I've used many different methods for determining what spells magic-users (and sometimes clerics) have scribed in their first spell book when they enter the game. Sometimes it's all first level spells, sometimes it's just one, or one plus their INT modifier. Sometimes it's according to the (surprisingly restrictive?) table on page 8 of the Greyhawk supplement. Sometimes the spells themselves are picked by the player, or randomly determined, or sometimes a mix of both.
In your campaigns, what do 1st level magic-users get in their first spellbook? Please let us know!
28 February, 2011
25 February, 2011
Location e of Entero Island
e - the breakwater
This narrow strip of wet, icy, rough black rock presents a considerable movement hazard, providing the characters have no means of flight. Swimming would result in checking for hypothermia, as well as the 3-in-6 risk of being dashed against the rocks for 1d6+1 damage. Even if flight is available, the characters will have to contend with high winds. Clambering along the rocks, the characters will progress at ⅓ their usual movement rate. Unless the characters come up with a means of safely traversing the rocks, for every 100 yards traveled they will also need to make a dexterity check or a dexterity based saving throw (DM’s choice - the saving throw will allow higher level characters to make use of their experience in navigating obstacles) to avoid falling and tumbling down the jagged rocks for 1 point of damage. Rolling a 1 on the save (or a 20 on the check) will result in the character tumbling into the rough, frigid water, with the risks mentioned above. For every 2 turns spent on the breakwater, the DM also rolls for waves. The waves will be 1d12 feet in height, with a 2-in-6 chance of damaging ice chunks. Ice chunks will do 1d6-1 damage to everyone on the breakwater (0 pts. min.) with a dexterity based save allowing half damage.
At the point labeled ‘e’ on the map, there is a submerged cave. It is home to 2d6 crabmen. In the cave there will also be a number of females equal to twice the number of males, young equal to the number of males, giant crabs as pets equal to ⅓ the number of males, several sandy areas of buried eggs, and 1d6 individuals undergoing molting. The molting crabmen (and/or women) are currently soft-skinned and buried up to their necks in sand for protection. There is an area of trapped air inside the cave, which includes the sandy molting area. If characters fall into the water near here, crabmen guards will take them to the trapped air within their cave and revive them with a distasteful but effective algae dish. They are distrustful of humans, due to the nature of the villagers, but will return kindness with kindness, potentially providing provisions (fresh water, oysters, mussels, lobster, mushrooms, and a nourishing but bland unbaked kelp & algae ‘bread’.) The crabmen are familiar with the evil influence of the Sea Mother, and wish she and her brood were not on the island, but they have so far avoided confrontation.
If met randomly on the rocks, the crabmen will be cautious, but if befriended can guide the characters safely along the breakwater (they will be guided through areas blocked in one way or another from wave action, and will only need to roll one more save or ability check.) They will be accompanied by giant crab pets equal to ⅓ their number. They will warn characters against the wisdom of visiting the ‘haunted tower,’ but will point out the old rowboat grounded on the rocks at the end of the breakwater if the characters are determined to go out there.
breakwater random encounters - 1 in 6 chance, rolled every turn
1 - 2d6 crabmen (Fiend Folio)
2 - 1d4 giant crabs (Blackmoor, Monster Manual I)
3 - giant clam
4 - small pool, 50% for poison urchins
5 - strangleweed (Monster Manual I)
6 - bits of old wrecked boat, 25% chance for lockbox/treasure chest
7 - driftwood
8 - angry seabirds, diving and pecking forces an immediate falling check
18 February, 2011
Tekumel 8
Yikes, 8 days?! My apologies! Been focusing on my PbP games and offline complications.
You pull the nest-like mass out of its chlen-hide box. As you do so, some of the slick, brightly colored strings and ropes fall away from the nest. Placing it on your head, you could use two or more of the dangling pieces to tie it on under your chin. It doesn't seem to be intended for this purpose, but you could probably get it stay in place without too much effort.
Scooping a bit of the musty dirt into the viscous green fluid, it sits on top for a moment, then slowly settles downward. After reaching the center of the box, the dirt begins (with about the speed of a crawling beetle) to disperse evenly throughout the entire volume of fluid. It does not dissolve, but is suspended.
You pick one of the raisin-hearts and deftly toss it at the scintillating cabochon. It vanishes just at touches the surface.
Our energetic shen capitalises on momentum, and pitches the now-empty nest box and the dirt box at the gem as well. They vanish without incident. He is about to follow through with the green fluid, when a chlen-hide box top suddenly appears, charred and blackened, in front of the cabochon, and falls to the table, smoking.
While most of you ponder this odd development, the shen heads over to the pile of refuse in search of fabric. It doesn't take long to find a couple of old leather straps and some cloth which can be fashioned into a harness capable of carrying one of the boxes. Taking the materials over to the table in front of the cabochon, you begin fashioning a sort of pack. The work is unusually easy as you find yourself drawing upon the inspiration of dozens of different crafting traditions.
As you work, a small charcoal-like object appears in front of the gem and falls to the table, odorous black smoke rising from it. It was once the raisin-heart. Soon after, a box appears from thin air, looking melted and warped, and falls onto the table heavily. It is full of hot, smoking dirt. As you move this box closer to see the contents, another appears, even more melted and blackened, and falls lightly to the table. In the bottom of this box some of the few remaining nest-bits have been melted flush into the material of the box.
10 February, 2011
Locations c and d of Entero Island
c - the lookout
This is the only place from where the shipwreck at location ‘g’ can be clearly seen, due to the wreck being almost entirely submerged, though shallowly, and its view being occluded by underwater rocks. Six feet of the wreck’s mast extends above the waves, and can be barely seen from the shore northwest or southeast of the hills. It cannot be approached by shore, however, since this part of the coast consists of steep 75 foot (on average) cliffs, extending from 250 yards north of ‘c’ to 200 yards east of ‘c.’
Unfortunately for any viewers, this is also the location of a yeti cave. There is but a single yeti, the last member of a nearly extinct population. This condition has done nothing to help his already sour disposition. His simple cave is littered with goat bones and giant crab shells, though he has no treasure. The treasure usually associated with his kind is instead subsumed in the booty within the sunken ship at ‘g.’
d - the grotto
At the very back of a deep fissure cut into the cliffs here, down 100 feet from the top of the overhang, is the entrance to a sizable cavern. The entrance lies mere feet from the surface of the sea, and at high tide the briny water intrudes into the lowest portions of the cavern, leaving tidal pools in the first few low yards of the floor. This natural cavern is a wet, dark place of sharp black obsidian and basalt. It is roughly in the shape of a triangle, one point being at the seaward entrance. The distance from the entrance point to the base of the vague triangle, at the back of the chamber, is 60 feet.
Ascending the sharp rocks of the interior, one enters the demesne of the Sea Mother. The upper half of her body is that of a 4 armed, voluptuous, full-figured woman. The lower half of her body is similar to the enormous rear thorax, abdomen, and tail of a gigantic blue lobster. The gradation from walking legs to swimmerets is so gradual, and their nature so similar in her case, that functionally she glides about repulsively on 16 disturbingly insectoid legs. Her colouring ranges from blue to iridescent green across her entire body, and in place of hair, she has upon her head innumerable prehensile eels.
She fully utilises her 4 arms, allowing her to attack once with a weapon, and cast one magical spell, both in the same round. She has 3 hit dice, and fights as a 3rd level fighter. She casts spells as a level 3 magic-user, as well as a level 3 cleric. All her spells are contained in her ancient spell books, separated by level and class, and securely stored here in her grotto. For this reason, the DM is encouraged to choose the Sea Mother’s spells to fit his or her unique campaign, as her spellbooks constitute a good portion of the treasure gained through her demise. She employs as her main melee weapon a +1 short sword. The blue-green sword is ornately designed with a flowing-shaped iridescent blade and a hilt in the form of a mermaid. It continually ‘sweats’ saltwater from the surface of the blade when drawn from its sheath, and can produce up to a gallon of liquid per day in this fashion. It will do an extra point of damage per hit to fire-based foes, but one point less to water or ice-based enemies.
Additionally, once per round her head-eels may attempt to turn one of her opponents to stone. This is an active attempt, so not only must the target be looking at the Sea Mother, and be able to see her, but she must also roll to hit them for the glowing green-white beam of the eels’ combined energy to strike and penetrate any armor. The target is further allowed a saving throw vs. stone to avoid the effect if hit, being slowed to half movement if successful. This petrification is cured if the resulting statue is entirely submerged in seawater for 1 round.
Accompanying the Sea Mother in her grotto are 6 brood minions, less if any have been killed at the stones of location ‘b.’ They are similar to the Sea Mother in appearance, but are all male, bald, and have only 2 arms. Also, their 8 walking legs are distinct from their smaller swimmerets, with their abdomen and tail being carried slightly aloft behind them. They are armed with spears and have 1 hit die, but possess no independent spellcasting ability. Depending on the strength of the party, the DM may consider increasing the brood minions to 2 hit dice, as well as providing them with shields.
Also within the grotto, in a prominent position near the high back of the chamber, is a large, irregularly shaped black obelisk. Despite the best efforts of those examining it, they are unable to determine if it is a projection of the native basalt, or if it is some later addition. Concealed behind the obelisk (but not a ‘secret door’) is the opening to the tunnel leading to the secret door at area ‘b.’ If approached from this direction, the only possible random encounter within the tunnel are the black garbugs.
At the north corner of the chamber, in a narrow vertical crevice, are several small natural ledges and a collection of giant clam shells crammed into the rock. These hold the Sea Mother’s spellbooks, as well as her treasure. They are not split apart, but rather connected at the joint, and arranged so that the top half will lift to allow access to the inside. There are 4 of these, with the largest one at the top. This one contains all her spellbooks, and is trapped with the spine of a sea urchin. Anyone springing the trap will begin feeling numb and die in 6 rounds, unless a save vs. poison is made, or unless some other measures are taken to neutralize the poison. The remaining shells and the ledges contain the rest, consisting of: 900 silver coins; 500 gold coins; 2 large pearls (50gp ea.); 3 small pearls (25gp ea.); 10 pieces of tableware including goblets, cups and plates, of both metal and glass (10gp ea.); a silver fork(5gp); a gold comb(20gp); a silver mirror(30gp); and a spyglass(50gp). There are also numerous other items commonly found on boats and ships, but all are broken and worthless.
Grumpy Eberron - an NPC on 'Forged
Lieutenant Albrecht Jung is a young officer in the Karnnathi military. Currently, he is an artificer specialist assigned to the military garrison in Vulyar. He was brought in after the end of the Last War with an assistant and two sections of ten warforged. Their job is to assist in repairs around the badly damaged county.
"Frankly, I don't think the captain even believes thinkers exist. I've only been at Vulyar for a year. I came with my corporal and two sections of warforged to assist in the repairs. I didn't fight in the war with these men.. I've been trying hard to.. well, fit in with them. As an artificer, it is always difficult to be seen as an equal with experienced fighting men, and there is little room in my duties for my theories."
You are touring the work sites around the outlying areas of Vulyar. As you travel, Albrecht, who you realise is probably not much over 20 years old, begins to speak. "As an artificer, it is part of my vocation to understand and work with the arcane motivators of the warforged. In addition to being a sort of complex clockwork, a warforged is suffused with an enchantment which serves as its engine, which brings it to life, so to speak. These things are not completely understood by any artificer I have met, though we base our work on manipulating this. For those who produced the warforged during the war, I believe it was much like the farmer who may grow bushel upon bushel of grain, though he knows not how the seed functions."
"Anyway.. I believe that the thinkers result when various different parts or factors common to all warforged within their minds, certain opposites for example, come together in a sort of agreement. This is, perhaps, what allows them to become unique.. a thinking individual.. that these separate factors are incredibly numerous, and have come together in a unique way in each case. I have done certain experiments.. " He pauses and looks at the three of you in the party still on the wagon. "Experiments which even my assistant, Corporal Meier, does not know about.. which suggest I may be correct. Yet, I have no proof, and so far no real success."
"Frankly, I don't think the captain even believes thinkers exist. I've only been at Vulyar for a year. I came with my corporal and two sections of warforged to assist in the repairs. I didn't fight in the war with these men.. I've been trying hard to.. well, fit in with them. As an artificer, it is always difficult to be seen as an equal with experienced fighting men, and there is little room in my duties for my theories."
You are touring the work sites around the outlying areas of Vulyar. As you travel, Albrecht, who you realise is probably not much over 20 years old, begins to speak. "As an artificer, it is part of my vocation to understand and work with the arcane motivators of the warforged. In addition to being a sort of complex clockwork, a warforged is suffused with an enchantment which serves as its engine, which brings it to life, so to speak. These things are not completely understood by any artificer I have met, though we base our work on manipulating this. For those who produced the warforged during the war, I believe it was much like the farmer who may grow bushel upon bushel of grain, though he knows not how the seed functions."
"Anyway.. I believe that the thinkers result when various different parts or factors common to all warforged within their minds, certain opposites for example, come together in a sort of agreement. This is, perhaps, what allows them to become unique.. a thinking individual.. that these separate factors are incredibly numerous, and have come together in a unique way in each case. I have done certain experiments.. " He pauses and looks at the three of you in the party still on the wagon. "Experiments which even my assistant, Corporal Meier, does not know about.. which suggest I may be correct. Yet, I have no proof, and so far no real success."
09 February, 2011
Tekumel 7
You remove the lid from one of the boxes and peer inside. It takes a moment to process what you see, at first appearing to be some sort of reddish brown, oddly shaped roots. You then realise the box is full of mummified hearts. To the distaste of many of the identities within, the shen has to fight down the urge to devour several of them when he realises they are undoubtedly no longer good to eat.
Another box, carefully opened, reveals musty, odd smelling dirt. A third box contains a thick but semi-transparent green liquid. The liquid moves viscously within the box, but with what seems to be a disturbing delay of one or two seconds. The fourth and final chlen-hide box (in this part of the laboratory) contains what at first glance appears to be a multi-coloured bird's nest. The nest, or nests, fill the box, and the pieces making it up are long and flexible. They have a dull shine, not unlike chlen hide. At the ends of at least some of the strands are small metallic rings and needles.
Taking a precautionary step backward, you gently fling the last box top toward the large buzzing ornament. The instant you hear it contact the great central cabochon, the box top vanishes. Its disappearance is completely without spectacle - it simply and instantly ceases to exist.
What do you do now?
Another box, carefully opened, reveals musty, odd smelling dirt. A third box contains a thick but semi-transparent green liquid. The liquid moves viscously within the box, but with what seems to be a disturbing delay of one or two seconds. The fourth and final chlen-hide box (in this part of the laboratory) contains what at first glance appears to be a multi-coloured bird's nest. The nest, or nests, fill the box, and the pieces making it up are long and flexible. They have a dull shine, not unlike chlen hide. At the ends of at least some of the strands are small metallic rings and needles.
Taking a precautionary step backward, you gently fling the last box top toward the large buzzing ornament. The instant you hear it contact the great central cabochon, the box top vanishes. Its disappearance is completely without spectacle - it simply and instantly ceases to exist.
What do you do now?
Subscribe to:
Posts (Atom)