Well, someone does have to deal with the oozes of life. Who better than a spoon-wielding gnome? Like Mike and Moon, it doesn't strike me as a spectacular submission, but Wazakashi does serve his purpose enough, and that certainly counts for something. Go to Comment
A rather gruesome ship. I imagine this being cast in small seas that are often fought in - the Bosporus or the like - and the spell dragging up dead of ancient wars from the sea bed.
My one quibble is with the timing of the ship's formation. I get an almost comical image when I picture hundreds of corpses scrambling together for, say, a Spanish galleon in about a minute. Maybe a time table based on ship size would be more accurate? But that's mostly system-side stuff, so I forgive it. Go to Comment
I think this is one of the best assassin subs I've ever read. Instead of your generic silent killer with no heart, you've got a generally likable fellow who'll help you out, when he's not busy killing folk. The idea of a magic-user assassin is nice too. Very well done! Go to Comment
It's not awful - as is, it's a sort of funny-looking floaty thing that looks monstrous but isn't. More details to set it apart would be nice. And while the "We're still learning more about them" bits might be good for the game setting they're put it, as a GM/writer I'd prefer to know more about them. Go to Comment
Neat! Does one have to know the nature of the bag to activate the damnation feature? What if one just mistook it for a bag of holding, shoved something in there, and then opened it up to find the contents have vanished into Gehenna? Could make for a fun recovery mission. Go to Comment
A simple idea, beautifully executed. It's like a nasty holodeck program for the ancients. Aside from a dungeon trap, this would be fun for the party to play a trick on competing treasure hunters or enemies. A skilled artist might draw the whole party on the slate and distract opponents - imagine their surprise if the *real* party shows up behind them! Well done again, Slart.
Four-and-a-half blades; some nice background history would make it a five for me, though I suppose the lack of history makes it more suitable for drag-and-drop dungeoneering. Go to Comment
Points well taken, Drack. I find it interesting, having grown up playing video games and only since midway through high school was even remotely interested in classic pen & paper games, that I rather try to cast video game characters in a pen & paper light. For example, when I first played Star Wars: Knights of the Old Republic, before I even got through character creation I had written up a back story for my character. I chose skills and completed actions, not on what the metagaming strategic outcome would be on stats, but on what I thought the character would "do". This certainly isn't always the case (See the Diablo series), but it's how I normally tend to approach things.
Perhaps this is more of a reverse engineering way to do things: bring the creative sensibilities of classic RPGs into the video games of today. Not working in the industry, we have limited influence, of course. I remember back when we had a Commodore 64, RPG video games would come with cloth maps, artifacts, even dice. That was probably more due to technological limitations than creative effort, but the influence of pen & paper craft was still strong. In today's games that claim pen & paper roots (Neverwinter Nights of KotOR, for example, both drawing from d20 systems), the emphasis seems to be on increasing stats or directing your character toward two or three set results in a "stimulus-response" fashion. It's an improvement over hack-n-slash games like Diablo that, while sometimes having excellent and engaging stories, had little interaction in the storytelling. I hope that as technology improves, so will our interaction with games. Perhaps some time in the future, there won't be a distinction between video games & tabletop RPGs, and technological tools will break the chains that tie them to rote playthrough to be freed into the creativity and imagination of classic RPGs.
Bravo, sir! The ol' "Meats of Unsavory Sources" isn't a new plot, but you've breathed a wonderful life into it. A classic plot where the tale is truly in the telling, and you've told it well. Among other fine touches, the orcish naming ceremony was what did me in. Five blades for you, and a hearty welcome to the Citadel. Go to Comment
An extremely handy guide to have for any village one comes across. You've gotten the details just right: specific enough to give them personality, but vague enough to drop them into any game. Good show, Cheka. Go to Comment
Ha! I love it. Zythumancy turns any wizard into a potential barkeep, or vice versa. Although maybe not a primary skill for most, having a few zythumancy skills would be handy for any magic user worth her salt.
If I wanted anything more from the post, it would be a little more background. Are there zythumancer guilds? Any famous zythumancers besides Oleander? Does zythumancy differ from culture to culture? These are really just bonus details, because the post itself stands very well on its own. Well done. Go to Comment
19) Sour - A trick to play on opponents and for barkeeps to play on lousy customers, this turns a beverage excessively bitter, almost to the point of being unpalatable. It can clear a room fast, when needed.
20) Heady - A form of the Froth spell, this converts a liquid beer to be entirely froth. The volume of liquid remains the same, so this tends to cause mugs to overflow with foam.
21) Booze - An alchemical spell, this can modify a beverage's alcoholic content. When done well, it is subtle enough that the drinker does not notice the difference in taste.
22) Liquefy Bread - Beer is often called "liquid bread," something a few zythumancers have taken to heart. An advanced spell, Liquefy Bread turns a loaf of bread into a mug of beer. The taste and quality of the beer matches that of the bread. Only a few zythumancers have mastered this spell, the rest making either very mushy bread or thick, bad-tasting beer.
Items 6 to 8
6) Doublesip Mugs - Used by spendthrift barkeeps, this mug appears full at 3/4 of its actual volume. This brings patrons buying more drinks at less cost for the bar. They're known as "doublesips" because beer served in them seems to disappear twice as fast.
7) Hyperbolic Barrel - Brewing is an art that takes time, and time is often scarce. A hyperbolic barrel is enchanted to accelerate the passage of time within, allowing for booze to be brewed faster without damaging the quality of the flavors.
8) Tele-tap - Going all the way back to a keg isn't always convenient. The Tele-tap has two parts: one is attached to a keg, the other is carried on the user. Pressing the handle of the carried portion will pour beer just as if one were right in front of the keg. If the interior of the tap isn't alchemicaly silvered, however, the beer will take on a metallic taste during teleportation. Go to Comment
I like these kind of singular-purpose mechs, that serve basically only one purpose. This one is made to blast mechs from a distance and not do much else. It's very practical for the battlefield. I'm a fan. Go to Comment
I see this interesting little item abused by Mr. Gardener or perhaps by other lawmen. Short on farmers for this year's harvest? Black Jack's execution date just got bumped up. Need to finish building the new manor before his Majesty arrives? Some convenient evidence connects Scarface Jones to a recent murder.
That's to say, it's a great idea. I'd love to see it fleshed out more. How was it created? Who's this Solomon guy? All of Muro's questions could use some exploring as well.
I thus hold off my vote until you're able to hammer it out some more. But, as I said, a great start. Hope to see more from you! Go to Comment
It reminds me greatly of Soul Calibur-type swords that change to fit the wielder, only to betray them. I'd like to see a bit more from this post. Can't quite put my finger on what, but I feel like it lacks that certain je ne se qua. It's a solid start, though. Go to Comment
The village sits on the edge of the deep fjord, often engulfed in mist or rain. Its people are fishermen, who work even through the sea-ravaging winter. And they pray to the gods of the deep.
At the beginning of every winter they hold a summoning ceremony. Three boats are taken out into the fjord, a hornsman on each. The mournful horns are blown in the language of the whales, the gods of the deep. The whales sometimes appear in answer to these calls, and it is taken as a good omen when they do.
To a party of PCs wandering the misty hills and valleys nearby however, the doleful whalesong of the horns can be disturbing and misinterpreted...