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Switch to Forum Live View wanderers journal as an item?
3 months ago  ::  Mar 03, 2013 - 2:08AM #1
LustSwordsinger
Date Joined: Mar 9, 2008
Posts: 86
anyone ever used it as an item for there PC's? what properties would it have? game is in 4th ed and pc's are about lvl 18, concerning its power level. ty!iFrame RemovediFrame Removed
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3 months ago  ::  Mar 04, 2013 - 2:00AM #2
LustSwordsinger
Date Joined: Mar 9, 2008
Posts: 86
well heres my first draft of it. thoughts?


The Wanderers Journal (4E Wondrous Item)


There is no writing on the worn, hidebound cover of the book, but on the first of its parchment leaf pages was written the title, The Wanderer's Journal. The author, presumably the Wanderer of the title, is not identified in any other way. The Wanderer's Journal is different from most historical texts. It owes little, if anything, to the flowery and high-flown traditions of the ancient bards. The book is written in a simple, unpretentious style. Reading it was almost like having a casual conversation with the Wanderer himself about his various personal observations of Athasian geography, the diverse races of Athas and their social structures, detailed reports on life in various Athasian villages and cities, and commentary on Athasian politics.


This large journal from time immemorial details a wide array of Athasian knowledge. Its is impervious to all damage from wetness, fire, and time. Its ancient pages are still supple despite ages of desert heat. If a page is ripped from it, the writing on the page fades in 24 hours, and the next time the book is closed, it replaces the missing page. The text is readable to any creature literate in any language. Any creature who keeps the book on his person is overcome by wanderlust, and an insatiable curiosity for the secrets that lie hidden under the burning sands of Athas, and record them in the never ending pages of the Journal.


 Effect: The Journal bestows upon its reader a +2 bonus to History, Religion, and Nature checks when pertaining to Athasian knowledge.


 Goals of The Wanderer's Journal

  • To ensure the safety of travelers.
  • To explore and record the geography, races, social structures, flora and fauna, villages and cities, and politics of Athas.
  • To never stop learning and exploring.

 Concordance


 Any sentient, able bodied, literate creature who discovers the book is immediately fascinated by its contents, and desires to expand upon the works held within. The user never loses track of it, and feels inclined to keep it on his person, even to the point of violence, but never to death. Concordance can only be gained or lost 1/day. If multiple events would cause concordance to change, the first event causes it to change, but none of the latter events.


 Starting Score 7

  • Reader gains a level                                                                       +D4
  • Explores and writes about a new city (25% chance unexplored)   +1
  • Explores and writes about a new region (50% chance)                 +1
  • Learns and writes about a piece of history

                        -From the Red Age (25%)                                                 +1


                        -From the Green Age (50%)                                              +2


                        -From the Blue Age (75%)                                                +3

  • Defends a fellow traveler or defeats any who harm travelers        +1
  • Fails to protect a traveler                                                                -1
  • Directly harms a traveler                                                                 -2
  • Fails to record something new the reader learns                           -2
  • Resides in one area for longer than 1 month                                 -3

 


 16-20 Pleased


"You are truly a gift to Athas. I wish all wanderers were this dedicated."


 +5 to Nature, Religion, and History checks, and is considered trained in those skills if not already. The party that the Reader travels with can move at twice its overland speed without suffering ill effects.


 


12-15 Satisfied


"Well done. I believe I can rely on you."


 The party the Reader travels with may gain the effects of an extended rest in only 4 hours.


 


5-11 Normal


"We have much to do. Come with me, and we shall explore the world. Do not tarry."


The Reader always knows the direction, but not distance, nor inhabitants, to the nearest inhabited area.


 


1-4 Unsatisfied


"You have lost your way. You must find the path again, before you are lost forever."


 When the Reader takes an extended rest, he gains only half the benefits normally bestowed (Healing Surges, Daily Abilities restored, etc.... )


 


Moving on:


"I must myself, now wander on"


When the Journal decides it can learn no more from its reader, it moves on, generally without its Reader noticing. It may slip out of his pack while in a sandstorm, or be stolen away by some Elven pickpocket the journal has called to its aide. The Reader may not notice its absence for days.


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