Heh. Yeah, only the desperate or those with no sense of smell/taste can find it in themselves to down the goop.
I think this potion really helps explain the kick-in-the-door munchkin play-style. You know, where no matter how many times they kick the door in only to find that the door was trapped, or they woke the sleeping troll behind the door, or whatever else, they keep doing it, blindly charging in until they get killed. Go to Comment
Sigurd: The blade doesn't glow. Go re-read the description. What it does is strip the ability to see shadows from you - so you can see however far you would under full daylight. To the person using this blade, there *is* no dark to see in, and the blade corrects your eyesight to a perfect 20/20... Which is all stated in the item description, which I'm guessing you didn't read. Go to Comment
An elf devoted to the god of fire. An entertaining concept, and one sure to amke the rest of his people a touch uncomfortable around him - though if he's charismatic enough, I could picture there being a campaign based around a schism among the elves - some turning to join him, while others are horrified by the thought of worshipping the 'destructive fire'... Go to Comment
One thing I wonder is this - if the swamps are so difficult to pass through, and the island is fertile enough to grow food on (clearly not a rocky outcropping), where do the monks get their metal from in sufficient amounts for some of these listed things, like the gate and such? Do you arrive, tell them what you want, and they send you to fetch supplies? Do they have a secret mine? Does their god provide the metal? Go to Comment
Hadn't noticed these before, but I like the concept. They're the sort of thing that your average adventurer would see in use, and smack himself in the forehead while exclaiming, "Why didn't I think of that?"
Useful, not overwhelmingly powerful, and frail enough to be able to be used for creative trouble by the GM. Go to Comment
I could easily see this sort of thing in some cities large enough to have a slums, or where everything is primarily built of wood. I could even see it in Kuramen, although someone likely has the bright idea of mixing thaumatech with it - rune-scribed leather that enhance the rat's teeth, and for the well-to-do rogue, a clockwork-familiar rendition that doesn't need such careful handling to avoid injury, and which can chew through much, much more. Go to Comment
Either would work; it simply requires the correct rune or glyph. Using a glyph on the leather that's besigned to make an item that enhances the wearer is quite possible; it's far more expensive than a rat-tattoo, because you need to have the runes set to affect something other than the item they're on, but they have the advantage that if the rat dies, you can reuse the wrappings indefinitely.
You could probably get the same result temporarily from an alchemical mix, of course, which would be good for thieves who are too strapped to get either the tattooing or the leather engraving. Go to Comment
As a vague curiosity, does it exert a charm-like effect over the dragons? Do they willingly serve it, seeing it as something potentially able to outlive them and thus potentially wiser? Are there dragons who might be immune to the sphere's control? Does it make a difference if the dragon in question is exceptionally stupid or intelligent? Go to Comment
The forests, the swamps, the lands lost to wilderness, fang, and willow. These lands are home to the creatures of wiing, tooth and claw. Some far more capable of fending off the hominids, others still, are less fortunate, falling prey to spears, arrows, and dogs. As the hominids encroach upon the sacred woodlands and miry bogs there are times that the thorns and vines are animated by the spirit of the land in order to fight. In this way the mysterious guardians are formed. In the shapes of wolves, bears, and many other greater and more terrible beasts, each with eyes of glowing emerald. Fiercely defending creatures of burrow and glade.