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Comments: 7
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Rating: 4.1
Condition: Normal
ID: 1418


January 26, 2008, 5:17 pm

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Guildensterns Book House


Wizard’s Shop? Where’s the Magic Shop? What sort of rubbish are you going on about sir?

The alchemist-cum-inventor Guidenstern was once an adventurer and mage of middling skill. Like many adventurers, his career was not quite the smashing success he hoped it would be, but he did ‘retire’ from the profession before suffering a serious injury, or meeting an untimely end. The same could not be said for some of his associates who met demises of varying horror.

With the path of the sword and spell behind him, and with a satisfactory lump of gold to work with, Guildenstern opened a book shop. He turned his meager alchemical skill to the making of paper, and glues and began making books. Blank books to be precise, and certainly of top notch quality. The majority of his books are sold to the churches and temples of the faith for transcription into copies of religious canon, or into faith hymnals and other such works. Nobles, sages, and wizards also frequent his shop looking for the tools of the trade, be it record keeping, the writing of princely memoirs or creating tomes of eldritch and arcane lore.

The shop itself is small, less than a quarter of the building is used for selling wares, the rest is devoted to the vats, presses and drying beds used in making the book materials, along with a small laboratory for concocting glues for binding the books. Guildenstern himself is a reserved man, he has the build of a blacksmith, but has the etiquette of a librarian. He speaks little, but is quite knowledgeable about a wide variety of subjects, especially in the area of adventuring.

After having been in business for a while, he noticed that a good number of people would frequent his shop looking for certain books, rather than just the supplies to make them, or a blank one to write in themselves. Being a canny business man, he began dealing in books. While he doesn’t keep a large number on hand, he does keep up a network of connections in several major cities that will sell him books at a discount, so long as he passes along a favor of his own every now and then.

While spellbooks can be had, they command top dollar, comparable to the price of a suit of armor, or even a small estate or noble title. such things are increasingly rare, and seldom do new ones enter the market. As a mage himself, he is able to transcribe some of the spells himself and has a number of spellbooks of low power level that he can transcribe himself, though for a hefty fee, it is a long process to do it.

Plot Hooks
The Ninth Gate - The PC’s have been employed to find a certain book, and have to A. Find it, and B. authenticate it. There have been a number of forgeries produced. This could be a simple scavanger hunt all the way to thwarting the Evil Cultist looking for the Book of Ultimate Demon Summoning.

One for Antiquity - The PCs uncover several old books during an adventure and need a way to turn what could be useless paper into gold. Some old books can command excellent prices from nobles, wizards, and other collectors. It would be a good way to introduce that 12 volumn Epic of Ancient Elven Literature into a campaign. Also works with more interesting books, and can be used as a window opportunity to introduce color elements to a game.

The Necronomicon - The PCs have been hired for the laughable purpose of protecting a book during transport. They later find themselves beset by minions and monsters of the Underworld/Hell/New Jersey in an attempt to steal back a book Holy to the side of Eeeeevil!

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Comments ( 7 )
Commenters gain extra XP from Author votes.

Voted MoonHunter
January 25, 2006, 11:41
I do not know how this escaped my notice. Well it has escaped no longer.

Good solid location, useful, and realistic. It has an NPC and plots associated. Yahoo!
January 25, 2006, 15:32
Well, it was a forum submission that was shuffled into my in work/public section and I kinda forgot about it. Found it, gave it a rewrite and released it into the pond, as it were.
January 25, 2006, 16:54
Should of put up an announcement in the crier forum. That way we could of known to go look for it.
Voted Ancient Gamer
January 30, 2006, 6:25
This is a well fleshed out location. Well done.
Voted Strolen
January 31, 2006, 12:30
Might be used to dump a book the players find as well. You can sell any book at any book store, but somebody who really knows the demand for certain things can increase profit for everybody.
Voted Murometz
August 10, 2006, 21:20
yay Ninth Gate!
Voted Chaosmark
September 25, 2008, 23:16
Classic fallback phrase: Iiiiiiiiinteresting. My only complaints are that the plots seem only mildly related to the location itself, and that there are only three of them. However, those are minor problems, and certainly don't detract from the usefulness of the location.

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Random Idea Seed View All Idea Seeds

Hu's Iron Ball

       By: Murometz

Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains.

During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find.

A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate.

Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged.

Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also "collect" many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions.

Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time.

Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work.

Hu's Iron Ball should be handled carefully by players and gms.

Ideas  ( Items ) | March 8, 2014 | View | UpVote 3xp

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