I agree with Strolen that I like the visual. I might be inclined to make it technological undeath rather than requiring a spell, but that's an easy adjustment.
I also find the eye/ear/brain thing interesting, in that it to some degree suggests different vulnerabilities for a brass man than for a normal human. Sure he has no heart, but maybe if you cut his ear off.... Go to Comment
I think there's a lot of good stuff in this entry, in particular, I like the analysis of what might make a bow useful is good, and the fancy arrows are neat. I do think that they're kind of strange in connection with each other - Federation implies a big organization, and it seems odd they'd put so much effort into arrows. Maybe they have a lot of use for assassins and saboteurs? Go to Comment
This one brings a whole new meaning to talking to yourself. I agree with Dossta about liking the idea of a limited clone, but what really grabs me is the idea of it being a copy of your mind at a given time. I can imagine a busy scientist, say, working on a number of different projects, each with an egomorph of himself with a different train of thought associated with it. Go to Comment
In the Cosmic Era, this sort of finishing school seems almost mundane (though the execution here is nice), but I'm intrigued by the idea of seeing one of these introduced in a more modern environment. I think it's easy to imagine someone like Bond or Batman having to bring down such an institution.
Of course, in its rightful place, you could do something similar, but perhaps with more street level individuals. Go to Comment
I like the goat connection, which is a nice place to go with such a magic item. Functional, not too amazing. Nothing against it. That said, I agree with the others that it could use a bit more something. Go to Comment
Either way, it's an interesting idea. I wonder how, given that the road throws obstacles at you if you move quickly, e road speeds you up if you go too slowly. Someone offers you a ride? A tornado picks you up and drops you off at the far end?
And since you mention that it points to an abandoned castle, it makes me think that it could also work well as a way to send low level PCs to a dungeon. Guaranteed to get there in one piece and in a reasonable length of time. Go to Comment
I think this one still needs a bit of work - the style is good, but there's no substance. It's kind of like the trailer for a movie.
What I mean is "What's the plot here?" There was a woman, then her father died, then she cast some kind of spells, and now she was reborn? You make ominous references to her rebirth, but you haven't developed her or the event well enough to make them ominous.
Is she going to take over the world? Try to resurrect her father (and would that be bad)? Restore the apparently bad rule of the Mage-Kings? Is she a really powerful wizard? A goddess? A sign of the apocalypse? Go to Comment
Personally, I am intrigued by the notion of filling the gap in voluntary sacrifices. Unusual religious practices are always intriguing. Perhaps Buluc talks the depressed into suicide during the day and dreads those times when he must go out and fill the void. Perhaps he does the opposite, helping people in the name of one god and murdering them in the name of another. What if the law turns against honorable suicide - does that leave more of a gap to be filled? Go to Comment
This is a great sub. It seems at first to be a whole bunch of fairly disparate elements, but they all come together to make a very strong plot. And while it's written for fantasy, I think you could pretty easily carry this forwards into modern times. I'm particularly fond of the take on mind flayers, which I think is a great alternative to the hives we normally get.
If I were running it, I think I might be inclined to not reveal Illah until a bit later in the adventure. Ideally, I think I would want to try to push it from appearing that Rodchenko is exploiting random attacks, to his working with some wicked partner, to his working with something that he's a fool to believe he could possibly control. Go to Comment
I like it. It's got a nice hobbit feel to it and makes good background flavor for a game. Perhaps PCs meet with their contact at a race, or have to hijack a rig to catch another one loaded with poisoned food. Go to Comment
I think there is enough here to work as a weird encounter, perhaps to first introduce the PCs to the supernatural, to showcase some amount of restless dead syndrome, or perhaps even just to do some damage to traveling characters. And the biker could be easily replaced with a horseman in a less modern setting.
Also, this gives whole new meaning to the old "Head of Vecna." Go to Comment
I like it. It's descriptive but still leaves a lot of room for adaptation, and lends itself well to a wide variety of plots: Why is my granddaughter so weird? What happened to my traveling son? Your inn-owning uncle has passed away and you are the only relative that the state can find; congratulations on your new inn! Go to Comment
I think that this is a good framework for an adventure, and it certainly hits some detective tropes and gets the mind working, but I'd like to see either a hint more to it, or perhaps a selection of several possibilities.
When the campfires grow dim, stories are told. Stories of lost cities, great heroes and legends of old. One of these is the story of Knurlheim. Once the proud capital of the Dwarfs, now a ruin- abandoned long ago. Filled with vast riches and treasure. It’s secrets forgotten with the decline of the Dwarfs, long ago. No one knows is certain if it ever exsisted at all.