History of the Blood Duelist
In elder days gone by, when the world still lived in barbarity, and civilization was a new word upon the lips of man, dogs were considered to be protectors sent down by the gods. Over time the idea of protector became broader until it encompassed judgements passed upon dangerous criminals.
Dogs who were no longer capable of hunting or guarding were put to use as executioners for those convicted of violent crimes. The condemned would be bound to posts and set upon by the dogs until dead.
One such condemned man was found guilty of murder, even though all knew it was in self defense against the thug of a rich man. Unable to bear the thought of his son being torn apart by dogs, the man’s father pled to be executed instead, saying, “Let me duel the gods of judgement for my son’s life.” An allowance was made, with the added condition that if he were to survive for a set amount of time, his son would be set free.
Thus began the tradition of the Blood Duelist.
A variation on #17, a keep may have been abandoned when it wasn't worth defending or was emptied out via brigands. If land surrounding the keep becomes wild, it would be an excellent, easily defensible place for a band of brigands to keep their home and loot in. Until something nastier comes along, of course.
This would make an intriguing adventure to use as a seed for future adventures. Those final readings would be great teasers to drive the players crazy as they try to decipher them. Players trying to figure out what the GM is up to tend to generate good plot ideas on their own. :)
I would probably make a few changes to extend it and make the players feel less railroaded. Rather than give the players an easy clue about the mine, I would make them wander around town and the surrounding area; make them get to know the town and figure it out. Push the limits of the old Seer's life. I would add more of a plot around the attempts against Beppi, setting up a red herring to make the final revelation less predictable.
Having said that, I like this. It is creative, sets up an area to explore, has my mind working, and is a good quest sub.
This has a strong World of Darkness feel to it. Or at least like it is part of a much larger setting. I like how there are worse things out there than mafioso thugs and how the horror aspect is understated but full of possibilities. The plot hooks are great and further give a sense of the overall setting.
Again, masterful use of the quest freetext.
Masterfully done. You definitely went beyond the boundaries of the quest and made it your own. I ended up forgetting to look for the quest words as I got pulled further into the story.
Somewhat reminiscent of The Inferno, which was a page-turner for me. It would also make an awesome video game :)
This will be very helpful for me. It all seemed so obvious as I read through it, yet all of my own attempts at organization have failed miserably.
This would translate well to a dokuwiki site (I bounce around between different computers and try to keep as much stuff in "the cloud" as I can.) Dokuwiki's namespaces match up with the ideas of folders and it would be easy to control access to the material. Most of the above would only be accessible by the GM, while players would have read-only access to select sections and could even be given areas to keep their own notes in.
(runs off to set one up)
I imagine something similar could be done with a service like Dropbox.
I really like the potential I see in this. Having said that, it feels more like a summary than a sub to me. There is just enough detail to get me intrigued but not enough to really sink my teeth into.
For instance, the description of the outside of the castle is evocative, but the inside is a complete mystery (as RGTraynor pointed out already.) There is only a single paragraph detailing the history of the castle and only one sentence about the enigmatic, deceitful mage who opposed Ram's world-conquering ambitions. Who was this mage? How was he/she/it aware of what Ram was doing and why be the one to derail Ram's plans? This history seems, to me at least, to have a strong bearing on the nature of this stronghold and therefore important to understanding it.
There is a hint of who Ram is but no real examples. He went from power-mad to blase? There must be a deeper story there and I'd love to read it. And what is the "deceitful nature" of Castle Incarnadine? I love the idea of a sentient, untrustworthy castle (the better to torture my players with), but I need to have a better idea of what that means in this context.
In other words, the "why's" are as important to me as the "what's."
Perhaps I would understand this better if I was more acquainted with the Planescape setting (I left D&D behind some time ago.) I am vaguely aware of what Sigil is and that portals play a role in the setting, but not much more beyond that. I've seen pictures of Tieflings but know little about them as a race and/or culture. A little more context would give me enough to translate this into my own game.
A tentative 3/5, but this has the potential to be so much more (and I will happily reread and revote if it gets expanded.)
I was almost expecting to read, "Three is not the number, unless thou then proceedest to four. And five is right out." :D
I like the idea of this. The wording was a bit confusing for me and could use some clarification. I wasn't sure at first if the birds only showed up on the amulet or if they were real birds observed first and then they appeared on the amulet. Your reply to Scras about geese and swans helped clarify that (and the joke.) It would be better included in the sub.
I understand the urge to make things generic to be plug-and-play, but don't be afraid to liven things up. Include whatever creative details you can come up with; if it gets used, the GM will leave out whatever doesn't work for a particular campaign.
2.5/5, but I will revote when/if it is improved.
I see a lot of potential in your subs, Raptyr, and I hope you stick around.