An interesting piece I'd like to see expanded upon and fleshed out more. (pardon the pun) For example, it's mentioned they are very knowledgeable, but where did they get the knowledge from? Did the lich have an old repository of arcane tomes in a library they;ve obtained access to? Or did the Lich imbue them with knowledge mystically?
I'm also curious back the back story behind how they first were discovered by the surrounding villages and befriended enough to be named grave born rather then feared as a village of "walking dead," especially due to their xenophobic nature.
It reminds me a little of the town of friendly ghouls players encounter in Fallout 2 near a nuclear reactor, which always stood out in my mind and one of the more unique encounters in an rpg game.
A useful 30 sub, with enough variety it's easy to find one that will fit their current campaign.
I especially like the ambiguity of these phropecies, a evil GM could simply toss a random phropecy into theri game near the beginning of the campaign and then watch the fun unfold as the PC's keep tryign to fit whatever events come to pass into the framework of the phropecy.
(Some of these work well for higher tech games too that still ahve phropecies and such, like the BSG rpg.)
An interesting pool although I fear most intelligent characters will quickly capitalize on the pool to become incredibly rich. (Immersing copper or iron cookware to make all but the handle gold would be fairly simple, as would immersing weapons up to the hilt) Also, with the inclusion of magic, fishing bodies from the depth would be fairly simple. (using levitation magic especially)
Perhaps changing things so the item has to be fully immersed for the change to take effect would help? (although then smart characters would immerse a small hand sized rock let go of it until it turns to gold then pick it back up)
The idea of gold items turning back to water is a good one, although I would change it to make the gold effect a temporary enchantment that would wear off as soon as the item sufficiently dried off, or after x # of days.
This could lead to short term wealth gain to near by merchants that later comes back to bite them in the ass when the merchants treasure turns back to normal items. (If it turned to water the merchant would likely think he only got robbed.)
(of course after rescue the newly re-fleshed person would come with considerable complications/plothooks for their suitor to deal with.) Go to Comment
It can also lead the more kind hearted characters to devise a means to rescue the poor saps who had been turned into gold at the bottom of the lake. (Especially if one or more them was an attractive member of whatever sex the characters found appealing) "Thank you for saving me, I'm forever in your debt brave adventurer!"
A unique and surprisingly subtle demon that is likely to catch most groups by surprise, and ill prepared. One of these nasties in disguise as a rich merchant with a few indentured servants, (that loathe the merchant) being escorted by the party can lead to all sorts of misadventures. (When discovered it can also lead to some false accusations and a fun role playing scene.)
4.5 over all and +.5 for their unusual origins and the methods these demons sow the seeds of chaos.
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A small suggestion to improve the visual appeal would be to perhaps put the individual plot hook titles in bold so they each stand out a bit more?
I nice simple one shot that can be good to showcase the rules of your favorite fantasy rpg to new players without worrying about them wandering too far off the expected path.
I am curious though what you meant though with the comment "So far, it has weeded out a few undesirables and scored a few keepers." What did you design into the adventure to weed out the undesirables with? (I'm guessing to check and see if the group lets the lizard men have the treasure or just slays them all and run off with the loot?)
The nasty curse for his followers to cast would be to force people to see visions of the future deaths of their loved ones. (a possible future only but the victims likely won't know that.)
This would work well on multiple levels. In game, its likely more horrifying for the characters to foresee the death of those they care about then of themselves.
Out of game players usually don't worry much about the gm railroading the deaths of their characters (rarely used tactic by any gm) but forcing the death of npc's in a particular manner happens plenty often, making this far more likely to be believed as an absolute future, rather then a possible one.
Not very often I give a 5.0, but this is well presented and well written, makes for an easy plug in to any horror game out there.
(Eso terrorists and Supernatural it would fit into easily)
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It'd be nice to see the god of eyes written up sometime, as it would make for an unique and nasty deity for characters to oppose.
I really love the presentation and how the facts mix with the narratives to form a compelling story. As others have said it's well done, and has a lot of usefulness without being overpowered.
If one could obtain a blood sample of their intended target, these creatures could make for an effective assassination repertory tool as well. (Let the bugs find and tear apart the targets mind, then follow up later with a killing blow against the helpless victim.)
A very well written inn, it reminds me of the Tardis from the Dr. Who television series, (especially with it being larger inside then out) which is a pretty neat concept to see adapted to a fantasy setting.
A solid sub with lots of potential for campaigns where the gm is tired of lengthy overland travel, or wants to let adventures explore far off lands without spending several weeks on a ship or caravan.
Seeing a few plot hooks added to the sub revolving around the featured npc's or other difficulties the inn could find itself in, (such as appearing on the outskirts of a town in the middle of being invaded/razed by an enemy army or pirates) would add even more to the usability of the sub.
A nice beginning, but like others have said, it could use more fleshing out. The article makes a compelling argument for reasons why to include love/romance in your game, unfortunately it stops short of giving tips on how to include it.
Expanding the article more with ideas on how to work romantic sub plots and interactions into ones game would make the article feel more complete to me, and vastly increase it's usefulness to readers.
Excellent sub, (the youtube links are a nice touch!) This is a excellent resource for players of Bardic characters and/or GM's who want to add a touch of music to the taverns and inns without breaking with the genere (A few of these are perfect for Serenity & wild west games others for fantasy)
Fun and handy, the glow being similar to an animals eyes reflecting firelight makes perfect sense, or one could simply change them from glowing to being shiny and reflect ambient light in a similar brightness to an animals eyes.
Either way they make for a nice red herring for groups investigating a haunted forest.
Any interesting concept, but a bit too incapacitating to be useful in a campaign unless it happens to affect an npc the chars care deeply about and begin a quest to find the cure for.
I like Mourn's idea of the mites making the afflicted move slower, since an infected character woudl still be playable, just under the effect of a permnant "slow" spell.