Perhaps one of the players is musically inclined, and thus you hand him a score of music by a master composer. Perhaps that score of music is actually a bardic spell of some noteworthyness, or perhaps the notes within contain a secret message he only discovers when memorizing the song.
"I..N..E...E..D-H..E...L-P...Huh?" (Obviously not "true" musical notes, but something to consider. A fantasy world might not use our system of musical notation, thus presenting the opportunity for secret messages or such. The Cult of Music...hmm...)
Not-so-in-depth - "Intimate Gratitude"
~There's something to be said for a player getting intimate gratitude from someone. Yeah yeah, there's the obvious "I'm a player" thought to it, but really, think about it. If you really save the princess and she throws herself at you, but you tell her that you don't want her like this, she might go to some extreme lengths to "have" her savior, including royal interference of some form of another.
Of course, this also opens up possibilities for the GM, as always. What? You actually got laid by the princess? Well, her father walks in on you two. BAM! You're a fugitive from the crown. What? He didn't walk in on you? Well, the princess just got kidnapped, and since you were the last one seen with her sneaking into the gardens, guess who's the prime suspect? Now you have to find her before the guards find YOU.
In-depth? Mebbe... "Sainthood"
~Yeah yeah, there's at least one thread about it by AG, but think about it. If you become a saint as it were, there are lots of benifits. Mother Theresa was loved by just about everyone in the world, and known the whole world round. That'll give your characters a boost in ego. Also with this comes special privileges and other thingies.
For example, the current holy order doesn't like you and declares you a heretic. When the knights come storming in to take you away, the people uprise and defend their "savior/symbol". You can get away with a lot more stuff when the law can't touch you. Of course, that puts your sainthood in peril if you do stuff wrong, but them's the risks.
Empowerment. If people really start to worship you as a saint, their prayers might start giving you enhancements. Check the godhood threads and such, I'm too lazy to go over it all here.
Responsibilities. With respect comes responsibilities. People expect you to help them too. If you're a reknowned freedom fighter, the people who defend you darn well expect you to keep up the good fight! A healer of the sick? Suddenly everyone and their brother show up on your doorstep with their aches and pains. See the issues? Lots of GM fodder here. Use your imagination.
Be a good poster! Post!
After posting, I read it over again, and the thought occurred to me that after being set up for sainthood, you'd also be given offerings from followers. This might take the form of other loots on this list...Darn zero variables that set you into an infinite loop...
Oh yeah, royalty. If the princess mentioned above was truly determined, she might ask her father for her savior's hand in marriage, or she might apply pressure to him to make him let the PC in question go or something...Or youcould take the Chrono Trigger route and make her run off with the PCs, then when they finally return from the adventure imprison the "savior" PC for kidnapping her. That one is a plot within a plot within a penguin. *nods* Go to Comment
As with all the rest of this, I love it. This is so obvious of a thought I'm surprised it hasn't been posted before now. I now wonder if MH cares about someone adding their thoughts to it. 5/5 Go to Comment
Longbows Articles (Resource)
(Gaming - In General)
I'd like to add to the obsidian comment, even though this thread is old (and yes, I know there is no ban on resurrecting threads, so leave off! I've heard it enough, otherwise I wouldn't do it! idly mutters the "please don't kill me" chant).
I went to a medieval fair a few years back, and one of the vendors there made arrowheads and knives out of obsidian. It was all hand-made, and you could actually watch him do it in front of you. He said that it takes a good investment of time, and after obtaining a few pieces of the black glass for myself, I discovered that he was right. I looked at all the other sights I wished to see, then spent an hour or so bent over two pieces of obsidian.
In the end I was left with a chunk of glass that might make a good gouging tool, and one piece that turned out how I wanted it to be, relatively. I still have both pieces, and I like my black arrowhead, though it will never get used. Too rough.
My point in saying this is that obsidian probably is overlooked more often than not as a suitable material for bladed objects, be they knives spears or arrowheads. They aren't that hard to shape into the shape you wish (heck, I was able to do it at the lovely age of 14; that means anyone can do it!), and they really are sharper than one would expect.
VERY nice MH. I love the way you flesh him out, yet leave enough of him unsaid so that he can be weaved into any fantasy campaign.
I give it a 4/5. Why not that last little bit? Well, I'm not quite sure, but something seems lacking in there. While a good NPC, he isn't absolutely wonderful, great, AWESOME. And that's okay. I think that 5/5s should be handed out on a rare basis, for those really special MH works. Go to Comment
Hmm...interesting thought, if a GM wanted to be rather nice to his players...I know, I know, who'd want to do that, aye? Anyways, perhaps the campaign is to get the sword before the main bad guy, but for once they lose. The bad guy gets the sword, and tries to use it on them, then runs away screaming in terror. Go to Comment
I suppose this would then be considered the two-edged sword. Well yes, you CAN use the staff to take out that band of trolls, but do you really want to curse yourself in the process?
I rather like it. It's got a good purpose, a proper reason for existence, and while it's powerful, it's not overly so due to affecting the wielder with the same mis-fortune. Reminds me of nothing less than the Sword of Shannarah... Go to Comment
*laughs and shakes his head* No no no, I meant that in the fact that the actual Sword was dangerous versus all illusions, but it was like a drug: very very very addicting. It's a double-edged weapon, like the staff. Go to Comment
I like this one. The reading seemed ever so slightly out of flow, in that the internal rhythm of it seemed to stop for a few words, but the idea itself is quite good. Not sure how I'd use it, but definitely a cool idea.
*Subliminal message* Non-Sword Legendary Items are automatically better than most sword legendaries...*/subliminal message* Go to Comment
That stinks. I came up with something quite grand for this, and then it got eaten by the poster demons. A 4/5 for Siren, and a good campaign base for any setting.
The thought came from Melvin's Cat's post where he mentioned the opportunity given to the players. That fits so well with the second duel you might make the players the ones that fired the arrow that wounded the paladin. Events roll on unabated, and the players then must find an ancient artifact/something to fight the Cthulhic horde of darkness. A campaign of epic proportions that I think would be awesome to run. This is presented as an alternative for those GMs that like their prophecies to come true no-matter what. Anything the players do just make things flow towards the prophecy. Man I love being a GM! Go to Comment
Interesting...Though I'm not quite sure how it fits in with the Mercury...From what I saw, the mercury required vibrations of some sort to perform it's effects. Perhaps I'm just missing something? Go to Comment
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