100 Portents [Archive] - Wizards Community

Post/Author/DateTimePost
squidyak

04-06-08, 01:51 PM
I had the idea of creating a chart of 100 portents and rolling randomly every in-game day. A successful prophecy skill check means a character properly interprets the portent. A failed check means he misunderstands the portent. 100 examples is a lot to come up with, so I thought this forum would be a good place for ideas.

An example would be:

A dove on the wing is spotted. This is a portent for peace. +2 to all diplomacy checks and -2 to all attack rolls for the day.
goldomark

04-07-08, 02:18 AM
The more drastic ones could be:

1. Frogs fall from the sky. The Fall From Grace Portent. +4 to all knowledge arcane skill checks related to the school of necromancy for the day. -2 to knowledge religion skill checks and lose the synergy bonus to turn undead checks (+2 if the turner has more then 5 ranks in knowledge religion) for the day.

2. A one day, very localise, locus infestation. Portent of the Devorer. +2 to attack rolls made with an edge weapon for the day. -2 to attack rolls made with all blunt weapons for the day.

3. It rains blood. The Death portent. All undead raised during the day have +2 HP bonus per hit dice. All fortitude saves are done at -2 for the day.

4. A ram is possess. Add the half-fiend template to a ram or similare farm animal. This portent signals that the Mouth of Hell is open. All monsters summoned during the day, who have the fiendish or half-fiend template, have +2 to their strength and constitution scores. All monsters summoned with the celestial or half-celestial template have a -2 penalty to strength and constitution scores for the day.

5. A child is born with six fingers on each hands. The portent of the Eldritch Usurper. All arcane spell casters have a +2 to pierce SR for the day. All divine spell casters have a -2 to pierce SR for the day.

The less drastic ones:

6. A black cat is spotted falling on his back. The portent of Imbalance. Add +2 to all trip attacks for the day. All balance, climb, jump and tumble skill checks for the day have a -2 penatly.

7. A child is born with eyes of two different colors. The portent of Double Sight. All spells of the divination school cast during the day are cast one level higher. All spells cast during the day of the illusion school are cast one level lower.
squidyak

04-07-08, 10:21 AM
Thanks. Some of the drastic ones I might make last for much longer. I especially like the possessed ram.
Thane26425

04-07-08, 05:09 PM
A warning portent series.

First one: the PCs are riding or walking along, when the one most likely to see portents has a vision. This vision doesn't override the real world, but it is so real they can see it as if they are actually there. What they see is a place in great detail, a place they haven't been before, or a place they have been to, but modified such as different signs at the shops, new paint schemes or just the strange new cart stopped on the street. The PC can explain this vision to the others if they like. Shortly there after, they come upon that exact place in the real world. It looks exactly like the PC saw it in every detail. (Note: there shouldn't be anything hostile or dangerous about the place. It is just a place, nothing more.)

Second one: The PC experiences something similiar to the above. However, this time it is related to something someone is going to say, or something that is going to happen. They might see a brief exchange of dialog and then hear the exact thing happened a few mintues later, or they might see something happen, like someone falling down or dropping something that sets off a cascade of events and then it happens. This could also be predicting numbers, such as prices quoted them by a merchant, etc. (Again, nothing dangerous, these things just happen.)

Third one: By now the PC should be feeling a bit paranoid and edgy. This time, they get another premonition: this is it! The PC will know that the preivous two events were warnings that built up to this moment. What happens could be anything from a dragon attack to an accident the PC sees coming and can prevent with prompt action.

This has worked for me. I used it to give the PC's a couple of rounds of warning before the BBEG attacked them when they weren't expecting it. They didn't know what was going to happen, just that something was about to. Gave them enough of an edge to drive the BBEG and his goons off and survive. Can't be used too often though because it looses its charm quickly.

I should also add that these protents need to come close together, like three days in a row, or the first two one day and the third within a couple of days. They need to be close together in order to work.
goldomark

04-08-08, 04:28 AM
Cool, I'm glad you like my ram, Squidyak. :uh-huh:

Hmmmm... Lets change the subject with more drastic portents:

8. Cows produce sour milk. Portent of Corruption. If you use the taint rules from Heroes of Horror, a tainted character is considered one level higher of taint (mild taint becomes moderate taint for example) and gains access to a bonus feat for the day, without any negative affects. All characters who roll saves to resist taint have a -2 penalty on their saves for the day. If you don't use the taint rules, well to bad :D .

9. Two rainbows are juxtaposed. The portent of the World-Bridge. Travel spells (teleport, planeshift, etc) have the quantity or number of people that the spells can transport doubled for the day. Anyone who is unwillingly submitted to a travel spell has a -2 penalty to his save for the day. What? They can't all be dark and gloomy.

10. A whip-poor-will sings during the day, after a man was hanged. The portent of the Restless Soul. All speak with dead spells are cast 4 levels higher for the day. All turn or control undead attempts done during this day have a -3 penalty to the roll.

11. A child is born feet first. The portent of Rejection. All banishment spells are cast 2 levels higher for the day. All summoning spells are cast 2 levels lower for the day.