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Showing posts from February, 2022

Room 15

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  15- Sewing Room and False Tapestry This large room’s entrance door is locked, and made of banded oak, with a brass doorknob. If inspected and mapped, this room is obviously bigger than it should be, it is magically enlarged. If dispel magic is cast in the chamber, it would shrink and crush anyone inside – if a magic user uses detect magic, and sees the room itself is magical, they might be able to glean this from asking the right followup questions. Dominating the large chamber is a large wooden frame, with some metal parts and many strings – A loom. Hanging from the loom, partially woven, is a tapestry. It looks like a map, a great grid of many colors. The loom itself is very valuable, well in excess of 400 gold, and given the additional fact that it is magical, it could fetch much more. Whenever music is played in the presence of the loom, it weaves on its own. Sitting next to the loom is a pile of sheet music in blue ink, complex and multilayered, very difficult

Room 14

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  14- Eileen’s Garden This strange space has light, coming from a small bowl bloating in midair, suspended strangely over a series of overgrown planters. It is natural sunlight, emitting from a blindingly bright sphere. Peppers grow, all strangely tilted towards the light, twisted and overgrown, untended and wild. There are husks of dried pepper and dead vines, and the planter's wood is warped and cracked from the sun and strain. There are pipes that irrigate the plants inside the planter’s soil, but since the pepper plants have become rootbound, the water is being choked, and the whole area’s growth is suffering. All the planters are in horizontal rows to the east side of the room, with paths between them. The third row has a small divot in part of the soil, A Search roll of the room will reveal it – it is a rusted iron key that opens the door to the south. Mice scurry when the players enter, carrying bits of pepper away with them.   The room to

Room 13

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  13- Tea Storage This aromatic and dry room is filled with hanging sacks and strings of tea, great crates of tea, and lots of hanging teabags. This room is behind two doors, the door to the east, and a door to the north Both are made greased iron, and they have dogs as opening mechanisms. The doors are sealed from air and moisture escaping or entering. When the party enters, a swirling form will appear- a Tea Dryad This ones name is Chamomile, and she wants help getting to the Underground Sun Gardens, but she is afraid of fire, and what may be beyond her chamber. She misses her friends, Sinesis, Earl, Mentha, Oolong, and Ginger. If the players threaten or attack, or refuse to quench fires, she will attack. Tea Dryad HD 2 HP 11 Speed 120’ Armor 11 Morale 7 Attack : +1 to hit Overpowering smell of tea dizzies anybody in 30’, they are affected, using the following table if they fail a poison save. Normal attacks are a d4-1. Roll a d12   Special :

Blood Magic

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    Blood Magic – Stomach magic : Blood in, Blood Out Blood magic entails the use of one’s life force, represented metaphorically and visually as blood- but in reality it's just the sacrifice of HP. The player is given magic spells as normal each level, but get access to all currently unused spells, there is no preparation time. When they use a spell, it goes into their “stomach”, which releases all spells once full. The “stomach” is full when all the spells they have are put into it. They are given this spell as part of character creation – Hecatomb: Lose 1d4 life, which manifests as blood that leaks out of your mouth nose and eyes. This spell progresses as the caster levels- and goes up in damage 1d4 each level until 9 th level, at which point you just add +1 to the roll total per additional level. Level 1 1d4 L evel 2 2d4 L evel 3 3d4 L evel 4 4d4 L evel 5 5d4 L evel 6 6d4 L evel 7 7d4 L evel 8 8d4 L evel 9 9d4 L evel 10 +1 to overall roll

Moonlight Magi

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  Moonlight Magi – Alteration magic : Moon Related M oon mages have all the normal stats and level charts as standard magic users, except they are taught two additional spells by the moon each level, which is picked by the referee. For the most part, the main change to Moonlight Magi is that their spells can usually only be cast in moonlight- though some can be cast anywhere, but usually are related directly to the moon, or give off moonlight. A couple important factors- prepping for adventuring often involves somehow getting moonlight, whether that is continual (moon)light, casting something as their first action to generate moonlight to cast further spells, and one critical note is that moonlight affects lycanthropes- which could come up and be very important.   Level 1 Bookspeak- Only castable in moonlight. Charm Person- Only castable In Moonlight. Comprehend Languages- Only castable in Moonlight. Detect Magic- If magic is present the magical thing glows with moonl