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08:43, 19th April 2024 (GMT+0)

Gerad's Space.

Posted by Game MasterFor group 0
Game Master
GM, 1980 posts
Storyteller
Eclipse d20
Fri 27 Mar 2020
at 00:10
  • msg #1

Gerad's Space

For Gerad to clearly define the space and usage for the hut along with all the descriptions, cause OOC threads get so cluttered.
Gerad Waelhlem
player, 347 posts
Channeler Of Mysteries
Occult Dabbler
Fri 27 Mar 2020
at 07:02
  • msg #2

Gerad's Space

The house isn't exactly extradimensional (at least as of yet); instead it simply warps space to fit itself "inside" of whatever the door is opened "in". It can still be accessed from the outside by breaking in through one of the walls, doors, or windows - and while the walls are basically "whatever it is manifested inside of" on the outside and wood on the inside, the doors and window-shutters are simply wood (Hardness 5, HP 20, Break DC 23). They're quite capable of keeping out the weather, minor wild animals, and similar pests, but the place is not really much of a fortification. It does require a DC 15 Spot Check to see the doors and windows up close (whether open or closed), and the DC goes up fairly rapidly as you get further away - but that is still only basic camoflague / concealment.

The current actual extradimensional cargo space is only about 250 Lbs / 30 Cubic Feet, so that's all that can be left inside when the place isn't manifested - and most of that is already in use.

Gerad does have a method of adding magical functions to the inside of the house however: at the moment there are four:
  • Good Hope:  This provides a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. I don't expect any fighting in the house, but the skill bonus is handy.
  • Industry: Mundane productivity is multiplied by a factor of seven, allowing a weeks worth of work to be done in a day. One of the primary bootstrap effects.
  • Sustenance: Those inside need not eat, drink, sleep, or breathe. This will probably allow those working inside to get in a days work during downtime and is preperation for when he DOES get enough extradimensional space set up for people to work inside while he's traveling.
  • Health: Diseases are not communicable inside, attribute damage recovers at one point an hour, attribute drain and lost levels recover at one per day each. Not strictly relevant at the moment, but potentially useful later.

Gerad Waelhlem
player, 348 posts
Channeler Of Mysteries
Occult Dabbler
Sat 28 Mar 2020
at 00:19
  • msg #3

Gerad's Space

The dreams of the Forest include many places it has taken across the eons; it is no great trick (at least according to Gerad) to draw forth echoes of a few such places and tweak them to suit his needs. Since he needed a place of his own and foresaw a need to travel with allies, he has tied a selection of such genii locorum to himself for everyone's convenience. That, of course, is why small details tend to change over time.

The Ground Floor:

Most of the Ground Floor rooms have windows to the outside, closed by wooden shutters with an internal bar.

The door from the outside opens into a modest hexagonal entryway, with a set of stairs spiraling up and down in the center. The walls are of polished chestnut wood, as are the stairs. While there is a rack of pegs and a spot for wet cloaks and boots and such, most of the walls are decorated with paintings - the topics either local views of Beckfyrd or drawn from Gerad's visions, showing scenes of ancient times, of gods and legendary beasts, of flying cities and mighty cataclysms.
Area Bonuses:
  • The heavy door and rack provide Partial Cover for anyone defending the entryway. Sadly, while there is a stout bar to block the door if needed, it is only a wooden door. (Hardness 5, HP 20, Break DC 23, 26 when Barred)
  • The Cleansing Table between the door to the private rooms and the door to the workshop cleans, dries, presses (if necessary), folds (if desired), and performs minor repairs on one modest laundry basket worth of goods – whether cloth, leather, fur, or even jewelry or metal (removing tarnish and similar) when the stuff is left sitting on it for one minute or longer.


Left: A short corridor, with five modest private rooms opening off it - two on each side and one on the end. While they are paneled with a variety of woods, each is a little over twelve feet square and contains a couple of comfortable fold-down beds with storage underneath, a small fold-down table/desk and some chairs,  a few shelves, and some cabinets and pegs. They're kind of tight for two, but quite comfortable for one.
Area Bonuses:
  • The rooms provide a comfortable, quiet, spot to sleep and store your belongings, but have no other special functions at the moment.
  • Sexual activity in these rooms will never result in pregnancy unless both partners are willing for that to happen.


Left-Forward: Gerad's magical workshop. This sizeable rectangular room is paneled in dark wood with a twisted grain that seems to draw the eye into it's depths. The floor is of some utterly black substance which muffles footfalls and gives the impression that the various occult seals and sigils set into it are floating above a bottomless void. Oddly, dust, wood shavings, and other bits of small trash do indeed seem to fall through it into nothingness. The walls are lined with cabinets and workbenches, with tools and apparatus - a small lathe, the fine hammers, scribing tools, furnace, and molds of a jeweler, watchmakers tools, a still and set of kegs for brewing, and even a few loose bolts of cloth - occupying various surfaces in competition with half-completed projects. The domed area displays charts and diagrams full of occult symbols, shelves of esoteric books, and short pillars bearing peculiar instruments of crystal and clockwork. It is both lit and dominated the rifting orbs of light which fill the dome - an occult orrery reflecting the status of the planes and worlds nearest to Aebir-Toril.
Area Bonuses:
  • +2 Masterwork Tools and +6 Assistance bonus to Background (Craft/Brewing, Craft/Charms and Talismans, Craft/Jewlery, Craft/Tailor, and Craft/Wands/Rods/Staves)
  • +2 Masterwork Tools and +6 Assistance bonus to Occult Skill/Gadgetry.
  • +2 Masterwork Tools and +6 Assistance Bonus to Background (Profession: Celestiologist, Demonologist, Elementalist, Healer, and Ritualist).
  • +6 Circumstance Bonus on Knowledge (Geography, Nature, and Planes).
  • A minor ritual performed beneath the shimmering light of the dimensional orrery can be used to heal 2d8 points of damage up to a dozen times per day.


Straight Ahead: Gerad's room is primarily a comfortable bedroom / study, with a large bed, a wardrobe (sadly, absent any connection to Narnia), chairs, a small table, s few shelves and cabinets, a desk, a couple of chests, and a rug. While there is a large mirror by the wardrobe to indulge his vanity, most of the room is focused on comfort
Area Bonuses:
  • +6 Circumstance Bonus on Profession/Playboy.
  • Sexual activity here will never result in pregnancy unless both partners are willing for that to happen.


Forward Right: A spacious Kitchen and Pantry, complete with a perpetual smokeless fire to heat the stove and water, pots, utensils, silverware, a dining table, chairs, etcetra, handy for teenage midnight snacking. With a flagstone floor and basic timbered walls heavily hung with pots, pans, and other implements, the area is most blatantly a "country kitchen". Gerad usually has some soup or stew very gently simmering on the back of the stove; as a teenager he tends to get hungry a lot.  If you want fresh flour, you'll have to spend a few minutes turning the handle on the hand-quern - but thanks to the "Industry" modifier, this isn't particularly laborious.
Stored Items: Bread, Cheese, Flour, Dried Beans, Dry Noodles, Nuts, Carrots and Onions, Cured Meat, Salt, local Spices, dried fruit, and Herbs (A.K.A. Forty days worth of “Good Meals”), two casks of Mead, a cask of Applejack, and a Water Keg.
Area Bonus:
  • +6 Circumstance Bonus to Profession (or Craft)/Cook.


Right: This door leads to a modest stable, suitable for two horses, mules, donkeys, or what-have-you with it's own (large) door to the outside when it's manifested. While clean and neat, this area seems oddly... unfinished, as if it was awaiting something more to come into full existence. An odd wisp of darkness filled with stars occasionally blows through, but it generally does not stick around.
Stored Items: 20 days worth of fodder, suitable for horses, mules, and similar animals.
Area Bonus:
  • +6 Circumstance Bonus to Handle Animal and Heal (Animals).

This message was last edited by the player at 22:06, Sat 04 Apr 2020.
John D'Oh
player, 241 posts
Chemist and Forgemaster
4/10 GP, 15/28 HP, 20 AC
Sat 28 Mar 2020
at 03:06
  • msg #4

Gerad's Space

Any place for Craft/Weaponsmith, Craft/Armorsmith, Craft/Blacksmith, Craft/ Alchemy, or Profession/Herbalist?
Gerad Waelhlem
player, 349 posts
Channeler Of Mysteries
Occult Dabbler
Sat 28 Mar 2020
at 03:46
  • msg #5

Gerad's Space

Next level down.
Gerad Waelhlem
player, 353 posts
Channeler Of Mysteries
Occult Dabbler
Sat 28 Mar 2020
at 20:31
  • msg #6

Gerad's Space

Lower Floor:

The spiral stairs continue down -  but the landing on the next floor down opens onto a similar similar hexagonal room, once again of deep red-brown chestnut wood decorated with Gerad's paintings, although none of the six doors opens to the outside and there are no windows. Nevertheless, a gentle current of air flows through each room, carrying away smoke and odors.

Forward (directly across from the landing) is the Workshop and Forge, with it's furnace, smelter, bellows, hammers, vises, saws, quenching tubs, scrapers, chisels, and other tools and apparatus for working metal, leather, and wood. The walls are padded in places with scorched leather, muffling the noise that would otherwise echo deafeningly, the ceiling is braced with massive beams, and the walls are hung with pegs and tools.  The scents of hot metal, smoke, and scorched wood mingle here, where most of the light comes from the flames of the forge. While the place somehow manages to remain tidied up, there is no power on Aebir-Toril which can keep a smithy from accumulating scorch marks, sooty patches, and oil stains here and there. Those wishing to add runes, engraving, or ornamentation to their finished work are, however, better off working upstairs or in the alchemical laboratory.
Area Bonus:
  • +2 Masterwork Tools and +6 Assistance to Background (Craft: Metals, Weapons, Armor, Leather, and Wood).


Forward Right: Several steps lead down to a stone floor, slanted slightly to the side to lead any excess water to the drain. Here another perpetual smokeless fire provides light for the room, steam for the sauna, and hot water for the hot tub, baths, and showers. Another Cleansing Table ensures that there are always plenty of fresh towels and clean clothing. The soap, however, is a bit unreliable; it tends to be whatever Gerad has made this week - and so there are tubs and jars of soft soap, herbal washes, cleansing oils, variously-scented bars, and even a supply of crude lye soap for those who wish to show how tough they are. It is, however, wise to check the labels on the shampoo before using any of it, or you may wind up with hair down to your waist, a sudden green afro, or appearing as if your head was on fire for the next few days.
Area Bonus:
  • Sexual activity in this area will never result in pregnancy unless both partners are willing for that to happen.
  • In theory this area will provide a +2 bonus on saves against disease and for recovering from negative levels. In practice, such benefits are superseaded by the houses Healing function.
  • If you mess with the shampoo without checking, I suppose you might get a bonus to Disguise if you want to conceal your identity.


Rear Right: The lavatories, These are nicely appointed and very comfortable. The rooms are lit by Cleansing Candles and the waste (including what is dropped down from the Kitchen) is handled by instant composting, so there is neither odor nor mess. Other than that... there isn't much to say here.
Area Bonus:
  • In theory this area provides another +2 bonus versus Disease. It still does not matter.


Rear: The Alchemy Lab, with it's potentially flammable and toxic contents, is placed opposite the Forge to reduce any chance of flying sparks. Here are alembics and athanors, beakers and glassware, a small glass furnace, miniature stills, packets of odd herbs, bottles of chemicals, anatomical models and charts, syringes and droppers, mirrors, smokes, fireworks, and colored liquids in bottles. Gerad is not sure of where the miniature stuffed alligator hanging from the ceiling came from, but somehow the way it grins has dissuaded him from removing it. He has, however, made very sure that the fume hood functions properly.
Area Bonus:
  • +2 Masterwork Tools and +6 Assistance to Background (Craft/Alchemy, Craft/Constructs, Craft or Profession/Herbalism, Profession/Healer, and Perform/Illusionist).


Rear Left: No room yet. Perhaps a Dojo and/or Bar for Khorlof?


Forward Left: This supply room is capable of providing up to 250 GP worth of supplies per week - although it can only provide items that could be purchased in a small town, actual magic items cost twice as much as usual, and getting actual money costs three times as much as usual. For John, iron costs 5 GP per hundredweight.
This message was last edited by the player at 22:07, Sat 04 Apr 2020.
Gerad Waelhlem
player, 354 posts
Channeler Of Mysteries
Occult Dabbler
Sat 28 Mar 2020
at 20:44
  • msg #7

Gerad's Space

The Deeps:

Magic flows from the heart of the world. There, where fire, water, earth, air, life, and death blend under pressures unimaginable. there is naught to use the power that flows from creations heart. Each mote contributes it's speck of power to a mighty fountain that rises eternally, flowing towards the deeps between the stars. At last, as that wild magic flows outwards to where pressure fades, it finds expression. The deep caverns of Aebir-Torils Underdark are opened and sustained by that endless current, pouring through roots and streams and veins of stone, focused by geology and happenstance, enchanting the waters and the very air of the depths. From that unshaped power springs the veins of gems and adamant, the strange gases, the mithril and earthsblood, the magical springs and streams, and the every-growing fungi that are the wealth of the depths. That same wild magic renders access perilous, distorting spells that pass through it, blocking far-scrying, teleportation, and other methods of easy access.

Here, embedded in the bedrock and the roots of the world, Gerad has placed the sacred places. The chestnut spiral stairs open up into a dark space, lit by flickering motes of drifting light, and the air moves back and forth as if driven by the breath of the gods. Currents of magic - the lifeblood of Aebir-Toril - pulse through the air and stone, driven by the world's heart and easily felt by any magic-wielder, While there are doors, they are set in stone archways, opening into spaces carved from the living rock.  The length of the stairs is somewhat inconsistent, and - no matter which shrine you come seeking - it's entry is always directly ahead when you step onto the floor of the cavern.

Area Benefits:
  • Each shrine counts as a permanent fixture dedicated to the relevant power for the purpose of consecrate and similar spells and provides a +6 circumstance bonus on appropriate religious rituals, including prayer and meditation. Additional functions may be added later.


Raven and Khorlof (Shamanism, Uthgaric Pantheon): An archway curtained in the hides of great beasts leads to an earth-lodge - a cavern which lies upon the threshold of the spirit world, touched by the deepest roots of the elder forest, yet nestled amongst the deep currents of the wild magic even as the primal forest begins to give it form and it's final threads are gathered into Mystra's weave. The fires flickering light and drifting smoke upon the whispering currents of the air makes the timeless images of beasts and spirits of the elder world move upon the walls. Here are gathered the the sacred hangings and the hidden secrets encoded in Khipu. Implements of the shamans trade - drums that echo the deep thunders of riven rock and air, a shimmering pool that reflects the stars rather than the stony roof, incense to cast upon the fire that it's smoke may give form to the formless, wind-flutes, bottles of rare oils, bundles of herbs, fur and bone, and pouches of colored sand to lay out the ever-changing medicine wheels - the gates of spririts - upon the floor.  Close your eyes, let the currents of magic carry you into a trance, and open your eyes to the Spirit World. Who knows what insights and mighty quests may come from the voices of the spirits?


Alorna (Magic, Mystra): The two sides of the arch and the thick double doors of the entryway are carved with the black and white trees, the twin poles of the balance of magic. From them, descend eight steps into the circular chamber of Mystra - one for each school of magic, each wrought in the corresponding color of the school, showing the full rainbow of magic with the final step - the universal school - in marble-white. The lower walls are lined with bookshelves and display cases, some full, others still awaiting being filled with tomes of magic and ancient lore. The floor displays the seven great seals of magic inlaid in eldritch metals - the Thaumaturgic Triangle for operations of Mind, Body, and Spirit, the Magical Square for Material, Shadow, Astral, and Ethereal, The Pentagram for the five polar forces of the Outer Planes, the Hexagram for the six Elemental Forces, the Spiral Heptagram for the Far Realms, where worlds touch upon what Is Not within the angles of time, the Octagram of the Cosmic Sea for what lies outside the myriad worlds (although working any significant magic drawing upon THAT lies beyond the reach of any mortal) and the great binding circle which is both the beginning and end of magic. Above hang seven crystal lamps, as of Mystra's seven stars, their myriad colors casting an endless weave of magical luminescence across the walls. Above the shelves, the walls are decorated with the entwining runes, glyphs, and symbols of magic, flowing into each other in a mortal representation of the great weave. The ceiling, of course, seems to be a spiraling crimson mist. Among the cabinets, directly across from the stairs, stands a simple altar of polished wood, on which items can be consecrated. Above it... hangs a mask, representing a female face. Sometimes it seems to change from the face of a living woman to a deathmask. Perhaps that represents some omen, a response to the prayers offered here - and perhaps not. None can as yet be sure.


Connor and Quinn (Psychics, Druids, and Frognarok): The irregular tunnel descends and opens up into a sizeable cavern where a narrow strip of "beach" borders a great underground pool. Here, veins of crystal refract and amplify the rays of sunlight they channel down from the surface far above, spreading a maze of variously-directed shafts of light across the surface of the waters, the moss-covered cavern walls, and the pillars of stone which help support the roof. Unhindered by heat, cold, and drought, the lichens hang like curtains and the water-plants are strewn across the surface, their perpetual blooms rendering the air thick with scent. Insulated from the greater world by vast thicknesses of stone, the sounds here are entirely those of a hidden pond - the splashing of rivulets of water and droplets falling into the greater waters, the croaking of frogs, the splashing of fish, the drone of dragonflies chasing midges and mayflies, and the chirping of crickets. A few fat ducks feed among the cat-tails at the edges, and a tiny flock of hummingbirds, dart about as aerial jewels, sipping the nectar from the water-blossoms. Deeper in, behind the glacially-slow flowing lichens and outcroppings of rock lie many a private watery grotto, accessible only by small boats, and perfect to relax in. A small dock extends a short distance into the still waters, supporting a few oars and personal coracles hung up next to the pot of oil used to keep them in good condition. An annex here holds Frognarok's personal shrine, where a small waterfall cascades musically across mossy rocks, a curtain of rivulets concealing Frognarok's niche overlooking the limpid pool of water-lilies, cattails, and darting fish that serves as his threshold, both miniature kingdom and shrine to the all-powerful Frognarok. Beside the pool, a small altar ornamented with jade-green frogs stands, thriftily conserving space by also serving as a chest for pool-maintenance supplies and frog food, just in case Frognarok is bored with the bounty of his personal pond.


John hasn't called for a shrine yet: Gerad's best guess is that he considers the forge his shrine for the moment.

Gerad rather intends to install a library / shrine to Oghma, but he hasn't managed to acquire enough books for that yet. Maybe we can loot a bunch of them from somewhere or other.

This message was last edited by the player at 22:03, Sat 04 Apr 2020.
Gerad Waelhlem
player, 358 posts
Channeler Of Mysteries
Occult Dabbler
Thu 2 Apr 2020
at 07:38
  • msg #8

Gerad's Space

Since Gerad is apparently using the ring to help expand things, that results in...
  • 10,000 cubic feet of actual extradimensional storage space that the Ward can reallocate as needed. This allows people to stay inside and use the facilities while the place is being moved and should cover any reasonable amount of personal storage and project space. Weight is irrelevant.
  • A built-in water supply (up to two gallons per round, which should be plenty).
  • Housekeeping Services: Stray items will be regularly picked up and put away, the place will be cleaned, beds made, dishes washed, and similar chores done. The kitchen will always have a pot of soup on, fresh bread available, and a choice of cheese, preserves, honey, and butter ready to put on it. Anyone cooking there will gain a +2 Assistance Bonus.

This message was last edited by the player at 09:06, Tue 15 Dec 2020.
Gerad Waelhlem
PC, 619 posts
Channeler Of Mysteries
Occult Dabbler
Thu 21 Jan 2021
at 09:10
  • msg #9

Gerad's Space

Here we have an addition to The Deeps - the Lunar Shrine

Thalyssra (Selune, Woman's Magic, Shapeshifters, The Warrior)

The archway is filled with massive twin chestnut doors, carved with images of the Maiden, Mother, and Crone, the three aspects of Selume. The stairs beyond rise up, curving slightly and cloaked in darkness, concealing the inward mysteries of the shrine. At the entryway a curtain of glittering beads, of labradorite and iolite, form a delicate veil for the shrine proper, delicately chiming to announce visitors to the Sanctum of Selune. To the right, a smaller arch hidden by shadows conceals a modest bunkroom, where children, supplicants, and attendants at the shrine can rest.

Within the stony walls of the cavern are carved in a myriad images, of women and elven maids, of beasts and birds, and of transformations between those forms. As the shadows play the images seem to shift and change, an illusion of life aided by the mighty roots of the great trees far above. Here those roots have responded to the light by putting forth leaves and branches in profusion, drawing across the walls a rustling living cloak of silver-edged leaves, blossoms, and fruit of walnut and almond, oak, ash, and thorn. Around the edges of the ceiling hang seven baskets of lunar glowvine, it's trumpet-like blossoms contributing a soft silvery radiance to the illumination. The obsidian floor bears a circle of twenty-eight images wrought of silver and copper, the circle of the moons progression - new, waxing, full, and waning, progressing leftwards towards the opaline altar at the far end, the station of the full moon in all its splendor. Above the constellations of Aebir-Toril's lunar zodiac are picked out in moonstone, glinting against the blackness of the domed roof.

quote:
Lunar Magic cast within the circle of the moon is reduced by -2 spell levels for casting purposes only. The shrine counts as a permanent fixture dedicated to Selune for the purpose of consecrate and similar spells and provides a +6 circumstance bonus on appropriate religious rituals, including prayer and meditation.


In the center of the ceiling is set a lattice of moonstone, both a map of the hidden face of Selune and a lens through which the light of the moon - and only the moon - shines, focused upon the altar - an Opaline disk cradled in the branches of a stylized tree silver, the axis mundi. There the moonlight gathers, and slowly liquefies, forming drops of lunar essence that drip slowly from the altar into the crater-pit which occupies the center of the floor, the Lunar Forge, In those secret depths the glimmering essence of the moon is gradually solidified, gathered, and wrought. The daring may walk the spiral of dark steps which descend into the pit to find what is created there.

quote:
The Lunar Forge:
Produces moonstone, opal, and obsidian, silver and mithril, and fine crystal, forming beautiful crystals, betrothal and wedding rings, holy symbols of Selune, courting gifts, shining blades of alchemical silver, and crystal vials of holy water - although the process is slow, producing only 100 GP worth of materials per week.

Once per week, on the appropriate phases of the moon, the forge will produce a an Echo Of The Moon (New, Waxing, Full, or Waning) - a pendant with seven charges, each capable of being expended to produce a cantrip-level effect of lunar magic appropriate to the phase of the Echo as a standard action when the pendant is grasped, albeit only at caster level one. If the user can explain how the effect can be produced by chaining together cantrip-level effects, two charges, and a full round, may be expended to produce a first level effect. Four charges and two full rounds will produce a second level effect. All seven charges and three full rounds will produce a third level effect (although, unfortunately, the caster level always remains one). When a pendants power is expended it will crumble into dust. Anyone willing to pay their respects to Selune may use them. The simplest of lunar magics - dancing lights, fertility blessings, and household magic - are suited to any phase of the moon. Otherwise appropriate effects include:
  • New Moon Talisman: Darkness, Dreams, and Female Magic,
  • Waxing Moon Talisman: Healing, Rebirth, and Purification Magic.
  • Full Moon Talisman: Light, Divination, and Transformation Magic.
  • Waning Moon Talisman: Illusion, Time, and Weapon Magic

Four times a year, at the changing of the seasons, the Forge will produce two Sigils Of The Changing Moon (Neck Slot) - each granting the wearer the use of the following abilities for seven hours once per month. Unusually, these are cumulative: wearing two will grant these powers twice per month, and so on up until the user is wearing thirteen sigils, which will make the powers granted continuous.

Damage Reduction, Specialized and Corrupted for Reduced Cost/only versus physical attacks, not versus Silver, 4/- (3 CP).
Innate Enchantment. All enchantments Spell Level One, Caster Level One, Unlimited-Use Use-Activated, and Personal-Only. Specialized for Reduced Cost / comes with animalistic instincts (and the need to make occasional will checks to resist such impulses), pack loyalty, and the traditional signs of being a werewolf. It may or may not come with a compulsive urge to party all night during the full moon. 6480 GP inherent value (3 CP).
  • Aspect Of The Wolf (2000 GP). The user may continue to walk on two legs and keep his or her pants on if desired (or may describe this as “Aspect Of The Cat” or “Aspect Of The Bear” or some such) but this has no game effect.
  • Speak with Animals (1400 GP).
  • Wrath. Morale bonuses of +2 Str, +2 Con, +1 Will, and -2 AC when in use (1400 GP).
  • Endure Elements 1/Day (280 GP).
  • Fast Healing I for 18 Rounds 2/Day (560 GP).
  • Relieve Illness (Hedge Wizardry List) 1/Day (280 GP).
  • Relieve Poison (Hedge Wizardry List) 1/Day (280 GP).
  • Lesser Restoration 1/Day (280 GP).

Note that the spell level reduction function of the shrine applies to the effects of the Echoes Of The Moon and the Sigils Of the Changing Moon as well. Using the Echoes within the room gets the -2 spell level adjustment, while activating a Sigil there extends the duration of the effect to three days. It is theoretically possible to change the items produced by the Lunar Forge, but doing so would require many rituals and prayers to Selune.

Gerad Waelhlem
PC, 635 posts
Channeler Of Mysteries
Occult Dabbler
Fri 5 Feb 2021
at 08:03
  • msg #10

Gerad's Space

And an update for Raven and Khorolf's Shrine:

The echoing drums and chimes of the cavern now subtly amplify the magic of the northern lands, enhancing the arts of the shaman and the strength of the Untheric Pantheon. All such magic and/or powers have their effective levels reduced by two for casting purposes within the cavern.

Across the astral plane, the wind blows, carrying dreams, the energies of the outer planes, and fragments of list worlds. Here the last breaths of fallen gods drive astral storms. From that endless flow of wonder the Astral Seine sieves the energies of magic, grounding them into the physical world - manifesting the tools of the shaman's art. From the Seine flows strange herbs, incense, rare oils, and small works of art, offerings suitable for spirits (with a value of 100 GP per week) - and the occasional beaded feather, dancing within the cosmic flow until they gather together into Dream Catchers (one per week).

quote:
Dream Catcher: From this small medicine wheel dangle many feathers from various birds, each ornamented with tiny beads and leather ties. When one such token is plucked from the wheel and breathed upon, it will dissolve into a sparkling mist - and the will of the user will be made manifest. Each year the wheel will supply enough feathers to call forth 180 GP worth of goods and services which could be obtained in a small town, including spellcasting services of up to level three. Calling forth actual magical or psionic devices costs double their base price while cash costs three times it's "base price" and generally comes in the form of trade goods rather than coins. Oddly enough, Dream Catchers can be combined, their vivid and intricate symbols growing more elaborate and evocative with each addition. The value stacks until certain thresholds are reached; four will provide 750 GP value / year, eight will provide 750 GP value / month, sixteen will provide 750 GP value / week, and thirty-two will provide 750 GP value per day.

For those who wish to be constructive in dungeons…
  • Door and suitable framing, with bar, installed to fit 10 x 10 area: Wooden (Hardness 5, 10 HP) 10 GP, Reinforced Wooden (Hardness 5, 20 HP) 40 GP, Iron (Hardness 10, 60 HP) 500 GP.
  • 10 x 10 Wall: Masonry (2′ thick, hardness 8, 180 HP, Break DC 25) 250 GP, Packed Earth (3′ Thick, Hardness 2, 30 HP, Break DC 19) 10 GP, Wood (1′ Thick, Hardness 5, 120 HP, Break DC 26) 100 GP.
  • Dig out 10 x 10 x 10 cube of: Earth 5 GP, Clay/Rocky Soil 15 GP, Stone 50 GP. Yes, you can put holes under creatures, but it’s only a DC 16 Reflex save to avoid falling in. Just as bad, going more than fifty or sixty feet down in earth tends to lead to the walls collapsing before anything can fall that far, leaving any possible victims landing on a pile of soft earth about sixty feet down for 3d6 damage.
  • Build a Well (5 x 5, 100 feet deep) 200 GP. It comes with rope, winch, and bucket. While fitted stones hold the well open, trying to open one under someone allows them a DC 11 reflex save to jump away in time – which is unlikely to catch anything of the least importance.
  • Build a Trail 1 GP/100 Feet. This means clearing out the trees and brush, and enough leveling to let a small wagon get dragged through.
  • Build a Road: 1 GP/30 feet, x5 for difficult terrain. x2 for Gravel, x3 for Cobblestones, x5 for a solid base and mortared stones.
  • Build a Bridge: 5′ x 5′ section: Rope-and-Board 2 GP, Wood 10 GP, Stone 25 GP, Iron 150 GP.
  • You can also buy “Spellcasting Services” – pulling a variety of minor spells out of the pouch to help out. Unfortunately, they are cast at the caster level you pay for up to a maximum of caster level thirteen.

At this point, there should be 1-2 weeks worth of production: I'm not sure which. I'm sorry this is taking so long; I wasn't expecting to need to have it ready for some time yet.
Gerad Waelhlem
PC, 639 posts
Channeler Of Mysteries
Occult Dabbler
Tue 9 Feb 2021
at 02:07
  • msg #11

Gerad's Space

Gerad Laboratory Upgrades:

Falling Star Forge:

As Gerad's power grows, the drifting spheres of the Orrery Of The Planes that occupies the dome of his laboratory will show more and more detail, the simulacrum becoming through contagion an aspect of the reality. There, as the myriad spheres wrap themselves in the celestial forces and interdimensional currents that alter the relationships between the planes, a multidimensional panorama extending to the Far Realms - the eye-twisting nothing at the edge of the multiverse - will come into being. From the hearts of dissilving realms descend stars of crystalized magic - the primordial sparks known to the folk of Faerun as Ioun Stones.

The Falling Star Forge brings tiny sparks of cosmic power into Faerun, manifesting them as the original, primal, versions of Ioun Stones. These may be set into a necklace, set whirling about the user, or installed in a Wayfinder as usual. Sadly, at the moment, the Forge is of very limited power - manifesting only some 600 GP worth of Stones per week (meaning that truly powerful stones might require many years). Gerad intends to upgrade it later on.

Other Notes:

Gerad has been busy in his laboratory, first summoning forth a few upgrades (adding a +6 to Spellcraft to the rooms bonuses and a ticking crystal mechanism of whirling gears, knobs, levers, switches, and cycling pistons that emits an odd blue glow), and then calling forth a whirling array of powdered lapis lazuli, gold dust, the subtle green of verdigrised copper, and the black of iron oxide, bound with beeswax into the ancient encaustic formula, the art of Mulhurond, in the heat and pressure of his magic. Across the floor the runes form, laid out by a vortex of streams of pigment, blue, green, gold and black, shimmering with a subtle hint of protective oil. The process will require time undefined, countless intricate details, laid out one after another with great care in the time which is not, between the instants of the common time which is.

quote:
Myriad the closing futures, folding ever into now.
Let the circle blur the moment, lending mana out of time.
To the wreakings less than subtle of the Loomensereid's vow.
That my strengths may bere be gathered, mending Karsus' ancient crime.
Arts long lost or never founded, gathered here now in my hand.
To the battles of the time war, I shall bring our gathered band.



And the intricate diagram will flare with flames of red and black, merging with the void of the laboratory floor, becoming a permanent part of it - and filling the room with a shimmering mist of unfocused power.

Added to room: -2 on the effective levels of his spells for casting purposes only.
Gerad Waelhlem
PC, 1056 posts
Channeler Of Mysteries
Occult Dabbler
Wed 18 Jan 2023
at 09:09
  • msg #12

Gerad's Space

The Deeps, Shrine Four - The Vaults Of Time-Not, The Invisible Labyrinth:

The thick doors of rich chestnut wood are inlaid in greenish metal with the spiral heptagram of the Far Realms, where Aebir-Toril touches upon that which exists outside of time/ At the center they are inset with the Elder, and othe curious, signs in yellow crystal. From beneath the door flows strange wisps of mist, a breath of timelessness intruding upon the world. Here may mortals set foot upon the timeless web, the weave of Atlach-Nacha spun between what IS and what now NEVER WAS. A drifting maze, defined by coiling mist and yawning void, filled with cyclopean basaltic pillars carved with strange runes, crystaline statues of beings unknown, a bizarre fluting music which hovers always on the edge of comprehension, and even more haunting visions of impossible pasts and futures that will never be, of paths not taken and lessons never learned.

Here a portion of that power may be taken onto the wanderer; every ten minutes of walking within, and comtemplating, the Invisible Labyrinth grants the wanderer one Sigil of Power (appearing on his or her skin), whether that Sigla be of the Past, the Present, or the Future. Sadly, no one wanderer can bear more than three Sigla at any one time and no more than one person at a time can wander the Invisible Labyrinth. For those who are troubled, the mists will occasionally whisper wise advice, or even provide minur clerical support - but every so often a Wanderer will see something in the future that will almost demand their intervention (Free GM plot hooks).

Available Sigla Include:
  • +1 luck bonus on attack rolls.
  • +1 deflection bonus to AC.
  • +2 resistance bonus on saving throws.
  • +2 competence bonus on attack rolls.
  • Spell Resistance 23.
  • +2 Enhancement Bonus to any one Basic Attribute (May be repeated for different attributes).
  • Cast Spells at +1 Spellcaster Level when determining level-based variables.
  • +5 Enhancement Bonus to any one Skill or a +3 Enhancement Bonus to a group of up to four skills.

Sigla can be dispelled (they are treated as having a Caster Level of 13) or removed by an Erase spell, but otherwise last until the user dies or decides to walk The Invisible Labyrinth again to replace one or more of them.
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