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Adventurous Locales: The Wizard's Library

Started by Fatal Error, November 07, 2006, 08:22:48 PM

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Fatal Error

This is the first in probably several posts I will make over the next few days to get ideas and fix any hangups in an attempt to make my next session's combats more interesting. Feel free to critique, suggest, or steal.

[spoiler=The Library of Spiders]
~MAP~
http://img215.imageshack.us/img215/9207/libraryencounterca0.png
The Library of Spiders[/b]
The Library of Spiders is a small, two floor, personal library of a master of the Spire of the High Arcane. However, as its master has been called away on an expedition to the Silk Coast he has left it in the care of his servants. The only noticeable oddities to a visitor are the large stone basin of spiders moving about in a vicious black substance, and the strange design of the bookshelves. The latter is strange in that the bookshelves have additional beams running vertically along them every few feet and are exceptionally wide based, as well as much taller than one would be expected to reach, yet no ladders are to be found. There is, at least, a railing running around the second floor.

Action Zones:
[spoiler=Spider Basin:]Spider Basin
   The large square stone basin at the center of the room is filled with innumerable living, and crawling, spiders. These spiders are mixed in with an extremely vicious black substance. In addition, any spiders that reach out onto the lip of the basin find themselves inexplicably falling back into the swarm.
   The basin is in fact a magical container that, when stored with living spiders and bitumen, casts spider climb on anyone entering the room, so long as they ingest the bitumen coated spider. This effect lasts for twelve hours within the library, but fades within 1d10 rounds of exiting. It is a move action to snatch a spider from the basin and eat it.[/spoiler]

[spoiler=Statues:]Statues
   Fourteen marble statues are set about the room, two at the base of each pillar and four spaced in between the pillars on the second floor. They depict various wizards and kings of legend from the Western Baronies.
   Though in no way magical, these marble statues can function as makeshift weapons. It requires the thrower to have a strength of at least 16 and a successful strength check, DC 15, to lift and half-throw half-toss a statue. Statues have a range of 10ft, +5ft for every 5pts by which you beat the strength check DC. Anyone in the square you sling the statue into must make a reflex save, DC 10 + Throwerâ,¬,,¢s Str mod or take 2d6 + Str mod damage.[/spoiler]

[spoiler=Spiral Staircase:]Spiral Staircase
   This iron and wood staircase is a tight spiral, only about two and a half feet in radius with no railing, making for a perilous trip by any scholarâ,¬,,¢s standards.
   The staircase, again, is not magical. However, its tight radius and lack of rail can make for interesting combat consequences. Anyone attempting to fight from the floor up to the staircase or from the staircase up to the second floor suffers a -2 penalty on attacks. Conversely anyone attacking down receives a +2 on attacks. Anyone bull rushed through the square containing the spiral staircase can be forced to trip down onto it, at the bull rusherâ,¬,,¢s choice. Doing so forces the victim to make a reflex save, DC 10, or roll off the stairs on the way down, ending on the first floor and prone. [/spoiler]

[spoiler=Benches:]Benches
   Four quarter-circle padded benches sit in the center of the circular atrium. They look to be ornately carved timber, perhaps from Teblerk or Rosken, with red woolen upholstery.
   These benches are entirely ordinary, but can be throne to hinder oneâ,¬,,¢s foe. They provide a +1 height advantage on attack rolls if you stand on them. Furthermore, they can be thrown if the thrower has a strength of 12 and makes a successful DC 12 strength check. Benches have a range of 15ft, +5ft for every 5pts by which you beat the strength check DC. The bench strikes two adjacent squares; the thrower makes ranged touch attacks against any foes in the area, each hit deals 1d6 + Str mod points of damage.
[/spoiler]
[spoiler=Bookshelves:] Bookshelves
   Nearly five feet wide at the base but quickly narrowing as they rise, these massive shelves hold hundreds of precious tomes. Equally odd as their wide bases are their closely spaced vertical reinforcement struts, running up the height of the bookshelf every two feet. Further, the shelves extend nearly to the eleven foot high ceiling.
   Because of their wide bases it is not possible to topple the bookshelves on to foes. Because of the wide bases and prevalent struts, however, the bookshelves can be easily climbed upon by one endowed with Spider Climb.
[/spoiler]
[spoiler=Windows:]Windows
   Ornately worked and colored Mageglass, the libraryâ,¬,,¢s windows glow with light that perfectly illuminates their designs and the library, despite the presence of night outside.
   These windows are indeed magical, and beyond just having a permanent Light spell on them. If the window is broken a spell producing a great jet of air is triggered. The spell works similarly to Gust of Wind, but its exact effects are as follows: The spell produces strong bursts of wind for 30ft in both directions centered from the broken window. Any medium creature standing on the ground is blown back 5ft unless he makes a successful Fortitude save (DC 15). Any medium creature in the air (aka, jumping through the window) is blown 1d3+1x5ft, a successful Fort save halves this distances. Any creature caught roughly in between the two gusts (aka, jumping through the window) has a 50% chance of being caught by one or the other gust and blow in that direction. Small and winged flying creatures double the distance blown (quadruple for small winged flying creatures).
   In addition, shards of broken Mageglass are hurled in both directions with tremendous force; anyone standing in a 10ft line from the window takes 1d6 points of piercing damage.
[/spoiler] [/spoiler]

Tangential

I can't get to in-depth without more info, but from what you've posted here's a quick review.

Mechanics: 7/10
Nothing too innovative. The spider-eating rule is interesting and fun. Your throwing mechanics need some examining as they are both currently too limiting and too easy.

Flavour Text: 6/10
You only describe the "interesting" things. Try describing the entire subject so that your PCs don't suffer from red-quill-syndrome.

Overall: 7/10.
With some polishing this could be really cool. Props for mentioning (presumably) places from you CS in your description and the spider idea.
Settings I\'ve Designed: Mandria, Veil, Nordgard, Earyhuza, Yrcacia, Twin Lands<br /><br />Settings I\'ve Developed: Danthos, the Aspects Cosmos, Solus, Cyrillia, DIcefreaks\' Great Wheel, Genesis, Illios, Vale, Golarion, Untime, Meta-Earth, Lands of Rhyme