Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Thursday, June 9, 2011

Den of the Thief Kings: Prop Room

Last night we concluded an adventure where the party was tasked with mapping out a newly discovered complex below the city of Pentastadion.  The entryway was through an iron door hidden in the cellar of an abandoned brewery.  After descending a winding stairway, the party found itself exploring the Den of the Thief Kings.

Though not unusually creative in its design, one simple room turned out to be lots of fun (for both Labyrinth Lord and players, I think!):


Prop Room.   A thick burgundy curtain covers the walls of this room, but more importantly it is filled with a multitude of wardrobes and chests.  Each wardrobe and chest contains various costumes and clothing, jewelry and accessories, mostly of low quality but accurate appearance.  They are ratty and moth-eaten, for the most part, and have no value.  At the far end of the room is a large polished metal mirror in triptych, with a platform to stand on and a series of handles hanging by chains from above.  If the handles are pulled while a character is standing on the platform, a random effect is generated:


Roll d6
Effect
1
Skin changes color.
2
Hair style changed.
3
Random facial hair.
4
Gains/loses d4 x 10 pounds.
5
Grows/Shrinks d6 inches.
6
Eyes change color.


The room was used several centuries ago by thieves on the lam.  One quick stop in prop room gave them a disguise with an added twist: a permanent change of appearance.

One of the players tested it out and immediately gained 30 pounds.  He then laughingly tried again--Fu Manchu facial hair! We determined also that one of the NPCs would be goading into trying it also.  An already large warrior, Bellor Ruthenia instantly grew another 4 inches taller.  Russian accented complaints about trying to [Yakov Smirnoff's voice]"fit into peasant bed already big hassle!" ensued.

Good times.

(By the way, there is a hilarious table of Random Facial Hair in one of the issues of Fight On!, written by Jeff Rients, I believe.  I can't remember which, though.  Anyway, this room would put it to excellent use.)

Monday, August 30, 2010

Magic-users on the Lost Continent


Magic is evident, but very strange and misunderstood on the Lost Continent.  Something about the land itself, the vegetation and rocks, even the soil, disturbs the logic of magic and distorts it.  Because of this, spells cast by even the most veteran mage can be twisted into something unintended and dangerous.  This, and the sad fact that power added to fallen human nature often results in even great evil, means the magic-user has earned suspicion and fear, even ostracization, sometimes before his first spell has finished being cast.

However, there are many who attempt to use the powers of magic nonetheless--for fame, riches, good, evil.  Of them, there are two types, roughly:

Natural Mage: The Natural Mage is just that, a natural.  He does not study magic, but finds himself able to control it.  He is born with a knack for it.  Because of this, he receives one extra spell per level, but always has a 10-25% chance that a given spell, when cast, will be twisted into a different outcome.  Casting spells causes the Natural Mage to grow in experience of his magic, and allows for new spells to be learned.  This happens at the rate of 1d3 new spells per experience level.

Learned Mage: The Learned Mage functions very differently from the Natural Mage, and much like the Labyrinth Lord rules spell out.  He must learn new spells from other mages, or from a spell book.  He must memorize them daily, using his spellbook.  However, his chance of spell distortion is very low, being typically 5%, depending on environmental factors.