I'm glad you like it. I honestly hadn't thought of either of those two scenarios you mentioned, but I like both of them at least as much as my own. Just don't forget that the cult (if they exists) might still try some shenanigans to set Kalraka Dzeik free.
Using unorthodox armor and weapons would be a perfectly viable strategy, and so might wearing no armor at all since Kalraka Dzeik doesn't really do melee attacks. I've enjoyed encounters that ask players to think outside the box. It's true that wooden objects can only make temporary Kals at best, unless someone puts out the fire every time Galvanize is used.
Thanks for the suggestion of checking out the forums, I'll probably introduce myself there soon. Go to Comment
I tried to keep this article fairly rules-system-neutral, from what I see that seems to be the trend around here. So I'd be honored if you included Kalraka Dzeik in a GURPS campaign.
I also kinda wish I had made Kalraka Dzeik less of a bad guy. Just off the top of my head: maybe sometime during the battle against it, an even bigger, badder guy shows up who just happens to be weak to lightning. In exchange for a promise of peace, Kalraka Dzeik helps the PCs defeat the new foe. Or shoot, maybe Kalraka Dzeik was never a bad guy to begin with. Maybe its first contact with humans was peaceful, and and entire nation is inhabited by a friendly Kalraka Dzeik who protects them and supplies free power.
I've never been a fan of the "one of each element" cliche, but I do have to admit, your suggestion of making some similar creature is tempting... Go to Comment
Thanks for the input. If anything, I'm worried there will be too much emergent complexity. I can just tell that one day someone is going to point out an oversight that will make the whole thing trivial.
And don't be so hard on yourself, the sentient forest fire was a good idea, so good it deserved more than a garden variety smashing. If there is one thing that I hope people take away from this article it is the idea that a good bad guy doesn't need to be limited by HP. Go to Comment
A Magical Hat that has only enough magic to stay on its wearers head, in spite of wind, falling, or even being turned upside down. The owner, never having to pick up his hat gains an extra swagger to his step, and a small boost to charisma.