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<blockquote data-quote="darklight" data-source="post: 767208" data-attributes="member: 2450"><p><strong>WARNING: there is explicit violence in this post, that might offend. If this is too much, I appologize, feel free to delete.</strong></p><p></p><p>Toymaker/woodworker</p><p></p><p>"Feshel's Toy's And Woodworks" says the carved wooden sign outside. Inside you will find an unassuming little store, filled with all manners of wooden items of good quality. Once you enter, you are greeted by the owner, a dry looking gnome by the name of Feshel Creek. Feshel makes anything from fine furniture to carvings of nature scenes, but his toys are what made him famous in Mor's End. You see, Feshel is more than just a good woodworker, he is also a skilled illusionist, and his finer toys are actually magic items, that produce beautiful colours and strange sounds when played with. These are, off course, only sold to the nobility, who can afford such extravagant toys for their children. But there is more to these than meet the eye, as you will see.</p><p></p><p>Fifty years ago, Feshel lived with his parents in the countryside outside Mor's End. One day, as he was returning home from gathering berries in the forest, he was surprised to see several horses outside his home. There was screaming and shouting from inside, and Feshel decided to hide behind a tree. As he watched from a distance, he saw his parents being dragged outside, by six young men all dressed up in noble's hunting outfits. The young men were drunk and talked loudly to each other. From what Feshel could hear, they had been out hunting, but had not found any game, so when they saw the Feshels parents house, they decided to have some fun. The men proceded to rape Feshels mother, while forcing his father to watch. Feshel wanted to help his mother, but he couldn't move. He just stood there, petrified, horrified and helpless. Then he heard a crack. The man holding his mother down, had been too rough and had snapped her neck. When the nobles couldn't have more fun with his mother, they decided they might as well have some fun with his father. They cut him with a knife, and told him to run for his life. Then they mounted up to hunt him down like an animal.</p><p></p><p>Feshel went to Mor's End and tried to get help from the town guard, but noone would listen to him. There was never any investigation of the incidence, and the young nobles just went on with their lives, as if nothing happened. Since that day, 'noble' has meant decadence and depravery to Feshel. He has vowed to pay them back, not just the nobles involved, but the entire nobilty of Mor's End, which he sees as evil and arrogant scum.</p><p></p><p>Feshel wandered the streets of Mor's End, and was eventually taken in by a woodworker, as an apprentice. He knew he could never attack the nobility outright, it had to be much more subtle, so he began studying magic. He knew he would live far longer than the humans, so he had patience. What he wanted, was to turn all the children of all nobility against their own families. A few years ago he researched a spell he thinks might do the trick: <em>Feshel's subtle suggestion</em>(see below). He places this spell on the toys he sells to nobles, such as a fancy spinning top, with coloured lights. Every time the toy is used, <em>Feshel's subtle suggestion</em> is cast on the child using it. There is no imediate effect, it has to be built up over long periods of use. The suggestion Feshel places in these toys are "You can't trust your family", "YOU should be the heir to the title", "Your brother gets more than you", "You don't need a father" or something similar. Feshel knows a lot about the nobility of Mor's End, and he always makes these toys on order, so he can use specific suggestions that fit the family. His ultimate goal is the downfall of all nobility, by using what he percieves as their own decadence against them.</p><p></p><p>Feshel's crazy plan might eventually work, but it has one major problem: <em>Cost!</em> Making the suggestion toys is quite expensive, and even the decadent nobility wouldn't pay what it costs, especially since they think there is only a simple illusion spell (Prestidigitation) in them. Selling furniture and regular magic toys pays fairly well, but not well enough to pay for all the suggestion toys, so Feshel had to find another source of income. This made him turn to the thieves guild, offering them magical aid, and information on the nobles, for a share of the take. Feshel had always used magical means to scry on the nobles anyway, to find their weaknesses, so he had a lot to offer. This partnership has proved profitable for both parties. </p><p></p><p>Some time ago, Katrina, a young human girl, started helping out Feshel in the shop. At least, that is what it looks like, in fact Katrina is Feshels contact to the Thieves Guild. Katrina delivers information on which houses will be targeted next, and later Feshel passes on what information he can get on the security of the house. Occasionally Feshel makes potions for the Thieves Guild, to aid their endavours, and he has produced a few scrolls as well. Katrina has recently mentioned that the Guild might want to procure a certain wand, but Feshel is a bit unsure about this rather major undertaking. Feshel is very pleased with his arrangement with the Thieves Guild, as it is just another way to get back at the nobility.</p><p></p><p></p><p><strong>New Spell: </strong><em>Feshel's subtle suggestion</em></p><p>Enchantment (Compulsion) {Mind-Affecting, Language-Dependent}</p><p>Level: Brd 2, Sor/Wiz 2</p><p>Components: V,M</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One Living Creature</p><p>Duration: 24 hours</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p></p><p>This spell plants a suggestion in a creatures mind. The suggestion is not as powerful as by the <em>suggestion</em> spell, so it will not influence a creature imediately. The power of this spell lies in its long term use. If a victim who missed its saing throw is submitted to another <em>Feshel's subtle suggestion</em> with a similar suggestion within the duration of the first spell, the victim must make a new saving throw with a penalty of -1. This penalty is cumulative with further castings of the spell. Once the victim has been submitted to a number of succesful castings of <em>Feshel's subtle suggestion</em> equal to its wisdom score, the suggestion becomes permanently implanted in its mind, and it is likely to act upon the suggestion. If the victim is not submitted to another casting of <em>Feshel's subtle suggestion</em> within the duration of the previous spell, or if the saving throw is made, the number of succesful castings goes down by one. For each 24 hours of time here after, the number of succesful casting is also reduced by one.</p><p></p><p><strong>Feshel Creek</strong>, Toymaker, Male Gnome (Rock) Illusionist 5; HD 5d4+5; hp 20; Init +2; Spd 20 ft.; AC 13 (+2 Dex, +1 Size); Melee dagger +3 (1d4/ crit 19-20); AL NE; SV Fort +2, Ref +3, Will +3; Str 10, Dex 14, Con 12, Int 15, Wis 8, Cha 13; Height 3'4", weight 42 lbs </p><p>Skills and Feats: Bluff +2, Craft (Woodworking) +14, Diplomacy +3, Knowledge (arcana) +4, Knowledge (nobility & royalty) +10, Spellcraft +6; Scribe Scroll, Brew Potion, Craft Wand, Craft Wondrous Item</p><p></p><p></p><p><strong>New Magic Item:</strong><em> Suggestion toy</em></p><p>This magical toy casts a <em>Feshel's subtle suggestion</em> when it is used, with a preprogrammed suggestion. This power can be used once per day. The effects are as per the <em>Feshel's subtle suggestion</em> spell.</p><p><em>Caster Level</em> 3rd; <em>Prerequisites:</em> Craft Wondrous Item, <em>Feshel's subtle suggestion</em>; <em>Market Price:</em>4,500 gp</p><p></p><p>The <em>suggestion toys</em> are often made with other spells included, such as <em>prestidigitation</em> which would add another 375 gp to the cost.</p><p></p><p></p><p><strong>Katrina</strong>, Guild Thief, Female Human Rogue 1; HD 1d6–1; hp 5; Init +2; Spd 30 ft.; AC 14 (+2 Dex, +2 Leather Armor); Melee short sword +1 (1d6+1/ crit 19-20), Melee +1 Unarmed Strike (1d3+1 §), Ranged light crossbow +2 (1d8/ crit 19-20) ; AL NN; SV Fort –1, Ref +4, Will +0; Str 12, Dex 15, Con 8, Int 14, Wis 10, Cha 13; Height 5'5, weight 110 lbs</p><p></p><p>Skills and Feats: Balance +6, Climb +5, Disable Device +6, Escape Artist +6, Gather Information +5, Hide +6, Listen +6, Move Silently +6, Open Lock +6, Search +6, Spot +6; Alertness, Dodge</p><p></p><p>Katrina is the daughter of a fairly well-to-do merchant, who recently got involved with the thieves guild. Her mother is dead, and when her father was away on business trips, she would roam around with a couple of friends doing petty crimes, just for the kick of it. One time they were stealing from a shopkeeper, who paid protection money to the thieves guild. The shopkeeper got in touch with the protection guy from the guild, complaining over the lack of protection. The guild guy gave the girls two choices: join the guild, or be turned over to the authorities, and probably go to prison. The two other girls were reluctant, but Katrina was thrilled, and jumped on the chance.</p><p></p><p>Katrina is a pretty and charming young girl, which she has taken advantage of on more than one occation. Apparently some men just can't get themselves to punish such a sweet little girl!</p><p></p><p></p><p><strong>Notes:</strong> I'm not too sure about that spell, is it too powerful, too weak? If anyone has an idea to make it a little simpler, in mechanic or description, please speak up! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>The last part might be a little uninspired and/or errorladen, as it is getting very late around here (5 a.m.)</p><p></p><p>darklight</p><p></p><p><em>Edit: added warning, and cleared a bunch of errors.</em></p></blockquote><p></p>
[QUOTE="darklight, post: 767208, member: 2450"] [B]WARNING: there is explicit violence in this post, that might offend. If this is too much, I appologize, feel free to delete.[/B] Toymaker/woodworker "Feshel's Toy's And Woodworks" says the carved wooden sign outside. Inside you will find an unassuming little store, filled with all manners of wooden items of good quality. Once you enter, you are greeted by the owner, a dry looking gnome by the name of Feshel Creek. Feshel makes anything from fine furniture to carvings of nature scenes, but his toys are what made him famous in Mor's End. You see, Feshel is more than just a good woodworker, he is also a skilled illusionist, and his finer toys are actually magic items, that produce beautiful colours and strange sounds when played with. These are, off course, only sold to the nobility, who can afford such extravagant toys for their children. But there is more to these than meet the eye, as you will see. Fifty years ago, Feshel lived with his parents in the countryside outside Mor's End. One day, as he was returning home from gathering berries in the forest, he was surprised to see several horses outside his home. There was screaming and shouting from inside, and Feshel decided to hide behind a tree. As he watched from a distance, he saw his parents being dragged outside, by six young men all dressed up in noble's hunting outfits. The young men were drunk and talked loudly to each other. From what Feshel could hear, they had been out hunting, but had not found any game, so when they saw the Feshels parents house, they decided to have some fun. The men proceded to rape Feshels mother, while forcing his father to watch. Feshel wanted to help his mother, but he couldn't move. He just stood there, petrified, horrified and helpless. Then he heard a crack. The man holding his mother down, had been too rough and had snapped her neck. When the nobles couldn't have more fun with his mother, they decided they might as well have some fun with his father. They cut him with a knife, and told him to run for his life. Then they mounted up to hunt him down like an animal. Feshel went to Mor's End and tried to get help from the town guard, but noone would listen to him. There was never any investigation of the incidence, and the young nobles just went on with their lives, as if nothing happened. Since that day, 'noble' has meant decadence and depravery to Feshel. He has vowed to pay them back, not just the nobles involved, but the entire nobilty of Mor's End, which he sees as evil and arrogant scum. Feshel wandered the streets of Mor's End, and was eventually taken in by a woodworker, as an apprentice. He knew he could never attack the nobility outright, it had to be much more subtle, so he began studying magic. He knew he would live far longer than the humans, so he had patience. What he wanted, was to turn all the children of all nobility against their own families. A few years ago he researched a spell he thinks might do the trick: [I]Feshel's subtle suggestion[/I](see below). He places this spell on the toys he sells to nobles, such as a fancy spinning top, with coloured lights. Every time the toy is used, [I]Feshel's subtle suggestion[/I] is cast on the child using it. There is no imediate effect, it has to be built up over long periods of use. The suggestion Feshel places in these toys are "You can't trust your family", "YOU should be the heir to the title", "Your brother gets more than you", "You don't need a father" or something similar. Feshel knows a lot about the nobility of Mor's End, and he always makes these toys on order, so he can use specific suggestions that fit the family. His ultimate goal is the downfall of all nobility, by using what he percieves as their own decadence against them. Feshel's crazy plan might eventually work, but it has one major problem: [I]Cost![/I] Making the suggestion toys is quite expensive, and even the decadent nobility wouldn't pay what it costs, especially since they think there is only a simple illusion spell (Prestidigitation) in them. Selling furniture and regular magic toys pays fairly well, but not well enough to pay for all the suggestion toys, so Feshel had to find another source of income. This made him turn to the thieves guild, offering them magical aid, and information on the nobles, for a share of the take. Feshel had always used magical means to scry on the nobles anyway, to find their weaknesses, so he had a lot to offer. This partnership has proved profitable for both parties. Some time ago, Katrina, a young human girl, started helping out Feshel in the shop. At least, that is what it looks like, in fact Katrina is Feshels contact to the Thieves Guild. Katrina delivers information on which houses will be targeted next, and later Feshel passes on what information he can get on the security of the house. Occasionally Feshel makes potions for the Thieves Guild, to aid their endavours, and he has produced a few scrolls as well. Katrina has recently mentioned that the Guild might want to procure a certain wand, but Feshel is a bit unsure about this rather major undertaking. Feshel is very pleased with his arrangement with the Thieves Guild, as it is just another way to get back at the nobility. [B]New Spell: [/B][I]Feshel's subtle suggestion[/I] Enchantment (Compulsion) {Mind-Affecting, Language-Dependent} Level: Brd 2, Sor/Wiz 2 Components: V,M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One Living Creature Duration: 24 hours Saving Throw: Will negates Spell Resistance: Yes This spell plants a suggestion in a creatures mind. The suggestion is not as powerful as by the [I]suggestion[/I] spell, so it will not influence a creature imediately. The power of this spell lies in its long term use. If a victim who missed its saing throw is submitted to another [I]Feshel's subtle suggestion[/I] with a similar suggestion within the duration of the first spell, the victim must make a new saving throw with a penalty of -1. This penalty is cumulative with further castings of the spell. Once the victim has been submitted to a number of succesful castings of [I]Feshel's subtle suggestion[/I] equal to its wisdom score, the suggestion becomes permanently implanted in its mind, and it is likely to act upon the suggestion. If the victim is not submitted to another casting of [I]Feshel's subtle suggestion[/I] within the duration of the previous spell, or if the saving throw is made, the number of succesful castings goes down by one. For each 24 hours of time here after, the number of succesful casting is also reduced by one. [B]Feshel Creek[/B], Toymaker, Male Gnome (Rock) Illusionist 5; HD 5d4+5; hp 20; Init +2; Spd 20 ft.; AC 13 (+2 Dex, +1 Size); Melee dagger +3 (1d4/ crit 19-20); AL NE; SV Fort +2, Ref +3, Will +3; Str 10, Dex 14, Con 12, Int 15, Wis 8, Cha 13; Height 3'4", weight 42 lbs Skills and Feats: Bluff +2, Craft (Woodworking) +14, Diplomacy +3, Knowledge (arcana) +4, Knowledge (nobility & royalty) +10, Spellcraft +6; Scribe Scroll, Brew Potion, Craft Wand, Craft Wondrous Item [B]New Magic Item:[/B][I] Suggestion toy[/I] This magical toy casts a [I]Feshel's subtle suggestion[/I] when it is used, with a preprogrammed suggestion. This power can be used once per day. The effects are as per the [I]Feshel's subtle suggestion[/I] spell. [I]Caster Level[/I] 3rd; [I]Prerequisites:[/I] Craft Wondrous Item, [I]Feshel's subtle suggestion[/I]; [I]Market Price:[/I]4,500 gp The [I]suggestion toys[/I] are often made with other spells included, such as [I]prestidigitation[/I] which would add another 375 gp to the cost. [B]Katrina[/B], Guild Thief, Female Human Rogue 1; HD 1d6–1; hp 5; Init +2; Spd 30 ft.; AC 14 (+2 Dex, +2 Leather Armor); Melee short sword +1 (1d6+1/ crit 19-20), Melee +1 Unarmed Strike (1d3+1 §), Ranged light crossbow +2 (1d8/ crit 19-20) ; AL NN; SV Fort –1, Ref +4, Will +0; Str 12, Dex 15, Con 8, Int 14, Wis 10, Cha 13; Height 5'5, weight 110 lbs Skills and Feats: Balance +6, Climb +5, Disable Device +6, Escape Artist +6, Gather Information +5, Hide +6, Listen +6, Move Silently +6, Open Lock +6, Search +6, Spot +6; Alertness, Dodge Katrina is the daughter of a fairly well-to-do merchant, who recently got involved with the thieves guild. Her mother is dead, and when her father was away on business trips, she would roam around with a couple of friends doing petty crimes, just for the kick of it. One time they were stealing from a shopkeeper, who paid protection money to the thieves guild. The shopkeeper got in touch with the protection guy from the guild, complaining over the lack of protection. The guild guy gave the girls two choices: join the guild, or be turned over to the authorities, and probably go to prison. The two other girls were reluctant, but Katrina was thrilled, and jumped on the chance. Katrina is a pretty and charming young girl, which she has taken advantage of on more than one occation. Apparently some men just can't get themselves to punish such a sweet little girl! [B]Notes:[/B] I'm not too sure about that spell, is it too powerful, too weak? If anyone has an idea to make it a little simpler, in mechanic or description, please speak up! :) The last part might be a little uninspired and/or errorladen, as it is getting very late around here (5 a.m.) darklight [I]Edit: added warning, and cleared a bunch of errors.[/I] [/QUOTE]
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