Count Hobran, the Reaver
A minor noble from up north, Hobran has been invited because the king wishes to get on his good side. Anything to stop the raids! As such, despite his low station, it is important that Hobran be seated in a position of dignity. But don't put him close to anyone who would be offended by his relatively low rank!
Ever since Clay was awarded his title last summer, His Majesty has had his eye on the young adventurer. He wants Clay seated next to one of his eligible female relatives, in the hope of binding the ambitious young man to the kingdom. Like Hobran, Clay shouldn't be seated near anyone who would object to the presence of the lower classes, and he probably shouldn't be seated near Hobran himself, either. The two have history. On the other hand, they might get along well in person.
Wow, this is a good one, and is just the sort of thing I was hoping for with Exotic Mount. I think that the visual here is pretty neat - who can complain about people riding around on swimming flowers? I also like how you've worked the flower heavily into the monks' lives, outside of just a means of transport. I can really imagine this a part of some big, fantastic painting.
Job's a good 'un.
(On that note, though, I don't deserve any credit at all for this - I did nothing more than suggest what I hoped was an inspirational freetext).
This is a neat one.
"Yeah, that tree drops silver acorns. has for years."
The old mine's gone dry, and nobody knows that the reason is that one of these has grown in over top of it. Find the reason before the village dies!
In order to make a staff to detect gold, attach the tooth of a dragon to a staff of Hemangini wood, hewn from the tree by a beardless dwarf.
I think this is a good one - there are a lot of adventure hooks that could come out of it. I could imagine them being behind all sorts of crime, from kidnappings, to abducting criminals from prisons (technically still kidnapping, I guess), sexual slavery, etc. Nicely monstrous. I like it.
I kind of agree with the others that this post is a bit generic, though I like the detailed bits. Specifically, instead of this: "local festivals, grain spirits, and hunting traditions," I would have preferred one specific such example: "the druidic feasts and white stag hunt" or whatever. Similarly with the sentence about the magic spell. The cabbage soup bit is nice, though, so I at least leave satisfied.
If Power Fists were a novel concept, this would be a fine post. As it is, though, the Power Fist isn't really a concept that needs a brief write-up, and that leaves this post a bit weak. Other than that great picture, I don't really feel like I got anything out of this submission.
I rather like this one. Wizards in fantasy always seem to be partaking in assorted drugs, pretty girls, and other worldly pleasures, and given the expansion of magic in most fantasy games, I think that this is a good expansion of that. I think it would be an easy place to insert into the average campaign, and I can imagine using it in a 'School of Magic' sort of game in addition to more traditional fantasy.
My only gripe is the organization. I think it would have been nice to have some sort of description of the resort aspects near the beginning, because that seems like the most important part.
Also, 2003 was a year before you showed up? I apparently showed up in '05, and it seemed like you already had a bajillion posts when I got here.
I like it - it's an interesting "impenetrable fortress" that could be good as a major feature of a campaign world. I kind of agree with Agar in that it's a bit hard to imagine how the players would really interact with the castle. Your response to his comment is a great example, and sounds like a good plot arc, but I would have liked a few more plot hooks, I guess.
I feel like this post is sort of aimed wrong. The most interesting parts of the submission are the backstory and the "pyramid scheme of blood," to quote EchoMirage. But I feel like both of those are sort of neglected in order to focus on the less important business of describing a vampire's powers. Since these guys aren't too different from normal vampires with regards to their abilities, I would have preferred a short bit on abilities, with more detail on the rest. You say that an NPC post is coming for Anaszt; I think that this might have been better suited to being a small part of that post.
As relates to this, though, I am curious as to the extent of their regeneration. You say that they can regenerate even lethal wounds. How lethal are we talking about? Stabbed in the lung lethal? Decapitated lethal? Burned to ashes lethal? Because if it's either of the latter, I don't see much good luck for any vampire hunters, even without a magical surprise.
To some extent I agree with EchoMirage, but in another way I think that leaving her a bit bland except for the vampirism suits the character.
I think that there's a lot of potential fun to be had in exploring her relationships. Does she want revenge on people from her life? If so, she probably doesn't want to turn them (after all, she liked becoming a vamp). Or maybe she thinks it would be a fitting punishment. What about the guy who attacked her? Does she ignore him? Desire to show gratitude? Want revenge/to prove her dominance? There's a lot to play with there.
Two very minor quibbles, though: 1) I don't get why you called her an Artistic/Performance NPC. And 2) I don't know that I've ever seen a vampire that can fly; at least, not without turning into a bat (actually, there was that Batman vs. Dracula cartoon - Dracula might've been able to fly in that). No problem, just an interesting choice.
Maybe a bit late for Freetext Friday, but how can I resist?
I like most of this. The door knockers are a nice twist on a classic standby that could make for a bit of fun. The waterlogged keep is a good set-up for some interesting encounters, and I really like the idea of the castle as sort of locking up all of the area's moisture. By perhaps reducing the destruction, and speeding up the area's recovery, this is a quest that could easily result in a home base for the players. I think that between the revival of the surrounding area and dealing with possible remnants of Crocell and his former minions there is potentially a lot still to be had there. Of course, fleeing a collapsing castle is fun, too.
The final encounter, though, doesn't really do it for me. While I appreciate the 5 Room Dungeon format, I feel like you've taken six potentially interesting encounters and crammed them into one big fight in order to stick to the design (actually, I guess it depends on the game - I can see how it could work for some).