The glint of light on a clearwater pond could dazzle eyes, but it might be what’s in the pond that really snags the attention of any nearby player characters. Again, these details are easily noted by those who end up swimming in the pond (for whatever reason) or, in some cases, while approaching it, and you can use them as starting points to flesh out some other interesting things if the player characters choose to look around a bit more. If you want to roll randomly for one, use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.
The Divine Right
In society, it is often the case that there is a ruling class, a normal class, and… well, a low class. Some individuals out there believe that they have a higher purpose in the world. Literally descended from the gods of the world (which faction depends on the setting of the campaign and their place in it), the Divine Right seek to supplant secular rule with religious. In the case of the gods of good being the focus, this is the creation of a church-run state with the godlings at the helm. If it’s a group of evil deities instead, well, it’s pretty much the same thing, but with more blood sacrifices and religious overtones to the evil state. Neutral godlings mostly avoid this sort of thing because they’re more likely to seek harmony and cooperation than outright conquest and rule, but it does happen from time to time, particularly if they feel they have no other options.
384, Wizards of the Coast
Drizzt and his reincarnated companions have had a twenty-year reunion, and they are going back to one of their old haunts: Gauntlgrym. Their goal is to rescue or destroy Bruenor’s loyal shield dwarf friend. So, you might think that this is just one major problem to handle, when, in fact, these companions have several major problems. The biggest is that Bruenor’s old friend is now a vampire. Also, a colony of drow has decided to set up shop in Gauntlgrym and, like all good drow from Drizzt’s hometown, they feel inclined to kill him on sight. If all of that isn’t bad enough, something is afoot aboveground, and Drizzt and his companions must traverse dangers above and below the surface to get to Gauntlgrym. Good times.
Last year around this time, blog reader Ryan Lockard submitted this spell for AD&D 2nd Edition that he wanted to share with the world at large. Let’s see if we can workshop it here on the blog and see if we can also bring it into Pathfinder or any other system that you’d care to see (in the comments). Thanks go to Ryan for sharing this with us and for giving us an opportunity to play with it, and thanks in advance to any who provide commentary below!
Erratic Thaumaturgy (Wild Magic, All Schools)
Casting Time: 2
Area of Effect: The caster
Saving Throw: Special
Waterfalls, with their rushing water and gorgeous settings, can also cover secret areas that contain interesting things that have been left behind by other explorers—or inhabitants. It could be that the chamber behind the waterfall isn’t exactly free of an occupant, too. Again, these details are easily noted by visitors, and you can use them as starting points to flesh out some other interesting things if the player characters choose to look around a bit more. If you want to roll randomly for one, use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.