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Wednesday, January 14, 2009

Tattoo Potions

These three clear vials of liquid each contain a colored, thick, viscous liquid, one red, one green, and one black. When a vial is opened the liquid immediately slithers forth and attaches itself to whoever opened the vial immediately bonding with skin into an intricate tattoo. Before opening the vials radiate Fair alteration magic and Good enhancement magic. Once applied the tattoo radiates Good enhancement magic. The tattoos are permanent short of Superb dispel magic. The tattoos have the following effects:

Red

The tattoo will take the shape of a sinuous, wingless dragon with a long coiled tail. The tattoo will be roughly hand-sized. It provides the following benefits and penalties:
  • Good protection versus fire damage
  • Once per day the bearer can breathe fire in a cone 5’x20’x10’ for Great damage
  • A Fair penalty versus cold damage

Green

The tattoo takes the form form a twining vine of poison ivy. The tattoo is roughly three feet long. It provides the following benefits and penalties:
  • Good protection versus poison
  • Once per day the bearer can touch a foe with a Great poisonous touch
  • A Fair penalty versus fire damage

Black

This tattoo takes the form of a series of massive thunderclouds. It provides the following benefits and penalties:
  • Good protection versus electrical attacks
  • Once per day the bearer can emit a Great shocking aura in a 10’ R
  • Fair penalty versus earth-based damage

Tuesday, January 13, 2009

Blue Rock Springs

Tucked away in a narrow gorge, Blue Rock Springs is a bath house and spiritual retreat. The place takes its name from the tiny veins of blue turquoise that appear in the overhanging cliffs and the many hot springs scattered throughout the gorge, some bubbling up into pools, some tucked away in caves, and some trickling down the cliff faces themselves. The springs are reputed to have both spiritual and physical healing properties, their remedies are sought by anyone who can afford the modest fees charged for admission. Blue Rock Gorge is three days from the nearest settlement, across somewhat unsettled territory. This obstacle makes the springs a treat for the wealthy who can afford transport and guards for the journey.

History

The inn and baths are managed by an order of scholars and healers, the Disciples of Li Shou. Li Shou was a scholar of medicine and the healing arts. He followed rumors and stories about the springs to their source over 60 years ago. When he arrived the springs were untended, receiving only occasional visitors. Li Shou was a pragmatist and realized the springs could benefit both his wallet and his studies. He and his apprentice built a small pavilion and began to study the springs and advise people as to which would provide the greatest cure for their ailments. Two men grew to a dozen, and the pavilion became an inn. 30 years ago a local lord, having benefited greatly from his visit to the springs, granted Li Shou's followers charter as a formally recognized religious organization and full rights to the gorge and the surrounding lands.

Physical Layout

Blue Rock Gorge lies in a line of low hills. There are several Disciple-owned farms situated around the gorge proper, providing food to the inn and wool to trade. The gorge itself is about 200 yards long, running south-west to north-east. It has a single entrance on the south-west end, protected by a high bamboo fence. A simple, almost primitive inn sits near the entrance, providing very basic accommodations for visitors and housing for servants, while a separate building houses the Disciples. A small stable is tucked under the nearest wall of the gorge, providing shelter for visitor's horses. Beyond the inn a broad, open pavilion next to a stream-fed pond provides a tranquil setting for meditation or quiet discussion. A number of simple screens are scattered across the pavilion providing the illusion of privacy.

Beyond the pavilion and pond a well-tended path winds into the depths of the gorge. It leads to a bathhouse flanked by a simple fence that divides the gorge in two. The bath house containing three separate bathing areas, changing rooms, and a supply of simple robes and wooden clogs. The rear doors of the bath house lead into a small garden where attendants guide visitors through a network of paths to the hot springs beyond.

Visiting the Springs

Visitors to the springs are greeted at the gate by one of the Disciples, who will assist them with lodging and stabling of their mounts. Once settled visitors will be directed to the pavilion where a diagnostician will inquire as to the purpose of their visit. After careful questioning and possibly a physical examination of any malady the diagnostician will recommend a course of treatment, which usually includes several specific meals (often accompanied by a herbal concoction) and visits to one or more of the springs on a designated schedule. Usually full treatment will require an overnight stay.

A visit to the springs themselves begins at the bathhouse, where attendants direct visitors to appropriate changing rooms and baths. All visitors are asked to bathe before entering the springs, then an attendant leads them to the appropriate spring. Each spring is watched over by one of the Disciples to insure visitor safety. After treatment, visitors are lead back to the bathhouse where they receive massage or other therapy as directed by their diagnostician. Visitors can then return to their rooms or the common pavilion to rest and recover from their treatment.

The Springs

Black Cave - This natural cavern is pitch black, kept so by the bamboo enclosure that protects it from the weather. The steaming spring is said to have a calming effect on those with troubled spirits, and provide guiding inspiration for resolving problems. No lights are permitted within this cave and the attendant often circles the spring, touching each visitor to insure they are all right.

Heaven's Shower - The icy waters of this spring pour over a broad ledge, creating an invigorating if chilling shower. Heaven's Shower is used to invigorate the body, removing chronic weakness or malady. It is often used as a final cleansing purge after another course of treatment.

Hand of Earth - This hot mud bath is housed within an open pavilion. The viscous mud is a sovereign remedy for all wounds, cuts and bruises. A visit to the Hand of Earth is always followed by a trip to Heaven's Shower.

Green Waters - This mossy grotto surrounded by a bamboo grove is used to treat stress and mental instability. Treatment involves long soaks in the warm waters alternate with purging herbal teas prepared in a tiny open pavilion nearby.

Vital Spring - This small grotto is covered by a screened pavilion. It's bubbling warm waters are prescribed as a treatment for potency and fertility problems.

The Staff

Blue Rock Springs is run by a small but efficient staff. There are about a dozen Disciples and a half-dozen servants in and around the gorge, with another dozen hirelings managing the fields and farms that support it.

Tao So - The patient head of the Disciples oversees all aspects of the springs and the surrounding farms, yet still finds time to speak with most visitors. Tao So is old but fit, and runs the inn with an eye towards providing simple, calm comfort. These days he often leaves the details of running the farms and baths to his assistant Lee Ting. He has Good medical knowledge and herbalism skill.

Lee Ting - The quick-witted diagnostician is Tao So's right hand man. He has assumed much of the responsibility for the farms and grounds around the baths, allowing Tao So to focus his attentions on his studies and the inn itself. Lee Ting has Great medical knowledge and Good herbalism skill.

Mei Lin - The matronly innkeeper deals with the details of running the inn and kitchen and keeping the servants in line. She is a cheerful soul, with a round face an laughing eyes. Mei Lin prepares many of the herbal remedies and specialized meals required by visitors. It is rumored her relationship with Tao So extends beyond the professional. She as Great herbalism and good Cooking skills.

Yax Mo - The blind masseuse spends his days tending the bodies of visitors. He is a slender middle-aged man with shaggy brown hair and a wicked scar across the left side of his face. A scarf covers the ruined sockets of his eyes. Yax Mo served as a soldier in the local army. He was captured by enemies and suffered horrible torture in their hands. He was rescued and ended up working at the springs after attempts to heal him failed. He has Great massage skills and, despite his blindness, Good skill with staff.

Yang Si - The isolated location and occasional importance of visitors requires a small nod to security. Yang Si and his men maintain order within the gorge and patrol the borders of Disciple lands. Yang Si has a military background, though he does not speak of it. He is a friend of Yax Mo, and the two men often share their meals. Yang Si has three men in his employ. Yang Si has Great skill with sword, his men are Fair spearmen.

Plots Hooks

  • The springs are a meeting place for all sorts of people, their services are open to all who can pay. They make an idea place for a quiet meeting.
  • People talk to their caregivers, perhaps too much. The Disciples have strict rules concerning confidentiality, but rules are made to be broken.
  • While not rich the inn is lightly guarded, making it a tempting target. Travelers on their way to or from the inn also make tempting targets for thieves or bandits.
  • Old Yax Mo must know something of importance to have been tortured so.
  • Wounded adventurers need medical help too.

Monday, January 12, 2009

Old School Dungeon Traps

A list of simple tricks and traps for an old school dungeon. I dug this list out of some really old notebooks I have sitting on my shelves. It probably dates from the late 70s, so very old school.
  1. Pits: hidden, visible, or spiked filled with alligators, fire, acid, lava or water
  2. Doors with swinging blades, crossbow traps, trip wires, ear seekers, poison needles, magical seals, exploding locks, contact poison, intelligent locks, dropping portcullises, acid jets
  3. Rooms or corridors that fill with water, sand, or various gasses (poison, laughing, sleeping)
  4. Stairs or floors that move, slide, or collapse
  5. Projectile traps featuring crossbow bolts, poison darts, magic missiles, spikes, spears, or boulders
  6. Teleportation panels
  7. Life trapping mirrors
  8. Moving panels and walls that seal corridors
  9. Sliding and turning rooms
  10. Trip cords and strangle wires
  11. Poisonous food and drink
  12. Dead end tunnels
  13. Slides to creature dens
  14. Reverse gravity areas
  15. Crushing walls
  16. Magic reversing fields
  17. Blinding lights and impenetrable darkness
  18. Geas rooms
  19. Living furniture and fixtures
  20. Slippery floors and stairs
  21. Hypnotic rooms
  22. Illusionary walls, floors, stairs or corridors
  23. Pivoting walls that lock in place
  24. Intelligent doors or chests that cast spells, ask riddles or seek bribes
  25. Doors that randomly lead to different locations
  26. Areas of blinding light, complete darkness, fog, terrible smells, or strange noises
  27. Collapsing ceilings
  28. Fake doors
  29. Magical traps spraying webs, grease, poison or glue
  30. Alarm traps drawing foes
  31. Hidden or secret doors well above ground level
  32. Magic negation areas
  33. Triggered constructs
  34. Tiny tunnels and passages with tiny inhabitants

Friday, January 9, 2009

Blastbone

This heavy obsidian-headed mace is carved in the shape of a three-faced human skull. The eyes of the skull are set with faceted rubies that seem to glow with an inner fire. The butt of the steel haft bears a cabochon cut ruby and the haft itself is carved with a diamond crisscross pattern, providing a solid grip. The upper portions of the haft are enameled with straight black lines running from the top of the diamond engravings to the mace head itself. The top of the haft protrudes a short distance beyond the end of the mace head and is capped with a broad steel disc.

Identifying the magical properties of the item will reveal:
  • Good damage and accuracy enhancement
  • Superb destructive magic vs. undead
  • Great sound enchantment
  • Epic cursed nature
  • Blastbone radiates good

The mace has the following powers and abilities:
  • Triple normal damage when used against undead
  • Good damage and accuracy bonus in when used against non-undead
  • Once per day the skull heads can be commanded to scream. This piercing scream affects all undead within 60'. It destroys lesser undead instantly and causes greater undead Great harm.
  • If undead are encountered Blastbone's owner must resist a Superb compulsion or immediately engage them in melee. Once engaged he or she will continue to fight so long as undead are present.
  • If the owner of Blastbone is slain by undead, he or she immediately rises as an undead revenant, targeting the undead that killed them. Once this task is accomplished they collapse to dust and are irrevocably slain.

Thursday, January 8, 2009

Dark Wood

Found only at the heart of the most ancient trees, dark wood is a potent magical substance. It is one of the few wood-based materials that is durable and potent enough to use in the construction of magical items. As such it is prized by artificers. Dark wood forms only in the mightiest of trees, primarily oak, hemlock, redwood, cypress, and beech, in center of the wildest and most pristine forests. It forms knots and swirls within the normal grain of its host, normally near the center of the trunk.

Much as a pearl forms in an oyster, dark wood forms in the heart of forest giants. Trees occasionally take up a particle of magical matter, mithril, orquelum, or lagra. The tree protects itself from this particle by forming a casing of dense wood around the irritant. This effectively traps the particle, which slowly transmutes the surrounding wood into dark wood. Over time the tree continues to layer wood over the magical energies within, forming more dark wood. A fist-sized knot of the precious substance could take three or four decades to form.

Finding dark wood is straightforward but time consuming. Appropriate trees can be identified using Good divination magic. The difficultly is in finding potential host trees. Dark wood only forms in undisturbed forest and the very act of seeking it out may disrupt its formation.

There are two ways to harvest dark wood. The destructive method is to simply cutting down the tree, removing any dark wood found. Using this method requires Great woodcraft and will disrupt any dark wood formation in the area for many years. Obviously it will also kill the host tree. The second method is to use nature magic and coax the tree into giving up its unwanted guest. This method is time consuming, requiring repeated visits to the tree as it slowly shifts the mass to the surface of its trunk. A month of daily visits, each involving a Good use of nature magic would normally be required to obtain a mass of dark wood in this way.

Once harvested it appears to be a dark, extremely fine-grained knot or root-like tangle of dense wood. Depending on the species of the original tree the wood may be brown, reddish, or almost black. Dark wood is faintly luminescent, giving off a faint purple glow.

Dark wood lends itself to several kinds of enchantment. It has a great affinity for nature and growth, and is prized as a material for magical bows. It is less suitable for other types of forms of weaponry. It's resilience allows it to be shaped into potent defensive magics.

Working with dark wood requires great skill. To properly discern the best use of a piece requires Great divination magic. Preparing it for use requires Superb wood crafting skill. Actually incorporating it into a magical item requires Superb enchanting skill.