Saturday, August 11, 2018

New Spell: Mordenkainen's Mediocre Motel Room

From the Lads-
Mordenkainen's Mediocre Motel Room (Summoning, Alteration)
Level: 2                                                      Components: V, S, M
Range: 0                                                     Casting Time: 1 round
Duration: 1 hour/level (see description)    Saving Throw: None
Area of Effect: 7'x7'x7' cube

Explanation/Description: When cast the magic-user summons a Mediocre Motel Room, a wooden shelter that is roughly 7' wide, 7' deep, and has a very slightly pitched roof that reaches 7' at its highest. The Motel Room is of average-to-poor construction (the roof and each wall have only 2 Defensive Points each when resisting siege damage) and is usually painted in a distinctive, even garish, manner (such as teal walls and an orange roof, or pale beige walls and a bright, cherry red roof).
  The Motel Room has a single door (1 defensive point) that has a simple lock (+15% on lock picking attempts) and an interior bolt. Next to the door is the front window, a 2' x 2' opening with shutters (1 defensive point when shuttered and barred). The window is not glazed and has no screen or curtain, allowing free passage when unshuttered.
  The interior has a worn wooden floor throughout. There is a simple bed (rope suspension, straw-filled, lumpy mattress, no linens), a very small table with an oil lamp by the bed, a small closet (2' wide, 2' deep, no door) a small room for a chamber pot (2' wide, 2' deep, no door, no chamber pot, has a small grill for ventilation, 3 inches by 3 inches, near the ceiling) and a built in desk between the closet and privy with a wooden stool by it.
  The Motel Room provides the same protection from the weather as a poorly-made, small, wooden building. It is drafty and in heavy rain the roof leaks in a place or two. There is no fireplace or hearth, but a brazier or field stove could potentially be placed on the floor. The Motel room is as subject to fire, lightning, earthquakes, etc. as any other poorly-made, small, wooden building.
  The bed is sufficient for 1 human, although it can just barely fit 2 humans in a pinch. There is enough floor space for another human and a gnome or halfling could potentially curl up under the desk. If someone is sleeping on the floor you cannot enter or exit the bed without stepping on them unless you fly or levitate.
  There is a vague, pervasive odor to the Motel Room that cannot be identified or removed. This odor makes animals uneasy so that only familiars or highly trained creatures (such as war dogs) will sleep within.
  The oil lamp burns dim and smokes a lot. While it sheds enough light to navigate the room it is too dim for reading. By command the caster can cause a light to shine from the ceiling over the bed (another command turns it off). This ceiling light is bright enough for reading, but it flickers off and on briefly at irregular intervals; studying spell books to memorize spells takes 30% longer than normal if reading by this light.
  When anyone is within the Motel Room roll encounters as normal with the exception that if two or more creatures are encountered at once there is a 50% chance that they begin to fiercely argue within earshot of the Motel Room. If this occurs the creatures will scream at each other, pound weapons on shields, roar, etc., making as much noise as possible for 2d4 turns, after which they depart for the closest tavern. Such a fight will automatically wake anyone sleeping in the Motel Room and prevent them from returning to sleep until the argument is over.
  When the spell ends the Motel Room and its furnishing vanish, unceremoniously dumping anyone and anything within on the ground.
  Despite the listed duration of the spell, no matter how much time has passed since it was cast every Motel Room vanishes at 10 am local, on the dot.
  The material component is a small key with an attached horn disk inscribed with runes and a number (costs 5 s.p.), a tiny bell (costs 1 g.p.), and 1 gold piece. To cast the spell the caster rings the bell, stands still while tapping his foot and whistling for 1 round, then tosses the gold piece in the air, where it vanishes. The key and tag vanish when the spell ends. The bell can be reused.