I like the idea of the cockatrice and how it fits in with the place. It gives it a distinctive feel over what could be just another tavern. The bit about the lawyers is fun, showing that their motives were strong, if not altruistic.
I do think that there could be more. Perhaps divided into sections, with one for the history, another for the description and the cockatrice head, plus another with some detail about the regulars (even if only in passing for those who might get their own sub), A few quotes and fluff/descriptive text couldn't hurt either, although that's just a personal preference. If you ever expand this piece, let me know and I will revote.
In any case, welcome to the Citadel, and I hope to see more. Go to Comment
A very cool idea at its core with some good examples. It does seem like there should be a high cost of some kind associated with gaining these tattoos since they are always present and cannot (easily) be taken away. Perhaps it is a complex art requiring lots of training along with magical ability, so practitioners are rare. It could also require exotic dyes, like pigment from ground bone for #9. (Not sure what you'd need for #3, though...) Go to Comment
Some nasty demons have taken animal form and are roaming the forest. The PCs may get a little nervous when that cute little bunny rabbit or delicate seeming doe boldly walks up to them or are standing at the entrance of the dungeon. Imagine their surprise, though, when these critters turn out to be quite tougher and deadlier than they appear to be, and attack with no known reason. Go to Comment
This is an impressive collection. At first I was a little lost without an explicit definition of what a Magnagog is, but it became clearer the more I read.
Using these creatures to tell an overarching story is brilliant. It kept me riveted through the whole thing. 30s, even well-written ones, tend to be difficult to read all the way through, simply because there is so much detail to absorb (just browsing through to pick something for a game is much simpler.) This one, however, tied it all together rather nicely. There were many details left out that didn't need to be included because they were easy to pick up on from the rest of the description.
This is an important topic and a good opportunity for GMs to be creative.
The best example I have is the DM who got the entire group together *outside* the tavern while crossing the street. He used a rather annoying halfling thief (who I swear was some kind of agent of Chaos with all the trouble he caused) to draw us into an innocuous-seeming confrontation. That one moment propelled us into a storyline that involved dark gods and werewolves with silver teeth.
The most involved campaign I ran had a built in "tavern" sequence. All of the PCs had one reason or another to be on a world far from the core of civilization. Once the aliens invaded, everyone naturally drew together as part of the resistance. Go to Comment
A group that wished to be 'ever-living' instead was cursed with 'never-dying'. Thier flesh rotted and fell fromthier bones but still they lived on. Now as skeletons they continue thier quest to remove thier curse. As skeletons they differ in that they do not need controlled or summoned. They are fully fledged NPCs with drives or ideas of thier own. Stabbing and slashing weapons would not affect them.