
an adventure has been completed to gain
them, are all together in the Secret list.
Also, the Referee has the right to veto any
spell that they find does not work for their
setting or game.

6
OpenQuest
Spells by Availability Taught

Common 1. Absorption

1. Clear Path 2. Animal Whisperer

2. Coordination 3. Avoidance

3. Countermagic 4. Babel

4. Cushion Fall 5. Back Eyes

5. Demoralise 6. Bearing Witness

6. Detect (Type) 7. Beast Call

7. Disruption 8. Befuddle

8. Drive Out Spirit 9. Berserk

9. Dull Weapon 10. Block Sense (Sense)

10. Extinguish 11. Care

11. Fanaticism 12. Call Spirit (Type)

12. Farsight 13. Cover Blind Side

13. Harden 14. Create Charm

ONE-MAGIC SYSTEM
14. Heal 15. Create Potion

15. Light 16. Create Scroll

16. Lock 17. Darkwall

17. Minor Illusion 18. Dispel Magic

18. Personal Insight 19. Divination

19. Protection 20. Divine Intervention

20. Quick Read 21. Enhance Fertility

21. Read Emotion 22. Enhance (Skill)

22. Spirit Shield 23. Enhance Unit

23. Slow 24. Fear

24. Speedart 25. Firearrow

25. Second Sight 26. Fireblade

26. Strength 27. Fist of Gold

27. Unlock 28. Fist of the Wind

28. Vigour 29. Fly

29. Vomit 30. Frostbite

30. Weapon Enhance 31. Glue


32. Hinder Skill (Skill)
33. Ignite
34. Ironmind

7
OpenQuest
35. Knock Back 7. Jigsaw
36. Leap 8. Other World Portal (Other World)
37. Levitating Disc 9. Resurrect
38. Lightning Strike 10. Rout
39. Madness 11. See Past
40. Major Illusion 12. Skybolt
41. Mind Blast 13. Tongues (Language)
42. Mind Speech 14. Wax Effigy
43. Mischief
44. Multimissile
45. Noxious Vapours
46. Palsy
47. Quicksand
48. Radiant Appearance
49. Reflection
ONE-MAGIC SYSTEM

50. Resist (Element)


51. Scare
52. Speed Dart
53. Stink Bomb
54. Sun Disc
55. Sun Spear
56. Talk to Animal
57. Thunder’s Voice
58. Venom
59. Ward Camp
60. Walk on (Element)
61. Water Breath
62. Whirlwind

Secret
1. Block Fertility
2. Dominate (Species)
3. Excommunicate
4. Greater Illusion
5. Hand of Death
6. Invisibility

8
OpenQuest
Absorption For example, the Beast Call spell might cause a
horse to turn and walk towards the spell, but a
Once cast on a subject, Absorption will absorb the single yank of its reins by the rider would end the
effects of any spells cast at the target. It will not spell’s effect.
have any effect on spells that are already affecting
a character. The Target can then choose to cast This spell is a potent aid to hunters and herders.
the spell themselves, using their Magic Casting
skill, automatically forgetting it and harmlessly Befuddle
releasing it. If the Target already holds a spell,
they must decide whether or not to release the Resist (Persistence)
spell they currently hold and take on the new This spell confuses and clouds the mind of its
spell. target if they fail a Persistence roll. The affected
A character may not hold more than one spell target may not cast spells and may only take
with the Absorption spell. non-offensive actions. The target may run if it so
chooses and may dodge and parry normally in
Absorption is incompatible with Reflection, and combat. Any skills that have INT as a base are at
Spirit Shield, and cannot be cast on the recipient, -20% when tested while the target is under the
if any of these spells are already in effect. effects of this spell.
This spell is effective against humanoids and
Animal Whisperer natural creatures. Other creatures (such as spirits
Touch or magical beasts like dragons) are not affected by
this spell.
The caster whispers into the ear of a distressed
animal, calming it. If the distressed animal is Berserk

ONE-MAGIC SYSTEM
under the influence of a spell, such as Fear or
Scare, then it gets another Persistence test to Duration 15, Touch
shake off the effect of the spell.
The recipient of this spell is overcome with blood-
lust, causing them to disregard their safety and
Babel loyalties but imbuing them with tremendous
Resist (Persistence) stamina and combat ability.
If the target fails their Persistence roll, this spell The recipient will automatically succeed any
garbles the language of the affected creature. Resilience test for the duration of the spell. The
The target can still think and, for the most part, recipient also automatically succeeds at any
act normally, but anything it says comes out as Fatigue tests and cannot be rendered unconscious.
gibberish. Thus, a commanding officer would be The Close Combat skills of the recipient receive a
unable to give orders to their troops, and a spell +50% bonus for the spell’s duration.
caster would be unable to cast spells.
However, the subject may not Parry, Dodge or
cast any magic spells while under the influence
Back Eyes of Berserk. Normally, the recipient remains
This spell grants the recipient awareness as if they in the Berserk state for the entire 15-minute
had physically got eyes in the back of their head duration of the spell. Still, Referees may allow
for the duration of the spell. this allows them a Berserk character to shake off the effects with
to make Perception rolls and be aware of others a Persistence test modified by -50%. At the end
behind them. of the spell, the recipient immediately becomes
Fatigued.
Beast Call Berserk does not combine with Fanaticism –
Instant, Resist (Resilience) Berserk will always take precedence in such cases.

The Beast Call serves to attract an animal within


range. When the spell is cast, it affects a targeted
creature with a fixed INT of 7 or less. If it fails to
resist, the creature will go to the place where the
caster stands, and then the spell effect terminates.
Any barrier, immediate threat, or counter control,
also end the effects of the spell, leaving the
creature to react naturally.
9
OpenQuest
Block Fertility Care
Permanent Touch
While this spell is in place, the recipient is This spell places the recipient under the care of
unable to conceive. Depending on the view of the caster. If the caster has any active Protection
the recipient, this is a blessing or a curse. The or Countermagic spells, the character under the
spell can be dispelled by the caster whenever effects of the Care spell also benefits from the
they want. Otherwise, the effects of the spell are effects of these spells.
permanent.
Clear Path
Block Sense (Sense)
Touch
Resist (Persistence)
This spell allows the caster to move through even
Depending on the version of this spell, it will the most tangled, thorny brush as if they were
Blind/Deafen/Desensitise taste or smell/Numb on an open road. For each additional point of
touch, on a failed resistance roll, for the spell’s magnitude, an additional person can accompany
duration. them.

Call Spirit (Type) Coordination


Resist (Persistence) Touch
This spell summons a single spirit of a given type This spell adds the following modifiers.
from the Spirit World to do the caster’s bidding.
• +20% added to the Target’s combat order.
ONE-MAGIC SYSTEM

The spirit resists the call by using its Persistence.


If it succeeds, it can return to the Spirit World. • +20% to Dodge or DEX based Athletics tests.
Unless combined with a Binding attempt (see
below), the spirit that fails a Persistence roll must
perform one action, within its power, for the
Countermagic
caster, after which it returns to the Spirit World. Instant
Types of Spirits This spell is cast in advance and sits dormant
until a hostile spell attacks the recipient. At
• Disease spirits inflict disease upon the this point, the Countermagic spell fires off. To
possessed victim. determine if the incoming spell takes effect, make
• Passion (Fear/Madness/Pain) these spirits an opposed skill test using the Caster’s Magic
work upon the passions of a victim and cause Casting vs the Target’s Magic Casting. If the Target
mental debilitation and distress. succeeds, the spell does not take effect. If the
caster succeeds the spell takes effect as normal.
• Healing spirits heal wounds and drive out After the Countermagic tries to block a spell,
possessing disease spirits. successfully or not, it ends.
• Magic spirits know spells and have magic
points that the caller may use. Cover Blind Side
For more information about Spirits, see the For the spell’s duration, the target can react to
Creatures chapter (see OpenQuest page 175). attacks from behind or flank attacks as if they
were a normal attack from the front. It does not
Binding Spirits confer any additional reactions.

If the character wants to bind a spirit, they must Create Charms


engage in spiritual combat (see OpenQuest page
76). If they win, they can bind the spirit to an Permanent
item or their person, by spending an additional A charm is a physical item that stores one or
growth point. If they fail, the spirit either flees to more Personal Magic spells. A charm could be
the Spirit World if it is a Magic or Healing spirit or a necklace that holds a Befuddle spell, a sword
possesses the caster if it is a Disease or Passion etched with runes that holds a Weapon Enhance
spirit. spell, or even a sheet of paper with a poem
written on it that, when held against the skin,

10
OpenQuest
provides a Protection 1 spell. also pay for the special inks and scroll paper (5
Gold Ducats per spell).
A character must possess both the spell they wish
to store and Create Charm to create a charm. The trainee must be able to read the language
that the scroll uses. Once every three months,
The item that will hold the charm is within close they may study the scroll, which takes one day
range of the caster for the casting length. per point of spell, and then make a Language skill
If the caster spends one growth point at the time test. If successful, they spend the normal growth
of creation, the spell within the charm is reusable. cost to learn the spell. If they roll a critical they
Otherwise, once the spell is cast the charm is half that cost, to the nearest whole unit. If they
dispelled. fumble, they can never learn the spell from that
scroll, it is beyond their understanding.
A spell stored in a charm uses the wielder’s Magic
Casting skill when cast. To directly cast a spell from the scroll, the caster
must be able to read the language the scroll uses.
The time taken to create a single-use charm is one Then cast the spell as normal. Casting is much
hour per point of the spell’s magnitude; Reusable slower than if the caster is casting the spell from
charms take three hours per point of magnitude memory. First, the caster reads the spell out
to create. loud and then harnesses and shapes the magical
energies. Therefore, no matter what their normal
Charms are mundane items. Breaking the item casting skill, the spell takes an entire combat
dispels the charm. round to cast, and fires off at the end of the
combat round.
Create Potion
In both cases, once learnt or cast, unless the
Permanent original writer spends one growth point at the

ONE-MAGIC SYSTEM
time of creation to make the scroll reusable, the
Potions are liquids that store one or more Magic
ink fades, and the scroll crumbles to dust.
spells.
All potions are one use. They must be drunk in Cushion Fall
one swift gulp to work.
The successful casting of this spell eliminates
The potion automatically works. all falling damage for the recipient for the spell’s
duration.
If multiple spells are placed in the potion, they are
all cast on the drinker when the potion is drunk. Darkwall
Drinking the potion takes place on the drinker’s Area 5m
Athletics skill, if the timing is important (such as
when determining combat order). Light sources within a Darkwall area shed no
light, and normal sight ceases to function. Other
There is an associated cost of 5 Gold Ducat per senses, such as a bat’s sonar and night vision (see
spell in materials, including the flask containing chapter 11 Creatures), function normally.
the potion.
The caster may move the Darkwall 15 metres per
Potions take one hour per point of the magnitude combat round if they concentrate on the spell.
of the spell(s) stored to create.
An airtight container must be used to store a Demoralise
potion, or it evaporates, losing one spell week.
Resist (Persistence)
Create Scroll This spell creates doubt and uncertainty into the
very heart and soul of the target. The target of this
Permanent spell has all combat skills halved and may not cast
This spell allows the caster to create a written offensive spells. If this spell takes effect before
version of the spell for use later. Either to impart combat begins, the target will try to avoid fighting
knowledge of the spell to a trainee or as a and will either run or surrender. The Fanaticism
reference when casting the spell in the field. spell automatically cancels the effects of this spell,
and vice versa.
The caster must be able to read and write in some
form of written language, which is represented by
having a Language skill of over 80%. They must
11
OpenQuest
Detect (Type) on its slopes at any given time but will be
completely ignorant about the ocean.
Concentration
Gods will also commonly ask for a sacrifice of
This description covers a family of spells that all an animal or precious object worth one gold
operate similarly, allowing the caster to locate the ducat per question asked. Particularly cruel and
closest target of the spell within its range. Any bloodthirsty deities will demand blood sacrifices
Detect spell is stopped by a thick substance, such of sentient beings.
as metal, earth or stone, at least one metre thick.
It is also blocked by Countermagic, though the Drive Out Spirit
caster will know the target is somewhere within
range (though not its precise location) and that Instant, Resist (Persistence), Variable
Countermagic is protecting it. The separate Detect
spells are listed below, and each must be learned This spell excommunicates a spirit that is either
separately. covertly or dominantly, possessing a character or
physical location. The spirit resists eviction from
Detect Enemy: Gives the location of the nearest its host using its Persistence. If the spirit fails the
creatures that intend to harm the caster. test, it goes back to the Spirit World.
Detect Magic: Gives the location of the nearest Dominate (Species)
magic item, magical creature or active spell.
Resist (Persistence)
Detect (Species): Each Detect (Species) spell will
give the location of the nearest creature of the This spell allows the caster to gain control over
specified species. Examples of this spell include a creature belonging to a specific species. If the
Detect Goblin, Detect Rhino and Detect Elf. target fails to resist the spell, it must obey the
ONE-MAGIC SYSTEM

commands of the caster for the duration of the


Detect (Substance): Each Detect Substance spell spell.
will give the location of the nearest substance of
the specified type. Examples of this spell include The controlled creature shares a telepathic link
Detect Coal, Detect Gold and Detect Wood. with the caster by which it can receive its orders.
If the caster and the creature dominated do not
Dispel Magic share a common language, the caster can order it
about by forming a mental image of the actions
Instant they wish the dominated creature to perform.
This spell will attack and eliminate other spells.
Dull Weapon
To dispel a Magic spell, make an Opposed skill
test, use the Magic Casting of the Dispel Magic When cast on any weapon, this spell reduces
caster vs that of the original caster of the spell – if the damage dealt by the target weapon by one
successful the spell is dispelled. dice type per casting. For example, a Dagger that
usually does 1D4 damage only does 1D2 damage
Only one spell may be dispelled per casting. when Dulled. If the weapon damage is reduced to
zero by this spell, it does no damage. This spell
Disruption can be cast multiple times on a weapon.
Instant, Resist (Resilience) Extinguish
Disruption pulls a target’s body apart. On a failed Instant
Resilience skill test, the target will suffer 1D8
points ignoring any armour points. This spell instantly puts out fires on a successful
Magic Casting roll modified for the size of the fire
Divination (see OpenQuest page 86).
Instant Size of fire Modifier
For each casting of this spell, the caster can ask Flame Automatic Success
one question of their deity, which they must Small Fire 0
answer to the best of their ability. A deity can
only answer questions it knows about, and that Large Fire -20%
fall within its sphere of power. For example, a Inferno -50%
Mountain God will know exactly what is occurring

12
OpenQuest
Enhance Fertility this spell does not let the recipient see through
walls or other obstructions.
Permanent
This spell makes any one creature more fertile Fear
than normal. If it is an animal that has multiple Instant, Ranged, Resist (Persistence)
offspring, then it doubles the number. For
creatures who usually have singular births, This spell causes the target to become
it guarantees the conception and birth of the overwhelmed with fear. Fear does not affect
offspring. unconscious targets, those without an INT
characteristic or those that are currently under the
This spell negates the effects of any “Block influence of a Fear spell.
Fertility” spell.
Fear Effects
Enhance (Skill)
Like Detect (Type), this includes several different Target’s Persistence Effect
spells, each of which affects a different non- Test
combat skill. When cast successfully, the recipient Target fumbles The victim instantly loses half
gains +20% to any skill test using the Enhanced Persistence test original hit points in damage,
skill. as its heart falters. Falls into a
coma for 1D12 hours.
The most common spells of this type are: Target fails The victim flees in screaming
• Enhance Skill (Deception), often used by Persistence test terror for combat rounds
equal to 20 minus its POW
thieves. (minimum of one combat

ONE-MAGIC SYSTEM
• Enhance Skill (Trade), used by merchants. round). The victim will not
engage in combat unless
• Enhance Skill (Influence), used by lawyers, con- forced to and will use the
artists and officers. Run combat action whenever
possible (unless a faster mode
• Enhance Skill (Resilience), used by warriors. of egress is available).
Target succeeds The victim is shaken and
• Enhance Skill (Persistence), used by magicians. Persistence test disturbed, suffering a –20%
penalty to all skill tests for
Enhance Unit combat rounds equal to 20
minus its POW (minimum of
Duration 6 hours one combat round).
For the duration of this spell, a troop of up to Target critically The victim is unaffected
thirty soldiers gain +1D6 damage. Also, they succeeds Persistence by the spell and cannot be
cannot be routed or affected by any mind control test affected by further Fear spells
magic (such as Befuddle). for combat rounds equal to its
POW.
Fanaticism
The target of this spell will have close combat
Firearrow
and unarmed combat skills increased by +20% Touch, Trigger
but may not attempt to cast spells. Also, for the
duration of the spell, the target has a +50% bonus Casting this spell on a missile weapon will allow
to any Persistence test. The Demoralise spell and it to fire magical missiles of flame. When one of
vice versa automatically cancel the effects of this these missiles hits a target, it deals 1D10 points
spell. of magical fire damage. Since the Firearrow does
magical damage, it affects creatures that are
Farsight immune to normal damage. A target remains on
fire once hit, taking 1D10 damage per round in
Concentration subsequent rounds, until they spend a combat
action putting out the flames or someone
For the spell’s duration the recipient’s field of successfully casts Extinguish on them. A missile
vision increases by a hundred metres, as long weapon under the effects of Firearrow cannot
as the caster maintains their concentration. benefit from Multimissile or Speedart.
Although they can see small details at a distance,

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OpenQuest
Fireblade Frostbite
Touch Instant, Resist (Resilience)
For the duration of the spell, the target weapon This attack spell allows the caster to freeze their
deals an additional 1D10 magical fire damage as opponent, dealing 1D8 points of damage, ignoring
well as its normal damage. One struck by the any armour points. Magical protection that
weapon remains on fire, taking 1D10 damage per protects against cold damage can block this effect,
round in subsequent rounds until they spend a but mundane items (such as severe weather gear)
combat action putting out the flames or someone are ineffective.
successfully casts Extinguish on them. A weapon
under the effects of Fireblade cannot benefit from Glue
Weapon Enhance. Since Fireblade does magical
damage, it damages creatures immune to normal Touch, Area
damage.
This spell covers an area of one ,metre with
Fist of Gold extremely sticky glue. If a creature steps on the
glue, it must make an Athletics roll at -20% to
This spell creates a minor illusion of 5D10 Gold avoid being stuck for one round. On subsequent
Ducats that persists for the spell’s duration. rounds, it must make the same roll to break
free. This spell can also make conventional
Fist of the Wind repairs, for example, repairing a broken sword,
with the caster’s Magic Casting skill being the
Instant
chance that the item won’t break again if used in
Each point of magnitude allows the caster to make circumstances that would cause it to.
one extra unarmed attack. These attacks happen
ONE-MAGIC SYSTEM

in a blur of motion as soon as the spell fires (i.e. Harden


when the spell takes effect), instead of the normal
combat order that the character’s attacks happen Touch
on. An attack roll is made separately for each
This spell makes a target item unbreakable for
attack.
the duration of the spell. Therefore, weapons
with this spell cast on them will not break when a
Fly fumble occurs in combat, and it allows items that
Concentration, Resist (Persistence) are normally too brittle to be wielded in combat to
be used as improvised weapons.
Using this spell allows the caster (or whomever
or whatever they target with the spell) to fly. The Heal
caster may levitate objects or characters (the
caster counting as one of these characters if they Instant, Touch
so wish).
For every casting of this spell, the caster can repair
A levitated character may not be overloaded and 2D6 hit points to damage either themselves or
must have a SIZ characteristic that is lower than another target.
the caster’s POW characteristic.
Mortal Wounds. A Heal spell that heals six or more
Objects must have an ENC lower than the caster’s hit points will heal a mortal wound (any damage
POW characteristic. that takes the character to zero hit point or less)
instantly, restoring them to one hit point.
Character or objects moved by this spell have
a base Movement Rate of 12 m. All objects and Curing Disease or Poison. A Heal spell that heals
characters moved by this spell move at the spell five or more hit points will also cure any single
caster’s behest, not their own. poison or disease affecting the target. Lost hit
points are restored normally, but any other
damage caused by the poison or disease, such as
characteristic loss, will not be restored.

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OpenQuest
Hinder Skill (Skill) Illusion (Minor, Major or Greater)
Ranged, Resist (Persistence) Ranged
Like Enhance Skill, this is several different spells, This group of spells creates an illusion based on
each of which affects a different skill. The target all five senses. The illusion will seem real and
gains a -20% penalty for each spell casting to the solid unless the person looking at it succeeds in
next skill test using the affected skill. a Perception test, which is subject to a modifier
based on the type of the spell (Minor, Major or
The most common spells of this type are as Greater). If the viewer succeeds in a Perception
follows. test and the Illusion could usually cause damage
• Hinder Skill (Perception), often used by if believed in, it can no longer cause damage to
that character. As soon as a viewer disbelieves the
thieves. illusion it becomes insubstantial, and ghost like to
• Hinder Skill (Trade), used by the nastier them.
traders. The size and type of illusion possible is governed
by the type of Illusion spell cast and is detailed in
• Hinder Skill (Persistence) used by
the following table.
magicians against enemy spellcasters
before casting spells upon them. Illusions
Type of Modifier to Type of illusion possible
Ignite Illusion Perception
Instant test
Minor +50 % Not capable of motion or

ONE-MAGIC SYSTEM
Ignite will set fire to anything flammable within causing damage. Slightly
range, creating a flame. If the target is attached fuzzy and unreal round the
to a living being (hair, fur or clothes), then the edges. Limit of SIZ 10
spell gains the Resist (Resilience) trait. Damage Major 0 Capable of motion and
is dependent on the size of the Target, see causing damage. Limit of
OpenQuest page 86, but for a typical human-sized SIZ 20
creature it is 1D6 per combat round.
Greater -50 % Indistinguishable from the
real thing, capable of motion
and damage. Limit of SIZ 40

Invisibility
Concentration, Touch, Personal
For the duration of the spell, the recipient is
entirely invisible to sight. They can still be heard,
felt or smelled, with a -20% to Perception tests.
Also, if the caster loses concentration, or the
recipient casts a spell or makes an attack, the
spell ends. The recipient also becomes visible
immediately after the spell ends, so even if the
caster immediately casts another Invisibility spell,
there will be a delay between castings where the
recipient is visible.

Ironmind
This spell hardens the resolve of the recipient for
its duration. The spell adds 20% to all Persistence
tests against magical attacks to the mind (e.g.
Fear, Befuddle, etc.) or opposed tests vs Influence.

Jigsaw
Duration 6 Hours
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OpenQuest
This spell causes the target to fall to pieces upon a Madness
failed Persistence roll. The victim will still be alive
but will not require food or water during the time Instant, Ranged, Resist (Persistence, see below)
the spell is in operation. When the spell ends,
This spell causes the target to lose contact with
due to being dispelled or running out of duration,
reality and become a gibbering loon. Madness
the victim will die unless painstakingly put back
does not affect unconscious targets, those without
together beforehand.
an INT Characteristic or those that are already
under the effect of a Madness spell.
Leap
Madness Effects
Touch, Resist (Dodge)
Target’s Effect
This spell causes the target to leap 2D6 up in the Persistence Test
air for each point of magnitude. If cast upon an
Target fumbles Victim instantly loses 1D4 INT
unwilling target, make a resistance roll and roll Persistence test permanently and lapses into a
for falling damage on failure (see OpenQuest page catatonic state for minutes equal to
86). 20 minus its POW (minimum of one
combat round).
Levitating Disc Target fails Victim gibbers and raves
Concentration, Area up to five metres Persistence test uncontrollably for combat rounds
equal to 20 minus its POW
This spell creates an invisible disc up to five (minimum of one combat round).
metres in diameter. It can carry weight equivalent The victim will perform random
up to five persons and their belongings. It moves combat actions during this period.
Roll 1D6:
at fifteen metres per combat round.
ONE-MAGIC SYSTEM

Move to close combat attack a


random target.
Light Run in a random direction (Roll 1D12
as clock face to determine direction).
Area 10 Cast a spell at a random target.
Use ranged attack against a random
When cast on a physical object (including living target.
material), this spell causes the object to shed light Shout at a random target.
across the area of effect. The spell illuminates Change stance.
only the specified area – everything outside the
Target succeeds The victim is shaken and disturbed,
area of effect is not lit. This spell creates raw light,
Persistence test suffering a –20% penalty to all skill
not a flame. tests for combat rounds equal to 20
minus its POW (minimum of one
Lightning Strike combat round).
Instant, Ranged, Resist (Dodge) Target critically The victim is unaffected by the spell
succeeds and cannot be affected by further
This spell causes a sizzling bolt of lightning to Persistence test Madness spells for combat rounds
streak from the hand of the caster toward the equal to its POW.
target. If the bolt hits, the spell will cause 2D6
damage. Armour Points are not effective against Mindblast
this damage, and it counts as both magical and Instant, Ranged, Resist (Persistence)
electrical damage.
This spell applies a penalty to the victim’s INT of
Lock 1D6 for the duration of the spell. The effect lasts
days equal to the caster’s current CHA.
Touch, Permanent
This spell locks an item and gives it resistance Mindspeech
to being opened equal -20% to any Mechanisms This spell allows telepathy between the caster
or Athletics skill test to open it. The item must and any target. Extra targets cause an increase
have a lock, such as might be found on a door or in difficulty of 20% per target and multiple
a chest, as a focus for the spell. Once the lock has targets will not have telepathy with one another,
been forced/picked, the spell ends. only with the caster. The words transmitted by
telepathy must be whispered and will be heard
directly in the recipient’s head, in the same

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OpenQuest
language in which the caster spoke it. Multimissile
Mischief Touch, Trigger

Touch, Resist (Persistence) If the caster succeeds in casting the spell, a missile
weapon holds the spell for ten minutes. A missile
Mischief is a minor trickster’s spell which afflicts under the effects of Multimissile cannot benefit
its target with a small irritating curse. from Firearrow or Speedart.
Roll 1D20 on the following list for a result, which When the Multimissile-enchanted missile is fired
stays in place for the duration of the spell. or thrown, 1D6 additional magical missiles fire off.
Each magic missile’s attack is separate and does
Type of Mischief the same damage as the original (though they will
Roll Result not benefit from the character’s damage modifier).
1D20 Magical missiles created through Multimissile
1. Clothes disappear. will not cause critical hits, though the original
missile can. Magical missiles created through
2. Hair goes green. Multimissile will affect creatures that can only be
3. Hair drops out. hurt by magic.
4. Grows beard regardless of sex.
5. The target’s weapon becomes a bunch of
Other World Portal (Other
flowers. World)
6. Armour becomes the festive dress of the This spell creates a portal to a named Other World.
opposite sex. The portal exists as long as the spell is in effect.

ONE-MAGIC SYSTEM
7. Feet become duck feet. When the spell’s duration is reached, the portal
closes instantly.
8. Head becomes that of a domestic animal
(cow, pig, sheep, etc.). If the spell casting is fumbled, catastrophic
9. Victim smells of excrement (-20% to any events occur. Here are some example events. The
Deception or Influence rolls). creative Referee is encouraged to create more.
10. Wobbles uncontrollably, -20% to attacks, • A malignant creature from that Other World
Athletics, and any other roll involving
emerges and attacks the caster in an attempt
dexterity.
to close the portal.
11. The victim can only speak gibberish.
• The caster and all within 10m of them are
12. The victim says the most inappropriate
things at the most socially awkward times. sucked through the portal, which then
-20% to any Influence rolls. promptly closes. Worse, the caster is so
befuddled that they cannot remember this
13. The victim falls asleep for 1D6 rounds on spell for D20+D4 hours.
failed Persistence roll whenever they enter
combat. • The Other World, to which the portal is
14. Makes loud flatulent noises whenever they connected, invades the home reality in a 1D10
move. -25 to any Deception rolls. km diameter from the portal. The home reality
15. The victim is compelled to tell the truth at all protects itself by throwing up a magical barrier
times. that lets things into the beachhead but not
out.
16. No one ever takes the character seriously.
Always has to make an Influence roll at -20%
to convince others.
17. Turns into a dog (see OpenQuest page 186).
18. Arms turn to rubber, unable to hold anything.
19. The victim becomes short, half SIZ.
20. Roll twice.

Mobility
The target’s movement rate increases by an
additional ten metres.
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OpenQuest
Palsy unless it is naturally damaging (a bottle of acid,
for instance). The caster has no control over the
Resist (Resilience) distance pushed or pulled, as this depends on the
location of the item and/or the surface on which
If the caster is able to overcome their Target with
it rests. Living creatures targeted by this spell are
this spell, they can turn the victim’s own nervous
allowed a Resilience roll to resist.
system against them. The spell will paralyse the
target for the duration of the spell.
Quicksand
Personal Insight Area, Non-Variable
This spell gives the caster or recipient a This spell creates a patch of quicksand 10m
straightforward insight into a small question square. The earth in the area becomes boggy and
directly relevant to them, in the form of an saturated with water. On a failed Persistence roll,
internal intuition. any character standing on the patch will sink into
the earth, at a rate of 1 metre a combat round. The
For example the question “Why can I not harm
quicksand holds the victim firmly and only by
the creature?” would get the answer “Because
dispelling the magic can they be rescued.
your sword is not enchanted”, while “Why can we
not harm the creature?” would not get an answer. Once the duration of the spell is over, the victim,
if not on the surface, is buried under the now
Pierce solid earth (see Suffocation rules in OpenQuest on
page 86).
Touch
This spell affects any weapon with a blade or Radiant Appearance
ONE-MAGIC SYSTEM

point. For every casting, it ignores 1D6 armour


Duration 1 Day, Non-Variable
point when it strikes armour. Pierce can bypass
magical armour as easily as normal armour. The recipient of this spell glows with light and
power. They gain +50% to any Influence rolls
Protection for the duration of the spell. Also, any light-
hating creatures suffer -20% when attacking the
For casting of the spell, the armour of the target recipient.
gains 1D6 additional armour point.
Read Emotion
Puppet
Instant, Resist (Persistence)
Concentration, Duration 6 hours, Resist
(Persistence) This spell, when cast, tells you what the true
emotional state of the target is if they fail a
The caster uses this spell to enchant a puppet, Persistence roll.
which is the focus of the spell and the stand-in
for the victim. The victim can use Persistence
to resist the spell. If they fail, their actions are
Reflection
controlled via the puppet, by the caster, for the Duration 15, Ranged
duration of the spell. The victim is aware of not
being in control of their body but is powerless This spell reflects incoming spells aimed at
to stop it. The exception to this rule is when the target or their equipment on a successful
the victim’s life or that of a friend is in danger Persistence roll, redirecting the spell back at the
because of the Puppeteer’s commands. Then the original caster. Once cast on a subject, Reflection
victim is allowed another Persistence roll, and, if will attempt to reflect any spells cast at the target.
successful, break free of the spell’s control. It will not have any effect on spells that are
already affecting a character.
Push/Pull Reflection is incompatible with Absorption, Shield
Instant, Resist (Resilience) and Spirit Block Reflection is incompatible with
Absorption.
This spell allows the caster to move an item of up
to 21 SIZ or ENC either towards or away from them
in a straight line as if pushed suddenly from one
direction or the other. The item does not move
with significant enough force to inflict damage
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OpenQuest
Resist (Element) spell and move as quickly as they are able, directly
away from the caster.
This spell increases resistance against hostile
effects, magic or otherwise, from a given element Second Sight
(Air/Darkness/Earth/Fire/Water) by 50% and
subtracts 10 points of damage from that element Second Sight allows the caster to gauge the POW
per point of magnitude. of every creature and magic item within the range.
Anything that prevents normal vision stops the
Restore Energy spell. The caster will know if each aura created
by the illuminated POW is less than their POW,
Instant, Touch within three points of their POW, or greater than
their POW.
This spell’s magnitude instantly removes any
fatigue from the recipient. Additionally, Second Sight provides a +20% bonus
on Perception tests to notice hidden magical items
Resurrect or hiding people or creatures. Second Sight will
also reveal invisible entities, though only a hazy
Concentration Special, Instant, Touch image will show (treat such targets as partially
The body of the deceased must be present and obscured).
must be whole. If the target died due to disease or
poison, the recipient returns to life cured. See Past
This spell summons the deceased spirit to return Area, Concentration
its former body. Taking minutes equal to the
When cast on a 10m area, the caster, as long as
target’s totalled Characteristics to take effect,
they concentrate, can see the area as it was in any

ONE-MAGIC SYSTEM
during which time the caster must maintain
past point of time they wish. They still need to
concentration on the spell. If interrupted, the
make successful Perception rolls to notice details,
spell fails. When the spell is successful, the dead
such as important clues, and they cannot interact
character returns to life with one hit point.
with the scene they see in any way, shape or form.
Resurrect must be cast within days equal to the
POW of the deceased. Casting the spell after this Slip
point results in the magic automatically failing.
Resist (Dodge)
Rout The caster makes the ground under the target’s
feet as slippery as black sheet ice. The target must
When aimed at a body of warriors, of no more
make a Dodge roll or fall over prone.
than one hundred persons, they must make a
Persistence roll or immediately lose all cohesion
as a unit and rout. Routing units move at double Slow
movement, away from the caster, ideally to a place Resist (Resilience)
of safety. They will not defend themselves but will
attack any enemy units that get in their way, to get On a failed Resilience, decrease target’s movement
through them to their place of safety. rate by 10m. A target’s movement may not go
below one metre through use of this spell.
Sap Energy
Speedart
Instant, Touch, Resist (Resilience)
Touch, Trigger
This spell makes the Target fatigued upon a failed
Resilience roll. Targets that are already fatigued This spell is cast on a missile weapon and triggers
and fail their skill test become heavily fatigued. when fired. It gives a +20% to Ranged Combat
See OpenQuest page 85 for Fatigue rules. and +3 damage while using the weapon. A missile
weapon under the effects of Speedart cannot
Scare benefit from Firearrow or Multimissile.
Resist (Persistence)
On a failed resistance roll, the target is scared for
1D6 rounds. Scared targets must withdraw from
combat with the caster for the duration of the

19
OpenQuest
Spirit Shield Summon (Other World creature)

This spell forms a magical barrier that protects Resist (Persistence)


the caster from magic point loss resulting from
a successful attack during spirit combat (see This spell allows the caster to summon one Other
OpenQuest Spirit Combat on page 76). Each World creature, per casting, to the mundane
casting of the spell reduces the damage done by world. The creature is not automatically under
an attacking spirit by 1D6. the caster’s control. If the summoned creature
succeeds its Persistence test, it is free of the
Strength caster’s command and, if so inclined, may be
hostile to the caster. Otherwise, it acts as if under
Touch the influence of a Dominate spell, for the duration
of the spell. The duration of the summon spell
For every casting, the target’s damage increases by also determines how long the creature is trapped
an amount determined by rolling 1D6 when the in the Mundane World.
spell is cast, and strength-based athletics tests are
+20%. Note, the increased damage is not magical Example Other World creatures: Demons,
damage. Elementals, Spirits and Undead.

Stink Bomb Talk to Animal


Resist (Resilience) With this spell, the recipient can talk to any beast
within ten metres of them. This communication
Upon being targeted by this spell the victim is verbal; therefore, the recipient must be able to
becomes covered in a tightly fitting cloak of speak and be heard by the target animal.
noxious smelling gas for 1D6 rounds. Each round
ONE-MAGIC SYSTEM

the victim must make a Resilience test or take 1D4 Thunder’s Voice
damage. If the resistance test result is a fumbled,
the character is unconscious for the remaining This spell grants the caster a loud voice of
duration of the spell from being knocked out by command which gives the caster +20% added to
the smell. All Influence tests and other social their Influence skill, heard at up to 200 metres.
interactions are at -20% for the duration of the
spell. Tongues
Sunspear This spell allows the recipient to speak another
language perfectly for its duration.
Instant, Ranged, Resist (Dodge)
This spell will only function in direct sunlight.
Treasury
When cast, a shaft of light two metres wide Duration 1-day
streaks from the sky to blast a single target, who
must be visible to the caster. If the target does not This spell creates a secure room, for one day,
dive out of the way, the blazing light will burn it to store valuables. All the entrances are locked
for 4D6 damage. Armour points are not effective and only the caster can come in and out without
against this damage, and it counts as both magical setting off a magical alarm that they can hear, no
and fire damage. matter how far away from the room they are.

Sun Disc Truth Seeker


Ranged, Resist (Dodge) Instant

Upon casting this spell, the caster projects a disc This spell grants the caster a +20% bonus to the
of blinding light from their hand. Targets in the next skill test they make to discover lies, secrets or
path of the disc are blinded for 1D4 hours, unless hidden objects. It does not stack with any other
they pass their Dodge skill test. Its warming effect spell-effect bonuses.
melts ice upon contact, even magical ice, and
gives anyone it touches +50% resistance versus
cold.

20
OpenQuest
Unlock Vomit
Touch, Instant Ranged, Resist (Resilience)
This spell has a chance of opening a lock equal This spell disables its victim for 1D6 rounds due to
80%, minus any modifiers due to the intricacy of uncontrollable vomiting. On a fumbled Resilience
the lock. If cast on a lock with a Lock spell cast on roll, the victim also takes 1D6 hit points damage.
it, the test is an opposed test vs Magic Skill of the
caster of the Lock spell. Walk on (Element)
Venom This spell allows the recipient to walk on the
specified element (Air/Darkness/Earth/Fire/
Resist (Resilience Special), Touch Water) without sinking or taking any harm for the
spell’s duration. With this spell for the appropriate
This spell infuses the target’s body with a magical element, the caster can walk across lava,
poison. The potency of the poison is equal to the quicksand, water, or even through the air.
caster’s POWx2, it takes effect instantly, and does
damage equal to the caster’s POW/2 per combat Ward Camp
round for the spell’s duration. The target may
resist the poison with a Resilience test. Area, Duration eight hours

Vigour This spell protects a camp with an area of 10


square meters. Anyone crossing the invisible
Touch boundary of the spell takes 1D10 damage and sets
off a magical alarm that immediately awakens
For every casting of this this spell, the target’s hit everyone within the camp. The Ward stays in

ONE-MAGIC SYSTEM
points increase by 2D6. A target cannot have its hit place, even after it has been crossed, for the full
points increased in this way to more than twice its duration of the spell.
original score. Damage is taken from the ‘magical’
hit points first, so when the spell dissipates the
inflicted damage (taken from the magical hit
points) disappears too.

21
OpenQuest
Water Breath Whirlwind Results
Touch
Roll 1D6 Result
This spell allows the target to breathe water for 1-2 The character is carried up 1D10 metres
the duration of the spell. Water Breath does not (if already at the top, blown out of the
affect the target’s ability to breathe air. whirlwind at the additional height before
falling to the earth and taking damage).
Wax Effigy 3-4 Stay at the height they are.
Non-variable, Resist (Persistence) 5-6 Fall 1D6 down in the vortex. If this takes
them to the ground, they take falling
This spell enchants a small wax representation damage.
of the intended victim. Spells can be cast at the
effigy and affect the victim, despite the distance
between the effigy and the victim. The caster
need not have seen/met the victim, since it is the
power of their god that is providing the link. Once
a day, the victim can be caused physical harm by
driving pins into the effigy, at 1D4 damage per pin.
The caster can attempt to kill the victim outright
by breaking off the head of the effigy. In this case,
the victim gets a Persistence roll to avoid death.
On a failed Persistence test, the victim dies. On
a successful Persistence roll, the effigy no longer
has any power over the victim.
ONE-MAGIC SYSTEM

Weapon Enhance
Touch
When this spell is cast on any close combat
weapon, it increases its damage dice type by one
(so for example, a Dagger’s damage goes from
1D4+1 to 1D6+1) for the duration of this spell and
adds +20% to the character’s Close Combat skill
when using the enhanced weapon. The weapon’s
damage is magical and will affect creatures that
can only be hurt by magic. This spell cannot be
used with Fireblade.

Whirlwind
Duration 15 minutes
This spell whips up a whirlwind capable of
carrying 20 SIZ in its whirling vortex. Each round
the whirlwind moves ten metres per point, in
a random direction (use a D8 to determine the
direction, with 1 being North and 5 being South,
progressing clockwise around the directions). The
whirlwind is 10 metres tall.
If the whirlwind hits a character, make a Dodge
roll to avoid being caught up in it. Characters
caught are whipped off their feet, 1D6 metres into
the vortex. Each round roll a 1D6 and consult the
following table.

22
OpenQuest
Powerful Magicians and Magical Societies
Magical Societies If you want a more involved system, which has
magical organisations, this is the way to go.
The One-Magic system really abstracts
OpenQuest’s Three Magic system of magical The One-Magic system has a quite simple ranking
organisations and specialist casters. for casters who are members of Magical Societies,
which is the all-embracing term for Divine Magic
If you want significant magicians and magical Religions and Sorcery Schools, and any other
societies, there are two ways to go about it. groups who teach magic under this system.
Powerful Magicians Low ranks (e.g. Initiate/Apprentice) have less than
five spells.
You could decide for the style of game you are
playing to use this simple system, where Priests High rank (e.g. Priest/Adept) have between five
and Sorcerers are simply magicians with a large and eight spells, possibly more depending on how
number of spells suitable for their concept. powerful.
For example Masters (e.g. High-Priests/Magus) will know the
full list of spells available to the Magical Society
Methododus the Sorcerer of the Floating Castle often including the secret ones. Although it’s a
Concept: An otherworldly Sorcerer, who stays out good source of epic Quests for the Master not to
politics by living in a flying castle. know the Secret and to have the characters have
to go find it.
Magic Casting 96%: Absorption, Avoidance,
Befuddle, Block Sense (Sight), Dispel Magic, Magical Societies Format

ONE-MAGIC SYSTEM
Disruption, Dominate (human), Enhance
(Influence), Fly, Greater Illusion, Invisibility, Name of Society
Second Sight, Skybolt, Teleport, Thunder’s Voice, Type: Religion/Sorcery/Other
Whirlwind.
Description
Archdella, High-Priestess of Nestax the Volcano
God Typical Members: The sort of people/creatures
that join the society.
Concept: Ruler of mass of angry warriors, whose
God destroyed their land with fire, and are now Expectations: The rules and duties that the
bringing similar levels of carnage to other lands member is expected to follow and perform.
with the war-cry “We are the Living Fire!”.
Spells:
Magic Casting 100%: Beserk, Demoralise,
Divination, Enhance Unit, Fanaticism, Fireblade, Common: Even though under the rules characters
Firearrow, Rout, Scare, Strength, Vigour, Weapon can learn these without a formal teacher, it’s listed
Enhance. because it gives a quick pick list for players and
Referees for starting and low-ranking characters.
In both cases these characters are both powerful
non-player characters who can act as patrons, Taught: These are the focus of the society, that
allies and opponents, and sources of taught require that the character joins the society and
magic. Methododus is a Merlin like figure, who abide by its rules. This is an ideal use of the
occasionally with the help of the characters optional Membership skill (see page 26).
interferes in the politics of the kingdoms on the Secret: Spells associated with the Society, that may
ground below his castle’s flight path. He might be be taught (Known) or are at present lost to them
persuaded to take on an apprentice who shows (Unknown).
promise from the adventuring group. In the case
of Archdella, the organisation of the Religion Friends: Magical societies that are allies, and
stops with her, she is the mortal representative of which the characters can quite happily be ranking
the Nestax. You don’t detail it any further, except members of.
perhaps there may be subservient lesser priests
who have a subset of her magic that they can Enemy: Sworn foes who the characters under no
teach independently. circumstances can belong to.
Note, this system does not replicate the specific
abilities of specialist casters in OpenQuest’s Three

23
OpenQuest
Magic System, Shamans, Wises, Priests, Sorcerers, players wanted to use Magical Societies, it was
etc. It is this author’s experience that if you want easy to use Archdealla’s spell list as the basis of
those extra abilities and definitions it’s worth Nestax’s available magic.
embracing the small amount of extra complexity
and seeing the characters develop over a number Maia the Earth Mother
of game sessions using the standard rules.
Description: See OpenQuest page 212.
Below are two write-ups, Maia, a religion, and
the University of Imperial Wizardry, as examples Type: Religion
of existing organisations from the main rulebook Typical Member: See Worshippers, OpenQuest
converted to the one magic system; along with page 212.
Archella’s Angry Volcano God, Nestax.
Expectations: See Worshipper Duties, OpenQuest
Nestax the Angry Volcano God page 212.
This god’s religion originates in a land, which up Common Magic: Heal, Protection
until five years ago was a rich and fertile land,
with the great volcano of Nestax at its centre. Taught: Absorption, Berserk
Sacrifices were made by the farmers to ensure the Friends: Other members of the Earth Pantheon
continuing fertility of the land, and to appease and the Order of the Wolf (see OpenQuest page
the rumblings of the god, whose myths told of 117).
previous times of Fire, when Nestax would erupt
and burn the land. This appeasement happened, Enemies: Any deity or organisation which is part
but it had been foretold by the great prophet of The Imperial Way which has declared Maia a
Archdella that the burning time would be soon. heretical religion.
ONE-MAGIC SYSTEM

So, the once peaceful farmers of Nestax left their


land, took up the fiery wrath of their god, and Secret: Earth Scream (see OpenQuest page 212)
conquered neighbouring lands in his name. By which is taught to the religion’s warrior-priests.
the time that Nestax exploded in wrath, covering
their homeland in ash and lava, they had already The Imperial University of Wizardry
seized new homes in lands they dominated in the Description: See OpenQuest page 130.
name of their god.
Type: School of Sorcery
Type: Religion
Typical Member: Academics interested in the
Typical worshippers: Driven berserk warriors scholarly pursuit of magic; Nobles who use magic
fighting for a new homeland, survivors of the to further their political aims; star-pupils who rise
invasion who prey to the wrathful god to spare rapidly through the ranks because of an innate
them. talent.
Expectations: That they will pick up weapons and Expectations: See Duties, OpenQuest page 130.
conquer new lands for Nestax’s glory. Archdealla
is the Prophet of Nestax and should be always Common Magic: Countermagic, Weapon Enhance,
obeyed. Protection
Common Magic: Weapon Enhance, Vigour Taught: Create Charm, Create Potion, Create Scroll,
Dispel Magic, Disruption, Enhance (Skill), Palsy,
Taught Magic: Berserk, Demoralise, Divination, Strength, Vigour
Fanaticism, Fireblade, Firearrow, Rout, Scare,
Strength Secret: Other World Portal (Imperial Paradise),
Other World Portal (Burning Hell) – currently
Secret Magic: Enhance Unit unknown, locked in a secret vault in a location far
Friends: The surviving Religions of lands that the away from the Imperial capital (Sotan).
Nestax’s armies have conquered and allowed to Friends: Any other religion or School of Sorcery
continue existing. associated with the Imperial Way (see OpenQuest
Enemies: Any Religion or organisation that page 210–214).
Nestax’s followers threaten. Enemies: Any Religion or School of Sorcery that
Design note. Archdealla was detailed first, as she the Imperial Way has deemed heretical (see
was encountered by the characters in a Quest. OpenQuest page 214).
Then, when the game moved to a place where the
24
OpenQuest
Rather than duplicate text that is already in the
write up in the main rulebook, I have given a page
reference. This is so you can see how to convert
existing organisational write ups.
Again note, the One Magic system really abstracts
the functions and benefits of Religions and Schools
of Sorcery. In essence they are there to provide the
characters with magic and little more.

Can my character learn spells from multiple Magical


Societies?
Short answer, yes, as long they are in good standing
with them all.
Long answer, the character can hold a rank in
multiple magical societies, even high ranks, if they
spend enough time and energy working towards
the societies’ expectations. Also, magic societies
have friends and enemies, and a character faces
expulsion, and possibly revenge, if a particular
society finds out they are also a member of an
enemy society. To keep this simple, the Referee
should list friends and enemies as part of the
society write up.

ONE-MAGIC SYSTEM
Magic Items
All magic items are simple charms (see Create
Charm page 10), Potions (see Create Potion page
11) or Scrolls (see Create Scroll page 11) under this
system.
In the main, most will be reusable charms, where
the caster spent the growth point cost to make
the item reusable. They store the magic spell, but
the user needs to roll their Magic Casting skill to
activate the power. Potions and scrolls are one use
items. In the case of potions, the magic takes effect
immediately without the need to successfully test
Magic Casting, while scrolls require a successful
Magic Casting skill test.

25
OpenQuest

Membership
The main OpenQuest rulebook already has rules generation. His Membership of The Green Blades
for two types of organisation, the Religions in the starts at 32% (his CHA of 16 doubled).
Divine Magic chapter and the Schools of Sorcery
During the game, Ethelred becomes a follower
in the Sorcery chapter. Each has ranks, with
of the Silanous the General (see OpenQuest page
requirements, that its members can belong to and
212). If he goes along to the temple and joins up,
that give benefits in play. This article expands
he can start as an Initiate if he meets the other
upon those ideas in two areas.
requirements, since his starting Membership
The Membership Skill. It gives a new skill that will just be at the base of 32% and will have
measures the character’s relationship with an to increase that during play. Ethelred being a
organisation. canny chap realises that if he goes on a Quest to
regain the lost sword of Tiran Banog (a famous
Defining Organisations. It gives a quick outline of sword master follower of Silanous the General)
significant organisations; not religions, Schools of and returns the sword to the temple when he is
Sorcery or Adventurers Associations. applying for membership, his Membership skill
will be 37% (32% base + 5% for completing a
The separate article on Adventurers Associations Quest of minor importance to the religion).
(see page 30) draws heavily on the rules and
ideas in this article.
Increasing Membership Skill
MEMBERSHIP

The Membership Skill A character’s Membership skill for a particular


organisation increases by completing missions
This skill shows the depth of a character’s that further its goals and keeping acting within
involvement and commitment to an organisation. its core beliefs. This is instead of spending growth
Upon joining, they gain a Membership (name of points.
organisation) skill, which has a base of CHA x 2. A
character may have multiple membership skills, • +5% for completing Quests or minor
one for each organisation. For example, Ethelred, importance.
a member of the Green Blade mercenary company • +25% for completing Quests of major
(see page 36) and an initiate of the religion of importance.
Silanous the General (see OpenQuest page 212),
has Membership of the Green Blade 32% and For example, to boost his starting Membership
Membership of Silanous the General 37%. (Silanous the General), Ethelred undergoes the
If the character joins the organisation during Quest of the Lost Sword of Tiran Banog, which
character generation, before play starts, the is of minor importance to the religion. Upon
character has a starting membership at the base completing the Quest in-game, he gains +5%
value. They may also choose their Personal Magic to his Membership skill at the end of the game
spells from the organisation’s taught magic. If the session.
character has joined the organisation in play their
skill starts at CHA x2 (plus +5% or +25% if they Later in his adventuring career, he defeats the
have just completed a minor or major mission for Greater Demon of Mayhem, a fierce opponent
the organisation). This bonus rises to +50% if they of the Lord of War who celebrates wanton
become especially favoured by the organisation destruction and carnage. Since this is a Quest
due to either being a person of value to them of Major importance to Silanous the General,
(characters who are capable and already met Ethelred gains a +25% to his Membership skill.
the requirements to be a high-ranking member)
or they have gained the organisation’s trust by Using Membership
performing a service of great importance to them To Access Advice and Help Within the Ranks
before joining.
For Example. Ethelred joins an Adventurer’s Membership does not replace Influence as the
Association, which takes the form of a mercenary skill to test to resolve social actions. Instead,
company called The Green Blades, straight out you test Membership to gain access to ranking
of leaving the Gatanese army during character members of an organisation.

26
OpenQuest
A basic Membership skill test, modified for the them.
likelihood of any one of the organisation being
present in the area the character is looking for For both Sorcery and Divine Magic users, the
them in, is needed to see if a member of the Membership skill for the organisation they are a
organisation is on hand to talk to the character. member of, be it a school of sorcery or religion, is
On a critical, the person that the character also added as a requirement for rank.
accesses is of high rank. On a fumble, no one Rank by Membership Skill for Divine Religions
is available but, at the Referee’s discretion, the and Schools of Sorcery
ranking members of the organisation are offended
by the character’s questions. Rank Minimum
Membership
As a Measure of What They Know about the required
Organisation Initiate/Apprentice 20%
Holy Warrior /Adept 50%
A simple Lore skill test will tell an outsider the
basics about what an organisation does. A critical Magus/Priest 75%
success, at the Referee’s discretion, brings more
obscure and detailed knowledge to mind. Being Sorcery
inside an organisation and being trained in its If the character is learning magic from a Solo
methods, history, and the secrets required to Sorcerer, do not apply these rules – since they
proceed in rank, a character can learn so much are meant only to measure the character’s
more from a Membership skill test. Even in relationship with organisations.
the most secretive hierarchical organisation,
a successful test will tell you what is going on As a Way of Getting hold of Organisational
one rank up, two ranks up for a critical. On a Resources
fumble, word gets back to the gatekeepers of

MEMBERSHIP
secret knowledge within the organisation that Benefits vs Resources
the character has been asking questions about
Some organisations, such as Divine Magic
matters that they should not be.
Religions and Schools of Sorcery, give their
ranking members benefits that they are
As a Requirement for Rank
automatically entitled to and which are provided
As well as any requirements that a rank within an by the organisation.
organisation needs the character to fulfil, they will
On the other hand, resources are things that
need to show a minimum level of commitment
the organisation own and lend out to its
to the organisation, which the Membership skill
members on request. The basic procedure for
measures.
this is a Membership skill test, modified by how
Organisations may have detailed ranks, like both appropriate the request is.
the Schools of Sorcery and Religions of Divine
For example, The Imperial Way owns many
Magic do, or they may adopt the following loose
sacred relics of past Emperors, but anyone of Rank
structure.
lesser than a Holy Warrior or Priest will suffer a
Default Ranking Structure (Membership Skill required) -20% modifier if asking to use one. Conversely,
the religion actively creates Imperial Exaltations
Friend (00-25%). These characters hang out with (see OpenQuest page 198) to aid Initiates in their
the organisation, which protects them and offers Quests, so any Initiate will gain a +50% modifier
them some of its benefits. when requesting one in these cicumstances.
Full-Member (26-75%). At this point, the character Is the resource available in the area that the
has undergone any formal or informal ceremony character currently is in? If not, require a critical
to join the organisation and is fully recognised success on the Membership skill test for the
as one of its general rank and file. In this resource to arrive from where it is available at an
simple structure, they will have access to any appropriate time.
resources the organisation has upon a successful
membership skill roll.
Ruling member (75%-100%). This rank is for the
characters who oversee the organisation. At
this rank, the character controls and allocates
resources as well as having automatic access to

27
OpenQuest
Wealth and Organisations Losing Membership
Without going into too much detail about how Failing the Organisation Quests
and where the organisations get their wealth,
if you want to limit what an organisation has If the character fails a Quest given to them
available, give it a Wealth Skill appropriate to by the organisation, they lose the amount of
its size and material wealth. Referees can then Membership skill they would have gained if they
refer to the Wealth table on page 48 of the main had completed the Quest.
OpenQuest rulebook to see if the character’s
request for resources is reasonable. Behaving Inappropriately
For example, The Imperial Way is an Empire- If the character fails to uphold the beliefs and
spanning religion involved in trade and wealth duties of the organisation, then they lose points
acquisition. It gets its wealth from both its from their Membership skill.
worshippers and from the conquests of the last
fifty years. So it has a Wealth of 100% in the -5% for minor infractions.
Imperial Centre, the urban heartlands close to -20% for major infractions.
the Imperial Capital Sotan, which fizzles out
to about 85% in the temples on the Borders. In Especially heinous crimes can, at the Referee’s
comparison, the Temples of Maia, which size- discretion, see the character’s Membership skill
wise is probably on par with the Imperial Way, are reduced to zero immediately.
much less concerned with material acquisition,
so only have a Wealth of 70%. In practical terms, Losing Rank
as detailed on the Wealth table on page 48 of
OpenQuest, this means that a member of the Suppose the characters Membership drops below
Imperial Way has access to plate mail, weapons, the level required for the rank they currently hold.
In that case, they are demoted to the next rank,
MEMBERSHIP

and a host of support staff. In comparison, a


member of the Maia religion would only have losing any mundane benefits (such as access to
access to ringmail, good but limited types of the organisation’s resources) until they increase
weapons, and a few support staff. their membership again.

Using the Wealth skill in this way also abstracts The Consequences of Being Expelled
such things as membership fees, that the
characters pay the organisation on an annual When a character reaches 0% or less in their
basis, and the finder’s fees that the organisation Membership Skill, the organisation formally
receives from people who hire the characters expels them. In religions, a Priest casts the
through the organisation. Characters are assumed Excommunicate spell on them (see OpenQuest
to be paying their fees. An interesting idea for a page 119) as part of this process.
character who fumbles their Membership skill test At the very minimum, this means:
while requesting resources is that they have fallen
behind and have to find the shortfall at short • None of their former colleagues in the
notice. organisation will talk or assist them.
• They lose the benefits they gained through
being members.
More vengeful organisations may take the
view that the character must pay for their
transgressions and will send assassins, vengeful
spirits or curse them. If an organisation has a
standard method of exacting vengeance against
ex-members, their write-up will have a section
called Methods of Reprisal.

28
OpenQuest
Defining Organisations Ranks

Note, what follows is a rather loose version Novice (20% Membership, requires 20% in
of what is more strictly defined for Schools of Close Combat or Athletics). Benefits: Training in
Sorcery (see OpenQuest page 130), Religions organisation’s skills.
(see OpenQuest page 108) and Adventuring Regular member (50% Membership, 50% in Close
Associations (see page 30). It might be Combat). Benefits, as Novice plus free lodging in
that you use one of those templates for your Guild Houses.
organisation. For example, a Merchants Guild
revolves around the worship of the First Trader; Sword member (75% Membership, 75% in
or The Alchemists Association, which presents Close Combat). As Regular, plus free repair and
itself as a disorganised collection of herbalists, replacement of arms and armour. Loan of horse
potion sellers, and shopkeepers, which is actually when travelling between Guild houses.
a School of Sorcery when you look deeply into its
structure. Friends: Gladiator schools, the local army, nobles
who have an interest in sword fighting.
Example Organisations format.
Enemies: Assassins, unscrupulous mercenary
• Typical Member companies, monster war-bands.
• Typical Activities Wealth %: 90% Wealthy – The Guild has
considerable resources for arms and armour and a
• Rules large reserve of money earned from its members’
• Organisational Skills activities, which can be requested as a loan or to
pay ransoms.
• Magic

MEMBERSHIP
• Ranks
• Friends
• Enemies
• Wealth %

The Honourable Guild of Swordfighters


This guild operates out of towns and
cities, where there is demand for their
services. They make the distinction that
only warriors who up hold the law of the
land, and their rules can be members.
Typical Member: Swords for hire, people
who want to learn sword fighting.
Typical Activities: Bodyguard, duelling,
champions, gladiatorial contests,
guarding merchant caravans.
Rules: Never fight another member to the
death, help other members, never allow
an insult to the Guild go unanswered,
stay out of Politics.
Organisational Skills: Close Combat,
Athletics
Magic: Personal Magic: Coordination,
Weapon Enhance

29
OpenQuest

Adventuring Associations
These organisations represent those groups Structure
who primarily work in mundane reality to
change it directly. They are the most basic Adventurer associations are on the whole circles,
type of associations, those of adventurers a rough grouping of people who have banded
who band together to perform Quests. They together for a common purpose. Even the ruling
can also be things like mercenary companies, council of an association, the Inner Circle, is
merchant guilds, thieves’ bands, etc. Unlike other a circle in itself. Again, this is in comparison
organisations, such as Schools of Sorcery and to Schools of Sorcery and Religions, which are
Religions, they do not have a source of magic in pyramid in structure, having a strict structure of
the form of a patron deity or spirit, or even some ranks, with the lower ranks (apprentices/initiates/
abstract Laws of Magic. Their focus is the group of Lay members) being the mass at the bottom,
individuals who make it up. with the numbers thinning out until you get to
the head of the organisation (Great Magus/High
Priest) at the top of the pyramid.
Plane of operation, Reality
Typical Organisational Skills
An adventuring association may travel to other
planes, but they are rooted in mundane reality Adventurer associations tend to value the
and everyday concerns. Their hopes and dreams following skills:
are all to do with acquiring lands, wealth and
Close Combat, Ranged Combat, Athletics,
ASSOCIATIONS

status in the Real World.


Influence, Deception, Natural Skills, Personal
Magic Casting.

Typical Motives
Like characters, Adventuring Associations
have their agendas and goals, i.e. motives. Any
members should be in harmony with these to
advance in rank and develop their Membership
skill. Like Motives for characters, when these goals
are brought into play, advanced, and eventually
completed, they score growth that can be spent
on improving the association’s compound (see
below).
Motives vary from association to association, but
for an average association:
Major Motives
• Increase the collective wealth of the
association and its members.
• Defend the association’s members from their
enemies.
• Explore and discover new things in the world.

Minor Motives
• Maintain a good reputation in the world
around them.
• Establish good connections with powerful
people in the local community.

30
OpenQuest
Typical Ranks these lower ranks about, and you should test
their Membership skill to see if the Associate
Associates complies or feels aggrieved by such treatment.
Characters with lower membership skills may just
These are the hangers-on, who will occasionally up and leave, while more loyal characters, with
accompany the characters on Quests. As well as membership above 50%, will go and complain
performing any specialist roles which they are to the Inner Circle. Remember, promotion in the
hired to carry out on a quest. They will usually association is not automatic. An Associate may
perform the more menial roles, such as baggage have a Membership over 50% without ever having
handlers, cooks, guards, etc. Associates are the the organisational skills at a high enough rating to
pool of characters who are called upon to refresh become a member. If the character fumbles this
the membership when it is low on numbers. test, the non-player character Associate will get
Roughly, you’ll have two associates for every full their own revenge by secretly working to actively
member. harm the association.
Requirements: To become an Associate they need
a Membership skill between 10% and 35% in one
Member
of the association’s skills. It costs one growth to These make up the majority of those in the
gain this rank and become associated with an adventuring association who actually undertake
association. perilous Quests to further the association’s (and
therefore their own) material aims.
Benefits: The main benefit is that Associates get
protection from the adventuring association. Requirements: The character needs a Membership
They also get limited and temporary access of 50%, along with 45% or more in two of the
to other association benefits. For example, if other organisational skills. Also, the character
the association has a lodging house, they can must spend five growth if joining after character
temporarily dwell there. They receive a 10% generation.

ASSOCIATIONS
share of any loot found on any Quests that they
accompany Members on. Benefits: An equal share of any loot found on
Quests. Ransoms are paid by the association if
Player Characters as Associate Members Members are captured during a Quest. Members
enjoy unlimited access to all the association’s
The other alternative to the players’ creating benefits. For example, if the association owns
an adventuring association for their characters a lodging house, the member has a permanent
(see page 35) is for them to join as Associate room.
Members of an existing association. They start at
the bottom and then gain the Members trust and Inner Circle
can rise through the ranks by completing Quests
and meeting the requirements to join as full These are the leaders of the adventuring
members. Finally, they may even become part of association. However, not all associations will
the ruling Inner Circle – through their hard work have them due to the requirements that need to
and contributions. be met, instead relying on power-sharing between
Members. As well as providing leadership for the
Non-Player Characters as Associate Members association, Inner Circle Members are considered
equals by high-ranking Members of other
Most Associates will be non-player characters, organisations, along with the local nobility and
under the control of the Referee. Player any other local dignitaries.
Character members may feel obliged to boss

Summary of Adventurer Association Ranks


Rank Membership Growth Comments
Cost
Associate 05% 1 Only partial and temporary access to the association’s benefits.
Member 50% 5 Being a Member gives full and permanent access to the
association’s benefits.
Inner Circle 75% 10 As Members + access to private rooms, such as the Inner Circle
chamber.

31
OpenQuest
Requirements: The character requires 75% in Typical Quests of Adventuring
Membership, and 75% in two of the organisational
skills, and at least 50% Influence. In addition, it Associations
costs ten growth to gain this rank.
Common
Benefits: The same as for Members, plus 10%
share of any loot found on Quests (even if not • Find the hidden treasure.
participating). Use of private rooms to live in • Protect a VIP on a journey from one urban
and Inner Council chambers in which to plan centre to another.
missions. A rescue mission will be mounted if one
of the Inner Circle is captured/kidnapped. • Investigate a mystery for a local Patron (a
noble, a High Priest, etc).
Can you be a member of more than one
Adventuring Association? Rare
Yes, if the adventuring associations are friendly • Explore an area on behalf of a Merchant.
towards each other. But you can only hold an
Inner Circle rank in one association. • Clear an area for settlement for a Noble.

Special
• Fight and defeat enemy adventuring
associations.
• Rescue a captured Inner Circle Member.
ASSOCIATIONS

32
OpenQuest
Common Adventuring before the association founder’s image/emblem
gives the present-day association Members access
Association Benefits to the Hero’s magic spells, which they can learn.
Members’ benefits for associations often take the Here, new Members, and Associate Members,
form of resources. Each benefit has a cost, and swear an Oath of Loyalty – which ritually binds
as the characters undertake Quests that directly them to the association and activates their
advance the association, they can spend growth to Membership skill.
gain more benefits. God Shrine (2 growth). This large room has the
Most of the benefits come from having a statute or symbol associated with one of the
compound that the association owns. This religions that the association holds dear. Like the
compound often takes the form of a cluster of Hero Shrine, association Members can now learn
buildings which Members call home and can the deity’s magic.
always use (even when the characters make their A Library (1 growth). Gives +20% to a single
fortune and have their own private villas and Lore skill test when a character spends a day
palaces!). consulting its tomes.
Here is a list of the compound building benefits, War Room (1 growth). A dedicated room where the
along with the growth cost to purchase the association members can plan Quests, especially
buildings, and any game effects. those with armed struggle involved. It gives a
A Lodging House (1 growth). This building is a +20% to a single skill test, where the plan that
basic house, with bedrooms for the association was made in the War Room plays out.
Members, a kitchen, a dining room, and a The Forge (2 growth). This room has a furnace and
communal living room. allows the association to manufacture its arms
Bath House (1 growth). This building may be and armour free of cost.

ASSOCIATIONS
a steam lodge (in barbarian cultures), but the Walled Compound (2 growth). +20% to rolls
idea is the same as in more sophisticated set (Close or Ranged Combat) while defending the
ups, it’s somewhere the association Members compound.
can get deeply clean while socialising. Having a
bathhouse doubles healing rates. Strong Room (1 growth). A lockable room where
the association can hide its treasure. Its locks are
Armoury (1 growth). This building is a well-stocked Hard difficulty to unlock.
room that is full of arms and armour. Characters
never have to go to the market to get commonly Warehouse (2 growth). This big building is where
available armour and weapons, and they gain the characters can store stock, if they ever engage
a +20% bonus to Wealth when attempting to in mercantile endeavours, or simply holds the loot
acquire more exotic and expensive items from they gain on their Quests.
the armoury’s stock (on making a successful skill
test). Watch Tower (2 growth). This defensive structure
gives lookouts a +25% bonus to their Perception
A Training Hall (1 growth). This indoor area allows test to detect attackers. It also acts as a platform
the characters to train between Quests. Rather for archers.
than receiving the standard 1 growth from training
(every three months), they gain two growth Magic Portal (2 growth). This magical doorway
instead. leads to other locations up to five kilometres
away. Initially, the portal leads to only one
A Ritual Room (1 growth). This small self- location. Extra locations are added at the cost of
contained room, is a summoning room or one growth point per location.
some other sort of room dedicated to magical
workings. It is quiet, and while magicians are Secret Tunnels (2 growth). The compound is
working within its confines, usually under ritual connected by a network of secret doors and
conditions, they get a +20% to their Magic Casting tunnels that allow the members to move about
skill test. in secret and, if needs be, escape outside the
compound via a secret tunnel.
Hero Shrine (1 growth). This small room is used
by the Hero Cult dedicated to the association’s Tricks and Traps (2 growth). Traps defend the
founder(s). It usually contains a statue of the whole compound that either do 1D6 damage or
association’s founder (or a large symbol associated otherwise hinder attackers’ progress somehow.
with them), which is worshipped. Worshipping

33
OpenQuest
Magic Defences (3 growth). As above, but the traps For example, the players want Barracks. So,
are magical. they go on a Quest to recruit more warriors as
associate members, source the building material,
High Council Room (3 growth, requires and and confront a criminal gang extorting money
replaces the War Room). This large room gives a from a group of builders who they want to hire to
+40% to any Lore or Influence test made by an do the work. Then, during the downtime between
association’s Inner Circle member while in this Quests, the builders they freed on their Quest use
room (as well as giving the usual benefits of the the materials they gathered to build the Barracks.
War Room). In game-terms, they pool their growth and spend
Barracks (3 growth). Allows the association to three growth for a Barracks.
have its Associate Members stay in the compound
permanently. How long does a new Benefit take
to come into play?
Note: The properties of the above compound
features are just a quick guide. Players and A very loose figure for this is one season or
Referees may elaborate on the detail during play. 3-4 months. Bear in mind that new compound
features may take advantage of existing buildings
New features suggested should be costed using and the builders may use quick construction
the features detailed above as examples, and methods (such as wattle and daub), made even
some new features will require other features as quicker by magicians who specialise in building
prerequisites. magic (such as the Mason’s Society with their
For example, the players propose a Magical spells that shape and lift stone).
Forge, where their characters can create magical In short, this is a Fantasy RPG where you want to
weapons. The referee rules that it gives a +20% get the fun stuff into play as quickly as possible
bonus to Magic Casting when creating enchanted and get on with the game, it’s not a detailed
ASSOCIATIONS

items (not just weapons) but requires a Forge, construction simulator.


which it replaces, and it has a growth cost of 3.
Recouping Growth by Demolishing Parts of the
Spending Growth to Improve Compound
Benefits
The players may decide that a feature they
Players can spend growth points on improving the previously paid into isn’t providing them with
adventuring association’s compound. many benefits in play, and that they would like to
demolish it and get the growth back. Three things
The procedure is as follows: can happen, once they’ve narrated in-game how
Players create the circumstances to bring about the demolishing goes:
the compound feature through play. The players use the released growth to purchase a
The new feature is paid for out a pool of growth new benefit.
that any character Member of the adventuring The growth stays in the pool for future association
association can pay into. benefits.
The growth is equally divided between the players
who purchased the benefit in the first place.

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OpenQuest
Creating an Association for 3. Determine what the Compound is Like
the Player Characters First off, get the players to describe what form
their compound takes.
Either during play or just after character
generation, the players may decide to create an Here are some examples:
adventuring association.
• A large barge that the character’s travel around
Use the following procedure. on.
1. The Founding of the Adventuring Association • A ruined fort that, in a previous adventure,
they cleared of monsters and immediate
Let the players tell the story of the founding of the threats.
association.
• If doing this during character generation, the
In this story, they should tell the Referee the players collectively have five growth to buy
following: benefits.
• The name of the association. • If doing this during play, the characters
• What its guiding principles are, i.e. its Motives. involved in making the adventuring
The association does not need to have noble association all pool points equally to buy
motives, and players may pick from the typical benefits.
motives given above (see page 30). They 3. Associate Members and Inner Circle
should pick two major motives and two minor
motives. The association starts with no associate members
by default.
All the characters start as Members, with a
Membership skill of 50%. The association starts with no Inner Circle

ASSOCIATIONS
members, since the player characters will grow
2. Determine Organisational Skills to be the ruling council of the association they
The players determine what special skills the formed.
association prizes and teaches. Again, the players
may simply choose the default list of skills given
above (see page 30) or add and remove skills as
appropriate.

35
OpenQuest
Example Adventuring Resources
Associations • The Farm.
Here are two examples. • Lodging House.
The Green Blades. An example of the kind of • Armoury.
association that a group of players may create for
their characters. • Training Hall.

The Medusa Guard. Primarily an enemy • A Bath House.


association, that player characters cannot join • Library.
(unless the Referee and the players have a long
conversation about the moral implications for The Medusa Guard
their game before adding it as an option). It is an
example of an opposing organisation that can Villainous and evil, with all the bad eggs in one
make the characters’ lives interesting. basket.
Both have had five growth spent on benefits. Their Story
The Green Blades A group of evil henchmen that Lady Verna, a
medusa of great power, once controlled. When
Defenders of poor farmers. this terrible monster met her demise, at the hands
of the Green Blades, her guards sought vengeance
Their Story and formed an association to get it. They live deep
During the Great Ducal Civil War in the Empire in the wilderness in the ancient underground
of Gatan, large numbers of peasants served in complex that was once their mistress’s lair.
ASSOCIATIONS

the Army of the Duke of Iolp. When the war They work for the monster nobility that rules
was over, some swore an oath to one another the wilderness, providing bodyguards, attacking
and formed the Green Blades. It is a mercenary rivals, destroying invading adventurers, etc. The
company made up of ex-soldiers who come noble and the virtuous become targets for their
from the agricultural heartlands of Iolp. They attacks. The heads of their victims adorn spikes as
take commissions mainly from poor peasant grisly guardians of their lair.
communities, and are committed to fighting for Type of organisation: Bandits/Henchmen for Hire.
justice.
Typical members: Savage swordsmen, devious
Type of organisation: Adventurer Association thieves and evil sorcerers.
(Mercenary Company).
Motives:
Typical members: Ex-soldiers from the Duke’s
armies and various support personnel. Major: Get rich quickly, no matter the cost to
others.
Motives:
Minor: Advance the agendas of the Monstrous
Major: Get rich, spread the wealth to low-income Nobles, Undermine the Green Blades, Destroy the
families, and protect farmers from monsters Green Blades.
rampaging across the countryside.
Friends: Local monster bands and their leaders,
Minor: Recruit and support worthy members, corrupt officials in nearby towns and villages.
thwart the activities of the Medusa Guard at every
opportunity. Enemies: The Green Blades, the Imperial
Inquisition, and the monster hunters of the
Friends: The Ducks of Iolp’s army. Empire of Gatan.
Enemies: The Medusa Guard. The Burning Horde. Methods of reprisal: Members who leave the band
Organisational skills: Standard for adventurers’ are hunted down, killed, and have their heads
association. turned into a Grisly Guardian (see page opposite).

Ranks: Standard for adventurers’ association. Organisational skills: Standard for adventurers’
association.
Ranks: Standard for adventurers’ association.

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OpenQuest
The Green Heart of Darkness
This underground complex, hidden deep in
the wilderness, was once the lair of an ancient
Medusa – until, that is, she terrorised the local
villages. At this point, she was killed in open
battle in the fields around one of the villages
which she had sought to control. Her kiillers were
a band of adventurers known as the Green Blades.
Her followers, the Medusa Guard, now control the
complex.
Benefits
• Lodging House.
• Armoury.
• Magic Room.
• War Room.
• Hero Shrine.
The Green Heart has a shrine to the band’s
founder, Lady Verna, who is worshipped as a
Heroine. Their founder provides the spell Create
Grisly Guardian, which allows the Medusa Guard

ASSOCIATIONS
to take heads off their enemies, place them on
spikes, and have them guard the passageways and
rooms (each of the rooms that provide benefits
has 1D4 Grisly Guardians at any given time).

Create Grisly Guardian


Ritual, Permanent, Resist (Persistence)
This spell is known to head-hunters. They use it
on enemies whom they wish to deny their rightful
afterlife, and instead inflict a hellish existence
upon their poor victims. Using the spell preserves
the head, which is normally placed on a stake and
then placed in the area to guard. It then becomes
a guardian spirit of the same Int and Pow that it
had in life (roll Int 2d6+6, Pow 3d6, if you need
to allocate randomly), that will attack in spirit
combat any invading sentient being coming
within a range of 5 metres, not defined as a friend
by the caster. Grisly heads have 5 Hit Points. If
they are reduced to zero hit points they explode,
doing 2D6 damage to everyone in a two-metre
radius as the trapped spirit is released.

37
OpenQuest

Deities List
The following Religions are intended as templates The Night Mistress
for your own creations. They can also be used
as simple pick up and play religions, that can When the Sun Lord sleeps, the mistress of the
be elaborated upon and become more detailed Night stealthily creeps up from the Underworld
as a campaign progresses. For example, none of to play. Whether her games are harmful or
these religions has extra magic specific to them beneficial depends on the person’s view of the
or detailed ranks with special abilities and magic dark.
– Referees can add these (or not) at their own
discretion. Type of Religion: Great
Worshippers: Monsters of the Underdark, Thieves,
Outcasts from society.
Worshipper Duties: Banish the light! Preserve the
sanctity of Dark regions; prevent the forces of light
invading the Underworld. Remain mysterious and
unfathomable.
Religious Skills: Deception, Ranged Combat,
Unarmed Combat.
DEITIES LIST

Religious Spells:
Personal Magic: Darkwall, Enhance Deception,
Extinguish.
Divine Magic: All common Spells + Call Shade,
Fear, Mischief.
Special Benefits: +25% to Deception during the
Night.

The Sun King


The bright blazing ruler of the day. The everlasting
source of life and light. To some cultures he is the
Imperial Emperor, whose sacred word must be
obeyed without question. Also, a source of healing
and resurrection.
Type of Religion: Great
Worshippers: Emperors, Charismatic Leaders.
Worshipper Duties: Banish the dark, guide the
masses.
Religious Skills: Healing, Close Combat, Ranged
Combat, Influence.
Religious Spells:
Personal Magic: Enhance, Influence, Firearrow,
Fireblade, Heal, Light, Multimissile.
Divine Magic: All common Spells + Call
Salamander, Divine Heal, Resurrect, Sun Spear,
38
OpenQuest
Sun Disc, Radiant Appearance. Undead.
Special Benefits: +25% to Influence skills when Religious Skills: Close Combat, Undead Lore.
dealing with lower social classes.
Religious Spells:
Personal Magic: Demoralise, Spirit shield, Weapon
The Sky Lord Enhance.
Arrogant and aloof, the Sky Lord brings storm Divine Magic: All common Spells + Call (Undead),
and rain at the behest of the Sun King, his elder Resurrect, Touch of Death.
ruling brother. He strains at the unreasonable
laws that bind him to his brother’s authority and Special Benefits: +25% when inspecting corpse to
he constantly rebels. He has cast off his brother’s determine the time and cause of death.
chains in some lands and is acknowledged in
these places as the King of the Gods.
Type of Religion: Great
The Lord of all Knowledge
He is the Great Sage of Heaven, who exists only
Worshippers: Barbarians, wild and freedom-loving to drink in all the facts and information about the
peoples. world. His book-loving followers emulate him,
Worshipper Duties: Ride the storm. Fight against making a living by running Knowledge markets
Tyrants. Stay free. and selling advice and information.

Religious Skills: Close Combat, Natural Lore. Type of Religion: Major

Religious Spells: Worshippers: Explorers, Librarians, Scholars,


Detectives.

DEITIES LIST
Personal Magic: Fanaticism, Extinguish, Vigour,
Weapon Enhance. Worshipper Duties: Find new knowledge, catalogue
and record information, maintain public libraries,
Divine Magic: All common Spells + Berserk, Call punish knowledge thieves, remain unbiased and
Sylph, Lightning Strike, Whirlwind. impartial.
Special Benefits: Suffers no penalty when doing Religious Skills: Lores of various types, Influence,
skill tests in rainy or windy conditions. Languages.
Religious Spells:
The Earth Mother Personal Magic: Detect (type), Mindspeech.
See the Universal Earth Mother write up in Divine Magic: All common Spells + Find (Type),
OpenQuest page 112. Soul Sight, See Past.
Special Benefits: +25% when using a Library to find
The Death Goddess information.

Banished to the Underworld by the Sun King for


a heinous crime, the Sun King’s sister is a twisted The Trickster
force that rails against her brother’s authority.
Unable to leave the Underworld, she and her Culture hero or culture villain? This deity aims
agents take what is most precious to her brother to amuse themselves by playing pranks on those
– the very souls of his subjects, the living. She who, in its opinion, deserve to be shamed before
does this upon their physical death. Those judged their peers. In some cultures, the Trickster is
unworthy by the Sun King are denied bliss in revered as a Sacred Clown, who mocks authority
Eternal Golden Heaven and are taken in her cold when it is high and mighty and not working in
embrace into the Underworld. the people’s interest. In others, he is an outlaw,
defying the Divine Right of the rulers to oppress
Type of Religion: Great the people.
Worshippers: The morbidly insane, mercenaries, Type of Religion: Major
graveyard attendants, assassins.
Worshippers: Thieves, village idiots, non-
Worshipper Duties: Respect the dead, put down the conformists.

39
OpenQuest
Worshipper Duties: Play pranks on the pompous Religious Skills: Craft, Influence.
and foolish.
Religious Spells:
Religious Skills: Deception, Ranged Combat.
Personal Magic: Heal, Enhance Craft.
Religious Spells:
Divine Magic: All common Spells + Block Fertility,
Personal Magic: Befuddle, Hinder. Enhance Fertility, Repair, Replace.
Divine Magic: All common Spells + Illusion, Special Benefits: +25% to any skill test in the
Reflection, Purity, Wax Effigy, Puppet, Jigsaw. character’s home.
Special Benefits: +25% Deception when playing
pranks.
The Lord of War
He is a blood-soaked deity of violence and
The Merchant conflict. He is a mentor and master to both the
high-and-mighty General and the rank-and-file
He is a constant traveller who gains joy by soldier. In civilised Cultures he is worshipped
communicating with the new friends that he through arcane rituals, where armies receive
meets along the way. Long ago, he learned the his blessing before the battle. Amongst the
art of commerce to make his contacts happy and Barbarians, he is invoked through deeds in the fire
as a way of learning about the workings of the of the battle itself.
Cultures he encounters. His followers know that a
mule, a bag of shiny things, and a warm accepting Type of Religion: Great
smile is all that is needed to open up a world of
opportunity and reward. Worshippers: Generals, soldiers.
DEITIES LIST

Type of Religion: Major Worshipper Duties: Fight hard, Fight to Win, Fight!
FIGHT!
Worshippers: Merchants, Heralds, Traders,
Shopkeepers. Religious Skills: Close Combat, Dodge, Ranged
Combat, Unarmed Combat.
Worshipper Duties: Spread the word to new places.
Enrich both yourself and your temple. Religious Spells:

Religious Skills: Influence, Perception, Ride, Drive, Personal Magic: Coordination, Fanaticism,
Languages (Other). Strength, Vigour, Weapon Enhancement.

Religious Spells: Divine Magic: All common Spells + Shield, Rout,


True (Weapon), Unstoppable Charge, Ward Camp.
Personal Magic: Clear the Path, Enhance Influence,
Enhance Perception. Special Benefits: +25% for any test when leading
others into Combat.
Divine Magic: All common Spells + Create the
Crystal Ship, Treasury, Ward Camp.
Special Benefits: +25% when using Perception or
The Healer Goddess
Influence as part of a financial deal. The White One will heal anyone, regardless of
their behaviour and allegiance. Her white-robed
worshippers are found not only in settlements but
The Hearth Goddess also in the wagon trains of armies. Healing gives
even the most violent individual the chance to
This down to earth deity is a daughter of the Earth turn their life around and become a Warrior for
Goddess who chose to live in the urban centres of Peace.
the mortals. She looks after the home. Her name
is invoked to maintain domestic harmony and Type of Religion: Major
fertility.
Worshippers: Healers, Doctors.
Type of Religion: Minor
Worshipper Duties: Heal anyone regardless of
Worshippers: Housekeepers and owners. outlook on life. Maintain areas of sanctuary.
Worshipper Duties: Keep a clean and orderly home. Religious Skills: Healing, Perception, Influence.

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OpenQuest
Religious Spells: The Moon Hag
Personal Magic: Heal There is an old woman who lives on the moon.
Divine Magic: All common Spells + Divine Heal, She is the queen of the witches and all the spirits
Resurrect. who live on the dark side of the moon. She is an
enigma who will send you mad if you offend her
Special Benefits: +25% to all Healing attempts. sensibilities.
Type of Religion: Minor
The Sea Goddess Worshippers: Magicians, Astronomers.
She is the avaricious sister of the Earth Goddess, Worshipper Duties: Observe the moon, prevent
who is either her elder or younger sibling outsiders from travelling to the moon, maintain
depending on who you talk to. She constantly the moon’s mystery amongst non-Religion
wars with her sister for the surface area on the members, study moon mysteries.
planet. In some places, her tides eat the land and
swallow remote islands. In others, her waters Religious Skills: Natural Lore.
relent and give back dry land previously sunk
Religious Spells:
in Ancient times. Any sailor is wise to ask her
permission before travelling across her watery Personal Magic: Call (Magic, Spell spirit), Counter
realm. magic.
Type of Religion: Great Divine Magic: All common Spells + Reflection,
Mindblast, Mindlink, Madness.
Worshippers: Sailors, fishermen, mermen,
creatures of the sea. Special Benefits: +25% to any skill roll when
dealing with Moon spirits.

DEITIES LIST
Worshipper Duties: Respect the sea. Ensure sailors
seek the goddess’ permission.
Religious Skills: Sailing, Natural Lore. The Huntress
Religious Spells: The Divine Huntress stalks the land. In primitive
and barbaric societies, she patronises those who
Personal Magic: Detect Treasures of the Sea, Water go into the wilderness to bring back essential
Breath. meats to the tribe. In more civilised areas, she
Divine Magic: All common Spells + Call Undine, takes on the character of the supreme risk-taker,
Breathe Water. looking for ever more fabulous and exotic prey for
her glory and renown.
Special Benefits: +25% to all sailing checks made at
sea and Athletics checks made for swimming. Type of Religion: Minor
Worshippers: Hunters, Big Game Hunters.
Worshipper Duties: Be true to the hunt, do not
deplete the hunting grounds, capture poachers.
Religious Skills: Deception, Ranged Combat, Nature
Lore.
Religious Spells:
Personal Magic: Multimissile, Coordination, Clear
the Path, Speedart.
Divine Magic: All common Spells + Sureshot, True
(Bow or Spear).
Special Benefits: +25% Deception when stalking
prey.

41
OpenQuest

Near-Death Experiences
How This Came About in My pushing her luck in combat against a group
of twenty plus zombies. The zombies had
Game emerged from the sunken wreck of a river barge,
I remember the first time that a player staved summoned by a youthful Necromancer who
off their character death using a fortune point. stood on the riverbank. Kes meet her demise,
My friend, Mr C, was playing his barbarian while engaging the Necromancer in a bout of
warrior in the Savage North setting, and the intimidation, at the hands of a zombie that had
group was fighting a tentacled fiend in some shuffled up behind her. I had previously warned
frozen crypt buried under a glacier. Mr C was Steve that the zombies were dangerously close to
unlucky, too many tentacles hit his character, his Kes, but he brushed it off since Kes had already
character failed to parry, and a critical hit that did put five or so of them in the dirt. Still, it shocked
maximum damage quickly reduced his character’s Steve when Kes met her demise, the end of a run
hit points to nought. So, he paid his fortune point, of luck that he did not expect to finish so abruptly.
and I told him how his character was now out of So, he paid a fortune point, much crestfallen, and
the combat, fallen unconscious, seemingly dead asked me what happened next. Instead, because
in a dusty corner, and overlooked until the end of the character was magically inclined, I decided to
the combat. take it off into a near-death experience that would
give Steve and his character a quick lift into the
NEAR DEATH

There was a sense of relief that his character spotlight and give him a hint of what was to come
wasn’t dead, but also one of disappointment that next.
his character was simply out of the combat in
such a dull way. Fortune point spend in this way I described how Kes’ spirit came out of her body
is a standard way of avoiding death. Instead of due to her being killed. How she was in a world of
dying, you get knocked out of the combat. The grey swirling mists, punctuated by bright points of
psychological effect for the player is that they glowing-coloured lights. Steve played along with
still feel a small sense of loss for their character this, asking for more detail as Kes looked at them.
(which lasts until someone heals them or they I revealed them to be the other characters and the
recover on their own and come back with one hit Young Necromancer, along with the zombies (who
point), heightened by a feeling of disappointment were almost invisible since they have no spirits –
that they are out of the game, usually through no just a dull amount of magic that animates them).
fault of their own. Steve then described Kes flying around the
Death in OpenQuest, and D100 games on the vicinity. Could she see anything else of interest?
whole, usually comes as a result of a series of Yes, she saw the bright lights of magically
unlucky rolls on the player’s part, combined important places in the nearby town. The Mayor’s
with good rolls, often criticals, on the part of the House was of special interest because it glowed
Referee. This is why I instigated the whole buy strongly with magical wards and protective
death off with a fortune point rule in the first spells – obvious to Kes in the Spirit World, but
place. completely invisible when she and the group
had previously visited the Mayor. At this point, a
So, the next time this happened, I decided to good couple of minutes of gameplay had passed.
make it a bit more interesting by considering what I could sense the rest of the players wanted to
is happening to the character when they are out of get back to finishing off the zombies, so I ended
play. What if the character were undergoing some the Near-Death Experience there, dropping Kes
form of dramatic near-death experience (NDE) in back into her body. Once the combat was over
the Spirit World, which is the route to the afterlife one of the other characters brought Kes back to
in most cultures. full health, and she described what she had seen
at the Mayor’s House. The group then gathered
Fast forward to a recent character death in my themselves together and returned to town to
current ongoing OpenQuest Thursday Saga. investigate this new lead.
Steve’s character, Kes, had admittedly been

42
OpenQuest
The Rules Procedure Player Consent
Most NDEs take place in the Spirit World. It’s the Not every player will want to explore NDEs
place where most characters go immediately after for various reasons which they are under
death, even if they are a member of a religion/ no obligation to explain. They may feel
signed up for Sorcery, because it’s a route to the uncomfortable with the ideas that NDEs bring into
afterlife. This rules procedure assumes that this is play, they might not like the narrative nature of
the case, but Beyond the Spirit World deals with the procedure, or they might want the combat to
characters who use Divine Magic or Sorcery. be over and done with and are happy to sit it out
and for their character to simply come back at the
The Procedure end.
1. The player spends one fortune point to avoid
death at zero hit point. Therefore, you should always ask if they want
their character to have a NDE, and get a simple
2. The Referee asks the player if they want their yes or no answer so that you can get on with play
character to have a Near Death Experience. If either way.
yes, you continue. If no, you stop.
3. The character then becomes a dissociated
spirit separate from their body (which is Beyond the Spirit World
considered stable at zero hit points). They Handling NDEs for characters who have embraced
move into the Spirit World and see their OpenQuest’s advanced magic systems, Divine and
immediate situation/vicinity mapped out as Sorcery, is (and should be!) slightly different.
points of light.
Divine Magicians of Initiate rank and higher,
4. The character can explore the area and see quickly whizz off through the Spirit World to their
things from a Spirit’s point of view (see the Deities/Pantheons area of the Houses of the Holy.

NEAR DEATH
spell Second Sight). Bear in mind, time has no Lowly initiates and Priests who have not yet made
meaning in the Spirit World – “it’s all there in it big in their Deities’ eyes, will go to a special
an ever-present moment”. place for worshippers whose time has not yet
5. Encourage the player to explore. The more come, a serene walled garden, for example, and
they do so, the more they learn. be visited by a Guardian Immortal appropriate to
their religion, who will answer questions in much
6. Keep it short, no dice rolls, no opponents. the same way as given in the Ask the Deities
for Answers section (see OpenQuest page 115).
7. If it happens during an active combat, let Instead of vague answers, the character will get
the character do something in their NDE and very firm guidance from the Guardian if any of
then return to the normal flow of combat for their deities (if they follow a pantheon religion) or
the rest of the party, ie. let the other players deity (for dedicated worshippers), are interested
have a turn before letting the character who is in the outcome of their current Quest. Suppose
having the NDE have another action. Another the character is a Priest who is has come to the
alternative is to let the combat play out, attention of their deities as an especially faithful
especially if it’s nearly over, and then play out worshipper, who follows their creed and promotes
the NDE. the religion, gathering them more worshippers.
8. When the NDE run its course, the character’s In that case, they might even get a personal visit
spirit returns to its body. After the combat is from a Deity, who explains their current situation
over, they return to consciousness with one in terms of the Big Picture of the Divine Plan for
hit point. them.
Sorcery has a similar experience to the standard
NDE, but with the filter that they view it all
with Logical Reasoning, quickly seeing past the
symbolism of the Spirit World (that invokes an
emotional response in most other people) to the
heart of its actual functional value. This applies
even to Apprentices.
Shamans can also move beyond the standard
NDE. They can use the short amount of time in
which their spirit is out of its body to go and visit
any place in the Spirit World.
43
OpenQuest

Other World Quests


The magical Other Worlds exist as a direct This article comes in the following sections, which
result of the existence of magic in the default generally expand upon the rules in the main
game world. Other World Questing is where the OpenQuest rulebook.
characters travel to another World using magical
means and perform either part or all of their • The Golden Rules of Other World Questing.
Quest to achieve certain objectives. Quests in the • Other World Places.
Other Worlds are, by their very nature, abstract,
strange, and take the characters out of their • Methods that Allow You to Travel to Other
normal adventuring lives. Worlds.
Other World Quests are special events in the • A Quick Other World Quest Template.
game. They are completely optional; your game
may keep its feet firmly planted in the grit of • Visiting the Black Lodge (an example Other
Reality with adventurers never going elsewhere. World Quest).

Or you may choose to make Other World Questing • Things to bear in mind while running Other
a significant part of your game, with characters World Quests.
regularly interacting with the Other Worlds and • Rules to Use While in the Other Worlds.
messing with the metaphysical form of their
OTHER- WORLDS

Reality. • Some Final Considerations.

44
OpenQuest
The Golden Rules of Other made of the flesh of the damned and hills made
of bone. The Imperial Heaven of the Celestial
World Questing Emperor is a gleaming white-columned palace
Referees should either explain these rules or let filled with pools of crystal-clear waters and an
their players read and absorb this section. It’s atmosphere of serene order.
been my experience that given the strangeness
(see rule three, We’re Not in Kansas Anymore!) Symbolic, not Literal
and the high-risk nature of Other World Quests, The Other Worlds work on a symbolic level, so
letting the players know what they are dealing everything represents an idea or concept if you
with works much better than having them look at it with wisdom. So, that raging monster
blunder into an Other World Quest without prior you meet in the Burning Hell is symbolic of the
knowledge. anger of the worshippers of the Burning Heart
Horde. Defeating it gives the characters an insight
Other World Questing is for in how to render impotent the rampaging Burning
Player Characters of all Power Heart cultists that threaten them in Reality.
Levels
If You Die Here, You Die in
Other World Questing may seem like something Reality
that only highly skilled characters can do, but
even starting characters can go on simple Other Even if you leave your body behind, like you do
World Quests – with opponents and rewards when you disassociate to travel the Spirit World, if
appropriate to their power. It may, at lower power you die in the Other World, you die in Reality.
levels, require the aid of a powerful Magician
to open the way to them. It is not, however, an If a character uses a Fortune point to cheat death,
they are immediately returned to Reality and

OTHER- WORLDS
activity for stay-at-home type people, i.e. most
non-player characters. They lack the magic, gain none of the benefits of the Other World
imagination and initiative to go to the Other Quest. If the Referee deems it fun, they may
Worlds and survive there. If they do go, they repeat the Quest to understand their failed Quest
are killed or enslaved by Other World creatures. fully. Of course, the Other World Denizens may
Therefore player characters are in demand as have reorganised themselves in response to the
people who can travel to the Other Worlds and get previous attempt.
things done, especially if they have shown a flair
for magic and a talent for dealing with magical You Risk Your Immortal Soul!
problems.
Other Worlds are extremely risky places. As
well as death, you risk your soul being captured
Be Prepared for Things to go
by powerful beings that guard the Other World
Wrong against intrusion or even simply becoming lost or
trapped with no way back to Reality.
The characters won’t have a complete picture of
what the Quest involves. These unknowns, along
with character failures, will inevitably lead the But the Rewards are Great
characters off the expected path documented by By completing a Quest of this type, the characters
the Quest’s myth and legends. Malign entities may gain immediate rewards upon their return to
manifest themselves explicitly for this purpose. Reality.
Do Your Homework Rewards depend on the Quest but can include.
Find out as much as you can before you travel to • The instant knowledge of a spell, normally not
the Other World. Consult obscure tomes of lore available to the characters.
hidden in out of the way places. Find out about
the Myths and Legends relevant to the Quest, • Some hidden occult knowledge, which allows
which can be a Quest in itself. a significant increase in a skill. A bonus of at
least +25% is suitable.
We’re not in Kansas anymore! • A change in local Reality. For example, a
Desert caused by an ancient magical war in
Other Worlds are more intense than Reality. the Time of Legend, being turned back into
Everything seems more vibrant, and the lush water-rich green land by a successful
character’s senses are almost overloaded. Also, action during the Other World Quest.
what sights and sounds! Hell is full of columns
45
OpenQuest
• A critical piece of information that allows an The Hells
issue to be resolved instantly in Reality.
Hells are infernal places of damnation and home
• As you can see, rewards from Other World to soul-destroying evil demons and deities.
quests should very rarely be material things. The natives of Hells may be exiles from Reality,
banished there in ancient times, who now plot the
All in all, this means that Other World Quests are
downfall of the Real World. Or, they simply exist
never dull, instead being highly anticipated and
because of a cosmic law that states, “You cannot
special events in your game.
have Paradise, without a Hell”. These rarely
visited grim and evil places are extremely toxic to
non-demons, but Sorcerers and evil Priests can
Other World Places open gates to the Hells and travel there. There
are also several forgotten gates in ancient ruins,
Reality or The Real World waiting to be activated again with blood sacrifice
Reality is the normal plane of existence for the or blundered upon by unsuspecting travellers.
characters and the one to which they are bound The Hells are the source of evil Divine Magic and
by birth. Reality is all most people know, and twisted Sorcery.
Other Worlds are often believed to merely be part
of the myths and legends that magicians and
storytellers tell.
OTHER- WORLDS

46
OpenQuest
The Spirit World magic, where magical creatures manifest as
pure energy before becoming physical in the
The Spirit World is an insubstantial world that Real World. It is rarely travelled to, because it
surrounds Reality and is invisible to most of the is haphazard and hard for the mortal mind to
creatures living there. Occasionally an especially comprehend, but Wises can pull on its energy to
angry and vengeful spirit will have enough energy create Magic Places (see OpenQuest page 105). The
to partially manifest in Reality, but, on the whole, world is aligned with Personal Magic and can be
the Spirit World exists unseen in parallel. It is accessed directly by Wises, who have become one
reached directly by splitting the spirit from the with Reality (see OpenQuest page 106). Sometimes
body in a process called Disassociation, practised the veil between the Real and Magic Worlds is
by Shamans (see OpenQuest page 103). This world thin in remote wilderness areas, so you can pass
flows with Personal Magic. In the main, Shamans through the boundary to visit powerful magical
visit here because of their dealings with Spirits. creatures that only exist in the Magic World.
Spirit Lodges The Houses of the Holy
The Spirit World is also connected to the Real The Houses of the Holy is where the myths
World by Spirit Lodges, which allow mortals to and legends that define the cultures of Reality
visit the Spirit World without leaving their bodies. exist. While separate from the Real World, it
There are two types of lodges: Black, allied with maps onto it, with whole sections of the Houses
evil, and White, allied with good. connected to Real World lands and connecting
Hidden entrances in the Real World allow mortals via inaccessible places in the Real World. Mythic
to travel to these places between the worlds and places are associated with the acts of the deity
from there onto the Spirit World properly. and, in some cases, where the deity was mortal
before Ascending to Immortality, the literal place

OTHER- WORLDS
Or shamans can open portals to the Spirit where the act took place. They have a site in the
Lodges that they know about, automatically, as Real World and a corresponding site in the Houses
an additional power of Shamanism. It doesn’t of Holy, where the actual myth plays out in a
cost them any magic points, and they can bring timeless loop. Knowledgeable mortals may use
as many people as they want over to the lodge, the place to cross over to the Houses of the Holy
closing the door at any time they choose. and enter the associated Myth or Legend, using a
Mythic Journey spell (see OpenQuest page 123).
If the situation is stressful, for any reason, such
as the Shaman is under attack by spirits, the For example, the Empire of Gatan’s associated
Referee may call for a Shamanism roll to open/ Houses of the Holy are called the Imperial
close such portals, but most of the time it’s an Perfection of Maximus, an idealised version
automatic, almost casual, thing, since the lodges of the Empire, full of perfect cities connected
give Shamans easy access to a place where they by gleaming white imperial ways. The air is
could meet and talk to Spirits. sweet, the people, dead imperial citizens who
have been reborn in this heaven, tranquil, and a
Non-shamans who enter Spirit Lodges via the general sense of calm order prevails. The Imperial
discovery of their hidden entrances may get lost Perfection is accessible from the Imperial Throne
in the abstract and labyrinthine nature of their Room in the Empire’s capital and the Receiving
structure. In a White Lodge, the very nature of Shrine where Sotan I received the Imperial Way,
the spirits who live there means that there will high in the Brightspire Mountains. Both of these
be helpers who show the lost the way out. The entrances are heavily guarded in the Real World
malignant spirits of a Black Lodge might never by the Order of the Gate.
want the trapped mortals to leave, or they may
engage in spirit combat to possess the trapped Because the Deities make their home there, and
before they return to Reality (as a way for them to so many myths and legends revolve around
cross over into the Real World). them, many people assume Divine Magic’s path
connects solely with the Houses of the Holy.
Spirits associated with White Lodges: Healing. Indeed, Divine Magicians have a strong affinity to
Spirits associated with Black Lodges: Disease, this World and can use the Mystic Journey spell to
Fear, Madness, Pain. travel there. But, in fact, this World is not aligned
with any approach to magic, and practitioners of
The Magic World any approach can travel here with the appropriate
magic or from the linked mythic place in Reality.
Another world that, like the Spirit World, lies
unseen and close to Reality. This world is pure The main reason to travel here is to understand

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OpenQuest
a culture’s myths and legends and potentially • Alternative Reality considerations are as
change them for the characters benefit. follows:
For example, the crafters in the Empire of Gatan • Is there an alternate reality out there for every
know how to make pots because the Celestial possible decision?
Emperor gained the Excellent Clay from the River
Lady and then was taught how to pot by Old • Are there versions of the characters in an
Man Potter for a lump of that clay. A group of Alternate Reality? Do they stay separate from
Questers travel to the Imperial Perfection where the characters when the characters get there?
the myth takes place, steal the Excellent Clay Or do the characters become their alternate
and then insult Old Man Potter so badly that he reality self?
goes into his hut to sulk and won’t come out to • Are these Alternate Realities a result of the
teach anyone. This changes the myth enough so character’s action in Reality?
that imperial crafters lose the knowledge to craft
useful pots immediately and permanently! • Can the Alternate Reality become the
characters everyday Reality, i.e. usurp it, if the
Within the Houses of the Holy, as the name character’s actions make it so?
suggests, are the deities’ homes. These are where
you go if you want to challenge the deities
directly, a very risky and dangerous endeavour
for any characters less than Immortal status
(for whom it is still difficult). Here you are
dealing directly with the Big Ideas that deities
represent. Kill or replace a deity with yourself or
an alternative deity, and you affect a potentially
disastrous change on the cultures that Worship
OTHER- WORLDS

that deity. For an example of such a home, in the


Imperial Perfection is the Celestial Emperor’s True
Palace, containing the very essence of the deity.
It is a modest place, a hidden secret to preserve
the Celestial Emperor from interference by a
knowledgeable Quester.

The Planes of the Elements


The Elemental Planes do not belong to any
particular approach to magic, but much magic
does draw on power from these planes. Examples
include Divine magic, where the deity has a
strong elemental association (such as a Fire deity);
Sorcery, via the Other World Gate spell; and even
Personal Magic pulls on the Elemental Planes for
elemental related spells. The Elemental Planes are
where various magical creatures strongly aligned
with the Element, such as the Elementals live
(see OpenQuest page 178), and where they can be
contacted and bargained with.

Alternate Realities
Time travel and reaching alternate versions of
the characters’ Reality using magic may be an
element of your game.
Time travel opens up a whole set of possibilities
such as:
• What happens if the characters meet earlier
versions of themselves?
• Can time-travelling characters change history?

48
OpenQuest
Methods that Allow You to The Call to the Other World
Travel to Other Worlds The Quest starts with a magician, who has
determined that a Quest needs to be undertaken
Personal Magic to go to the Other World, contacting the
characters. The magician may have identified the
Only Shamans can disassociate their spirit from need to cross over and have the spells to help
their Body to travel directly to and in the Spirit the characters do this. On the other hand, the
World (see OpenQuest page 103). Apart from by characters might realise the need to make the
this method, Personal Magic provides no methods journey themselves and have the means to do
to access the other Other Worlds. so. The former works better with characters who
have not gone on an Other World Quest before or
Divine Magic who lack the magic to perform the crossing. The
latter will probably occur when the characters
Mythic Journey is the commonly available Divine
have been on Other World Quests before and want
spell for travelling to the Houses of the Holy
to go on one, and either have the magic powers
aligned with the caster’s deity.
to perform the crossing or have a close ally who
does.
Sorcery
There may be an opportunity to do some research,
Other World Portal (see OpenQuest page 141) is like to go to the local temple to read or listen to myths
its Divine counterpart above, except it allows the and legends related to the Quest. Or the magician
Sorcerer to travel to any world they have arcane who is guiding them will tell them something
knowledge of and to take other people with them. about what they are likely to find at their
The only drawback is that when the spell ends the destination.
portal closes, leaving the Sorcerer and his party

OTHER- WORLDS
trapped in the Other World.
Opening the Way and Crossing
Sorcerers, unlike other paths of magic, do not Over
have an Other World associated with them.
Instead, they have the flexibility to travel to any The magician, or the characters themselves, casts
Other World that they have arcane knowledge the spell, and the characters cross over to the
about, which is a combination of knowing of its Other World.
existence and understanding the magical process Using spells that need a casting skill test can
needed to travel there. This flexibility is one of lead to the characters finding themselves in
the reasons why Sorcerers have a bad reputation unexpected places (if the caster fumbles the roll).
amongst other magicians. They often lack respect
for the Other World they are visiting and merely
see it as a place they can plunder for magical Initial encounters
power and insight. Let the characters find their feet and adjust to
the new magical Reality they find themselves in.
Explain how the magical laws of the Other World
A Quick Other World Quest work, in a trial and error, show not tell, manner.
Template Things that could happen while they are still
Other World Quests can sit within other Quests finding their way.
or be a focus of a game sessions in themselves. Meet an ally. They come across a non-player
Given their strange and magical nature, they can character who initially is apprehensive, but if
take a life of their own, and players and Referees convinced could help the characters complete
with strong improvisational skills can have a their Quest.
whale of a time exploring the Other World where
nature is purely magical. A lot of the normal A low powered foe. The main opposing force on
assumptions of the Real World don’t apply. the Quest senses the characters’ arrival in their
world and sends some minions to meet them and
For your first attempt, or if you want to keep gauge their strength or drive them off completely.
things nicely structured, here’s a template that
you can use to plan and keep things manageable. Do What We Came Here to Do
The characters meet the opposition that prevents
them from taking the Quest rewards or makes

49
OpenQuest
them realise what those rewards are. This Opening the Way and Crossing
opposition may take the form of some literal Over
magical creature, appropriate to the Other World,
or a puzzle steeped in magic symbolism. If the Finbarr, acting as Quest magician, uses his
players enjoy problems of a metaphysical nature, Shamanic ability to open a portal to the Black
go with the puzzle. Otherwise, stick with a literal Lodge. Since this requires no skill roll, there are no
opponent. complications, and the characters appear in the
inky darkness of the Black Lodge.
Return to the Real World
If the magical portal is still open, or the magician
Initial Encounters
calls an end to the Mystic Journey spell, this is a As their senses acclimatise to the Spirit World,
simple matter. Otherwise, finding a route back represent thisby using Personal Magic instead
home may be a mini-Quest itself. of Perception for Perception skill checks, they
become aware of their surroundings. They are in a
Once home, the characters get to enjoy the vast hall filled with arched exits and with a black
rewards that they earned in the Other World. It and white tiled floor. Finbarr leads the way out of
may be a case of just resting and then knowing the hall, having a sense of Black Sheep’s location
the spell or idea that the Quest reveals or it may because they share a connection since this is his
be as blatant as the character running home and spirit ally.
seeing the changes that the reward has brought
about. Once out of the Lodge’s entrance hall, they come
into another dark room. Those characters who
make a successful Personal Magic skill test see
Visiting the Black Lodge a spirit, called Bright-Eyes, possessing the body
of a Knight who is all dressed in black. Those
OTHER- WORLDS

Here is an example of an Other World Quest that who fail will only see the Black Knight frozen
occurred in my home game, following the Quest in time, sword held high about to strike, with a
Template above. It happened within a larger flashing light in front of him. Once it has finished
Quest to track down a group of heroes gone bad, possessing the Black Knight, the characters can
called the Magic Five. The characters had followed converse with Bright-Eyes and find out that it is a
the villains trail to a defiled Temple of the Earth guardian spirit who has travelled from the Spirit
Mother, which also, unknown to them, has a World to the Black Lodge to reverse its polarity
connection to the Spirit World that predates the and stop bad spirits travelling through it and into
Temple as a Spirit Lodge. They encountered a the Real World. It agrees with the characters that
shaman called Finbarr, who walked out of the it is in its best interests to work with them to find
temple wall from the Spirit Lodge, using his ability The Black Sheep. They leave the room, which has
to create a portal between the Spirit Lodge and the now materialised enough detail to appear as a
Real World. small room with purple walls, a green shag pile
carpet, and a red door in the opposite wall that
The Call to the Other World the group uses to leave the area.
Finbarr asks the characters to accompany him to a Again, the next area is not immediately
nearby Spirit Lodge. He explains that Spirit Lodges discernible. Still, the characters are getting the
are special magical places in the Spirit World, hang of it and use their magical senses (as
where mortals and spirits can meet without the represented by Personal Magic) to draw out the
mortals needing to leave their bodies behind. scene of a waterfall made of blood, which is
Normally, though, a Shaman has to open the door falling into a deep bloody pool with two large
to let them in. The lodges come in two forms, bulbous eyes. They also discern a group of five
Black Lodges, allied with darkness, and White dog-headed humanoids. One of these dog-
Lodges, allied with light. The Spirit Lodge the headed creatures has Finbarr held by the throat,
characters are going to was a White Lodge but has while the Black Knight is on his knees sobbing
turned into a Black Lodge. He wants to find his uncontrollably with a trident pointed at him by
spirit ally, The Black Sheep, who has already gone another dog-head. Another two dog-headed
into the lodge to find out what has happened and humanoids stand by the pool, tridents held high,
has taken a woman called Kes there to help him. while the final dog-headed humanoid hovers in
the air over them. This dog-headed humanoid
is dressed in a yellow robe, with its hands
outstretched and holding yellow balls of light
which are forming within them. It’s like Finbar
50
OpenQuest
and the Black Knight have been there a couple of them to the Spirit World.
minutes before the rest of the group came through
the door. It is also apparent that Finbar and the Return to the Real World
Black Knight are not aware of the characters yet.
Finbarr simply opens a portal back to the Earth
The majority of the characters prepare spells. One Mother Temple from the Black Lodge, and the
of them rushes forward and, with a critical hit group steps through.
with a great axe, lops off the head of the dog-
headed humanoid who was holding Finbar by the The Other World’s Quest Rewards
neck. The scene immediately unfreezes. The dog-
headed Humanoids howl in horror at the sight of Now they are armed with the knowledge that
their fallen comrade. the reason why the heroes turned so quickly into
villains was that bad spirits possessed them, and
Finbar turns around to the characters and explains with a powerful spirit ally in the Black Sheep
hurriedly that the dog-headed humanoids are on who will help them capture the bad spirits, the
their side. They are hunting a bad spirit that has characters can stride forward on the path to
hidden nearby. The decapitated one was saying the Magic Five’s countryside mansion, ready to
hello to him. To validate his story, the owner of confront them.
the bulbous eyes rises from the pool, a spirit with
a body of a giant toad that stands upon its hind
legs and laughs mockingly at the characters. Things to bear in mind while
With the characters spells successfully cast, running Other World Quests
providing Protection and enhancing their
weapons, they charge forward and quickly Keep it short and focused. As much as your players
cut down the bad spirit. The character who may enjoy the strangeness of your game, we are

OTHER- WORLDS
accidentally beheaded the dog-headed humanoid playing a fantasy game. After all, too much Other
quickly makes amends by healing it, as it turns World exploration can lead to a sort of fatigue or
out that it isn’t dead, just in need of its head weirded out feeling.
reattaching to its body. The characters almost
Avoid being overly clever. There is a real
forgot the Black Knight, possessed by their
temptation to make Other World Quests deep
ally Brighteyes, until he finally shakes off the
and obscure, in a way that can easily become a
Demoralise spell that the Toad spirit had cast
battle of wits between the players and Referee.
on him. With the bad spirit dealt with and
Avoid this by keeping things straightforward in
everyone friends again, the characters, Finbar and
the magical context of the Other World you are
Brighteyes, see another red door on a green hill in
exploring. Let the players enjoy finding details
the distance.
during play and quickly respond to questions that
They open the door and see endless rolling green sharpen their clarity with an appropriate skill roll.
hills. The Black Sheep, who is visible on top of one
Use structure to keep it understandable. For players
of the hills, sits upon a rolled-up sleeping Kes.
who struggle with the whole mind-blowing idea
that they are in a magical world, that obeys purely
Doing What We Came Here to Do magical rules and is more symbolic, make the
Resolving the Quest comes down to a structure of the Quest apparent to them and make
conversation with The Black Sheep, who tells sure that you have skill tests in mind for them to
them that the Lodge has flipped its allegiance resolve key challenges that the characters face,
because some bad spirits from The Bad Place, a rather than just talking through it.
location in the Spirit World, have been invited into
the Real World via the Spirit Lodge.
The characters listen and realise that the Ex-
Heroes that they are hunting must be the hosts for
these bad spirits. They agree that the resolution
is not to be found in the lodge but back in the
Real World. The Black Sheep already knows that
the key to defeating them is to have him possess
Kes, so he has a body to wear in the Real World,
and he will then help the characters drive out the
possessing bad spirits, collecting them in some
magic jars he already has, and then returning

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OpenQuest
Rules to Use While in the Some Final Considerations
Other Worlds Do I Have to Practice the Type of Magic Aligned
Spirit Combat in the Spirit World. The only with the Other World to Travel There?
characters who can truly travel to the Spirit No, but you have to have someone or some
World are those who can disassociate from their method (such as a Gate) who can transport you
bodies and travel there as a spirit, such as the there. In the standard model I’m presenting here,
practitioners of Shamanism. While there, use the all magic works in worlds aligned to a specific
spirit combat rules to resolve any conflicts. type of magic. However, individual Referees and
Personal Magic Casting or Sorcery Casting as Players may feel that it better suits them if only
Perception in the Other Worlds. Even though the type of Magic the Other World is aligned to
the characters have travelled bodily to the works (or works more powerfully).
Other World, except for Spirit World, use their Are There Other Worlds Outside the Model?
Personal Magic Casting or Sorcery Casting skill
instead of Perception. Because these places are Yes, if you want them. You might have Other
fundamentally magical. Worlds where the residents are incomprehensible
aliens, whose form of magic is completely
Use the Religious skill to understand the meaning unknown to the characters. The characters may
of symbolism and Myths in the Houses of the stumble into, and be trapped within, the Other
Holy. In addition, a character uses their Religion World – where magic appears not to exist. Some
skill to understand clues given by the symbols characters dedicate themselves to a particular
everywhere in the Houses of the Holy that are type of magic so they can master the secrets of
associated with their religion. Use Religion skill Other World travel and minimise the risk. Taking
tests to make them remember the details of any the characters outside their comfort zone into an
OTHER- WORLDS

myth that they see played out before them. If they Other World whose rules and features they do not
roll a critical, let them know any variants that may know is a great source of tension and excitement
turn up as complications. if used sparingly.
Culture as a memory of Myth and Legend. If the Your Other Worlds
character does not have the Religion skill of the
area they are exploring but does have the Culture The above is a generic one-size-fits-all model
skill for the Culture that has the Religion as part of of Other Worlds that I use in my medium magic
it, they can use that. But it gives broader and less setting, The Empire of Gatan. I designed it to
specific results and gives no interpretation of the include practitioners of all types of magic. You
Religious symbolism present in the situation. might decide that you want to include or exclude
some of the Other Worlds for your setting or adapt
While in the Spirit Lodges, Personal Magic spells do and change how they work to suit your play style.
not cost magic points and casting is automatically
successful. Also, if you are summoning a spirit
allied to the type of lodge
you are in, not only is the
summoning automatically
successful, but the spirit is
at the maximum of all its
characteristics.
Black Lodge Allied Spirits: Pain,
Disease, Fear, Madness.
White Lodge Allied Spirits:
Healing.

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OpenQuest

Realm Quests
These are Quests that occur on the larger stage The Scope of Realm Quests
of the Realm (be it a Monarchy, Republic,
Matriarchy, etc.) that the characters are currently What this system is – A loose set of guidelines
adventuring in. They provide the overarching to help you run games where the characters are
‘Big Picture’ for that year of game time, unless movers and shakers in their homeland.
the characters successfully resolve all the issues
that the event throws up. In this case, either roll/ And what it’s not – A detailed blow by blow
choose another one or state that the rest of the resolution system, where matters of state are
year is calm and uneventful. During the quiet resolved by rolling Percentile Dice without
times, the characters can enjoy the rewards of the characters’ actions having any part in the
and recover from their adventures. outcome.

Realm Quests are very important for characters


operating at the Ruler or Culture Hero level of
play. At these levels adventures become less
focused on the personal fortunes of the character,
more on the character’s relationship with the

REALM QUESTS
lands they rule.
For Dirt Crawlers and Troubleshooters
this Big Picture stuff is outside of their
immediate concerns (survival and
building personal power, respectively) but
might still intrude upon their adventures.
For Immortals, Realm Quests, unless
they take place in the Lands of Myth
and Legend (see Other Worlds below),
are of little consequence – since they
occur outside the current level of their
experience.

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OpenQuest
The Basics
Five descriptors define each realm: Size, Rulers, Support, Magic, Trade.

What Size?
Size Population Comments
Stead/manor 5-40 A plot of land with a family
Village 50-300
Town 500-1000 The largest grouping that a nomadic culture maintains.
City 3000-20,000
Metropolis 25,000 - 1 million
County/Province 25,000 - 5 million
Country 5 -10 million
Continental Empire At least 20 million The Ruler is usually of Culture Hero status.
Intercontinental Empire Almost
incomprehensible
Planetary Empire Entire planet
Interplanetary Empire Many worlds Ruler is usually of Immortal status.

Who Is the Ruler?


REALM QUESTS

Rulers are responisble for Upholding Law and Tradition

Roll 1D10 Ruler


1 Sacred King
2 Priest King
3 Elected Council
4 Merchant’s Council
5 Administrative Caste
6 Secular King
7 Royal Military Leader
8 Secular Military Leader
9 Religious Military Leader (Religious Orders)
10 Roll twice

Who Supports the Ruler?


Roll Regime support
1D4
1 Strong Military.
2 Strong Magical Support. For example, a dominant religion or strong order of sorcerers.
3 Strong Popular Support. The people love you!
4 Forces from the Other World. Some secret (or not so secret) demon or powerful spirit guides the destiny
of the Realm.

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OpenQuest
How Do We Do Magic?
What is the Dominant magical force in the Realm.
Roll Type of Magic
1D10
Personal Magic
1 Hedge Magic. The characters learn magic from a loose network of local magicians, wise women and
men, local village idiots with strange magical powers, etc.
2 Family Traditions. Characters learn spells from the previous generation of family members.
3 Ancestor Worship. A form of shamanism focused on contacting the spirits of the dead and learning
magic from them.
4 Pure Shamanism. Everything has a spirit, that is respected and can be called on.
Divine
5 Polytheism. Many unconnected religions.
6 Monotheism. A single Religion/Deity.
7 Pantheism. A collection of connected deities.
Sorcery
8-9 Powerful sorcerers (roll D6).
1-5. Sorcery school.
6. Black Sorcery Circle.

REALM QUESTS
10 Special (roll D6)
1-2. Hidden Religion.
3-4. Secular State.
5-6. Other World Forces (Demons, Angels, Fairies, Elementals etc.).

What Do We Trade?
Roll Resource Comments
1D6
1 Natural Our Realm is rich in natural resources that we trade with our neighbours.
resources
2 Agricultural We are a realm of farmers, and we feed our neighbours.
3 Crafters We trade manufactured goods.
4 Conquest We take what we need. Either through piracy /raiding our neighbours or through
conquest and occupation, gaining our resources through taxation, strip mining or
plundering a conquest’s resources over time.
5 Administration We manage the lands that our ancestors bequeathed us, gain money through sound
advice, and mediate our neighbour’s disputes.
6 Roll Twice or
choose

Example Realms Two Fort County


The Empire of Gatan Size: County (28,000)

Size: Country (7 million) Ruler: Count


Ruler: Emperor Illmar I (Sacred King) supported by a Dominant Magic: The Fool/Earth Mother (Polytheism)
pact with the Celestial Emperor, known as the Imperial
Revelation (Strong Magic) Trade: Agricultural/Hunting
Dominant Magic: The Imperial Religion (Pantheism)
Trade: Administration.

55
OpenQuest
Using Realm Quests
The Referee either randomly rolls or chooses the main event for that year.

Roll 1D10 or Event Description


choose
1 Plague A tidal wave of disease ravages the Realm. The final death toll reduces the
size of the population by one size group. The characters actions can reduce
this.
2 Trade The opportunity to establish new trade routes opens up, either through first
contact with foreign diplomats or via the efforts of explorers.
3 Exploration Either through opportunity or necessity, a beneficial area of abandoned
land becomes known to the Realm’s explorers. Once explored, the area will
yield its secrets of treasure, natural resources, arable land, and mysterious
ancient monuments. Sometimes the remnants of the original inhabitants
are revealed as well.
4 Cultural The challenging of old customs and traditions by forces both internal
revolution and external. Fashion, spoken language and written storytelling, are the
battlegrounds. This is a time of great potential for merchants and sages. The
rewards may be new information that ensures the Realm’s survival or, if not
handled appropriately, that opens the Realm up for foreign assimilation.
5 New religion Either from foreign climes or the hidden desires of the Realm’s people a new
arises religion, underground at first, grows in popularity to challenge the ways of
the Old Deities.
6 Old religion A way abandoned hundreds of years ago, for reasons benevolent or malign,
REALM QUESTS

revealed returns to the Realm. The issues surrounding the religion’s suppression or
disappearance resurface again, and they have to be dealt with or hidden for
the religion to make a full re-emergence into the world.
7 Famine Bad harvests in this, or a previous year, leave not enough food for the
Realm’s populace. The characters must secure extra food to make up for the
deficit. If they do nothing, reduce the population by one size.
8 Refugees A flood of people come from a neighbouring country which is suffering
some crisis (roll again on this table to see what). The characters need to deal
with the displaced people and making sure whatever they are running from
does not affect their Realm.
9 War See the separate chapter on page 58.
10 Special event See below.

Special events
These events are specific to the setting they take place within and can include some of the setting-
changing events that the Referee/Players have in mind for their game. Here’s are a couple of ideas to
get you thinking:
1. A wonder of the World is found/appears in the Realm.
2. A visitation from the Deities.
3. A mythic event visited on the Realm directly in reality.
4. A realm-wide Disaster!

56
OpenQuest
Scope of Realm Quests
Realm Quests are big things that happen at a national level. They are important to Ruler level
characters and upwards, but Dirtcrawlers and Troubleshooters can get swept up in them.
War Realm Quests are covered in detail on page 58 partly as an example of how you can detail a
Realm Quest. As can be seen, there is a general framework underlying a Realm Quest.

Power level of character Scope of the Quest


Dirtcrawler “Let us survive this event.”
Troubleshooters “Let’s profit from this event. What material rewards can we
gain, and what reputation can we build with the Realm’s
community?”
Ruler “Look after my Realm, use the event to build it up.”
Culture Hero “Use the event to prove my supremacy and worthiness to
enter the realms of the deities.”
Immortal “The event is an opportunity to become a supreme deity.”
Work out profiles for opponents as appropriate for the power level of the characters. I.e. Dirtcrawlers
should be up against weaker undead, Orcs and Goblins, while Culture Heroes should be up against
major demons. If in doubt, build opponents as you would the player characters.
There is no need for special rules as the power levels increase. You use the same rules, but up the
stakes of the game and create the general feeling of epic. For example, Culture Heroic level games
should be like a Hollywood epic, with the opponents being other Culture Heroic characters followed by

REALM QUESTS
a cast of thousands.

57
OpenQuest

War
War is a topic that deserves expansion and Characters who fail may not necessarily be dead.
elaboration. Armed conflict often seems They could be held as prisoners of war until they
inevitable with so many heavily armed characters escape the prison dungeon they are incarcerated
wandering around the game’s setting, often with in or are raised from the dead (if one of the armies
conflicting aims and the strongly held belief that had necromancers in their forces). Of course, they
they are right. may not be raised in the form that the characters
would wish and maybe involves them being
First off, determine the ‘scope’ of the War by slaves to whoever raised them.
looking at the characters’ experience. The scope
then determines the type of adventure that The player chooses one of the options below or
occurs. rolls a D6 if undecided.

Roll 1D6 Fate of the character


Dirt crawlers: Surviving the 1 Captured, robbed of everything, and then
Battle released.
2 They were captured and enslaved.
The characters can be thrown into the battle at its
most elemental end. They are caught up in the 3 Captured and press-ganged into the
battle through no fault of their own, as though it enemy army.
were a force of nature. For example, a city they are 4 Captured and sent to a Prison Dungeon.
WAR

visiting becomes besieged. The Tavern they are 5 Dead but raised by a Magician. The
staying in becomes the centre of the battlefield, character now owes the Magician a
and they wake up one morning expecting service, or they will be forced to return to
breakfast but instead find soldiers menacing the the grave.
landlord for supplies. 5 Dead but raised by a Magician in the form
Create the battle from a couple of encounters, of an undead creature.
pulled from the following list and resolved using
the standard combat rules, and a handful of
relevant skill tests.
Get me out of here. The characters want out of
the battle. Generate a handful of soldiers and let
the characters fight, sneak, bribe their way to
freedom, etc.
Scavenge. There’s a lot of valuable equipment on
display on both sides. Why wait until the battle
is over (when a well-armed victorious force will
claim it as their spoils) to pick it up?
Rescue. The characters are tasked to find someone
caught up in the battle, to make sure they survive
the battle, or that they never even get caught up in
the fighting.
Head-hunter. An old enemy is involved in the
battle. This provides an ideal opportunity to settle
an old score in the chaos of war.
Rewards are the misbegotten spoils of war and
add to the satisfaction of those surviving the
carnage.

58
OpenQuest
Trouble-shooters: Significant Ruler: Winning the War!
Actions that Lead to Victory! Here the focus is firmly on fighting off challenges
In this case the characters are hired to make to your characters’ rule by winning the WAR!
sure that their side wins the battle. Run a short This process roughly goes through the following
adventure to determine the battle’s outcome. The stages.
adventure consists of one to three encounters,
where the success of each contributes to the Invasion. Either your characters or their enemies
overall victory of the battle. decide to invade the opposition Realm.
Take the Gate or some other strategically Rally your supporters. After the initial onslaught,
important position on the battlefield. your characters’ gather up their allies, calling on
favours owed or on some shared cause, to fight off
Break the siege. The characters must plan and the invading forces.
execute a daring siege break out, before their
forces suffer defeat, capture, and suffer losses due Gather Intelligence. The characters go undercover
to disease and starvation. to find out more about the invading forces.
Seize the standard. Most armies have a standard Fight the enemy within. Insurgents, sponsored by
that affects the morale of their troops. In some the enemy, or malcontents taking advantage of
cases (Medium Magic and above), the standard the war to start a rebellion, must be rooted out
will be a minor/major magic item. Losing the and destroyed at home.
standard to the enemy will greatly affect the
morale of the army. Establish supply lines. In this phase of the war,
the characters must deal with the challenges of
Kill the Commander. The General of the enemy keeping the army supplied with food and water.
army is its head. Kill the head, and you will There may be problems, either due to terrain or
reduce the body to a shambling wreck, incapable enemy raiders, and failure to overcome these may

WAR
of reacting to the change in circumstances. lead to starvation, disease and desertion.
Rout the Elites: The Old Boy Bodyguard, the Cadre Bring the Enemy to Battle. Each side tries to
of Flying Wizards, the Scouts of the Bloody Path outmanoeuvre the opposition so that it ends
and the Death Head Mercenaries, are all examples up in an advantageous position on the eventual
of the kind of elite forces that provide specific battlefield. The element of surprise and the
skills that greatly increase the enemy’s chances of effective use of scouts and skirmishers are crucial.
winning. Disrupt, destroy, and drive them from
the battlefield, before they even have the chance Champions meet. An optional stage. A champion
to be deployed. from each side meets in single combat, each
representing one of the two armies on the field.
Steal the plans. Intercept the messengers on the
field or infiltrate the enemy command tent and Battle. Finally, the opposing sides clash. Arrows
grab their battle plans. Perhaps you’ll get the are unleashed, calvary charge, infantry line up
chance to install your false plans in their place? and form shield walls.

At this level, the rewards for success are for the Divide the spoils! To the victor go the treasures
victors to be hailed as heroes and showered with given up by a defeated army. This might include
gold and glory. If the characters are members of captives that can be ransomed or sold as slaves;
the army, it will lead to promotions. The overall the arms and armour of the slain; and the baggage
aim of the characters is to use the battle to train. If the battle took place in a city, the decision
positively increase their reputations with their must be taken whether to let a successful invading
community. army loot and pillage. In fact, one mark of a good
ruler is how they effectively divide the spoils of
Failure results in infamy, demotion, and perhaps the victory amongst the people who supported
even banishment or imprisonment, as well as the them during the war.
practical chance of being injured or captured by
the enemy. Assert your Rule. The war is over, but peace must
be won. New lands must be brought under the
control of the Ruling Characters and subordinates
must be made happy with their gains or placated
if they have lost out.

59
OpenQuest
Culture Hero: The Clash of Mass Combat Rules
Empires! The following rules can be used if you want a one
Here, the aims of the War are to kill enemies, grab roll solution to a battle.
territory and “Win the Hearts and Minds” of the Mass combat involves the commanders’ skills of
enemy people (who hopefully will become your the two opposing sides, modified by the armies
subjects after the war). At this level the scale of involved. The command skills involved are
the war is the clash of opposing Empires. Lore (Military Tactics), and either Influence or
Individual battles can certainly be abstracted Performance.
using Lore (Military Tactics) tests (see below), The actual battle is resolved by opposed Lore
but there are also events that are far more epic in (Military Tactics) tests made by the leaders. A
nature. successful test means a force inflicts casualties
Crusade. The whole Empire is raised as one, equal to half its size on the opposition. Half of
called upon by the Culture Hero who exalts the these casualties are deaths; the other half are
masses to engage in war against their ideological injuries. These numbers are doubled on a critical
enemies. success.

Other World Battles. This war takes place not Further, the Commander of a losing side in a
only in the physical world but in the Other World battle must make an Influence or Performance
as well. Enemy magical secrets are plundered, test to prevent a rout. Routing troops either flee
and magical allies are slain to deny the enemy in panic or surrender when they cannot flee. A
powerful magic. further 10% of an army’s numbers are lost in
a rout. A critical success on the Influence or
Destroy Enemy Culture Heroes. As the pivotal battle Performance test is needed for a force to continue
of the Saga rages around them, in tumultuous one fighting, rather than retreating in a more orderly
on one combat as the world looks on, the Culture manner. If a force has nowhere to retreat to, it
WAR

Hero fights their enemy counterpart to establish can continue to fight.


once and for all cultural superiority.
Various situational factors modify the Lore
Apotheosis. The Enemy destroyed, the new subject (Military Tactics) test.
peoples harmonised within the new expanded
Empire, the Super-Hero ceremoniously ascends to • Better equipped than the enemy: +20% bonus.
the Houses of the Holy. • Better trained than the enemy: +20% bonus.
• Has significant special forces (e.g. artillery,
Immortal: The War of the cavalry, combat mages) that the enemy lacks:
+20% bonus for each.
Other World
• Outnumbers enemy by two to one or more:
Here the War takes place almost entirely in the +20%.
Other World, in the Lands of Myth and Legend.
The armies are vast and magical in nature, and • Outnumbers enemy by four to one or more:
the action focuses almost entirely on the clashes +50%.
between the Deities themselves.
• Enemy in defensive position: -20% penalty.
Ragnarök from Norse Mythology is a good
example of a War fought at this level. • Enemy fortifications: -50% penalty.
• Player character heroics: e.g., taking out
a significant enemy, capturing a strategic
position (see Trouble-shooters, above), etc.:
+20% bonus, or -20% penalty if attempted
heroics go horribly wrong.
Larger forces might split into several armies, each
with its own Commander. The rules are still as
above, but each army must pick another force to
attack.

60
OpenQuest

Quick Quest
QuickQuest looks at all the shortcuts that I use in The Goon Squad
play, without short-changing the players.
So, you’ve introduced a character, and the players
I’ve split these shortcuts into four articles, which want to interact with it, either socially or anti-
are as follows. socially. Suddenly, it has a name, a personality
• The Goon Squad: An at-the-table method to emerges from interactions with the players, and
quickly build an opponent’s profile, based you need a profile to give you the numbers to
upon what you need to expose to the players hang the game rules off. What do you do?
in a particular encounter. That’s where quick profiles come in, which take
• Is my Magic Ready? How to present magic as a the following form.
powerful and credible force in the world. Both HP: AV: DM: DPR: Skills: Special.
as an environmental effect and as something
opponents wield, without memorising all Hit Points (HP)
three of the Magic chapters.
Grab these from the average profiles in the
• Wealth and the Turnip Economy. How I Creatures chapter, or just makeup on the spot. As
manage resources in my OpenQuest games a quick guide.

QUICK QUEST
without breaking a sweat.
• What’s my Motivation for this? Using the Hit Points Type of creature
characters’ motives to create an adventure plot 6-8 Weaker than an average human.
on the fly and encouraging player confidence,
through player-centred play, so they can 10 Average human.
suggest directions for the adventure to go in. 15 Tough human.

• The Big Confession. I end with a shocking 20 Superhuman.


revelation that some of you may be ill- 30+ Really tough and supernatural creatures
prepared to read. (e.g. Giants, Dragons, etc).

So here we go. Armour (AV)


Again, choose a quick armour type. I usually
choose: Two armour points – Leather/some form
of hide; five armour points – Chain or really
tough hide; six armour points – Plate or animal
exoskeleton.

Damage Modifier (DM)


If the character packs a punch and could probably
smack you in the face and break bones, give it
a damage modifier. If not, move along to Skills
below.

Damage Modifer Strength of character


+1D4 For most strong humans
+1D6 For extraordinarily strong humans
+2D6+ For a superhuman in both size and
strength.

61
OpenQuest
DPR (Dodge, Persistence, Is my Magic Ready?
Resilience) In the heat of combat, with the players all quickly
For quickness sake, list only tens, separated by a reeling off what their characters are doing,
hyphen. sometimes it is easy to overlook what their non-
player character opponents are doing. This is a
So, Dodge 40%, Persistence 50%, Resilience 20%, quick procedure I use to see if the opposition has
becomes DPR 4-5-2. their magic at the ready.

Skills Opponent’s Magic Readiness


Roll 1D6 Result
For skills, I use a very simple system. I list them
as the Best skill, followed by Second Best skill, Evens. Yes. The most obvious spells that are
and assume everything else is at one Everything suitable for the encounter are “on”. If
Else level. you foresee the encounter having an
opportunity for further spell casting,
So, for example: such as a big drawn-out combat
where the henchmen protect the spell
Fighting with sword and shield: 65% caster, knock off the magic point cost
of the spells ready cast. In pre-game
Sneaking and Ambushing: 45% preparation, mark these useful spells
with a *.
Everything Else: 20%
Odds. No. The character is unprepared but
Use the skill levels given in the Skills Expertise will cast spells as part of the combat if
table on page 19 of OpenQuest. they get the chance.
Six. Unexpected magic. Perhaps the
Magic character has a game-changing magic
QUICK QUEST

item, or is a follower of uncommon


If the Goon has magic, I make a quick note of it. religion for one of their culture/species?
Perhaps the local Priest cast a spell on
Either I use simple Personal Magic or I make a them after realising that they would
note of magic potential so that I can improvise. need it.
So, Personal Magic 40%: Weapon Enhance 4, Heal
5 (note I don’t bother with anything less than
magnitude 3 when doing Quick profiles).
Or
Is a Priest of the Lord of War. Which is shorthand
to remind me I can use any spell on the list for the
Priest (if the character gets a chance to use magic).
So, putting it all together:
Timeon the Queen’s Body Guard
HP: 15 AV: Ringmail 3 DM: +1D4 DPR: 4-5-2 Skills:
Fighting with sword and shield 65%, Sneaking
and Ambushing 45%, Everything else 20% Magic:
Is a priest of the Lord of War
Note: This system is not particularly good for
big set-piece encounters. What it is good for, is
when you need to have some numbers to hang
an encounter off and need to have a shorthand
version of the non-player character ready for
when you do a fuller write-up on that character.

62
OpenQuest
Wealth and the Turnip found and repaired in an abandoned village. They
were the envy of their region, which is a war-torn
Economy borderland recovering from a recent conflict. It
These two things keep my game from being turned out that the last cart maker in the area had
swamped with bean-counting every time there’s lived in that village and had perished in the war
an exchange of goods or services in the game. that reduced the village to rubble.
Only Lords and Ladies get to use currency,
Use of Wealth skill usually amongst themselves, to perform large
transactions. Normally they aren’t giving hard
Once the fascination of having money, spending
cash to scruffy oiks like the characters, unless it’s
it, accounting for it on the character sheet, etc,
to make a political point. Ten Gold Ducats to bring
wears off, we move over to using the Wealth skill.
back the enemy of the State, Tuvalar the Traitor,
If the characters are experienced, we move them
dead or alive, to be made a public spectacle of in
to the equivalent Wealth skill. If it’s still early in
the local town. For the head of that Goblin, that
the game, I start the character’s Wealth at base,
had been making a nuisance of itself on the trade
even if the character’s concept implies that they
road? Ten silvers, if you make a fuss to the local
have higher Wealth. For example, a prosperous
Judge in front of the spectators at the public court
noble character can still have a Wealth based
and make a successful Influence skill test, or a
upon their INT + CHA, since they may be forever
nice healthy chicken if you take the matter up
using their wits and charm to blag money from
with him quietly when he’s out of his robes and
wealthy patrons and arrange loans from rich
looking after his animals.
friends.
Not only does this reduce the need to account for
The Turnip Economy every coin that comes the characters’ way, but
it gives financial transactions an in-game life of
I tend to find that players come to the table with

QUICK QUEST
their own.
a mentality where they treat the lists in the
equipment chapter like a mundane shopping
list that they can take down to the local market
and buy the listed items at will – like it’s some
What’s my Motivation for
fantasy equivalent of a supermarket. This may be this?
logical in a big city, but it quickly breaks down in
rural economies – and these tend to be the norm Motives drive the direction of play. If the Referee
in the borderlands where all the adventuring is doing it right, they should pick up what the
opportunities exist. players want to do in the game through what
they write down as their Saga and Quest motives.
To help them disassociate themselves from The characters can then start producing plotlines
modern everyday life and get into the idea that themselves if the players are assertive enough. At
their characters must deal with the day-to-day the very least, the Referee can use their motives
reality of a Fantasy Early Medieval world, the as inspiration and make sure their narratives are
Empire of Gatan, I quickly introduce them to the laden with hooks that tie in with the characters’
Turnip economy. motives.
It goes something like this. A peasant village elder Saga Motives are important to the character in
is trying to reward the characters after they have the long term. They are what they are prepared to
killed off a group of bandits. fight for, long and hard. It’s the war.
“How would you like paying for killing those The Quest Motive is what is important to the
bandits? You can have Floozy, the sheep. She character in the short term, what they are fighting
might be past it for raising lambs, but she’s got for right now. It’s the battle.
a decent bit of meat on her. Or perhaps that bag
of turnips? I reckon if you pickle them right, they In the early adventures where the Referee is still
will last through the winter. You know what, I’ll establishing the setting with the players, they
throw in that clay fermenting jar!” can tie the character’s Saga Motives into the
adventure’s themes and plot. When the characters
So, non-player characters tend to deal with the are more established, and the players know what
characters based upon their Wealth, which you they want to try and get out the session, they can
can specify in their profile using the Wealth skill. quickly establish Quest Motives at the beginning
of the session, and the Referee can plot the
Scarcity also plays into it. One of my home group’s adventure based upon that.
most valuable possessions was a cart that they
63
OpenQuest
Motives are equally as important for non-player I make a note of it, so I get it next time and it
characters. In the absence of a long character doesn’t become a habit, but I no longer beat
background and lists of pre-set behaviours that myself up about it.
the NPC exhibits in certain circumstances, they
provide a quick and handy reference to how the If someone is better at interpreting the rules than
NPC behaves if challenged by the characters, and I am, I let them go for it. Combat is a good one
what is important to them. Also, as explained here. Some players enjoy the thrill of tactical
on page 189 of OpenQuest, the last motive of any combat and micromanaging every little detail,
given non-player character profile can explain its bringing in the effects of rarely used combat
tactics in combat. actions. So as long as everyone is having fun, and
they are working to that end, I let them run the
combat, with a bit of summary here and there to
keep it in the game’s overall narrative.
The Big Confession
If a spell’s effect doesn’t come across as “magical”
If needs, be I don’t always run the game as
in a given situation, as long as it doesn’t give
written.
the player an unfair advantage that they haven’t
If something crops up in play and it’s more fun to worked for, I’m quite happy to let the spell be
use a quick ad hoc ruling – which always uses a more powerful (with perhaps a fortune point
skill test as a foundation – I go with that. spend).
If something can be resolved without dice rolling, The players are there to have fun, and so
which makes the player happy, I go with common am I. Getting all twisted and tied up in rules
sense. interpretation isn’t fun and drives me into a
downward spiral. So, I no longer beat myself up
Or if we misremember a rule, it’s no big deal. trying to be right on every rule interpretation.
QUICK QUEST

64
Quick Encounters
Mountains Barbarian Lands
Roll 1D100 Encounter Roll 1D100 Encounter
01-50 Local predator: Bear, Big Cat, Wolf 01-25 Local predator: Bear/Wolf
51-60 Hunting party 26-50 Barbarian hunters
61-75 Dwarf patrol 51-75 Barbarian raiders
76-90 Orc raiders 76-90 Civilised explorers
91-95 Dwarf trade caravan 91-00 Rampaging monster: Giant, Manticore,
Dragon
96-99 Hippogriff or Griffin
00 Dragon Lair Civilised Rural
Foothills Roll 1D100 Encounter
01-30 Peasants working fields
Roll 1D100 Encounter
31-50 Local Trader
01-30 Local predator: Bear, Big Cat, Wolf
51-75 Local Lord’s soldiers patrolling
31-50 Goblin scavengers
76-80 Pilgrims
51-75 Orc warband
81-90 Outlaws
76-90 Dwarf patrol
91-00 Visiting Royal Procession
91-00 Minotaur
Marsh Civilised Urban
Roll 1D100 Encounter
Roll 1D100 Encounter
01-50 Towns people going about their business
01-15 Local predator: Giant Crocodile, Giant
Python 51-60 Town Watch on patrol
16-25 Fisherman or hunter 61-75 Local thieves at work
26-50 Fisher Duck 71-75 Town Crier making an announcement
51-75 Lizardman hunters 76-90 Visiting merchants arriving in town
76-90 Naiad’s pool 91-00 The Town Lord on the streets
91-00 Wyvern Forest
Open Sea Roll 1D100 Encounter
Roll 1D100 Encounter 01-50 Local predator: Giant Ant, Bear, Giant
Beetle, Wolf
01-50 Local predator: Giant Octopus
51-75 Woodland folk: Centaurs, Beastlings,
51-75 Merman patrol
Satyrs
76-90 Pirate ship
76-80 Goblinoid raiders: Goblin, Orc, Troll
91-00 Sea Serpent
81-90 Elf warriors
Coastal/Island 91-00 Wyvern
Roll 1D100 Encounter
Monster infested Bad Lands
01-26 Local predator: Giant Crab
Roll 1D100 Encounter
26-50 Fishermen
01-50 Bloodweed, Disease Spirit, Fear Spirit,
51-75 Explorers Orcs, Goblins, or Zombie
76-90 Pirate ship 51-75 Ghoul, Troll, or Gargoyle
91-00 Sea Giant 76-90 Gorgon or Pentaghast
91-00 Werewolf or Vampire
OpenQuest

Legal Appendix
Notice of Open Game Content methods, procedures, processes and routines
to the extent such content does not embody
This product contains Open Game Content that the Product Identity and is an enhancement
can only be used under the Open Game License over the prior art and any additional content
Version 1.0a. clearly identified as Open Game Content by the
Contributor, and means any work covered by this
License, including translations and derivative
Identification of Open Game works under copyright law, but specifically
excludes Product Identity. (e) ‘Product Identity’
Content means product and product line names, logos
The rules and mechanics in the following chapters and identifying marks including trade dress;
are Open Gaming Content. One Magic System, artifacts; creatures characters; stories, storylines,
Membership, and Adventurers Associations. plots, thematic elements, dialogue, incidents,
language, artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts, themes
Definition Product Identity and graphic, photographic and other visual or
LEGAL APPENDIX

of
audio representations; names and descriptions of
Including but not limited to, the following items characters, spells, enchantments, personalities,
are hereby identified as Product Identity, as teams, personas, likenesses and special abilities;
defined in the Open Game License 1.0a, Section places, locations, environments, creatures,
1(e), and are not Open Content: All trademarks, equipment, magical or supernatural abilities or
registered trademarks, company logos, OpenQuest effects, logos, symbols, or graphic designs; and
logo, proper names (characters, deities, etc..), any other trademark or registered trademark
dialogue, plots, story lines, locations, characters, clearly identified as Product identity by the owner
artworks, cartography and trade dress. The of the Product Identity, and which specifically
following chapters are product identity in their excludes the Open Game Content; (f) ‘Trademark’
entirety: Deities List, Near Death Experiences, means the logos, names, mark, sign, motto,
Other World Quests, War, Realm Quests, and designs that are used by a Contributor to identify
Quick Quests. itself or its products or the associated products
contributed to the Open Game License by the
OPEN GAME LICENSE Version 1.0a Contributor (g) ‘Use’, ‘Used’ or ‘Using’ means
to use, Distribute, copy, edit, format, modify,
The following text is the property of Wizards of translate and otherwise create Derivative Material
the Coast, Inc. and is Copyright 2000 Wizards of of Open Game Content. (h) ‘You’ or ‘Your’ means
the Coast, Inc (‘Wizards’). All Rights Reserved. the licensee in terms of this agreement.
1. Definitions: (a) ‘Contributors’ means the 2. The License: This License applies to any Open
copyright and/or trademark owners who have Game Content that contains a notice indicating
contributed Open Game Content; (b) ‘Derivative that the Open Game Content may only be Used
Material’ means copyrighted material including under and in terms of this License. You must affix
derivative works and translations (including such a notice to any Open Game Content that
into other computer languages), potation, you Use. No terms may be added to or subtracted
modification, correction, addition, extension, from this License except as described by the
upgrade, improvement, compilation, abridgment License itself. No other terms or conditions may
or other form in which an existing work may be be applied to any Open Game Content distributed
recast, transformed or adapted; (c) ‘Distribute’ using this License.
means to reproduce, license, rent, lease,
sell, broadcast, publicly display, transmit or 3. Offer and Acceptance: By Using the Open Game
otherwise distribute; (d) ‘Open Game Content’ Content You indicate Your acceptance of the terms
means the game mechanic and includes the of this License.

66
OpenQuest
4. Grant and Consideration: In consideration for 12. Inability to Comply: If it is impossible for
agreeing to use this License, the Contributors You to comply with any of the terms of this
grant You a perpetual, worldwide, royalty-free, License with respect to some or all of the Open
non-exclusive license with the exact terms of this Game Content due to statute, judicial order, or
License to Use, the Open Game Content. governmental regulation then You may not Use
any Open Game Material so affected.
5. Representation of Authority to Contribute:
If You are contributing original material as 13. Termination: This License will terminate
Open Game Content, You represent that Your automatically if You fail to comply with all terms
Contributions are Your original creation and/ herein and fail to cure such breach within 30 days
or You have sufficient rights to grant the rights of becoming aware of the breach. All sublicenses
conveyed by this License. shall survive the termination of this License.
6. Notice of License Copyright: You must update 14. Reformation: If any provision of this License is
the COPYRIGHT NOTICE portion of this License to held to be unenforceable, such provision shall be
include the exact text of the COPYRIGHT NOTICE reformed only to the extent necessary to make it
of any Open Game Content You are copying, enforceable.
modifying or distributing, and You must add the
title, the copyright date, and the copyright holder’s 15. COPYRIGHT NOTICE
name to the COPYRIGHT NOTICE of any original Open Game License v 1.0a Copyright 2000,
Open Game Content you Distribute. Wizards of the Coast, Inc.
7. Use of Product Identity: You agree not to Use Modern System Reference Document Copyright
any Product Identity, including as an indication 2002, Wizards of the Coast, Inc.; Authors Bill
as to compatibility, except as expressly licensed in Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan,
another, independent Agreement with the owner based on material by Jonathan Tweet, Monte

LEGAL APPENDIX
of each element of that Product Identity. You agree Cook, Skip Williams, Richard Baker, Peter Adkison,
not to indicate compatibility or co-adaptability Bruce R. Cordell, John Tynes, Andy Collins and JD
with any Trademark or Registered Trademark in Wiker.
conjunction with a work containing Open Game
Content except as expressly licensed in another, System Reference Document Copyright 2000–
independent Agreement with the owner of such 2003, Wizards of the Coast, Inc.; Authors Jonathan
Trademark or Registered Trademark. The use of Tweet, Monte Cook, Skip Williams, Rich baker,
any Product Identity in Open Game Content does Andy Collins, David Noonan, Rich Redman, Bruce
not constitute a challenge to the ownership of R. Cordell, based on original material by E. Gary
that Product Identity. The owner of any Product Gygax and Dave Arneson.
Identity used in Open Game Content shall retain
all rights, title and interest in and to that Product Legend Copyright 2011, Mongoose Publishing;
Identity. Author Lawrence Whitaker Pete Nash et al.

8. Identification: If you distribute Open Game OpenQuest Copyright 2009-2021, D101 Games;
Content You must clearly indicate which portions Author Newt Newport, Paul Mitchener.
of the work that you are distributing are Open OpenQuest Companion 2021, D101 Games Author
Game Content. Newt Newport.
9. Updating the License: Wizards or its designated
Agents may publish updated versions of this
License. You may use any authorised version of
this License to copy, modify and distribute any
Open Game Content originally distributed under
any version of this License.
10. Copy of this License: You MUST include a copy
of this License with every copy of the Open Game
Content You Distribute.
11. Use of Contributor Credits: You may not market
or advertise the Open Game Content using the
name of any Contributor unless You have written
permission from the Contributor to do so.

67

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