Saturday, September 28, 2013

The Matchless Menagerie Curiosity Shoppe



The Matchless Menagerie Curiosity Shoppe 

The menagerie is a small shop with a giant sign in common across the top of the space. Along the side of the Shoppe is the name in a dozen different languages, the languages of which will vary depending on where the shop appears in your game world. The building itself is a nexus for the planes of a sort, but unless you have the proper spell key, you’ll exit on the same plane that you entered. However, because it is a nexus, spell keys are that much more powerful and you don’t need as strong of one as you would normally need. As you enter the shop, you notice that it’s much, much bigger on the outside, which must be part of the magic of the building. Upon entering, you see a wide assortment of things stacked on one another. In one corner you see a suit of plate mail. In another, you see a mummified body (non-animate). There are books and bottles, doohickeys and doodads, armor and arms, and just about anything else you might want… and much more. While wandering the shop, you become convinced that if you can’t find what you are looking for here, the owner should be able to find it for you. Taking up a considerable space along one wall is a cozy seating area around a fireplace with some overstuffed chairs.  

When picking up a book roll on the following chart:

1.      Arcane
2.      Martial arts
3.      Anatomy/ Physiology
4.      Art
5.      Aberrations
6.      Undead
7.      Medicine
8.      Dungeoneering
9.      Architecture/   engineering
10.  Geography
11.  Geology
12.  History
13.  Armoring/ Weaponsmithing
14.  Bardic Songs
15.  Bardic Lore
16.  Nature Roll a 1d4) 1) Plants 2) Animals 3) weather 4) DM’s Choice
17.  Nobility
18.  The Planes (roll a 1d4) 1) Planar Entities 2) Planar Locations 3) Planar Dangers 4) Planar Lore
19.  Psionics
20.  DM’s Choice

When picking up a bottle/ vial/ container roll on the following chart:

1-2 Potion of X
3-4Curative Salve
5-6 Holy/ unholy water (flip a coin)
7-8 Alchemistical substance
9-10 Spell in a bottle (similar to a scroll, throw, and the spell goes off, with the same level the spell would have had
11-12 DM’s Choice

When picking something up you don’t know what it is

1-2 Astrolabe
3-4 Gnomish invention
5-6 Exotic Weapon/ equipment
7-8 spectacles of X
9-10 Cloak of X
11-12 individual piece of armor (gauntlet, shoulder protection, greave, etc)
13-14 wand of X
15-16 Solid alchemistical substance
17-18 Mineral
19-20 Household item



If you can’t find it, roll on the following chart how long it takes (d100)

01% - 25% He can’t get it right now (due to price, availability, rarity, etc.) but may be able to get it later on (according to the DM’s discretion)
26% - 40% He finds it in 2d4 months
41% - 55% He finds it in 2d4 weeks
56% - 70% He finds it in 2d4 days buried under something in his shop
71% - 85%  He finds it in 2d4 hours buried under something in his shop    
86% - 99% He finds it in 2d4 rounds buried under something in his shop
100% DM’s Discretion                    

Pricing roll 1d12

1.      225% above suggested retail
2.      200% above suggested retail
3.      175% above suggested retail
4.      150% above suggested retail
5.      125% above suggested retail
6.      Retail cost
7.      90% of suggested retail
8.      80% of suggested retail
9.      70% of suggested retail
10.  60% of suggested retail
11.  65% of suggested retail
12.  DM’s Choice

Note: DMs should adjust the rolls based on the item’s availability, character level, balance, etc.   

Friday, September 27, 2013

Azure as a Dragon

Azure's Transformation 

You enter the space in front of you and see a tall, hearty looking elf wearing free flowing dark blue outfit, and a pair of daggers carrying a quarterstaff wandering around an immense cavern. The cavern's walls are carved into shelves, with various knickknacks, weapons, tools. Every once in awhile the elf picks up an object. As you enter the cave, you say "I'm looking for the Dragon Azure." 
Casting off his cloak, the elf's features stretch and elongate as he grows out of his body. Dropping down on all fours, his hands and feet turn into claws. As he arches his back, wings burst out of it. His face elongates, and his ears move higher and further back while horns sprout out of his skull, his jaw becomes filled with razor sharp teeth. When the transformation is complete, an Amethyst Great  Wyrm stands before you in all of its glory and terror!    

Azure as a Dragon Plot Hooks

1. Rumors have it that a Great Wyrm will tell anyone any piece of information they want to know, if they have the gold or magic items to pay for it.
2. For many years it was rumored a dragon lived in the mountains, but hadn’t been seen in many years. The PCs investigate to see if it’s dead
3. There is a Council of Wyrms, Azure is invited to go. The PCs are at the Council
4. The PCs find out about a dragon who is insatiably curious, and will pay exorbitant sums of gold for information that it does not have. The PCs have a piece of information that it does not.

  

Tuesday, September 24, 2013

Azure as an elf plot hooks



Azure as an Elf Plot Hooks

1.      He owns a curiosity shop that the PCs visit. During their visit, the shop is robbed. The PCs either dispatch the thief or s/he is captured. In talking with him afterwards, they find out that he’s a wealth of information on a variety of subjects.
2.      The PCs find out about a town where there is little crime, because the criminals mysteriously disappear. They find out that Azure is often found patrolling the area around the disappearances.
3.      The PCs are summoned by Azure, who directs them to the planes to retrieve something for him in the planes or to transport him there. He is willing to pay a significant amount of gold for their service.
4.      The PCs have a magic item that Azure wants to study. He requests their presence; in exchange for being able to examine it, he allows them to pick his brain for information
5.      Azure commissions one of the PCs to help him organize his massive library, in exchange for his vast wealth of knowledge.
6.      Azure runs a school specializing in Clairsentience or is quasi-famous for sound-based bardic spells that one of the PCs want.
7.      The PCs unwittingly “save” Azure’s life from thugs in an alley. They talk to him and find out all the things he knows.
8.      Azure could be the PCs sponsor, or information resource from low levels, and they don’t realize what exactly he is. As time goes on, they begin to realize how exactly much he knows.
9.      Azure needs the PCs to get him a spell key to visit the planes. He’s willing to pay handsomely for it.  
10.  One of the PCs are infected with something, and Azure’s information comes in handy.
11.  Tensions are rising in neighboring kingdoms, Azure is sent as a negotiator to smooth things over. The PCs are sent to escort him to the peace conference.
12.  One of the PCs family or friends is in legal trouble. They go to Azure to assist him/ her out.