Personally, I'm about to send a party out to collect several artifacts that will piece together to create a world saving device. The final piece will be hidden behind this door forcing the party to risk everything. Either they solve the puzzle and go on to save the world, or get crushed to death along with the parts already collected, dooming the world to certain apocalypse.
Here's hoping they don't guess the colour code on their first go. Go to Comment
Certainly an interesting idea, but I have to agree with Stork. I suppose it depends on how it's played, though. If given a fair chance, the right PC may embrace or reject the corruption.
Does the compass always generalise, though? Does it always show the path that results in the greatest good or most suffering, or could it be used by a selfish PC to see the best and worst outcome just for them?
And on that note, does the compass fully detail the path ahead, or just show the destination if the PC continues down the road they're on? For example, might the compass tell a PC they have to sacrifice a comrade for the greater good, or would it just show a vision of the greater good having been achieved and the PC has to spot that they're comrade doesn't have a place in that picture? Go to Comment
My first submission, so let me have it. I'm just trying to get a feel for how to make an idea worthy of full submission.
Also, any hints on how and where to cross-reference would be great. I'm aware of a Iron Spike Golem that follows very similar principles to this one. Go to Comment
I have plans on joining the Weavers Guild and am developing a scenario to link back to this (pending confirmation that this is an acceptable standard of submission).
Both the duration of the spell and limit on the mass is completely at the GM's discretion. If it's being given to a NPC, then sure, they could last indefinitely and give adventurers trouble centuries after their creation. If the spell is being given to a PC, however, I'd probably set a baseline and give it increments founded in level/power. Go to Comment
I have to say, I quite like this. I'm currently running a game specifically for pirates and privateers in a fantasy setting and this scenario is ideal. I think it could fit in nicely as a distraction from the main plot, with the PCs being dragged in if they're pursuing the main MacGuffin a bit too quickly. Go to Comment
According to the Journals of Lord Goidol, the people of the Southern Cities wear heavy coats all the year round, despite the stifling tropical heat. They claim that to do otherwise angers the gods, and it is true that visitors who refuse to don the local garb are often struck down with a paralytic fever.