Post by gloriousbattle on May 18, 2009 8:23:41 GMT -6
Chaos Pathways: Epic/Gonzo Level Play for 0ed Games
These rules are for those GMs who like to play at the highest power levels, where characters fight gods, demigods, and completely over the top level monsters. They are definitely not for everybody. If you are going to use Chaos Pathways, or anything similar, I would suggest getting the All The World's Monsters (Chaosium) books, which contain many epic level monsters all formatted for 0ed. These three volumes are all available from Drivethrurpg. rpg.drivethrustuff.com/index.php?cPath=74_183
Chaos Pathways
Chaos Pathways, or Golden Pathways as they are sometimes called are the mightiest of magical constructs, if they are constructs, which is uncertain. They appear only in places of great Power and antiquity.
From the outside, each Chaos Pathway appears as a pattern of golden light etched into the earth or floor. It takes the form of a pattern or maze, always leading from some exterior opening to the center. Entering a Chaos Pathway at any point other than the opening results in the character being thrown back 30' and suffering a two level energy drain, no save.
Chaos Pathways cannot be effected by any magic or attack, to include full wishes.
Once a character steps onto a Chaos Pathway, he vanishes from the material universe, and cannot be detected or effected from any plane.
Once on the Chaos Pathway, the character may experience many different things, most of them frightening. One Traveler (the name for those who have walked a Chaos Pathway successfully) described the path as being a long hall with mirrors on each wall, and terrifying versions of his own face looking out of the mirrors. Another Traveler described a road made of bricks glowing in prismatic colors, that passed through a blackened forest of carnivorous trees. Still another described walking on a great mobius surrounded by a sea of raw chaos. Yet another Traveler described riding in a dark boat down a river of the dead. All Chaos Pathways seem to involve a Journey of some type.
Whatever the appearance of the Pathway might be, the Traveler will likely be accosted by terrible sendings along the way. These can take many forms, whether of enemies he must fight, or riddles that must be answered, or the raw Power of Chaos itself. Though no one really knows, it is assumed that all of these are actually manifestations of the Chaos within the Traveler, which must be mastered in a variety of ways, if he is to survive his walk on the Chaos Pathway.
Each Chaos Pathway is rated at a number of Hazards. Roll 1d4 to determine this number. However, if the roll is 4, add 4 and roll the die again. Keep rolling and adding until the die rolls 1-3. Then roll randomly for each Hazard. Each Hazard must be overcome before the next is encountered. The character may use any items, abilities or spells he possesses to aid him, however, scrying spells of any type are ineffective, as are any spells that would transport him away from the Chaos Pathway. The Journey may seem to the Traveler to take hours or even weeks, though generally it is instantaneous in the material universe.
Hazards (2d6)
2-5 Answer riddle or roll twice more on this table.
6 Make random ability check or annihilated by a lesser chaos vortex.
7 Make random saving throw or annihilated by a lesser chaos vortex.
8-9 Fight random monster from deepest level dungeon encounter table.
10 Undergo spell effect (random type, magic user / elf or cleric, and random level, 1-9 if magic
user / elf or 1-7 if cleric, saving throw applies if the spell allows it) It is possible for the spell to
be beneficial, if it can only be interpreted this way.
11 Blown into random dimension, flung out of the path.
12 Annihilated by a great chaos vortex, NO SAVE.
Once the Traveler has successfully walked the Chaos Pathway, he has at least partially mastered the Chaos within himself, and gains some amazing Powers as a result. Roll once on the table below for each Hazard the Traveler overcame.
Powers (1d20)
Some Powers can be received multiple times. Those that are, are listed as such. Subsequent rolls of a Power that cannot be received multiple times instead allow the character to choose any Power from the list that he can still receive.
1 Immune to non-magical weapons (creatures that are immune to non-magical weapons, and
creatures of your own hit dice or greater can also effectively attack you).
2 Immune to one energy type (fire, lightning or cold)
3 Immune to poison and disease
4 Immune to aging and energy drains of any type (whether of levels or ability scores, such as
Strength or Intelligence drains).
5 Entelechy Fire: all melee or missile attacks the character makes, or attack spells he casts cause
+1d12 damage, and this extra damage will effect all enemies, regardless of immunities (this
Power can be received multiple times).
6 +3 to all saving throws (this Power can be received multiple times).
7 Immune to all hostile first level magic user and elf spells (this Power can be received multiple
times, and each time it is received, the level of spell immunity rises by one level, i.e., if you get
this Power three times, you are immune to first through third level magic user and elf spells).
8 Immune to all hostile first level cleric spells (this Power can be received multiple times, and
each time it is received, the level of spell immunity rises by one level, i.e., if you get this Power
three times, you are immune to first through third level cleric spells).
9 Immune to mind affecting Powers of any type.
10 Immune to lack of air, food and water.
11 Magic resistance is ineffective against your spells, or any spell-like Power you use, including
those from items.
12 All creatures save at -3 against any spell or spell-like Power you use, including those from
items (this Power can be received multiple times).
13 Entelechy Shield: you gain a bonus of 3 points to armor class (this Power can be received
multiple times).
14 Wisdom of the Ages: Each day you can ask the game master any single yes or no question,
which he must answer honestly, if possible (this Power can be received multiple times).
15 Gain 3d6 hit points, permanently (this Power can be received multiple times).
16 Gain +2 to all your ability scores, permanently, and these can rise above 18 (this Power can be
received multiple times).
17 Gain the Power to make one limited wish per day (this Power can be received multiple times).
18 Gain the Power to make one full wish per week (this Power can be received multiple times).
19 Gain the Power to cast one random spell of a random type (magic user and elf, or clerical) at
will. The spell is of a random level, but cannot be a wish or limited wish (this Power can be
received multiple times).
20 Add up the number of Chaos Pathway Powers your character has received already, and roll
1d20. If you roll greater than this number, roll twice more on this chart, re-rolling any result of
20. If you roll equal to or less than this number, your character becomes a full Entelechy
himself, and is absorbed into the infinite. Roll up a new character. Note, however, that the
Entelechy may show up every now and then to help out his old comrades in a dire situation
(chance is 1-3 on D20, if they are in immediate danger of death)
Once his Journey is complete, the Traveler can order the Chaos Pathway to return him to where he came from, or deposit him at any point on any plane of existence, provided he has direct knowledge of it. Further Journeys along the same Chaos Pathway involve no further Hazards, and can acquire the Traveler no further Powers. He has mastered this particular Chaos Pathway, and can gain nothing further from it. However, he can still walk the Chaos Pathway and have it transport him, as on his first walk.
If the Traveler attempts to walk other Chaos Pathways, however, he faces new perils, and the effects are as described above for his first Journey.
Note that one of the chief perils of the Chaos Pathways lies in the rewards. As the Traveler masters himself more fully, the danger that he will become one with the universe (all powerful, but no longer playable) increases. A Traveler who is absorbed into the infinite as a result of his Journeys cannot be brought back into the game by any power or for any reason. He does not want to leave the infinite, and is vastly more powerful than any character or god, so no one can make him do so. A character who reaches this level has effectively “won” the game.
These rules are for those GMs who like to play at the highest power levels, where characters fight gods, demigods, and completely over the top level monsters. They are definitely not for everybody. If you are going to use Chaos Pathways, or anything similar, I would suggest getting the All The World's Monsters (Chaosium) books, which contain many epic level monsters all formatted for 0ed. These three volumes are all available from Drivethrurpg. rpg.drivethrustuff.com/index.php?cPath=74_183
Chaos Pathways
Chaos Pathways, or Golden Pathways as they are sometimes called are the mightiest of magical constructs, if they are constructs, which is uncertain. They appear only in places of great Power and antiquity.
From the outside, each Chaos Pathway appears as a pattern of golden light etched into the earth or floor. It takes the form of a pattern or maze, always leading from some exterior opening to the center. Entering a Chaos Pathway at any point other than the opening results in the character being thrown back 30' and suffering a two level energy drain, no save.
Chaos Pathways cannot be effected by any magic or attack, to include full wishes.
Once a character steps onto a Chaos Pathway, he vanishes from the material universe, and cannot be detected or effected from any plane.
Once on the Chaos Pathway, the character may experience many different things, most of them frightening. One Traveler (the name for those who have walked a Chaos Pathway successfully) described the path as being a long hall with mirrors on each wall, and terrifying versions of his own face looking out of the mirrors. Another Traveler described a road made of bricks glowing in prismatic colors, that passed through a blackened forest of carnivorous trees. Still another described walking on a great mobius surrounded by a sea of raw chaos. Yet another Traveler described riding in a dark boat down a river of the dead. All Chaos Pathways seem to involve a Journey of some type.
Whatever the appearance of the Pathway might be, the Traveler will likely be accosted by terrible sendings along the way. These can take many forms, whether of enemies he must fight, or riddles that must be answered, or the raw Power of Chaos itself. Though no one really knows, it is assumed that all of these are actually manifestations of the Chaos within the Traveler, which must be mastered in a variety of ways, if he is to survive his walk on the Chaos Pathway.
Each Chaos Pathway is rated at a number of Hazards. Roll 1d4 to determine this number. However, if the roll is 4, add 4 and roll the die again. Keep rolling and adding until the die rolls 1-3. Then roll randomly for each Hazard. Each Hazard must be overcome before the next is encountered. The character may use any items, abilities or spells he possesses to aid him, however, scrying spells of any type are ineffective, as are any spells that would transport him away from the Chaos Pathway. The Journey may seem to the Traveler to take hours or even weeks, though generally it is instantaneous in the material universe.
Hazards (2d6)
2-5 Answer riddle or roll twice more on this table.
6 Make random ability check or annihilated by a lesser chaos vortex.
7 Make random saving throw or annihilated by a lesser chaos vortex.
8-9 Fight random monster from deepest level dungeon encounter table.
10 Undergo spell effect (random type, magic user / elf or cleric, and random level, 1-9 if magic
user / elf or 1-7 if cleric, saving throw applies if the spell allows it) It is possible for the spell to
be beneficial, if it can only be interpreted this way.
11 Blown into random dimension, flung out of the path.
12 Annihilated by a great chaos vortex, NO SAVE.
Once the Traveler has successfully walked the Chaos Pathway, he has at least partially mastered the Chaos within himself, and gains some amazing Powers as a result. Roll once on the table below for each Hazard the Traveler overcame.
Powers (1d20)
Some Powers can be received multiple times. Those that are, are listed as such. Subsequent rolls of a Power that cannot be received multiple times instead allow the character to choose any Power from the list that he can still receive.
1 Immune to non-magical weapons (creatures that are immune to non-magical weapons, and
creatures of your own hit dice or greater can also effectively attack you).
2 Immune to one energy type (fire, lightning or cold)
3 Immune to poison and disease
4 Immune to aging and energy drains of any type (whether of levels or ability scores, such as
Strength or Intelligence drains).
5 Entelechy Fire: all melee or missile attacks the character makes, or attack spells he casts cause
+1d12 damage, and this extra damage will effect all enemies, regardless of immunities (this
Power can be received multiple times).
6 +3 to all saving throws (this Power can be received multiple times).
7 Immune to all hostile first level magic user and elf spells (this Power can be received multiple
times, and each time it is received, the level of spell immunity rises by one level, i.e., if you get
this Power three times, you are immune to first through third level magic user and elf spells).
8 Immune to all hostile first level cleric spells (this Power can be received multiple times, and
each time it is received, the level of spell immunity rises by one level, i.e., if you get this Power
three times, you are immune to first through third level cleric spells).
9 Immune to mind affecting Powers of any type.
10 Immune to lack of air, food and water.
11 Magic resistance is ineffective against your spells, or any spell-like Power you use, including
those from items.
12 All creatures save at -3 against any spell or spell-like Power you use, including those from
items (this Power can be received multiple times).
13 Entelechy Shield: you gain a bonus of 3 points to armor class (this Power can be received
multiple times).
14 Wisdom of the Ages: Each day you can ask the game master any single yes or no question,
which he must answer honestly, if possible (this Power can be received multiple times).
15 Gain 3d6 hit points, permanently (this Power can be received multiple times).
16 Gain +2 to all your ability scores, permanently, and these can rise above 18 (this Power can be
received multiple times).
17 Gain the Power to make one limited wish per day (this Power can be received multiple times).
18 Gain the Power to make one full wish per week (this Power can be received multiple times).
19 Gain the Power to cast one random spell of a random type (magic user and elf, or clerical) at
will. The spell is of a random level, but cannot be a wish or limited wish (this Power can be
received multiple times).
20 Add up the number of Chaos Pathway Powers your character has received already, and roll
1d20. If you roll greater than this number, roll twice more on this chart, re-rolling any result of
20. If you roll equal to or less than this number, your character becomes a full Entelechy
himself, and is absorbed into the infinite. Roll up a new character. Note, however, that the
Entelechy may show up every now and then to help out his old comrades in a dire situation
(chance is 1-3 on D20, if they are in immediate danger of death)
Once his Journey is complete, the Traveler can order the Chaos Pathway to return him to where he came from, or deposit him at any point on any plane of existence, provided he has direct knowledge of it. Further Journeys along the same Chaos Pathway involve no further Hazards, and can acquire the Traveler no further Powers. He has mastered this particular Chaos Pathway, and can gain nothing further from it. However, he can still walk the Chaos Pathway and have it transport him, as on his first walk.
If the Traveler attempts to walk other Chaos Pathways, however, he faces new perils, and the effects are as described above for his first Journey.
Note that one of the chief perils of the Chaos Pathways lies in the rewards. As the Traveler masters himself more fully, the danger that he will become one with the universe (all powerful, but no longer playable) increases. A Traveler who is absorbed into the infinite as a result of his Journeys cannot be brought back into the game by any power or for any reason. He does not want to leave the infinite, and is vastly more powerful than any character or god, so no one can make him do so. A character who reaches this level has effectively “won” the game.