3D
SPINNING ROOM. The room is not spinning. It is a room for
spinning, sewing, embroidery, and knitting, and examples of that
craft are strewn, hung, and placed about the room. Three persons are
here. A very, very old woman is spinning at an antique treadle
wheel. Playing at her feet are two human children.
The
room contains looms, spinning wheels, baskets of yarn of every color,
knitting needles, sewing baskets, and similar items. There are
enough comfortable armchairs to seat every party member. The walls
are lined by built-in bookcases containing thousands of books.
The
old woman is Mother Serena, the Petty Goddess of Spinning Yarn and
Spinning Yarns. The children are her servitors.
Mother
Serena, Petty Goddess (AC 0; MV 12”; HD 89 hit points; #AT 1; D 0;
SA Standard divine abilities, attack as 16+ hit die monster, steal
shadow; SD Limited spell immunity; Psionic Ability VI;MR 40%; S 10,
I 20, W 16, D 12, C 18, Ch 11; XP 16270)
Mother
Serena wears a white toga and wears a white towel wrapped around her
head. She has the same powers as a Demigod (see Deities and
Demigods, page 8). As a
special ability, if she touches a person (consider it a “to hit”
roll) she can steal their shadow unless they save vs spells as -4.
The stolen shadow now acts like the monster 'shadow' but has a
neutral alignment and has the same shape as the person it was stolen
from. It will serve Mother Serena without question. She cannot be
affected by spells which attempt to coerce her or change her mental
state (charm, command, suggestion, etc.)
Mother
Serena is of Neutral alignment. Normally, she is fairly amiable.
She cannot abide rudeness or lack of deference but will reward those
who amuse her.
Lord
Wessels and Lady Jane (AC 2; MV 12”; HD 10; hp 50 each; #AT 1; D
By weapon type; SD Limited spell immunity; Psionic Ability VI; MR
20%; S 8, I 14, W 10, D 18, C 18, Ch 17; XP 2800 each)
Lord
Wessels and Lady Jane are immortal supernatural minions, but look and
act like seven year old children. Like their deity, they wear white
togas. Wessels always rides a hobby horse, and carries a toy wooden
sword, which acts like a short sword +3 of sharpness when he
wields it and which is non-magical when he doesn't. Lady Jane
carries a large rainbow colored feather. When she wields her feather
as a weapon it strikes as a footman's mace +2 and will knock
an opponent prone unless they save vs petrification. They are immune
to the same types of mind-affecting magic as Mother Serena.
Despite
spinning and producing yarn, Mother Serena does not appear to require
any fibers. She can use light, darkness, shadows, water, fire, or
even air as her raw materials. Mother Serena considers herself as
the hostess for the party. She will introduce herself and ask each
party member for a story. Everyone in her presence will
instinctively know that the correct way to address her is
'grandmother' .
If
the characters comply with her request and tell her stories, she will
reward them based on how good the story was. The Dungeon Master
should use his or her own judgment when grading stories.
Gifts
will be related to clothing, as befits Mother Serena's sphere of
influence. Here is a list of suggested gifts is order from more
beneficial (for the best stories) to mundane (for poor or uninspired
stories).
Knitted
Cap of Thought Protection: This item acts like a mind blank
spell. Can be worn for up to eight hours a day, after which time it
gets itchy and must be removed. Worth 7000 gold crescents.
Long
Johns of Warmth: These undergarments act like a ring of
warmth, worth 5000 gold
crescents
Parachute
Pants: When falling, they expand out like a hoop skirt and act
like a feather fall spell. Cannot be worn with armor. Worth
4,500 gold crescents.
Cloak
of Inaudibility: The wearer is completely silent (and
effectively mute). Worth 2000 gold crescents.
Mittens
of Bugbear Strength: Confers a strength of 17 for the hands
only. Useless to those who already have strength of 17 or greater.
Worth 2000 gold crescents.
Silver
Sewing Needle: On command turns into a silver dagger. Worth
1000 gold crescents.
Scarf
of Life Saving: Protects against death magic or energy drain one
time only, then falls apart. Worth 1000 gold crescents.
Gold
Sweater: Sweater sewn of cloth-of-gold, worth 200 gold
crescents.
Nice
Woven Belt: With elaborate gold buckle, 75 gold crescents.
Purple
Sash: Stylish samite, worth 35 gold crescents.
Handkerchief:
Dyed in character's favorite color and monogrammed, 2 gold
crescent value.
Spun
Hemp Rope: 60 feet worth, worth 5 silver spanners.
Arghh
Isle Socks: Warm socks with the traditional tartan pattern of
the famous Isle of Arghh, worth 4 silver spanners.
Thimble:
Worth a copper piece.
At
appropriate times Wessels and Jane will clap, laugh, and otherwise
respond appropriately to stories. After the storytelling Mother
Serena will escort the party to Room 3B and teleport them to
their destination of choice using her magic mirror.
If
the characters refuse to tell stories, tell very poor or rude
stories, or fight her, she will be much less accommodating. In the
case of violence, she will respond in kind. Otherwise, she will
simply not give a gift and let the adventurers find their own way
out.
The
books contain fictional stories, not histories. Those are not under
Mother Serena's purview nor is she interested in them. Some of the
books are not books at all. Older works are written on scrolls. The
oldest are clay tablets.
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