| Post/Author/DateTime | Post |
|---|---|
| Kensan_Oni07-25-07, 03:49 PM | I currently am running a game based on the Lazzarah Principalities. The players are out on a quest for the 12 pieces of the Staff of Storms. Back during the Gilfar invasion, the princes united and used a staff called the Staff of Storms to create great storms, and control the waves, and summon sea monsters. When ir became obvious that the superior numbers and determination of the Gilfar navy was going to overwelm their defenses, they shattered the staff and each Prince took a peice, and on their fastest ship, hid them, so that it could not be surrendered to the Nation of Gilfar. Now, the players have a map that leads to one of the lost shards, taken away from the Goblins that were seeking for it. Which of course, begs the question, what to do when they find the staff. I am designing the staff kind of like a Rod of Seven Parts of old. I don't really plan on having the party get more then 6 parts till the end of the campaign, where they will run into a Blood of Vol ship with a very determined Liche Prince that wants the rest of the Staff. So I need to create powers for the staff. The first part of the staff that they find summons a black scaled, and a white scaled pair of tritons, <Unnamed as of yet. They'll be specific summons) which act as advisors to the holders of the staff parts. I know I want the second part to generate Airy Breath, and when combined with the first part, to provide another summon ability. ... but I am not sure what i want the other peices to do. Any advice that you feel would be neat would be cool. |
| Edymnion07-25-07, 07:46 PM | Since this is basically an artifact, you can easily ignore normal spell list restrictions. Give it an array of weather spells, from across the spell lists. Call Lightning, Storm of Vengence, Control Weather, Cloudwalking... |