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
El mucho wow. I find this submission quite interesting, not the least of which is the turn-around assassin. I, for one, never thought the woman was the assassin until she murdered the necromancer. The weapon itself is quite interesting and unique, however, I'm not entirely sure why it gained the properties that it did. I understand how, but not the why. Was the assassin using it to manipulate the necromancer?
Perhaps this was the result of some erratic wizard who happened to want a way to store and protect his money, but didn't want to have it all stuck in one place where a thief could get at it easily. Hence the money golem. The spells? Well, the wizard didn't quite want any thieves pummelling his defenseless golem because they all have the same spells. So he varied things up. Truth be told, this sounds like a Corvus item... Go to Comment
Magic is the lifeforce of all living creatures, and it is from it that all life is made - in areas with lots of undead, magic might actually be missing or weak, which puts a whole new spin on how dangerous the undead are. Even simple zombies can be troublesome if you're relying on mages and you hit a pocket of undead making a low-magic zone...
Ideas ( System ) | February 27, 2003 |