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<blockquote data-quote="Warren Okuma" data-source="post: 3320293" data-attributes="member: 48436"><p>Cove of the Lost Hero.</p><p>This is an underground grotto/harbor. Growing in the sea water are trees. Trees of the Caverns. No sun. Yet they grow and have weird white leaves. It's a trading post for magic wielders, mostly spell components. The town is Venice style, built on the water. Each Merchant check nets a random magical item sold. DC 20 Minor, DC 25 Moderate, DC 30 Major. </p><p></p><p>When the heroes arrive they are told the three rules.</p><p>1) Buying and selling is our life blood. To disrupt this is a crime.</p><p>2) Do not ask about the Lost Hero.</p><p>3) The court of merchants will cover all disputes and will be charged 100 gp. If they cannot solve it, it will go to the council of four and you will be charged 1,000 gp. If they cannot solve it you will go before the Grand Sorcerer and he will charge you 10,000 gp. They usually rule in favor of primary spellcasters.</p><p>4) Do not annoy the trees. For they are valuable.</p><p>5) Do not annoy the Grand Sorcerer, our ruler.</p><p>6) Taxes is 5%. For citizens 2%. Only Primary spell casters can be citizens.</p><p></p><p>The council of four consists of an awakened giant mole "cave" druid, a human cleric of Boccob, a faceless humanoidish wizard, and a beautiful, elven sorcerer who's eyes have been dug out.</p><p>It is a mostly honest place, but with intrigue...</p><p></p><p>Atmosphere roll: </p><p>1) The players see a wind that has no force.</p><p>2) The players feel a sound that cannot be heard.</p><p>3) The players taste the air that tastes like... (random color)</p><p>4) The gentle breeze kicks up dust in strange magical patterns. To learn these patterns means that you get wild magic.</p><p>5) Almost invisible visions of spells previously cast. (Magical Echoes)</p><p>6) The trees seem to be whispering to you, but you cannot understand them.</p></blockquote><p></p>
[QUOTE="Warren Okuma, post: 3320293, member: 48436"] Cove of the Lost Hero. This is an underground grotto/harbor. Growing in the sea water are trees. Trees of the Caverns. No sun. Yet they grow and have weird white leaves. It's a trading post for magic wielders, mostly spell components. The town is Venice style, built on the water. Each Merchant check nets a random magical item sold. DC 20 Minor, DC 25 Moderate, DC 30 Major. When the heroes arrive they are told the three rules. 1) Buying and selling is our life blood. To disrupt this is a crime. 2) Do not ask about the Lost Hero. 3) The court of merchants will cover all disputes and will be charged 100 gp. If they cannot solve it, it will go to the council of four and you will be charged 1,000 gp. If they cannot solve it you will go before the Grand Sorcerer and he will charge you 10,000 gp. They usually rule in favor of primary spellcasters. 4) Do not annoy the trees. For they are valuable. 5) Do not annoy the Grand Sorcerer, our ruler. 6) Taxes is 5%. For citizens 2%. Only Primary spell casters can be citizens. The council of four consists of an awakened giant mole "cave" druid, a human cleric of Boccob, a faceless humanoidish wizard, and a beautiful, elven sorcerer who's eyes have been dug out. It is a mostly honest place, but with intrigue... Atmosphere roll: 1) The players see a wind that has no force. 2) The players feel a sound that cannot be heard. 3) The players taste the air that tastes like... (random color) 4) The gentle breeze kicks up dust in strange magical patterns. To learn these patterns means that you get wild magic. 5) Almost invisible visions of spells previously cast. (Magical Echoes) 6) The trees seem to be whispering to you, but you cannot understand them. [/QUOTE]
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