It fuses with their skin. So it can't be removed once an undead dons it? I would say that sounds more like a ritual than an item. And where did the witch get all those infants without arousing outrage? Maybe she was a midwife and told the mothers their babies were stillborn or something, after covertly killing them as they came out.
It gives the appearance of cognitive function, but what if you have a zombie don it, will it still go around moaning and what not? Will it protect a vampire from daylight? Go to Comment
I was afraid of something like this when you hadn't posted in a while. That really sucks to hear, but it also sounds like you didn't enjoy it that much, so maybe it's for the better then. If you start over with better players, I'd love to read about it.
Would have been a full score had it had more content, but this was really good, best one I've read from you so far. I don't get why noone except the state worships Iustitia, sounds like anyone bent on revenge and/or justice would. Go to Comment
The books, I would never use, simply because they would require so much more work on my part. The library though, I liked. But I would also want to see more content before I vote, you're off to a good start though. Go to Comment
While a generic idea, the devil's in the details. At first I thought it was going to be terribly unbalanced, but you seem to have got that covered, even though not all systems use Hit Dice, in fact maybe you nerfed it a bit too much with that last section. If say a party of 5 found the wand, would they get 5 kills then, or just the one? Go to Comment
I agree that the descriptions added a lot. You seem to do most of your work through edits. Still, I wonder if these hadn't been better if you had done more comedy style objects like the 11' pole. Some of these can be found in any player's guide, so they feel kind of done.
Also isn't a Dutch oven that thing that guys do where they fart and push their partner under the covers? :P Go to Comment
It could be used in good effect against creatures with damage reduction for one thing. But I like the idea of the damage building up. It's just a question of how that would work. For 4E, I would say a 5 damage per tier increment per round would be plenty, but it would need to be a bit more generic than that since not all systems use turn based combat. I'll mull it over, see what I'll do, suggestions are welcome.
The idea came first, I changed some of the description based on the image I found. Go to Comment
Geez, still you guys want more power? You do have a point there though, about that artifacts can get away with a little more...well oomph. Those are some pretty good ideas, I think I'll use most, if not all of em. Thank you for your input. Go to Comment
Drow-like and chaotic. There's an added bonus in that any history records are expected to be flawed, so if you make a mistake, you can just play it off.
This part though;
Lorintand’s Guarshan posed no threat, they were above the petty disputes of the Noble Houses so their allegiance and honor remained intact as long as they served faithfully till the end. This was the end of the Noble House Lorintand and their oath would move to the best offer.
I don't get it, how are they supposed to serve faithfully till the end if they don't lift a finger to protect her? Serve the city then? Go to Comment
What happened to the original 30? I feel like I've seen at least number 1 before, but if these are all truly different from the first 30, then that is pretty gosh durn impressive. Full score. Go to Comment
I like the imagery of this one. Swords as tombstones are awesome, even though they would rust. I thought about the caretaker, there ought to be at least two alive at all times, in case someone just ups and kills the present one. The recipe for Coca-Cola is only known by two people for instance.
This really got me thinking, specifically about the holy trinity of christianity. No matter how fanatic they have been in the past and present, they've never once (to my knowledge) built a triangular city. And it doesn't take much thought to understand why, I'm no math-wiz but I calculate that approximately 50% of the space is lost in a triangular walled city as opposed to a square one. Not to mention, that if you were to expand the walls as the city grows, you would have a much harder time doing so in a triangular city.
Don't get me wrong, I like the novelty of the idea, but it's not very logical and speaks volumes about the level of fanaticism and stupidity needed for anyone to build it.
This was a hard one to vote on, while the sheer length of it deserves recognition, the content feels a bit bland. I'm missing some really outlandish locations to go with the novelty of the city.
Since you don't seem to appreciate when I correct typos, I will refrain from doing so. But since you misspelled alleys as allies twice, I felt inclined to at least point it out. Go to Comment
Well you wouldn't necessarily run into the same issues with a castle as with a city. Sometimes castles are built on very narrow hills and what not, in order to make them better defended, so not all castles have the room to expand, or for that matter, the room to build in a more traditional shape in the first place. Go to Comment
As far as everyone knows, the Maze has always been there; the strange pair of gates set in the side of a mountain a common feature in every painting of the area, no matter how ancient. One white, one red, nobody knows what they're made of but they resist any attempt to damage them; they’re always slightly cool to the touch no matter the weather, they have a very reflective surface, and if you look at them in a bright light, sometimes it looks as if they glow on their own.
The important thing is what’s on the other side of them, of course. The Maze itself is a strange place where the normal rules are suspended, and its own set takes their place. It’s a place filled with puzzles and riddles, monsters and traps; it’s always consistent with itself in any single run but is never the same two times around, and sometimes you could swear it has a sadistic streak, delighting in tricking the unwary adventurer.
It is a dangerous place, as so many people will rush to tell you; most people who go in never come out, and even those who do usually end up scarred for life. They also bring out with them enormous piles of riches, which is why people keep going in anyway.