A cave system of vegetation is really cool; it paints a vivid image in the mind.
I was going to comment that hermits would try and live forever inside it, and then halfway through the sub you mentioned that! :D
I have an interesting question for you, Elbin: If the PC's were being chased by undead horrors and they took refuge in the Everlive Dungeon, what would happen to the zombies which followed? Would they remain undead, turn Back to the living, or be crushed into nothing by the positive energies of the seed? Maybe if the undead was 'fresh' enough (turned to undeath recently) it could bring them back to life. Perhaps we have found a cure for undeath in the everlife seed!
Possible plotlings which come to mind:
- An alchemist/scholar/mage would like to study to everlife seed to see if there is any way the powers can be tapped into (to create potions to extend life or cure diseases etc.) and they require an escort to the centre of the dungeon. Whether or not it CAN be tapped into is at the discretion of the GM, of course.
- A PC has been turned into a ravenous zombie! The other adventurers have 48 hours to bring him to an everlife dungeon that he may be returned to life! But transporting a zombie is no easy task! Not only is the zombie going to try and kill the PC's, but any superstitious villages that they pass through would likely want to burn him as well! Go to Comment
It would be cooler if the mosquitoes effects were the same as the flower itself, as it would make for an interesting plotline:
After a particularly rainy season, the residents of the swampy town have suddenly been cursed! For no apparent reason, people of the town come down with crazed fear; sometimes a few dozen people in a single day! They either lock themselves away in fear,barricading the doors or flee into the swamp, screaming about imagined horrors Nobody seems to be safe from the curse and it is causing widespread panic!
The pcs have come to investigate, but even they are not immune it seems, especially when they go into the soggy wilderness around the town!
The solution, once they figure out the mosquitos are the problem, is one of three things: find a way to kill the mozzies, raze the entire area of the flower ( so the mosquitoes can't carry it anymore) or find a vaccination by studying the flowers themselves. Go to Comment
Good stuff Val - My favourite is definitely the ink! It's the odd one out in a series of 'wearable' or 'wieldable' objects. Probably an excellent, material to use to create some kind of demonic summoning circle out of, too, since it seems to draw demons to it. Go to Comment
How do other dwarves regard the sappers? These people are dishonorable tricksters AND they shave their traditional beards off - I think they would be seen as scum to the general populace. Perhaps some sappers turn to this life because they are already hated by their peoples, while others lose their earned respect in society by becoming one.
Perhaps some criminals are approached by the military in prison and are offered a 'second chance' at freedom by becoming a sapper for them; shaving their beards and changing their appearance gives them a new identity in their home.
This is a fun item, and with plenty of use! If a PC was willing to smash his teeth out he could keep these in their place. Next time he was put behind bars, he could eat his way out! They could be used to get through walls if you're patient enough (and can open your jaws wide enough to get some good starter bites!) Also good to get rid of incriminating things; Eat the dagger you just used to assassinate that councilman!
In fact, there are so many uses to this item!
- chew through chains
- 'beaver' down some trees for construction
- Eat bone or wood for survival when no other food sources are around
- It it molds things as though they were wax consistency, they could be used to flatten iron for specific uses by chewing on it.
The list goes on!
Also, it seems to have all the necessary information for a 100 word sub. Nice one, Val. Go to Comment
All good questions! Those details can be filled in on a case-by-case basis :p
I sorta considered Ngama Ngama as something an ancient aztec-like civilization summoned without knowing what they were getting themselves into. Havoc ensued and after a few costly attempts at getting something good out of her, the civilization put those pictographs up. If only it could be deciphered properly, people would realize that the pictographs are actually a warning NOT to summon her, rather than instructions to do so. :p Go to Comment
Ngama Ngama is a forgotten devil of an ancient Aztecian origin. She stands for deceit and agony. The only traces of information that can be found of her lie on dusty tomb walls which, using cryptic pictographs, suggest that the method of summoning her is to kidnap a virgin and take her to a specific tomb within the heart of a sweltering forest. In a ritual room deep within this tomb, one must tie brambled vines to the virgin's wrists, and tie those vines to elevated hooks on a particular bloodied wall. The ritual then demands that the virgin's wrists and ankles be nailed to the wall using spikes of iron. Once the still-living woman is bound properly, she must be sealed, undisturbed within the tomb for at least one full moon cycle. If the ritual room is unsealed early, the hopeful summoner will only find the woman, dead upon the wall. If the tomb is opened after the alloted time, they will find that the woman still appears to be alive. But once light is brought over to the wall, it will become evident that it is not the woman there at all - instead, it is Ngama Ngama.
Ngama Ngama appears as an animated, dessicated female corpse. She retains some basic features of the virgin who was restrained previously. In accordance to the ritual, she will be suspended on a wall within the tomb, brambled vines and iron spikes holding her in place. In addition, a plethora of iron spikes of various size and shape will also somehow have found themselves through her body and limbs. A black, viscous tar will seem to be sweating out of Ngama Ngama's pores, as well as bleeding generously out of her mouth, nostrils, ears and eyes, and her breath comes and goes in rasping, ragged gulps. Her voice is even more broken and akin to a dying old crone, sly and full of contempt.
Ngama Ngama is a wretched devil, even as devils go. If someone enters the ritual room, she will use all the guile and trickery she can to get anyone to cut her free. "You want my power, manling? But of course - just free my hand that I may lay it on you..." "Manling... I will grant you my blessing if you but cut free these brambles - they pain me so...!" "Pull me free, manling! I can lead you to a hidden reliquary of wealth in this tomb if you but let me out!"
Setting her free will be sheer folly - as soon as any of her bindings are cut or spikes removed, she will be able to pull the rest of her body free and attack anyone relentlessly, biting and scratching with unholy strength and fervor.
A wiser individual will see through her ruse, and refuse to free her. She will try everything from begging, to bribing, to threatening someone to unleash her, but once she sees that they remain steadfast, she will give in. Ngama Ngama will then offer the clever person her boon. "I see you are above the others, manling. Very well, would you like my gift?" "I concede defeat, manling. You may but say the word and my boon is yours to own."
But 'ware, for it is folly also to accept this. Ngama Ngama's boon is in fact a horrific curse! She is a beast of both agony and deceit, and her curse is two-fold. Firstly, at the end of each cycle of the moon, when it is new and dark in the sky, the victim feels the pain of a thousand iron nails stabbing through his or her skin. About once a month they become enfevered and irrational, and blood and black tar bleed from their pores. This is not fatal but it is debilitating. In addition, Ngama Ngama also bestows them the curse of deceit; but not in a beneficial way. Anyone interacting with the cursed person will naturally be less inclined to trust them - thinking they are lying or twisting their words, even when they are being genuine.
The cleverest individual will become aware after listening to her trickery that Ngama Ngama is not a devil to be bargained with. They must refuse all of her offers and ignore all threats.
Ngama Ngama is not without use, however. She is knowledgeable on all deviltry, and knows many tricks, techniques and importantly; weaknesses, of other devils which may be summoned. She is best use as a font of information for OTHER devil callings.
Once the tomb is open and unsealed, Ngama Ngama will survive for one lunar cycle until she dies. If the tomb is not opened once summoning her, she will remain locked in there indefinitely. Even if she is freed, she will only survive one lunar cycle, but for that cycle she will wreak havoc on any civilisation nearby. Running a blade through her tar-filled heart will send her back to her own plane of existence, and kill the virgin.
rolepalying Note: Players do not necessarily have to SUMMON Ngama Ngama. Why not have her tied up to a room in one of your typical dungeon runs - summoned centuries ago but not returned to. You don't even have to give the players a heads-up or backstory. Just toss it in there to flavour up a dungeon and see how they handle it! She may try and trick them into being a torture victim to get them to set her free, or offer them some power...
I don't do tabletop gaming, so i wouldn't personally find much use in this. However, I can see it being a handy tool to generate some quick info for a minor npc. I like that the traits and such don't give a backstory, but rather provide a springboard for you to create your own quick backstory.
(e.g, okay, I rolled an 8 wealth and an 'adventurous' modifier! The spouse therefore can be an old, retired adventurer who has accumulated wealth and now has settled down. bam, 2 seconds, done!)
In regards to the fertility thing, i think it would 5% increment up to, say 50% chance to procreate a healthy child would be more than sufficient - if you take it on an intercourse-by-intercourse basis.
a 50% chance to impregnate is a VERY high chance :p and if it falls on the bad side of the dice, there are still things like miscarriage and such (A surprisingly common thing; about 20% chance in early days of pregnancy.).
But enough of that dreary subject!
A useful sub which doesn't give you all the backstory of a spouse, but rather inspires you to create your own! Go to Comment
Rather than secure it on a finger, perhaps you could slip it on a toe and forget about it; let the boot hold it in place. Also, just under some gloves. It would be useful facing off against large creatures (such as giants etc) who may use you as a projectile against your will.
Nifty thing, val; you've been very prolific of late!
I like these 100 word subs. Go to Comment
I like the open-endedness of this. This devil could be real, or it may just be the superstition of the folk living in the area. It could be a malicious devil in avian form, or it could just be a smart bird!
it could even be a rumor started by a hermit who lives in the mountain and wants to dissuade visitors. He feeds the rumor by snipping the occasional rope... dropping the odd rock... leaving the odd animal corpse around. Go to Comment
Sounds like a jacked-up mix of every 'bronx' and 'slum' type area you could think of. :p
Players could easily get lost (During a chase scene, perhaps) in the maze-like streets, and perhaps seperated from one another. All the racism and the criminal element could make for a dangerous place to get lost in, too,
This also seems like a perfect place to find your 'han solos' of your game.
I like that each Sector, and each Favela can have it's own agenda and leaders, and that it's general enough that you can create your own favela to your own needs. Very useful areas, and really, Favelas would be essential for the Cosmic Era.
I like your encyclopediac style in explaining this. Go to Comment
Murometz will like you, Eric: I'm pretty sure 2nd edition dnd is his baby :p
I like these! The historical style write up makes for easy reading and gives very matter-of-fact information. The weapons themselves seem very powerful indeed; clearly intended for high levels of game play. I very much like the idea of them being used on differing sides of a battle, and can see that idea as being a useful questline starter: war is coming and the general of the opposing army wields Thunder! The group is tasked with finding lightning so they may stand a chance in battle! (queue the relic-hunt quest!)
One question I have is why they are inspired by thunder and lightning : is there a reason behind the theme? Perhaps the lovers used to enjoy storms, or there may be a significant part in their life that involved lightning or something?
Very powerful, indeed! I like the flavour backstory you added to it. The idea itself is thought provoking, and the added twist that the dragon may return (to the shock of the players) is nice, however the ability to age someone centuries with a single nick of a dagger is something which most people would be reluctant to add.
An interesting alternate idea would be perhaps that whoever is nicked by this dagger instead ages at 1d6 (or whatever) times their normal rate, and the attacker's age is reversed at the same rate (So basically, the attacker leeches the life force from their victim.
The sneaky part of this idea is that the person who has been age-accelerated may not notice for some weeks or months, when their companions start getting greys or wrinkles, and it may spur an additional campain to go and hunt down the attacker who is leeching their life force before they die of old age! Killing the attacker will halt or possibly reverse the aging effect.
This would give the GM a nasty surprise tool to throw at the players.
"The would-be elderly assassin slices your arm, but it is only a nick - hardly worth a mention! He then runs away like a coward!"
Some sessions down the track...
"Your companions comment on the sudden greyness of your beard and hair... it looks like the years really are catching up to you! Perhaps you'd best go see the local cleric to make sure nothing is wrong with you!" (Cleric discovers the age-leeching magic and you are sent on a journey to recover your youth!) Go to Comment