Enjoyably written, a fun read. The requirements for its creation limit it to the less than lawful so its use would be most assuredly be amongst thine enemies.
Questions I had were on the effects and actual usage.
The duration of the effects when you aren't near the user. You hear him say something passing through and leave forever. I would imagine the effect would then persist no matter what until the person dies? This is implied by the Guild being convinced.
The description implies that as soon as the person stops drinking the potion then the effects wear off. I would assume that the effects wouldn't wear off, just the ability to tell believable lies would wear off? So if somebody drinks one dose, sets a couple lies, then they should continue until his death right? This: "so more stock must constantly be made to keep up the illusion" is what threw me.
The maiden's tears can ruin a batch and make it ineffective which, considering the necesity of having a fresh batch doesn't make that very useful as a limitation. Perhaps it will cancel the effects next time he tries to speak using it would make it more useful. If one drinks or gets splashed with some maiden's tears would that cancel out any effects from the spell that person held?
Great depth and history, but a little lacking on what your ideas were for the actual use in a game. Easy enough for us to make it up, but want more of your thoughts on how it actually works. Go to Comment
I think there is a good idea. The first half of the post had me going but then the details got confused a little and it seemed a bit rushed. If you took your time with it and let it fill itself out by just telling the story of it then this would be a pretty good post. It has some good dynamics that seemed to disappear half way through. Go to Comment
Sort of lost on how to even use this in a game, any game. A psychological adventure based on exploring emotions? Besides the fact that the relational requirements for this plot are so specific as to force players into roles, but it also shoehorns each sides personalities. All you do is summarize the Lion King, as mentioned. Where does the roleplaying suppose to start when all you do is give us the story?
Maybe can be used as an overall storyline that is happening in the world. No, strike that...did you really have to go so far as to even use the stampede? yikes. Go to Comment
This is a good one! Opens up lots of different scenerios in my mind which is my favorite. Combined with the plot it rises above. Not sure if I would want to make them widely used or just have the one. Go to Comment
I like Monuments twist as well, always fun to directly involve the PCs like that. I can also see that Taiwoo Kin gets so infatuated with his creation that he could justify getting himself a human hand using that theif thing.
Only part I have trouble with is the magistrate giving the PCs all the hints on where to go and to keep searching after they 'solved' it. All those hints should come in game for the players to discover themselves. If the players are worth half a dime they will ask neighbors and if they think they solved it, then why would the magistrate doubt it? He is in such a flurry that he would gladly accept a reasonable explanation.
You could even have them find the escaped monkey and destroy it. "Yeah, you solved it. Take what little I have as payment." Next day he is found dead. "Ooops, guess that wasn't what was doing it." Now, are there killer monkeys on the loose? How long till they figure it out it is not the local monkeys going on a killing rampage but an enchanted hand. Go to Comment
This is a cool idea. I imagine that as they change their hiding places and they become more commonly found, they would start exporting these items all over since they have lost their purpose. Might be why the PCs found it and could be a little known specialty store that offers these kind of items.
I like the immediate usability of the items and the amount of them that could be available. Assassin plots come to mind, PCs needing to get some weapons in somewhere, PCs get caught unaware by one.
I almost wished it was a scroll to see more ideas. None come to mind from me right now but the opportunities are really endless. Go to Comment
First, I would fire whatever guards I have if there was an unknown temple in my hunting fields. I have trouble finding a good way to use these kind of ideas in games, but I love the legend aspect of them. I would probably use this as a historical world fleshing idea to create more depth in the history of a location instead of using it in a game, but the plot examples make it easier to see how it could work. Go to Comment
Man, you had me going. I tend to overthink things and I just couldn't get over the horrible way in which the whole thing started, the end snapped me to attention with a great "ah, ha, so that is why." Thank you for that, was a pleasure being surprised.
I still don't think you give the thieve's guild enough credit. As soon as the herald started the guild would quickly be put in action to find this guy. The herald, being who he is, would know that as well so could time his deliverance of the message to the same time thieve's guild finding him. You know the guild will follow this herald wherever he goes so there won't be any grace period for this guy.
Why would the guild kidnap family when the tailor is just as easy (easier) to kidnap from the get go. After all he is just strolling around while his family is being kidnapped. Necessary for plot but fails common sense. Better to have him immediately seek sanctuary with the family and maybe the family gets kidnapped while the PCs are helping him escape or trying to claim the inheritance. I also don't think the guilds would ever think that Joshua killed other guild members, that doesn't pan out. He would be watched from 0 hour anyway so they would know exactly what he did.
Of course you are going to have to specifically make it so they must to go there. That goes for any setting listed. This place is easy as it can fit in any town you choose to put it in with little effort. If the DM can't make it worth going to or make it a requirement for something else, then of course they are not going to visit, that goes for every single place in your game.
I think that Ellis is an excellent improvement that is much better, and more unique, than going to "yet another town", into "yet another tavern" or shop to restock your inventory. The point of going into towns is lost when they are all the same.
You can come towards any town and you come upon what is described. You find out you can't just walk into this city to restock your monster killing gear, you have to go through Ellis and register before you can enter the city.
They go go into the wrong line about to register as a citizen when they just to get a visitor's pass. But as a visitor they have to pay a toll to enter while citizens get in free. They get their pass, have to go through another line and pay to get their entrance token, now they can finally enter and restock. On top of all that they can read the rules of the city, maybe get pickpocketed, get separated, etc...
They finally get into the city and restock or go to the tavern/inn and it is mentioned that whatever they needed could have been bought at Ellis if you went down the corridor to the right or whatever.
The entire thing doesn't have to last more than 15 minutes of game time, but now you have broadened the depth of your world and made a unique city that they will remember. They may not remember the name (unless you do call it Ellis) but they will remember "that place that we got jacked around."
That is the point of these things. You can't always take them at face value either. Most of them are just creative ideas to get you going and this one is a very easy one to make something very unique, hence my vote.
It is still a little rough. If it was just for citizenship the city would have to be absolutely huge to make it busy, which is why I say anybody that enters the city must check in to force some more traffic. 7meters x 63meters is pretty darn big for a hallway.
-Might even make it better if it was the entrance to the entire kingdom. Once in the kingdom if you haven't checked into Ellis you might get fines etc. for not following procedure.
-Perhaps some of the nicer places in the kingdom then require citizenship through Ellis to even stay there or maybe they get a normal price and non-citizens have a huge mark-up.
-Counterfeiting papers might turn into something worth it. The players may not enter near Ellis so, for them, Ellis is just this place to get paperwork even if they never visit it. They end up buying a bady copy of papers (or token or whatever) and it could get them into trouble.
It is not so much just Ellis, but the entire concept of it that you can really use. Go to Comment
Lacking in the detail and too much of the general. This creature could be awesome but with all the powers and wings and tail there is really no mention of it as he is growing up. I imagine he can fly which would be something else. Saving a cat from a tree, something heroic where his mutation saved the day would help him be accepted.
OK background for a PC in a game, you don't need much for that, but we thrive on the motivations and such here and that is missing. Go to Comment
I like the options it leaves the dm so they can fit it into most any campaign and lead them pretty much anywhere with it. Just throw another orb at the end and they get a highlander show until just one orb is standing. Go to Comment