Wow, way to create 30 unique magic limitations. Each one could be expanded easily into a distinct magic system, each emphasizing how to avoid the danger present. I very much like this one. Go to Comment
I'm really impressed by this idea. The mental pictures it generates are just astounding. Besides the uses you've mentioned, I could see a hill turtle sitting on an important location (or object) and choosing to move at the precise moment the PCs arrive... although it feels fate driven. I've also considered a different type of mobile fortress, if a cave dwelling creature were to take up residence on and in the hill turtle's back, trouble would erupt if the hill turtle were to move close to a populated area. I also think it would be cool if you had one 'king of the hill turtles' which was mountain sized. Finally, if a magic user of sorts was attempting to summon an earth elemental for some purpose, he gets a hill turtle instead... populated mobile fortress from another time/dimension/world included. Go to Comment
I would use this pamphlet as a 'red herring'. I would have the PCs find this item early in the adventure and after they prepare for vampires have the villains be werewolves. I'm so evil :) Go to Comment
Interesting thoughts and perspective. I for one have never role played a transformers adventure... but have always been a fan and would enjoy such an experience if it were ever available. For me, I see this submission pushing the traditional good guys vs bad guys into the purple team vs the red team. Individualism vs collectivism, true to self vs true to higher law, worthiness vs compassion, power vs unity, and so on. This atmosphere is perfect for mixing things upside down to mess with the pcs. Go to Comment
Internal organs are mass produced with a flexible gene series. Once the organ is connected with the body and the host is providing blood to said organ, the new organ is then exposed to a certain electromagnetic radiation (or another exotic kind) and the cells within the organ shift their genetic codes to match the host. Universal organs would be hardier than garden variety human organs and more efficient, of course. Go to Comment
Great resource submission for the sci-fi gamer. My only concern is that medicine and/or biological upgrades are an incredibly powerful force and in ways can unbalance a game. I submit, that if you go too far, all major players will be battling with disintegration weaponry, because any wound less than total disintegration could result in loss of victory. And that of course can be countered with biologically engineered bodies which can be controlled via remote somewhat like in Avatar or Surrogates. My only concern is keeping it real. Well, sort of. Go to Comment
Just for clarification, this submission is really good. My 'criticism' isn't even a criticism... it's just a warning. True... expense, availability, and time down all effect game balance when discussing miracle cures. The main submission did not discuss them. I thought it deserved mentioning. Go to Comment
I have to admit that this is one of the best examples I've seen of 'looks like a bad guy, smells like a bad guy, sounds like a bad guy, wait it's actually a good guy'. It makes sense and provided the PCs are new to the kingdom and don't know that Duke Zipperisdown really deserved death by the Ironbones, they could play the wrong side for quite some time. No flaws stood out to me. 5/5 Go to Comment
96. Docking port or sleeve has a leaky seal. Docking with smaller space stations is impossible.
97. Main viewer on bridge has a magnifier calibration issue. Using the magnifier takes multiple attempts to get the view desired.
98. The computer's AI has breached certain protocols. It now questions it's existence as well as that of the crew. Expect constant ethical questions delaying all actions.
99. The landing gear is stuck in the down position.
100. Intruder alert. If anyone goes into a certain room the ship registers an intruder and begins repelling boarders protocol.
101. The food replicator has a glitch that puts a 24 hour delay on all orders. Go to Comment
Not bad, not bad at all. I think with the right descriptions, including many you used, the PCs should be terrified to fight such a monstrosity. Just for clarification, does the Grey Reaver have a multiple personality disorder due to the many spirits within? Or is it actually a different evil or avenging spirit that takes control and rides the souls of the massacred to seek the lives (or souls) of the guilty? Go to Comment
Well written. Fails to hit home with me for some reason. Kayrun is undetectable, invincible, intangible, immortal, and it is impossible to communicate with. I think it's too powerful for my tastes. I really like the background though. Go to Comment
I like your option manfred and I would like to add it to the main submission, with your permission of course.
Question: Why do you say the priests are uber-powerful? Devil's advocate for one second... doesn't an AD&D cleric of the same level have 3x the tricks and almost all of them are more useful? I agree combining this with wizardry could be a deadly combination but on it's own... it's not that impressive to me. If anything I was thinking they would need an upgrade. However, time magic is always tricky... either too powerful or too weak.
I'm sure the devil is in the detail on this one. Additional clarification most certainly would have helped. Perhaps I submitted it too early in a desire to meet the quest deadline.
I like your ideas with special note on your Time Knots idea. This idea adds a great deal of purpose to the cult I was still stewing over. My original intention was actually more of a side quest with a second part or a problem that was to be 'trickled' into the campaign and become increasingly important as the adventure progressed. I think it could now be much more... I will be updating this submission soon and will be making reference to your additions. Thanks a lot for your ideas. Go to Comment
F.Y.I. There is more... I just wanted to give a summary and see how well it's received before fleshing the rest of it out for you. Let me know what you would like completed as a individual entry. Thanks for your attention. Go to Comment
This isn't the complete batch of deities. I guess I can see why you thought it was complete. This submission is only a single family and a summary at that... to give you, the folks at Strolen, a chance to decide if fleshing out the whole world here, is worth it. Making the myths is more difficult as all original deities how ever many that might be, could be included in each myth. I'm seeking collaboration on this and was unsure which direction I should go with submission types etc. and I figure that a future codex of all contributions might be best. Go to Comment
This was going to be huge... I was going to flesh out each deity, their priesthoods, and their dogma in separate submissions. Lack of interest convinced me drop the project. I have to admit that Retir & Dharina where more developed than most. Thanks for giving it a look, Moonlake. If this is something that would be used, I might pick it up again. Go to Comment
"Mum, Dad, it's evil, don't touch it!" - Last line of 'Time Bandits' (I think) My favorites are 11, 16, 23, & 29. Number 13, could have a variation like everything you touch turns to rock salt and you suddenly react to salt like a slug. I like this submission even though many of these curses are last minute flavors for someone's demise. This sort of flavor can be used most effectively to make the PCs fear something. Go to Comment
Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains.
During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find.
A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate.
Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged.
Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also "collect" many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions.
Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time.
Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work.
Hu's Iron Ball should be handled carefully by players and gms.