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Clock spell and GPS Spell?
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<blockquote data-quote="index" data-source="post: 1648452" data-attributes="member: 21195"><p><strong>maps</strong></p><p></p><p>Kerrick wrote:</p><p></p><p>> [....] but how many characters carry around tons of maps?</p><p>> Might still be useful in a limited sense - say, you have a huge </p><p>> dungeon and the creator made a series of maps so that he </p><p>> wouldn't get lost...</p><p></p><p>Most games I've played in had the usual horribly medieval</p><p>maps despite magic, so usually my characters MAKE good maps</p><p>and sell copies. In my last game, my Ranger/Wizard had one</p><p>book for his spells, one for his maps and journal, and three</p><p>books back home for previous maps and journals. Every time</p><p>he found a good library (not often), he was able to gain</p><p>access by letting them copy his journals and maps. (He kept</p><p>the sensitive information on removable pages expressly for</p><p>this purpose.)</p><p></p><p>I don't think the creator of a huge underground complex</p><p>would make maps to keep from getting lost -- he already</p><p>knows the place. However, if multiple people are</p><p>cooperating, then the probably WOULD make maps. Especially</p><p>if they want to be able to charge rent from new residents.</p><p></p><p>Why would anyone want to live underground? Near constant</p><p>temperature, controlled weather, easy to keep biting insects</p><p>out, with enough Continual Flame spells you can grow lots of</p><p>crops... Lots and lots of reasons. With a 2nd-level spell</p><p>(Soften Earth and Rock?) that makes digging solid rock easy,</p><p>and with the relative durability of underground homes, I</p><p>don't know why so many D&D houses are above ground.</p><p></p><p>(IMC, the reason there are a noticeable number of</p><p>underground complexes for delving is because the</p><p>above-ground cities of the Ancients have already been looted</p><p>or destroyed in wars. The Ancients built underground for</p><p>security (a few hundred meters of rock will stop a lot) and</p><p>obscurity (IMC, ten feet of rock will block all mid- and</p><p>low-level scrying).) Most of the 'dungeons' that people can</p><p>find are ancient military complexes, 'factories' (why spoil</p><p>the wilderness when you can build under it) and bomb</p><p>shelters from the manors of rich ancients. Abandoned mines</p><p>are not common as 'dungeons' IMC because I assume that</p><p>mining technology progresses somewhat like the real world,</p><p>so that people dig the same old mines over and over, using</p><p>previously bad ore. Most ancient 'dungeons' have not yet</p><p>been found IMC, but wizards with various excavation spells</p><p>have done the same over the past three thousand years, and</p><p>many of those complexes have been abandoned, then found by</p><p>others.)</p><p></p><p>--index</p></blockquote><p></p>
[QUOTE="index, post: 1648452, member: 21195"] [b]maps[/b] Kerrick wrote: > [....] but how many characters carry around tons of maps? > Might still be useful in a limited sense - say, you have a huge > dungeon and the creator made a series of maps so that he > wouldn't get lost... Most games I've played in had the usual horribly medieval maps despite magic, so usually my characters MAKE good maps and sell copies. In my last game, my Ranger/Wizard had one book for his spells, one for his maps and journal, and three books back home for previous maps and journals. Every time he found a good library (not often), he was able to gain access by letting them copy his journals and maps. (He kept the sensitive information on removable pages expressly for this purpose.) I don't think the creator of a huge underground complex would make maps to keep from getting lost -- he already knows the place. However, if multiple people are cooperating, then the probably WOULD make maps. Especially if they want to be able to charge rent from new residents. Why would anyone want to live underground? Near constant temperature, controlled weather, easy to keep biting insects out, with enough Continual Flame spells you can grow lots of crops... Lots and lots of reasons. With a 2nd-level spell (Soften Earth and Rock?) that makes digging solid rock easy, and with the relative durability of underground homes, I don't know why so many D&D houses are above ground. (IMC, the reason there are a noticeable number of underground complexes for delving is because the above-ground cities of the Ancients have already been looted or destroyed in wars. The Ancients built underground for security (a few hundred meters of rock will stop a lot) and obscurity (IMC, ten feet of rock will block all mid- and low-level scrying).) Most of the 'dungeons' that people can find are ancient military complexes, 'factories' (why spoil the wilderness when you can build under it) and bomb shelters from the manors of rich ancients. Abandoned mines are not common as 'dungeons' IMC because I assume that mining technology progresses somewhat like the real world, so that people dig the same old mines over and over, using previously bad ore. Most ancient 'dungeons' have not yet been found IMC, but wizards with various excavation spells have done the same over the past three thousand years, and many of those complexes have been abandoned, then found by others.) --index [/QUOTE]
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