The greatest drama and most talked about incidents in our games are hero level acts and accomplishments. Unfortunately, these depend more on the players then it does on the DM, the DM can only pretty much give them situations to be heroic in and it is up to the players to utilize these circumstances.
An example is a large monster that would usually be a tough fight for the whole group and a few would probably die. One of the players does a called shot to the eye and rolls a crit and ends up killing it. That is a story for that player to tell for a long time.
There are other instances but most of them concentrate on individual accomplishment. I think that is a definate key, if the players are not personally involved and emotionally attached to what is going on, no matter what kind of incredible climax is constructed, it will not be appreciated as much as killing a single troll which has a personal significance to the players.
That is my experience with it anyway and I am certain that it is going to mostly depend on your players and what they want or expect in a climax. Go to Comment
Not everybody is going to be perfect but, if you are going to take the time and put in a submission, it is worth taking that little extra time on it to correct the simple errors that stop a good submission from being great. Go to Comment
I think it is a diamond in the rough. I like the core idea and do wish there was more. I would definitely enjoy reading more about this guild and what they have done in the world. The age alone would make them almost a mystical society that would have much aura around it. Go to Comment
That idea of looking and smelling like a corpse is a great idea to draw in their food source, especially since they don't seem too picky about what they eat. Typical adventurers may stumble upon them by their insatiable curiosity.
"What's that smell?"
"Smells like death."
Looking at each other and nodding emphatically, "Lets go check it out...." Go to Comment
I LOVE the idea. I would change a couple things to make it more useable in an actual game instead of just a wonderful idea.
I would change the gestation period to a shorter so that the effects could be better appreciated during an game. Some game last 9 months+ in character time, but a shorter time would make it more useable.
I love the idea of drinking at the wedding. I would say that there is a chance of the blossom not causing the expected affect. So perhaps the blossom doesn't take and he feels no ill effects. If this happens then the husband will be required to take the drink again when it is proven that the wife is pregnant.
No doubt that the female would have a very respected role in this society! Go to Comment
The availability of temptresses and other pleasures seems to be the only chink in the God's plan of keeping them occupied.
I guess I don't understand the entire play and how the Angels, Gods, Demons, and Dragons play together, but if the Angels only purpose is to upkeep order and the balance is shifting towards the Gods...would the Demons and/or Dragons find a need to get the Angels back? Are they behind the Chainbreaker? Have they found a way to enter their own temptress' or foods or whatever that might disrupt the Angels blinded state?
It is a very powerful idea that can be the catalyst for much...I just can't grasp the interconnection of those mentioned and their motivations. If I had that key it would all come together I think. Go to Comment
I want to know what kind of sound it makes. You could use that to mess with the players!
Domestication: what are they used for? Being eight feet tall might not be the easiest thing to farm with. Like elephants, can they use their horn to manipulate things? Drag stuff? Used to pull wagons... Go to Comment
This is a fun one. I am thinking of just things that can happen for a limited duration as a result of a spell.
White: for black, just think opposite of this stuff I guess
-Lucky streaks. Gambling is suddenly a winner's game as they have "the touch"
-Caster's footprints leave areas of sudden growth and life.
-Breathe is life giving for a little while. Blowing on plants accelerate's growth etc.
(I like the fire hair :) )
-Have a glow around them that they cannot remove.
-Scorch things they touch, if touch is extended can ignite. If they are an artist great opportunity for woodburning art.
-Can physically pick up flames and hold them.
-Smoke pours out of them. Standing still greats a sense of being in a forest fire.
-Scorched earth footprints
-They are constantly soggy or damp
-Touch will slowly create water at the contanct point.
-Can pick up and mold water in the same way others can mold snow.
-Can sense bodies of water and lead you to them.
-Feel variations easy. Feel riders, walkers in the land and tell the direction they are from him.
-Sense precious metals.
-Able to dig hand into stone and scoop/mold it as if it was snow.
-Slowly sink into ground if stand still for too long. (not through anything living so they are safe if they climb a tree)
-Are about half body weight with same strength. Easy to climb, jump, but if they punch or hit there is not much mass behind it.
-Cape or clothes constantly billowing.
-Sense wind currents in general (weather change)
-Can almost tell the surroundings just from the way the wind currents swirl around him. (sense invisible) Go to Comment
Very interesting results with even more interesting components. A good limiting factor to the entire thing making it spoil in a few days and the requirement of rotting fish. Makes you actually have to prepare to use instead of going through your potion inventory and simply picking one.
My only question is that if it is known and cheap enough to be used by mercenaries then wouldn't it be known by the armies the fight with/against? A battle would be fought, but then both armies would wait for the effects of the potion to wear off and then capture the 'fakers' or perhaps even regroup with them and have another battle? Seems that it would change some battle strategy at the very least. Go to Comment
A land is reigned by a circle of powerful men who control every aspect of the citizen's life. This cabal changes members often. In reality, the spectres of a small necromantic covent possess and control the people in power. Since they simply possess the bodies, they can leave when old age overcomes their shells and possess a new up-and-coming noble.