d20 Dark Quest Temporality.pdf

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AUTHOR - Bret Boyd
LINE DEVELOPER - Neal Levin
EDITOR - Joanna G. Hurley
ART DIRECTOR - Gillian Pearce
COVER ARTIST - Tim Hibbetts of Empty Room Studios
INTERIOR ILLUSTRATIONS - David Hamilton
LOGO - Brad McDevitt
LAYOUT - Deborah Balsam
PRODUCTION MANAGER - Neal Levin
Temporality is © 2005 Dark Quest, LLC. All rights reserved. Reproduction of the product without
permission of the publisher is expressly forbidden. Temporality is presented under the d20 Licence. All
textual material is designated as Open Game Content. All artwork herein is copyrighted Dark Quest,
LLC. “d20 System” and the d20 System Logo are trademarks owned by Wizards of the Coast and are
used under the terms of the d20 license.
Requires the use of the Dungeons & Dragons® Player’s Handbook,
ird Edition, published by Wizards of the Coast®, Inc.
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CREDITS................................................................................................................................. 1
INTRODUCTION .................................................................................................................. 3
1. PERCEPTIONS OF TIME .................................................................................................. 4
2. WHERE TO BEGIN? ........................................................................................................... 6
3. TEMPORAL MECHANICS ................................................................................................ 8
Languages rough Time ................................................................................................. 8
Who Can Do It? ............................................................................................................... 8
Getting ere Is Half the Fun........................................................................................... 8
Where Am I?..................................................................................................................... 9
What Do I Find?...............................................................................................................9
Divergences: Don’t Disturb e Natives ........................................................................... 9
Keeping Continuity.......................................................................................................... 11
Going Home: Personal Consequences .............................................................................. 12
Undefi ned Reality: Shifting to the Future ......................................................................... 13
Future Reliability ............................................................................................................. 13
4. RENOUNCEMENT ............................................................................................................ 14
5. REINCARNATED CHARACTERS ..................................................................................... 15
Reincarnated Origins........................................................................................................ 16
6. PRESTIGE CLASSES .......................................................................................................... 18
Fated................................................................................................................................. 18
Temporalist ...................................................................................................................... 20
7. SKILLS & FEATS ................................................................................................................ 22
8. EQUIPMENT IN THE CONTINUUM.................................................................................................. 28
9. NEW SPELLS ...................................................................................................................... 32
10. NEW MAGIC ITEMS ........................................................................................................ 65
11. TEMPORALITY AND YOUR GAME ............................................................................... 76
12. GEOGRAPHY OF TIME................................................................................................... 79
Sample Haven: Roanoke, the Lost Colony........................................................................ 82
13. TEMPORALITY AS YOUR CAMPAIGN.......................................................................... 94
14. WEAPONS BY GENRE ..................................................................................................... 101
15. ALLIES AND ENEMIES ACROSS TIME ......................................................................... 127
16. 25 ADVENTURE IDEAS................................................................................................... 136
17. CAMPAIGN IDEAS ........................................................................................................... 139
18. NEW MONSTERS............................................................................................................. 142
OGL ......................................................................................................................................... 156
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3
“Once upon a time…”
--Anonymous, recorded from 1595
book espouses. Why totally reinvent
a spell that already exists in another
source? So besides a vast toolbox of
timely ideas, you also get the best
Open Game Content spells out there
concerning the subject. And this is, in
part, what this book is all about—using the
multitude of d20 products in the marketplace
that you already own. Have you had a scenario
or character concept which just didn’t fi t into
your current campaign? Use alternate Flows to
introduce the new rule in a one-shot adventure
or to explain the unique character’s origins.
ere are limitless adventure and
character ideas which Temporality conjures
up. No longer do adventures need to plod
along from Point A to Point B. Stand mun-
dane thought on its head and expand your
campaign with the power of time!
is book is not an attempt to integrate real world
theories of time travel into your game, but rather provide
a unique and easy to use toolbox of ideas concerning
the subject. Temporality plays by its own rules (within
the d20 framework, of course) and can be used without
prior knowledge of time travel concepts or theories. Any
discussion of traveling through time should set aside a few
moments to look at alternate realities—have you traveled
to a new world or just an alternate version of your own
formed from a divergence? ere is also a brief look at
reincarnation, as well as new feats, magic items, organiza-
tions, villains, and monsters. e Continuum, which keeps
all other Flows from merging into each other, is looked at
from the perspective of safe areas called Havens—where
sections of land (usually) from the Material Plane are
replicated and its surprised inhabitants taken along for the
ride.
A large section of the book is devoted to time-
related spells. ese have been culled from many diff er-
ent d20 publishers and polished to refl ect the views this
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4
“O Time! arrest your fl ight, and you,
propitious hours, stay your course!”
--Alphonse de Lamartine, from Le Lac
(1820) st. 6
adventuring in a typical Fantasy Age
(or relatively close) time period. e
further into the future your character
is, the more likely those he encounters
know the standard measurements of, and
can accurately gauge, time (either on their
own or with the aid of a watch or clock).
is constant holds true no matter what race
the character is dealing with. But while it is
measured the same by non-human races, it is
not necessarily perceived the same way.
Humans place a great deal of importance
on time. ey never seem to have enough of
it, always bustling about from place to place
in a never ending quest to…well, to do
something, that’s for sure. is is as true for
the real world as it is for a roleplaying game.
But how do the other races feel about
time? Let’s have a look at the Age tables
in the PHB. You can see that half-orcs
are typically the shortest lived race, but
humans are right behind them. Halfl ings
can live up to 100 more years than humans
while gnomes, dwarves, and elves grow so old
that the maximum age die roll is given in
percentile. ese latter three races (especially
the elves) certainly place less emphasis on
time than the rest of the humanoids. ey
are creatures that can aff ord to be patient and
cautious when deciding how best to spend
their lives.
Humans and half-orcs, with but a fraction of
that time as mortals, must decide how they are
going to live their lives and then go about it at a
rush to ensure all of their goals become a reality.
Unfortunately, a quick pace often makes for sloppy
work and a tired body. Humans and half-orcs fi nd
their lives so rushed that they rarely accomplish a self-
established life goal, preferring to rest when not forced
to work. It is no wonder that the longer-lived races see
the shorter-lived ones as confused children.
e GM, when dealing with time spells and eff ects
in his game, should consider the views of the individual
caster and how his race might aff ect a spell’s use. For
example, some of the spells in this book have a time com-
ponent which ages the user a number of months per spell
level. Humans might pause in using such a spell, deeming
How do intelligent creatures perceive time? Any
civilized culture needs some type of standardized time
measurement to keep order. Events must be coordinated,
farmers must know when to plant and went to sow, spell-
casters must know how long their spells will last, and so
on. When two people separate and plan to meet again, do
they do so when one manages to fi nally fi nd the other, or
do they agree to meet at a predetermined time? Likely the
former method was used before the advent of clocks but
much of history is exposed to the measurement of time
and has used the latter.
It all began with the observation of stellar bodies
and natural changes (such as seasons and tides). All of
these phenomena are regularly occurring, so the concept of
time is something all intelligent life can grasp. e span of
time between the night and day is measured and thereafter
broken down into more manageable chunks. Again, the
structuring of time is necessary for society to be active. So
how do we know that our roleplaying game—no matter
the time period it is set in—utilizes this perception of
time? e answer lies in the core rules themselves.
Look at the durations for items and spells. A candle
burns for 1 hour, a sunrod glows for 6 hours, and a fl aming
sphere lasts for 1 round per level (or, as someone might say
in-game, “six seconds per your power magnitude”). e
fact that the game breaks the measurement of time down
into seconds speaks volumes about how the people in the
game perceive time. Spellcasters need to know exactly how
long their own spells are going to last and it is probably
helpful to know the duration of an enemy’s spells as well.
is propels spellcasters and other science-type folk into
the category of “time keepers.” Encountering this type of
person allows your character to speak as the player might in
real life—“See you back here in 10 minutes.” But if he says
the same thing to, say, a typical working class individual,
the response could be—“What’s a minute?” For non-time
keepers, your character can explain time in terms of the
most common object’s duration. Instead of “ten minutes,”
he can convey the approximate amount of time by saying,
“half of one-half a candle burn” for example.
e above example assumes your character is
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