Love subs like this! Travel guides for campaign worlds! People, Places and Things. Though I'm now familiar with most of these places from previous subs, its nice to see it all together. Gives the world overall panache! Go to Comment
I find it difficult to give this anything other than a 5 for 2 reasons. One, it shows your passion for your craft and subject once again. Two, there is just TOO MUCH to take from all these details and concepts not to love it! Is it the perfect seamless plot? Maybe not. But as in Black Legion, my personal favorite Opus of yours, there is so much malleable information to steal for my campaign!
Also, unlike Cheka and Roack, I LOVE not having every last detail explained regarding Long Man Death. I can do with him what I please, and have more than enough information to do so. I think it serves wonderfully as the side plot its intended to be. The main plot is explained FULLY. A somewhat vague, minor side scenario, like Long Man Death, gives the overall presentation texture and makes it even better!
"5" vote definition says 1) "Awesome!", which it is 2) "I will find a way to use it!" which I will.
One thing I dont like is the name Ackranon for some reason. Just doesnt seem to fit this dwarven character, no matter how much I want it to. It sounds like a name from a pre-teen video game. But thats personal preference I guess. Go to Comment
one last thing...the Local Legend on Long Man Death, should be identified as a children's sing-song, not unlike 'Ring around the Rosey'. Not sure if the adults would use it much. I think having the children sing this as the PCs walk by is more sinister. IMHO.
2 things make them unique. Well 3. Their strong distaste for magic is sublime! I like that they are heavy wine drinkers, but ale eludes them. Facial hair immediately makes me picture them. Thats a nice touch Nice details! Am I supposed to mention their Basqueness or not?
I have mentioned my love for LOW magic campaigns several times in previous comments, so I tend to think of Bosques as "My Peeps!" Go to Comment
Natural Hazards- Rock slides, tunnel collapses, poisonous gas vents, water-filled passages, radioactive mineral deposits, impenetrable darkness, pressurized wind tunels, bottomless crevices.
"The Bleeding Door". An two-foot thick Obsidian gate, carved from the surrounding rock, leading into the ancient dust-filled dwarven crypts. Drops of blood ooze from it, coagulating on the floor beneath it. (what it does is up to you).
"The Beard Golem". A hideous creature woven from countless dwarven beards, and ensorcelled to defend the inner catacombs, shambling among the empty halls. (holy crap! I might have to write this one up into a submission!)
"Dwarven Vampire". The rare and deadly dwarven vampire is not often expected by adventurers. This creature is the last of the dwarves!
"The Curse of Hawmeggora". A curse layed on a specific area. Once entered, the trespassers begin to slowly but irrevocably turn to stone over the course of the next several weeks.
A certain culture believes that evil can live beyond the grave. They also believe that the destruction of the dead body can keep that one from coming back. Destroying the newly deceased body can destroy the soul if done properly. They first burn the body for 24 hours, smash the remains as well as possible, then burn the what is left for another 24 hours.