In a similar vein, almost exactly the same in fact, I have read a children's novel that had something of this nature within it. 'twas a Christan novelization of a passage in Revelations about the Bottomless Pit, and the story was quite good.
It started off with a door being found, and then a rumor was heard of a family that since time forgotten were guardians of a key that could open The Door. No-one knew where the Door was, so the family was dismissed as nutcases. The main characters, however, made the connection. As did the MBG (Main Bad Guy), who promptly stole the key, then took it to the Door and was driven insane by unlocking it. The climax of the story was where the main characters had to push the Door closed and lock it, while demons on the other side pushed against it to try and break loose.
Very action filled, very scary. That is how these Gates should be used and portrayed. The thought of what might get out should scare the living crap out of the PCs, and make them try to keep it closed at all costs. *cue heroic actions of a player sacrificing himself to lock the door from the inside or something* Go to Comment
I honestly like this. Before starting on the development of my setting and its magic system, I didn't have much use or interest in this post, though I did find it to be a creative new way of mana-storage. Now, however, I have a world who's magic system for the most part precludes enchantments or "always on" magic items. This system gives one the way to explain magical enchantments. 4/5 for uniqueness of approach and creativity. Go to Comment
I'll admit, I never saw the original version of this, but I think it holds potential, depending on usage. I'm getting a strange vibe from it as I'm reading it, like I'm missing something that's implied yet isn't written. Otherwise, it holds potential, depending on how a GM uses it.
Oh, and if it were a divine artifact, how could underworld-ians replicate it? Go to Comment
I first read it upon the old site, and thought it fairly interesting, yet now I read it again with the benifits of months within the Citadel of learning, and I realize that this is precisely the reason that Strolen's was created. Not the Epic, world saving plots or items, but the small and simple ones that immerse the characters and players completely within the world. I adore this work, nay, this piece of art. Go to Comment
An interesting thought occurred to me as I first read the description of this item, and it still holds true. What determines the worst qualities of the bearer? The sword's mind?
If so, what happens if someone who is naturally evil to the bone (a character in particular I'm thinking of, who was pure evil incarnate, and played quite well) gets ahold of this bad boy? Will it enhance the already bloodthirsty-ness? Or will it bring out what /he/ considers the worst parts of him, such as any vestige of love or kindness?
Actually, if the pair of you didn't mind, I would like to try my hand at composing such a short story...Though where I would post it would be the issue...Either way, do you two mind me doing so? Go to Comment
MoonHunter Edit: Text on the process or the whole should be comments. Those adding to the discussion of The World of the Iron Heart should put it in the scroll. And if you have a comment or addition or argument with a specific scroll post, reply to that post. Go to Comment
Okay, so we have a proposed people-description, an extremely basic culture, what else do we need? Flora and Fauna. Specifically, Monsters. After all, we can go on and on and on about the many different levels of micro-micro flora, but what we all really wanna see are the really nasty adaptations of microscopic fauna. You know, the viruses and microphages that we would like to throw at our players?
Thinking about what Mourngrymn said at the end of his post, that might be something for an adaptation: use the campaign's villian to do this. That way there is a personal stake in it for both sides. The villian has a very good reason to imprision the heros within his mind to leech off of them, and the heros have a very good reason to try and kill the villian again. That makes it easier to push them in the right direction. Go to Comment
Go Coldforged gaming! *side note to AG* Mayhaps we should encounter the Dreamer Cult in the forum game once it gets back together? I know that I certainly would like to see some of this stuff work. I've always liked the concept of it, even back on the original site. Go to Comment