*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
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?
A sentiment weapon that is very impressionable in terms of what is right and wrong, akin to a child. Currently, being ownerless, it is not very powerful. However, once it has found an owner, it can provide significant boosts to the wielder in an area or areas the wielder most desire. What adventures will this sentiment weapon go through? How will it develop itself in terms of power and personality?