Course, there are probably things to work out. Why would the books want to find out why these events happened?
How do they open doors, climb stairs, and simply do pretty much any action if they can only open and close? How the spork are a couple of books gonna stop a human plot to destroy a museum?
A small side-thought - perhaps one of the books the thief had was the index to the library. Which could mean that whoever plays the index will have a good knowledge of all the other books. Perhaps knowing weaknesses and such. I can see the index bieng very 'high class', thinking it is better than the others :D
First players running around as mice in the Kingdom of Mus, and now we have them inch-worming along as books! Brilliant! Go to Comment
"Even if you don't use this idea as a game in itself, you could use then entire theme in a normal game and location."
- The characters walk into the library. The black magic section is alive with activity! Dumbfounded, our heroes look on as five books cross their paths, crawling along as though on a divine mission! Go to Comment
A small note: Mummification wasn't solely performed by egyptians!
Though this creature would most commonly be found in the desert, it could easily be adapted into... say, an ancient ruin deep within a rainforest, for example. Go to Comment
Phew - I just ran the spell checker, and realized how bad it really was, Moon! :D I wrote it up at 5am in notepad and copied it over when I got home from work tonight, so I didn't give it another look over :p I'll check & modify grammar in a moment.
Anyway, all that aside, about your other comments!
Black bandages: Aesthetic (Plus a psuedo-reason as to why it's fireproof)
Amber eyes: Aesthetic. Make it without any discernable eyes if you wish. I just always thought any creature with a line of sight should have an indication of where its sight is. 'Amber pinpricks' is as good as any :)
Bunch of humanoid bandages: Because the form of the corpse/human was humanoid. It latches onto its past life by trying to make itself look and act human.
As for magical wards/attacks: By all means. I intentionally left out magical remedies, simply because to be honest, I don't know what is the norm for attacking 'spirits', since I don't roleplay. I let it be assumed that magical attacks will work as per normal against a ghost/wraith/spirit.
Anyways... Grammar check!
As a side-thought: While I was writing this up, I wanted it to kind of have a feel of a very powerful bieng, but with a very exploitable weakness. I wanted the feeling that in a low-magic world, if you don't have any water... RUN! Go to Comment
What Moon said!
Depending on willpower and mental stability, it would vary. Also, take into account that the Bandage Beasts never sleep, so that will effectively half the amount of time it takes.
So really, there is only a fairly small opening of opportunity to find a completely 'sane' Mummy, if you go tomb-digging for one! Go to Comment
History is always a great part of any setting. Unless there is a thought out history behind something, it won't have that 'feel' of bieng part of a world. Even a local tavern could have survived a town fire, or once been visited by (insert local hero here).
29. In the very center of a town, is a pulled-down statue. The statue is now little more than a pile of rubble, but a discernable feature within it is a large, demonic head which has survived the ages, in the midst of the stone. The statue used to be of a particuarly cruel demon which had once claimed the inhabitants of this town as her slaves. This statue rose some thirty feet in height, and depicted this demon holding the head of a human in its hand, separated from the humans body. Once each week, the demon chose one person at random, and removed their heads, devouring the body and keeping the skull as 'count'. One day, after 20 years of torment however, a small band of the townsfolk grouped together, and managed to drive this demon from their town, to the hills a bit away. The statue was promptly torn down, but the rubble kept there to commemorate the demise of the evil. Hundreds of years had passed, but the statue remained, and the story of the demon is hesitantly told, though only beneath townsfolks breath, for fear of superstition: that speaking of the demon might somehow call her back. Should passing adventurers ask at a tavern, where the drunken townsfolks tongues are slightly looser, they might hear tell of a demon which now lives in the hills which the party was going to head through. This information may save their lives. Go to Comment
Very nice! This can start as a simple side-treck and then refuse to go away. The longer the group ignores it, the more and more instances of Yannuzari worship will arise, until the country is divided and it becomes unavoidable! Good fun! :D Go to Comment
I was interested in the thought of a large carnivore hibernating beneath the sands, to rear up at the most inopportune moment... Yellow eyes flashing hungrily at the sight of the fresh meat... Growl! Go to Comment
"The gentle splatter of first-rain sounded on the empty sands, soothing the party. For another hundred meters, the group moved on, exaltedly raising their sunburned faces to the rain. The feeling of elation for the rain soon passed however, as the sound of sand shifting echoed, and all around them, the ground opened up. Four enigmatic figures arose from the desert around the group. Two of the four-legged creatures growled softly, and all four shook themselves violently; the remains of the sand caught in their coats bieng shaken off to reveal black, sleek fur, and their eyes opened, blinking several times to become accustomed to the light. In the sub-brightness of the storm, eight amber eyes peered at the party, and the Jakthra menacingly began circling them, those eyes hungry for fresh meat... This was trouble."
It's nice sometimes, not writing up some pure evil force from beyond, or a powerful artefact which requires pages of description. Just a simple beast, which can serve as a fun encounter. Go to Comment
Yes, Manfred: At the very least, I can see insomnia bieng a side-effect of this, as the slightest sound or touch will rouse people. They may find the senses painful; bright lights will probably hurt their eyes, loud noises their ears.
But once they are used to it, I can see people becoming addicted to this drug, because once the effects wear off, everything will seem much duller and less grand.
Perhaps it is a little overpowered in the sense that it's nearly an insta-kill in larger doses, however as the GM, you are more than welcome to change that to suit your roleplay. Go to Comment
I had originally intended to make it a lifeform, but decided against it because the emphasis isn't supposed to be on the lifeform itself, but the resulting scenery change it creates.
It could have fit in a plot, I suppose, but I felt that it fit better as a dungeon, because really a dungeon (in my thoughts) is just a set of scenes designed to test the players.
As for if anyone can survive it (I assume you mean by waiting it out?) I figured that it would feast on about 90% of the population before the food comes in so slowly that it becomes inefficient energy-wise to keep the two dimensions as one, and as such the creature decides to detatch and find a different place of high-population. A note: The town eater does not control the creatures. All it does is make the real realm and a 'nightmare/hell' realm exist as one, and it just counts on the evil creatures in the nightmare realm to act as they normally would, and kill the mortals.
Interesting thought of this bieng where monsters come from, but no, I don't think so. When it releases it's hold on the town and thus the two dimensions, each dimension would go back to normal. As such the mortals will go back to the real world, and the monsters will go back to the nightmare world. Go to Comment
Questions: Why does the cloak hurt her when she leaves the forest? Is she able to remove the cloak? What's the story behind the cloak?
More emphasis on her past would be nice to know. For example, what were the ruins that her mother called home? Perhaps, for a small twist, the ruins were of a previous elven society which her mother had slain, and the elves had in fact taken back the land which was theirs, unbeknownst to Satrya.
A fair minor npc with definite playability, but more information never hurts. I've definitely seen worse first posts before :)
Sensible questions, Manfred: Though it's free for the GM's interpretation for any plot they may want to make, I always imagined that what Axtrami wishes to do is to test mortals - push their limits and see how far they can go. I thought of it as him experimenting with the world, and the mortals are the lab rats.
The only reason he strives to get 'worshippers' is that is strengthens him; increases his hold in existence. His main goal isn't to become permanently corporeal, and he's just as content to remain within dreams and thoughts. The only thing his appearance in the physical world would mean is that there is a lot of devotion or belief around, and it's just a gauge of his hold on reality. Go to Comment
On route from Geli to Nekrass the characters meet a peasant boy on the road. He's wandering in the direction from which they've just come. If this seems a little bit incongruous, they may wish to ask him a few questions. He's perfectly willing to talk: he's called Lamish and he's run away because he knows he is the heir to the throne of Geli and his parents didn't believe him. How far is his home? About five weeks walk from here. How much has he eaten? Nothing. Has he drunk? Only from the filthy roadside ditches. In short, it's a wonder he is still alive. And yet he seems perfectly healthy.
Is he a thief, waiting for travellers to trick? Is he lying because there's something more sinister under all of this? Is he telling the truth? And anyway, what should the characters do? Do you take him to Geli? Do you try to find his parents? Or leave him to make his own way?