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Lost City of Barakus: Campaign Discussion and Advice
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<blockquote data-quote="Neil the Knight" data-source="post: 6989394" data-attributes="member: 6801269"><p>One of the adventures in the wilderness section that intrigued me the most was the Wizards Tower.</p><p></p><p></p><p>"Nestled at the base of the Duskmoon Hills is 50ft tall, spire-shaped stone tower. This enigmatic structure has no apparent means of entry: no doors, windows, or chimney. In fact, the only means of entry, aside from very powerful magic, is via Area R10, the end of a long subterranean passage that begins beneath the house of bricks (Area R). Attempts to breach the walls via magic are likely to fail. A crafty ward has been placed on the tower’s walls making teleportation spells such as passwall, teleport, and dimension door misfire. Furthermore, a narrow, 5ft wide anti-magic shell encircles the tower wherein no magic or magic items can function. Only a wish spell can penetrate the tower’s powerful defenses.</p><p></p><p>The tower was built 150 years ago by the magic-user Rajick, a conjurer of significant power who worked day and night studying the magical arts to increase his wizardly knowledge. Eventually, his studies took him to a far off continent from whence he has never returned. At the time of his departure, however, he had every intention of returning to his beloved tower and library to continue his studies. Therefore, he set up a series of summoning traps to defend the tower from intruders, should they find their way to it from its secret entrance. Finally, he laid a crafty trap: He “hid” a useful magic ring on the top floor of the tower. Anyone donning the ring would be impelled by a geas spell to seek a book called the book of Korbus and return it to the tower. Rajick had intended to look for the book himself upon returning, and so thought he could make use of any interlopers in his absence."</p><p></p><p></p><p>At the top of the tower is The Ring of Rajick.</p><p></p><p></p><p>"This plain platinum band appears to be a standard ring of wizardry, and indeed it functions as such. It has, however, two additional features, both of which become known to the wearer once it is donned. The wearer may teleport back to the top floor of the Wizard’s Library (Area S4). Furthermore, and most importantly, the wearer is affected by a geas spell to seek out the book of Korbus and return it to the tower. Since Rajick knew the basic location of the book, he imbued the ring with this information, which is then made known telepathically to the wearer. Until the book is returned the ring is considered cursed and cannot be removed except by the normal magical means. Once the book is returned the geas is lifted and the teleport power is lost, though the ring continues to</p><p>function as a ring of wizardry."</p><p></p><p></p><p>First my query is how would you RP the geas function of the ring without the feeling of railroading the party.</p><p></p><p>Secondly the book suggests Rappan Athuk (another FGG adventure) or in the hands of Devron (the lich you are meant to fight as the climax of the adventure) as possible locations for the book but i was wondering other possibilities. My first thought was lost caverns of Tosjcanth where you switch out Iggwilv's Deamonomicon for the book of Korbus but two of the guys I'll be playing with have DMed that adventure themselves.</p><p></p><p>Finally what properties would you give the Book of Korbus. The module suggests</p><p></p><p></p><p>"The Book of Korbus is nothing more than a spellbook detailing a single, very complicated spell. Called the spell of all summoning this conjuration spell allows the caster to cast all his summon monster spells currently memorized simultaneously. The spell of all summoning does not have a fixed level; instead it is memorized at the same level as the highest level monster summoning spell known to the caster. Magic users can learn this spell. It is, however, extremely difficult to learn, requiring one month of continuous study before the intelligence check to learn a new spell."</p><p></p><p></p><p>Instead of being able to summon a butt load of minions (there is nothing worse than being Pokemoned to death) this is what I came up with</p><p></p><p>Wondrous Item, Legendary (requires attunement by Bard, Cleric, Druid, Sorcerer or Wizard)</p><p>This tome details each of the following spells.</p><p>Conjure Animals</p><p>Conjure Minor Elemental</p><p>Conjure Woodland Beings</p><p>Conjure Elemental</p><p>Conjure Fay</p><p>Conjure Celestial</p><p>Planner Ally</p><p>Conjure Barlgura</p><p>Conjure Hezrou</p><p>Conjure Lesser Demon</p><p>Conjure shadow Demon</p><p>Conjure Vrock</p><p></p><p>Wile attuned to the book all the spells contained within it count as your class spells. </p><p></p><p>You may cast each of the spells once per week as a ritual taking 10 minutes. If the spell is of a level, higher than you can normally cast, you must make an ability check using your spell casting ability to determine weather you cast it successfully. The DC equals 10 + the spells level. On a failed check, the spell miss fires. The effect is determined by the DM (consider treating it as a fumble on a spell attack or rolling on the wild magic Serge table) </p><p></p><p>If you have the ability, the spells may also be copied out of the book, expending the time and gold it would normally require to-do so.</p><p></p><p></p><p>If your wondering where I got this last five spells from, they were published in the UA article "That Old Black Magic" found here <a href="http://dnd.wizards.com/articles/unearthed-arcana/old-black-magic" target="_blank">http://dnd.wizards.com/articles/unearthed-arcana/old-black-magic</a></p></blockquote><p></p>
[QUOTE="Neil the Knight, post: 6989394, member: 6801269"] One of the adventures in the wilderness section that intrigued me the most was the Wizards Tower. "Nestled at the base of the Duskmoon Hills is 50ft tall, spire-shaped stone tower. This enigmatic structure has no apparent means of entry: no doors, windows, or chimney. In fact, the only means of entry, aside from very powerful magic, is via Area R10, the end of a long subterranean passage that begins beneath the house of bricks (Area R). Attempts to breach the walls via magic are likely to fail. A crafty ward has been placed on the tower’s walls making teleportation spells such as passwall, teleport, and dimension door misfire. Furthermore, a narrow, 5ft wide anti-magic shell encircles the tower wherein no magic or magic items can function. Only a wish spell can penetrate the tower’s powerful defenses. The tower was built 150 years ago by the magic-user Rajick, a conjurer of significant power who worked day and night studying the magical arts to increase his wizardly knowledge. Eventually, his studies took him to a far off continent from whence he has never returned. At the time of his departure, however, he had every intention of returning to his beloved tower and library to continue his studies. Therefore, he set up a series of summoning traps to defend the tower from intruders, should they find their way to it from its secret entrance. Finally, he laid a crafty trap: He “hid” a useful magic ring on the top floor of the tower. Anyone donning the ring would be impelled by a geas spell to seek a book called the book of Korbus and return it to the tower. Rajick had intended to look for the book himself upon returning, and so thought he could make use of any interlopers in his absence." At the top of the tower is The Ring of Rajick. "This plain platinum band appears to be a standard ring of wizardry, and indeed it functions as such. It has, however, two additional features, both of which become known to the wearer once it is donned. The wearer may teleport back to the top floor of the Wizard’s Library (Area S4). Furthermore, and most importantly, the wearer is affected by a geas spell to seek out the book of Korbus and return it to the tower. Since Rajick knew the basic location of the book, he imbued the ring with this information, which is then made known telepathically to the wearer. Until the book is returned the ring is considered cursed and cannot be removed except by the normal magical means. Once the book is returned the geas is lifted and the teleport power is lost, though the ring continues to function as a ring of wizardry." First my query is how would you RP the geas function of the ring without the feeling of railroading the party. Secondly the book suggests Rappan Athuk (another FGG adventure) or in the hands of Devron (the lich you are meant to fight as the climax of the adventure) as possible locations for the book but i was wondering other possibilities. My first thought was lost caverns of Tosjcanth where you switch out Iggwilv's Deamonomicon for the book of Korbus but two of the guys I'll be playing with have DMed that adventure themselves. Finally what properties would you give the Book of Korbus. The module suggests "The Book of Korbus is nothing more than a spellbook detailing a single, very complicated spell. Called the spell of all summoning this conjuration spell allows the caster to cast all his summon monster spells currently memorized simultaneously. The spell of all summoning does not have a fixed level; instead it is memorized at the same level as the highest level monster summoning spell known to the caster. Magic users can learn this spell. It is, however, extremely difficult to learn, requiring one month of continuous study before the intelligence check to learn a new spell." Instead of being able to summon a butt load of minions (there is nothing worse than being Pokemoned to death) this is what I came up with Wondrous Item, Legendary (requires attunement by Bard, Cleric, Druid, Sorcerer or Wizard) This tome details each of the following spells. Conjure Animals Conjure Minor Elemental Conjure Woodland Beings Conjure Elemental Conjure Fay Conjure Celestial Planner Ally Conjure Barlgura Conjure Hezrou Conjure Lesser Demon Conjure shadow Demon Conjure Vrock Wile attuned to the book all the spells contained within it count as your class spells. You may cast each of the spells once per week as a ritual taking 10 minutes. If the spell is of a level, higher than you can normally cast, you must make an ability check using your spell casting ability to determine weather you cast it successfully. The DC equals 10 + the spells level. On a failed check, the spell miss fires. The effect is determined by the DM (consider treating it as a fumble on a spell attack or rolling on the wild magic Serge table) If you have the ability, the spells may also be copied out of the book, expending the time and gold it would normally require to-do so. If your wondering where I got this last five spells from, they were published in the UA article "That Old Black Magic" found here [url]http://dnd.wizards.com/articles/unearthed-arcana/old-black-magic[/url] [/QUOTE]
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