Sunday, January 6, 2019

Vehicle: Night Monarch Vardo

Night Monarch Vardo

Aura strong conjuration and transmutation; CL 13th
Slot
Price 22,750 gp
Weight 400 lbs.

Description

Varisians prize these brightly colored wagons for their usefulness in transport and consider them a sign of Desna’s favor. 10 feet wide by 20 feet long, a night monarch vardo functions as a magically treated Heavy Wagon (hardness 10 and 240 hit points). However, the inside is larger than its outside dimensions. Two additional rooms equivalent in size to the first are accessible from the interior of the wagon and are treated as extradimensional spaces. The atmosphere in these adjoining rooms is clean, fresh, and warm regardless of outside conditions. Each has a capacity of 5,000 pounds and 1,000 cubic feet.

A greater boon is revealed when an animal animated from a figurine of wondrous power is harnessed to the wagon. A night monarch vardo does not encumber these creatures, provided they are at least large size. Moreover, if the animated animal takes flight, the wagon can accompany the creature without hindrance. A night monarch vardo can even follow an obsidian steed during its plane shift and ethereal jaunt powers.

When a night monarch vardo is part of a caravan, use the following caravan rules statistics:
Traveler Capacity 6; Cargo Capacity 14
Limit 1; Consumption 1
Special Benefit +4 bonus to caravan’s Resolve

Construction

Requirements Craft Wondrous Item, mage's magnificent mansion, overland flight, creator must have 6 ranks in the Craft (carpentry) or Profession (wainwright) skill
Cost 11,375 gp

Source: RPG Superstar 2012 Open Call

GM Note

House Rule: Several modifications have been tried (some without success) to the night monarch vardo; each successful modification adds +1 to the vardo's caster level (remember this is not a construction requirement but rather provides the vardo's caster level for dispel magic checks. Here are some of the successes:

Adding the aeonian lantern spell to the​ vardo's construction requirements increases its price by 10,000 gp but adds an aeonian lantern to the vardo's interior.

Adding the alarm spell to the​ vardo's construction requirements increases its price by 2,000 gp but wards it as that spell.

Adding the augment object spell to the​ vardo's construction requirements increases its price by 6,000 gp but doubles its hardness and hit points and adds +20 to the break DC of the vardo.

Adding the dimensional stability spell to the​ vardo's construction requirements increases its price by 8,000 gp but stabilizes its interior (to include the addtional rooms) so that items that use an extradimensional space as a part of their function (cf. bag of holding) function normally.

Adding the disguise caravan spell to the​ vardo's construction requirements increases its price by 8,000 gp but it appears as a completely different vehicle allowing it to seamlessly blend in with the culture and environment around it. Remember it does not disguise those driving or riding in it.

Adding the greater alarm spell to the​ vardo's construction requirements increases its price by 4,000 gp but wards it as that spell.

Adding the hardening spell to the​ vardo's construction requirements increases its price by 12,000 gp but increases its hardness by 1 point per 2 caster levels of the vardo's caster level.

Adding the hidden caravan spell to the​ vardo's construction requirements increases its price by 8,000 gp but prevents it from being detected by all but magical means.

Adding the hidden lodge spell to the​ vardo's construction requirements increases its price by 10,000 gp but increases its interior, changing the right side additional room into a 30 x 30 foot chamber with a sturdy door and a small fireplace. It is furnished with eight bunks, a trestle table, eight stools, and a writing desk. If this spell is added to the vardo's construction twice, the left side chamber is altered to mirror the right side one.

Adding the improved unseen servant spell to the​ vardo's construction requirements increases its price by 4,000 gp but provides an improved unseen servant to assist with chores in the interior of the vardo.

Adding the ironwood spell to the​ vardo's construction requirements increases its price by 12,000 gp but increases its hardness by 10 to a total of 20 and gives it fire resistance 10.

Adding the greater ironwood spell to the​ vardo's construction requirements increases its price by 16,000 gp but gives it DR 5/adamantine and immunity to fire..

Adding the mage's private sanctum spell to the​ vardo's construction requirements increases its price by 10,000 gp but wards the interior as that spell

Adding the phantom driver spell to the ​ vardo's construction requirements increases its price by 6,000 gp but gives it a driver that makes all driver skill checks (no matter what skills are needed to drive the vehicle) as your caster level + your Intelligence modifier at the time you created the vardo.

Adding the phantom wagon spell to the​ vardo's construction requirements increases its price by 12,000 gp but give it the additional powers and capabilities of that spell (any improvement in an ability, capability, or power, use the better of the two).

Adding the planar navigation spell to the​ vardo's construction requirements increases its price by 18,000 gp but allows it to move from plane to plane as if a greater plane shift were cast upon it.

Adding the secret vault spell to the​ vardo's construction requirements increases its price by 16,000 gp but creates an extradimensional space that is accessible through a trapdoor in one of the vardo's three rooms. This vault is equal in size to 10 cubic feet per CL of the vardo. Once the location of this trapdoor is decided upon, it cannot be changed.

Adding the unseen attendant spell to the​ vardo's construction requirements increases its price by 2,000 gp but provides an unseen attendant to act as your valet while in the interior of the vardo.

Adding the unseen crafter spell to the​ vardo's construction requirements increases its price by 4,000 gp but provides an unseen crafter to assist in any crafting (magical or mundane) while in the interior of the vardo.

Adding the unseen servant spell to the​ vardo's construction requirements increases its price by 2,000 gp but provides an unseen servant to assist with chores in the interior of the vardo.
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Thursday, January 3, 2019

Feat: Adept of the Threefold Path

Adept of the Threefold Path

Prerequisites: Int 24+, Spell Mastery, Flexible Wizardry, Improved Flexible Wizardry, Initiate of the Threefold Path, wizard level 15th.

Benefit: When you use Initiate of the Threefold Path, you can flexibly prepare a number of spell slots equal to the number of spells you have mastered with Spell Mastery (and Adept Mastery if that feat is possessed) + 4 flexibly prepared. Furthermore, you can finalize one of these slots with a move action instead of a standard action.

Source: The Mage's Tower website

Wednesday, January 2, 2019

Feat: Initiate of the Threefold Path

Initiate of the Threefold Path

Prerequisites: Int 20+, Spell Mastery, Flexible Wizardry, Improved Flexible Wizardry, wizard level 12th.

Benefit: When you prepare your spells each day, you can choose to keep a number of spell slots equal to the number of spells you have mastered with Spell Mastery (and Adept Mastery if that feat is possessed) flexibly prepared. Instead of preparing a single spell within each of these slots, you can partially prepare three spells. Anytime after you prepare these flexible slots, you can spend a standard action to finalize one slot, choosing one of the three spells to be finished and fully prepared in that slot.

Source: The Mage's Tower website

Tuesday, January 1, 2019

Feat: Improved Ioun Shaping

Improved Ioun Shaping

Your skill at creating ioun stones far exceeds most.

Prerequisites: Craft Wondrous Item, caster level 12+

Benefit: Your skill at creating ioun stones is so advanced you may choose one of the following benefits when crafting an ioun stone: when determining the gold piece cost in raw materials you need to craft any item, reduce the base price by 25%; or, when determining the time you need to craft any item, reduce the base time by 25%. You choose the benefit each time you craft an ioun stone. The benefit taken while using this feat stacks with any similar benefit from another crafting feat.

Source: Mage's Tower

Monday, January 1, 2018

Location: The Lost Temple of Moradin

The Lost Temple of Moradin



Introduction

A lone butte rises from the wasteland, it seems almost like some irresistible force half melted it once the party has gotten close enough to examine it.

It is over 600 feet high and 500 feet in diameter. Closer examination reveals a single cleft like opening on the northern side. This opening is 20 feet across and 30 feet high. The inside is a rectangular cave nearly 40 feet high and across and 60 feet in length.

A curved tunnel, 30 feet high and 20 feet across, slants sharply upward, its floor is rough and broken from what appears to be ancient water flows down it. Travel up this rough tunnel is considered to be on hindering terrain and movement is affected accordingly.

After traveling for 300 feet, the tunnel flats out and continues on for another 300 feet. The rough walls become finely worked, as does the floor.



Monday, October 2, 2017

E is for Evard

Evard, also known as Evard the Black, is an archmage responsible for developing such spells as Evard's Black Tentacles. Evard is known to operate from the Sheldomar Valley, where he deals as an information broker.

Evard is a man of sturdy build and average musculature, with pale skin and long dark hair. He wears rich clothing, often belted with a white sash, and a large purple gemstone hangs from his throat. He is a charming man with a ready grin.

Evard was originally a minor noble in the March of Bissel. He came to be a very successful broker of information, and many sages and loremasters send him knowledge in return for solving vexing questions of their own. If he doesn't know something, someone in his network does. He is ambitious and cunning, and will readily betray his allies if it suits him. He can be found in any of the major cities of the Sheldomar.

Relationships

Evard was once a good friend of Mordenkainen, but now counts him as an enemy.

Born a minor noble in Bissel, Evard has since become disgraced by his peers. He is possibly tied to an insurrection of necromancers in Bissel in 580 CY, which led to a harsh suppression of fringe groups and increased punishment for the crimes of treason and sedition.

Spells

In addition to the commonly known spell, Evard's Black Tentacles, Evard has also developed the following spells:

Evard's All-Seeing Worm

Evard's Menacing Tentacles

Writings

Evard is known to have authored the following works: Legendry of Phantoms and Ghosts

Evard in the Living Greyhawk campaign

In the Living Greyhawk campaign, Evard is portrayed as a necromancer, and with his Ur-Flan allies he conquered Thornward in Sunsebb of 594 CY, and attempted to conquer all of Bissel with his undead army. After many battles, he was finally killed in Sunsebb of 595 CY.

Wednesday, September 6, 2017

D is for Drawmij

Drawmij is an archmage, and a member of the wizardly conclave known as the Circle of Eight.

Drawmij is 58 years old in 585 CY, although he appears to be a young man in his late twenties or early thirties. His hair is sandy blond and his eyes are so blue that they’re nearly purple. He stands six feet tall and weighs 172 pounds. His features possess an undefinable unsettling quality, and more than a few of those who know him have perceived something subtly different about him each time they meet – the shade of his eyes, his height, even the thickness and curl of his hair. Rary calls these his “troubling inconsistencies.”

Drawmij wears magical robes of cool colors, favoring elven designs.

For the last decade or so, Drawmij has focused on the theories of chronomancy, magic involving the manipulation of time. He has grown increasingly eccentric of late.

He has a close connection to Duke Luschan of Gradsul, who may be a relative of his. Drawmij also spends time with the Hierophant Sverdras Meno, a druid of the Old Faith who oversees the Azure Sea.

Drawmij has many contacts among the minstrels and bards of Celene, though few in the capital of Enstad admit to knowing him. Drawmij has few known agents, but he knows much more about Keoland and its client states than it seems like he should.

Drawmij has an enduring hatred of Jaran Krimeeah, the Mage of the Valley of the Mage, and is forever trying to persuade other members of the Circle of Eight to help him kill the wily archmage once and for all. Jallarzi Sallavarian has suggested to Otto that Drawmij’s true enmity is for Tysiln San, Jaran’s mistress, though the reasons for this are unknown.

Drawmij only grudgingly accepted the addition of Warnes Starcoat and Alhamazed to the Circle of Eight, and argued against the inclusion of Theodain Eriason. Since losing that fight, however, he has treated Theodain’s presence with bland acceptance.

Drawmij is reputed to live in a cavernous underwater fortress beneath the Azure Sea, 150 miles south of Gradsul in Keoland, where he deals with merfolk, whales, dolphins, and many other denizens of the ocean. This fastness was once the dwelling of the druid Sverdras Meno. He visits the Free City of Greyhawk as little as possible, finding it stifling and distasteful, but visits Gradsul regularly. Drawmij possesses a magical metal boat he can pilot underwater.

Drawmij is responsible for developing the commonly known spell Drawmij’s instant summons.

Drawmij has also developed the following additional spells:

Drawmij’s adventurer’s luck

Drawmij’s beast of burden

Drawmij’s beneficient polymorph

Drawmij’s breath of life

Drawmij’s flying feat

Drawmij’s handy timepiece

Drawmij’s instant exit

Drawmij’s iron sack

Drawmij’s light step

Drawmij’s marvelous shield

Drawmij’s merciful metamorphosis

Drawmij’s protection from nonmagical gas

Drawmij’s scent mask

Drawmij’s swift mount

Drawmij’s tool box

Drawmij is known to have authored the following works:

Repertoire of Illustrious Conjurations