Actually, just enchanting random rocks means that a human simply cannot sneak past goblins, as a precise ring of blue will flare up around his position.
Improving this spell, it could release flashes of light when humans approach, dulling their eyes to the presence of goblins in the dark.
A decent kernel of an idea, plainly written though, and needing some work - presentation, detail, verisimilitude. Also, the name is as if you named London "Imperial Capital 47", and Constantinople "Big City on the Bosporus". Go to Comment
As for the "same race" issue - if the GM and players make characters together, then often, they will be more compatible than the 'every man for himself' approach, where every player makes a PC and then try to fit them together. Likewise, then the approach 'you are all dwarves from the hold of Kazak Pwn' is viable.
Also, why would the PCs in #5 have to be of the same race? They could be from a town with a 50/50 human/gnome ratio, an elven enclave and a dwarven craftsman. Solved.
#10, nobility? An empire the size of Rome will have scores of races within its borders, and the nobility will represent it if it is egalitarian. Humans and elves already have no trouble marrying anyway, and with the wonders of magic, many weird unions become possible.
Along the same lines, #18 can see an extended family with a tiefling, half-elf, aasimar and half-dragon... and Harmandur the dwarf is adopted.
Actually, two linked portals can be placed below each other. The lower one covers a shallow pit with something desirable. Once you go in, you fall - from the upper portal into the lower one, and again and again and again... until you are rescued, or die. Go to Comment
Why so seriousss?
This carries a Joker vibe, and, in fact, can benefit from being acted out like him - a show of madness so ripe and thorough that not for a second you doubt his will to murder, his utter lack of conscience and sociopathic amusement at the misery of others.
As these submissions are intended as a game-master resource, you can write out what it is that is affecting the Lord. Also, what Infested-jerk said. Also, it might use more originality than "businessman driven mad by dark power". Go to Comment
Please, do not clutter the main site with a dozen half-finished "request advice" submissions. Usually, it is better to finish one thing, then start another. Also, the forums are perchance better suited to discuss submissions that are less than 90% finished. Go to Comment
Dark Ranger Society/ Organizations (Criminal/Espionage)
Well, I have to criticize this:
*) The 'summary' has nothing to do with the submission.
*) The sub is more of a mood, less so an inspiring informative aarticle suitable for game-masters frequenting this page.
*) We're not system-specific -so while many of us may be familiar with DnD, it is still considered poor form to describe something as "a combination of ranger and assassin".
*) Assassins are overdone.
*) The 'poetry' could use some poetry - meter, rhyme, melody of speech. As it is, it's jumbled prose in italics. Go to Comment
What are the origins of the two powers? What are they like, beside hating each other and one being evil for evil's sake and one being good beyond reproach (pure good and pure evil are incredibly shallow, by the way).
You also do not explain who sends the mages there to that plane, and why Zardikan never tried to use the connection to assault the other side.
Also, check the spelling, and break up huge blocks of text into paragraphs to make the text more legible. Some of the sentences are incomplete, too.
'A millennia' is wrong, as the singular is 'millennium', etc.
Plus, please finish one thing instead of dumping a dozen in-work ideas.
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).