Personally, I quite like this one, as it shows some interesting effects that the Sorrows have on the rest of humanity. The ways that these guys are formed is I'm particularly fond of - that simply being in the wrong place at the wrong time could essentially destroy one's humanity.
Also, since most of the Sorrows are in a perpetual state of their emotion, could it be that there is no Sorrow of Ambition - only Thralls, all desperately competing for the coveted powers? Go to Comment
Updated: You're right; spiders don't make sense, so I've changed it to other plain-dwellers who might seek shelter.
The large amount of dust is partially because the ghost is one of those resentful types, who tries to get away with as little work as possible, and partially because I envisage animals frequently walking in and out of the shrine - perhaps to drink from the troughs - and they would track dust behind them.
As for poor Emperor Haius, I typed 'the Magnificent' at first, but my fingers refused to stop there. Go to Comment
Updated: What I'd really like advice on is whether this format looks good. Since there will eventually be four similar items, do you think this format will work? Or should I use a scroll? Or stubs for each type of Stone? Go to Comment
Coming back to this one, I'm thinking that you could run a neat campaign with all of the PCs as undead. Sort of a French Foreign Legion or Dirty Dozen kinda thing, with all the PCs being horrible people forced to do good stuff in order to redeem themselves and escape the consequences of their old lives. Go to Comment
Torgosire is the only moon of the planet Morkonis. Although the planet itself has long been deserted as bereft of natural resources, Torgosire is one of the galaxy's treasure chests, for Torgosire is the single largest deposit of iron known to sentient lifeforms.
Since the inhabitants of Morkonis first visited it, almost 800 years ago, Torgosire has been mined dramatically, for the moon is almost 98% pure iron. Enormous structures have been built on its surface, for processing and transformation into steel and other alloys, for iron is not quite as useful as it once was. Indeed, some of these towers and spires are so enormous that they can be seen from space, appearing as jutting columns of steel, iron, and plastic.
The mines themselves are carefully supervised, so as to ensure that absolutely no oxygen reaches the precious metal itself. The miners look almost like space marines, wearing enormous suits capable of providing life support while still nullifying the chance of a gas leak - after all, the metal is worth a bit of discomfort.
Few people make their homes on Torgosire other than the miners and corporation workers, for who wants to live on a world where all there is to see is iron? And yet, it cannot be denied that Torgosire is constantly bustling, and boasts a developed economy.
From space, Torgosire appears almost like a giant hunk of metal, with enormous spires and supports jutting out at odd angles. In more than one case, a surprised space-traveler has blurted out "That's not a space station; it's a moon." Go to Comment
First Part from Wikipedia. Second part from (not verbatim) Battlefields Then & Now
Rorke's Drift was a mission station in Natal, South Africa. The defence of Rorke's Drift (January 22 - January 23, 1879) during the Anglo-Zulu War immediately followed the British Army's humiliating defeat at the Battle of Isandlwana earlier in the day. At Rorke's Drift 139 British soldiers successfully defended their garrison against an intense assault by roughly 5000 Zulu warriors.
The Battle of Rorke's Drift is probably the most famous "Last Stand" of all time, with the possible excception of Custer's. The British, led by Lieutenant John Chard, used mealie bags and cracker booxes as sandbags to improvise a wall around the base. They had two buildings, a hospital and a storehouse. The British were so outnumbered that even the hospitalized were given rifles. The British soldiers defending the hospital found themselves under attack very rapidly. The outnumbered British divided themselves up, some breaking holes through the walls into the next room, and others defending these holes. Finally, they got into the fortified area behind the hospital. The Zulus, unable to follow, set the building on fire. The British retreated to a wall of cracker boxes. The British battled the Zulus for almost twelve hours before the Zulus retreated, an hour before dawn. Chard sent out men, telling them to recover every weapon they found. Fortunately for the British, the Zulus decided not to launch a second attack. In total, fifteen British men were dead, almost all were wounded. Afterwards, eleven Victoria Crosses were awarded to the defenders, the highest number of VCs ever awarded in a single day. Go to Comment
#8 The Bridge of Passage
Reply #10 on: May 22, 2005, 02:56:22 PM
Fashioned centuries ago by a sect of the war god Kilthurxis to test its new acolytes, this bridge has seen quite a bit of action over the years. This sect regards skill at duelling above all else, so new priests must cross this bridge before they can adopt their duties. Priests who are about to be tested are told only that a trial awaits them, that they must cross the bridge to pass the trial, and that they will be unable to return the way that they came. They are then offered a chance to resign the priesthood and become merely a member of the flock.
The Bridge of Passage is specially made so that it can only be exited on the side that was not used to enter. Also, the bridge is well-maintained, so old battle scars are quickly repaired.
The way that the Bridge is used is as follows.
Two acolytes enter the bridge from opposite sides, each given the weapon of their choice, traditionally a quarterstaff. The two meet in the center of the bridge, where they duel. As is taught by their teachers, they fight to the death, and the winner takes his opponent's weapon as a trophy. If, for some reason, both acolytes exit the bridge, both lose their chance to become priests. If the masters are in a bad mood, they may be executed. Go to Comment
An adventurer's guild would likely keep large quantities of adventuring supplies, available for purchase or rent. The guild could aid adventurers in acquiring rare equipment, or that which would be frowned upon by the local populace (no more raiding the cemetaries!) Maps in particular will be a very common commodity.
Also, most guilds are going to require dues. These could be percentages of the commissions, simple annual or monthly dues, or percentages of the take. The dues would likely be very high, as being an adventurer is a dangerous line of work (they probably have to support a lot of widows, not to mention paying for ransoms, legal support, and everything else mentioned above. In a world where resurrection and/or reincarnation are relatively common, the guild will likely have a responsibility to pay for those as well. Go to Comment
Personally, I run these large battles using a Choose-Your-Own-Adventure-esque method. Describe what's happening, ask how the PCs react, describe the result, etc. I do it this way because the system I use offers no mass combat rules.
Of course, now I'm going to have to make some so that I can try that idea with the cards. Sigh. Your posts are just too inspirational. Go to Comment
I'm curious - when you say "Mavel Superheroes (Current)," do you mean this edition of Marvel Superheroes: http://www.heroplay.com/features/rules/marvel.php? I'm not sure that I'd call it current, but it otherwise is not on your list, which is why I'm confused. Go to Comment
Orcs are known for their love of war, but not for caring for their wounds. This is normally fine, as their blood contains numerous anti-bacterial agents to protect them from infection. However, these same agents are what cause Orcrot.
Orcrot is a brownish mold-like fungus that lives off of blood. Orcrot starts when the first spore touches the wound. That spore is fertilized by the agents in the orc's blood, and soon the wound begins to grow a large brown patch. This patch emits hundreds of spores, making nearby orcs particularly susceptible. Also, although the spores can only grow on orcs, if the blood of another species touches the fungus, that creature can also become afflicted.
A single patch of orcrot is not fatal, but additional patches will rapidly drain the host of its strength. In game terms, a creature of average health should be drained in about 20 weeks, minus 1 week per additional patch.
Finally, restoration. Orcrot needs lots of blood to survive, so if a patch is on an appendage, merely tying a rope or tourniquet around the appendage to give the victim "Pins and Needles" (i.e. put the limb "to sleep") will kill the parasite. On the body or head, however, it must burned off. This is relatively easy for a talented healer, but can be dangerous to an untrained one. Go to Comment