When it comes to necromancy I always saw it as a limited type of villain. They either want to conquer everything, kill everything in a certain radius or location of their stronghold, or wipe out a factor of resistance to gain access to something more powerful. In all of these examples I saw the use of a hidden army that is still controlled by them, difficult to ferret out at a simple glance (a skeleton or zombie are pretty easy to noticed even from a distance), and just as terrifying as a necromancer would want them to be. You cut one down but the wounds do not not kill them and they do not bleed as someone living would. But yes, necromancers are a usual turnkey villain that normally always want the same thing. Go to Comment
I hadn't really thought of that. I had originally assumed that the magic of the mantle, seeing as it is giving them a form of life essence to make them seem alive and whole again, would prevent them from rotting. I saw a horde of them having been made and sitting idle and motionless inside a dungeon or forgotten necromancers home, ready to be used by some upstart who stumbled across them. The idiot with a gun concept. A large and deadly problem, but at the command of an incompetent villain.
However, that being said, you are more than welcome to alter it and give them a shelf life however you see fit. Perhaps after a month or maybe even just a few weeks the bodies begin to rot and smell. A slight noticeable effect that tips some guards or the players off that something isn't quite right. Go to Comment
Nice and simple. What if the limited common potion was limited to potions they had actually consumed with that week period which then resets with the next week. Or the turning of the moon or whatever. So when it resets and they try to summon one, nothing happens as they have not yet partaken of the potion that week? Go to Comment
I like this, it is simple and to the point. The off chaff nature of it is more akin to a few DM's sitting around a table and telling stories of "How they do things." I like. Be nice to turn this into a proper 30. Go to Comment
I am only voting because I'm not sure why I wouldn't. And I somehow find that I like this. It has given me an idea for a short side plotline in my story. A visceral idea of an oracle or wayward traveler speaking to a party member on a darkened rainy road. Go to Comment
I really have little to add or say about this that either hasn't been voiced or said already. I am finding I am voting a little higher because this sent me to another sub which spawned a few ideas so for that I am grateful. Go to Comment
I was hoping for much much more when I read the title. As it is this is a solid and simple item. Not over over-done and not under developed and it can definitely be tweaked to any use as per needed. Go to Comment
While I wish this was more fleshed out I realize that it is a great fluff piece of added to a larger whole. I like it and brings images of dark sooty weapon masters being enslaved and forced to work this hell forge for some evil villain. Wonderful.
I had originally had a lower vote but it just sparked a few ideas in me so I voted higher for the inspiration it gave me. Go to Comment
I think this as a whole is fine. I echo Moonlake only in that it has been done, but the thing I found most enjoyable is the fact it is written as you would find it in a source book of information. It gives perfect detail on what the players would find or know about said item on how well they either researched it or however the system or game your playing determines information checks.
I like it. And the fact it is simply a trap used by villains is a point winner for me. Go to Comment
Until the end I had figured it to be simply just a tale. That all of the deeds were actually done by members of a rebellion and supposed "witnesses" claimed it to be the Legendary Leg... I would find it entertaining for the PC's to be placed under a mantle of doing deeds in the name of said Leg to fuel a rebellion further while trying to hide the fact that its just a bunch of non-sense. Go to Comment
I wasn't as thrilled with this one in the beginning as I am now. I honestly didn't think it would pan out as well as it did, similar to val. But I was surprised at the addition of the undead in the list. As I first read it and was disappointed I then realized that some necromancers turn to themselves as beings of Undead eventually. Not all stay living and that i s when I went and reread this and enjoyed it more. Good job Cheka... Go to Comment
The peasants of the wood use crudely carved symbols to ward off wolves. They think the symbols are emblems of purity and goodness and that keeps the wolves away. The symbols work, but not for the reasons the peasants believe...
The symbols are actually arcance evil symbols which the wolves know and fear, but to which the peasants are oblivious. So how gullible are the peasants going to be when a strange horned man displaying the symbols on his shield turns up and asks for their allegiance?
Ideas ( System ) | October 24, 2002 |