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Comments: 12
Ideas: 0
Rating: 3.15
Condition: Normal
ID: 1431


June 13, 2009, 2:07 pm

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The Wizard's Rube


A bright red flower that faces certain directions all in unison.

Full Description
A bright red flower that faces certain directions all in unison.

Nobody can quite understand the power that turns the flower but it is a very enchanting encounter when there is a large shift in the Wizard’s Rube. A bright fiery flower that grows in bunches which suddenly, as a unit, shifts it’s direction 90 degrees. It is considered good luck if you are able to witness a Rube Change, as it is called.

Most often it is very subtle as it slowly rotates its gaze. Every Wizard’s Rube that has been checked has always uniformly pointed the same direction no matter how far apart they are.

Additional Information
There might be something in your world that drives this change.

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Comments ( 12 )
Commenters gain extra XP from Author votes.

Voted Ancient Gamer
November 8, 2005, 20:09
Cute flower :)
November 9, 2005, 0:09
Aren't most flower's cute?
Ancient Gamer
November 9, 2005, 6:32
Just what popped to mind when I read it. I really meant to say that it was usable and exotic, but I feel like I am saying the same thing in every setting information post.
Voted MoonHunter
November 9, 2005, 0:10
Another timing/ mystically sensing plant. At least yours seems less effective because no one knows the corralation.
Voted Iain
November 9, 2005, 8:41
Only voted
Voted Mourngrymn
November 9, 2005, 10:31
Kinda spooky flower if you ask me. If I saw an entire cluster of flowers turn and point to another direction I was choose to walk away in the other direction. Very spooky.
Voted Zylithan
November 22, 2005, 11:21
I like it - a new idea, and some mystery to it.
Voted Cheka Man
April 1, 2006, 9:25
I like it too.
Voted valadaar
March 28, 2007, 11:17
A nice special effect indeed.
Voted Lanfear57
May 23, 2009, 23:31
this sounds like a good, fun thing to throw at my characters in the conservatory of the castle... it turns in the middle of their exploration, and they spend the rest of the session trying to figure out why. =D
Voted Father Stabbingston
December 2, 2014, 22:15
Might adapt its use it in my campaign, but instead of always in the same direction It points to the nearest ley-line. (which will appear to be the same direction) kind of like a leyline sunflower. (my pc's know nothing of the lines nor that some of their powers only work while they are within one, I chart out ley lines on my maps and change encounters based on if they are within a line or not)
Voted Moonlake
December 3, 2014, 1:48
Short and sweet.


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       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp

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