I can see this creature being used by the GM to give the infested player hints and plot hooks, maybe even a garbled "memory" of upcoming locations (and the trap that killed the whisper). The player may come to appreciate and rely on the little beastie -- at least until he notices that his "invisible friend" is sucking out his intellect with a soda straw. Go to Comment
What valadaar said, I'm afraid. Where am I going to find room foran entire new kingdom of depraved giants? The hellish thing is that I'm tempted to make room, because the story is so vivid... but if I did that, the Twins would just be two more dumb, ugly giants twitching on the ends of the PCs' spears. I don't know how I could work the historical drama into the game. 3.5/5 Go to Comment
The GM will have to generate several examples on his own to determine what this system's "price index" is. The example given, in which 1 = 1 gold piece, comes out to over 200 gp per acre for a simple peasant farmer, and would blow any campaign I've been in out of the water.
On the positive side (from the PCs' perspective), if the price index is left at "1=1", the payout for town-council adventuring contracts would rise significantly. ("We need you to drive off the kobolds in the old river-caves. Our citizens have managed to scrape together 100,000 gold...")
Aside from the price-index issue, your system looks solid enough. 3.5/5 Go to Comment
So the Seelie gift to humans will make an elf prettier or an orc stronger, but a human gets a month of pain and expulsion from his species (and possibly from his village or country as well, depending on local prejudices). And that's the good version; there's an Unseelie version that's even worse.
And sometimes it's a Fool's Fork. Unknown to its user, it magically contacts unfriendly intelligent beings in its vicinity, using subtle mind-magic to convince them that the user isn't worth killing. "After all," the thought usually goes, "the fool thinks that his rusty old fork is a magical talisman..." Go to Comment
This looks like a fantasy translation of a scam that was in the news a few years back, in which the scammer would write out a check, coat it with a mild acidic solution, and then cash it at a local bank. Mild acids have been used for a long time to erase parts of documents, but in this case the check would be soaked in enough of the stuff that within a couple of hours it would turn to illegible paper mush (the hope being, I suppose, that what was left of the check couldn't be used as evidence).
The backstory doesn't do enough. As written, the nameless Merchant of Kintro would be sharing a bunk with a family of dungeon rats within days, shortly after the Baron's third son bought one of these necklaces for his mistress. Either the Merchant could have a motivation (enough to risk facing the Baron's justice), or the necklace could be a more common item...
... If as few as half a dozen of these necklaces, or other similar "ghost-goods", were found out to be in the city, the customs of the area might change. Perhaps a jeweler would present his goods to the customer for inspection, and then they would settle down and discuss the price over a leisurely three-hour lunch. If the jewelry disappears during the lunch, the jeweler goes to prison.
(Plot hook: a jeweler friend of the PCs has been arrested for this sort of fraud. He was framed by a servant, or a thief disguised as a servant, who stole the necklace during the three-hour wait.) Go to Comment
MaMcmenith's mistake, I guess, was creating a magic item that had to be held in hand to work. Of course he was robbed, if he was waving this gold-ringed emerald around as he walked down the road... Go to Comment
How many adventures have started with "You hear about a powerful and evil wizard in a tower"? How did the PCs hear about the evil wizard? Now we know how. A meeting with a mind-wrecked former barbarian hero makes a good alternative (or addition) to the old cliche "village council hiring notice."
And then, when the PCs go to Harhausen's tower, and they start facing capture-traps and incapacitating magic, they should be very, very afraid... Go to Comment
"Soon they find themselves drawn to a distant location, one that their compatriots might follow them to."
Might? By the time the Munchkin Land Curse kicks in, the other PCs have probably used either magical copying techniques or old-fashioned GM-badgering to get Munchkin Belts of their own (it's contagious, in my admittedly limited experience). So they'll be following the first munchkin, all right... and then you can start over with brand new PCs...
...wait. That's a feature, not a bug. Good thinking. Go to Comment
Along the sluggish Vanne River, the banks are lined with thick stands of tall bulrushes. These areas of wetland are considered ill-omened by the locals, for they hide the skeletal remains of thousands of grazing animals, washed downriver in a terrible flood decades before.
Adding to the uncanny reputation of the place is the occasional undead cow or goat that lurks there. The product of a necromancer's experiments some years before, these relatively harmless undead wander the area at night, startling livestock as they attempt to graze with them.