I really, really like the birdseed spittle. There's a bit of cool backstory there as well, with the voltammetrists. I would like to see a bit more justification for why everyone thinks end-of-birdseed = end-of-world, but life is weird enough as it is. The first possibility is probably the most intriguing, and I think you could probably even wrap a campaign around it.
You could even combine the first two options, and get a two-sided game: the dungeon and the hypochondriac society.
I agree with Phaidros in that the life root seems more like a liability. Strolen's idea of one Oak per town seems pretty great. Maybe the advantage is that they can effectively choose their size/weight? Maybe the vain ones spend all day pruning their tree in order to have, lets say, whiter teeth? Do they ever go missing but their tree lives on? Isn't 10 miles a really short distance if you have to have spread out farms and then a central town? Is there anything wacky, like one can fall asleep and the life root awaken as a kick-ass treant? Go to Comment
If the Cutsman were a book, the back of it wouldn't be too impressive. But the DETAILS of it are amazing. The prose is good, the world is great, the mood is perfect, and the location is ideal. 4.5/5 Go to Comment
I feel like this is a little too bare-bones for me. It's just a deer that has a brain attack. If it doesn't know you're there, you can still shoot an arrow into it. That doesn't sound so hard.
Honestly, I'm imagining it with a giant brain, like Mojo Jojo. Alternatively, it has no legs, and just hovers around the forest like a boss. Throw in some BS, like how elves believe that Enori are actually the souls of lost children, or that eating their brain while making mind flayer noises lets you use their brain powers for a couple of hours, and I think this could be a great little deer. Go to Comment
Before I was a grammar Nazi I was a just simple fan of awesome things. And this is pretty awesome. It looks to be wonderfully playable and is full of adjectives that I need to use more of. Go to Comment
If you want to put a Tomb Raider dungeon into DnD--and now I do--this is the way to do it. I have a lot of fond memories of being killed by cave bears, and I want to share those memories. This is probably the best way to have underwater sliding blocks in your dungeon and have it make sense.
It'd be nice to have a bit of detail on the culture of the place instead of just the mechanics. It feels different in my head if the sliding stone blocks are Mayan, Venician, or Art Deco. Go to Comment
Ancient, I agree with you (from 2006). It's sort of romanticized high fantasy, yes. Sometimes I want a grittier, more realistic cabal of thieves in my game, and then I wouldn't use this post. But when I want dashing, magical, psuedo-honorable thieves, then this sub is exactly what I'm looking for.
That's sort of how I try to judge subs. The 'Would I use this if I was running the type of campaign this sub was designed for?" question.
Just my two cents. The greatest strength (and weakness) of the Citadel is that everyone judges subs according to a different set of criteria. Go to Comment
"a zombie filled with the pain of rot and water damage"
I just love the idea of a neighborhood with a giant, drippy zombie roaming through it. I'm sure desperate people still try to pass through it, even if its walled off. It'd also be a good place for brief, clandestine meetings.
I'm curious why the city hasn't just brought in a magical SWAT team, though. Good real estate is worth a lot. Go to Comment