I think the poisoning of the father line needs strengthening though.
What poison were the orcs using?
Where did they get it?
Stuff along that line.
Could develop into a good villian behind the scenes if set up well and ensure that it makes more sense why behing poisoned by orcs requires an epic quest. Might be a quest to find out what poison was used in the first place by capturing the person behind the orcs...etc. Go to Comment
Definately a good start and I already like the character.
Fear of being stole from her? She is a thief. The safest place for things would be in her control I would think. And a key wouldn't be good enough if she is that paranoid. Needs a story behind it, stuff stolen in the past and such. There would probably and elaborate cache of her most valued possessions too since she loves the manuscripts. (Probably my pettiness but I like these kind of details about characters)
The rest is pretty good, I am probably picky because I like the character and want to know more. Got me hooked, now reel me in. Go to Comment
Sure kill weapons really don't leave a lot to play with. A weapon that never misses isn't that fun.
I love the background on the creation of them though but the actual weapon itself needs something that makes it more real and fun to use in a campaign.
Instead of always hitting the heart, I would say a more feasible power for them would be the ability to penetrate armor much easier then any other weapon. Perhaps it can go through chain mail like nothing and only is slightly slowed by plate, a minus to the damage. The accuracy should be left to the skill but the power the weapon holds should be more appropriate. The holder could also be protected from the dragon's breathe weapon, or perhaps the weapon itslef has added damage of the breath weapon of the dragon or something. Go to Comment
That is a good twist at the end and the fact that our heroes are going on a farmer's word is fun as well.
What would happen if the farmer dies? (which tends to happen) For lack of another baffoon, Vrin may settle on trying to con the players. Might do this near the end, allow Vrin to choose the weakest PC, mentally, to be able to pick up the knife. Have a battle of wills, let the players lose for a change, and release Vrin as advertised knowing that they released him. Let them explain what happened to the world and now they have to save their pride as well as the world. Vrin may spread some rumors about how he outsmarted them as well at the same time trying to rebuild his army.
The PCs turn into "The Bubbling Adventureres" that get no respect. Might be fun not being outlaws but still haveing to hide who they are because of embarassment. Stories told in taverns laughing at and dreading the incident at the same time. Go to Comment
Maybe is she holds somebody else's hand when she has a vision, she can share that vision with them. Might help her cope a little, but also makes her a rag doll to somebody that may just want to use her. Go to Comment
I really like these seemingly mundane magic items.
A favorite of assassins as well. What better to remove any blood spatter from a kill on your clothing and put yourself back into a perfectly presentable state. Also remove the telltale blood area on the victim if you wish to try and hide the act for those few extra precious seconds. Not to mention remove and muddy/bloody footprints. Do they clean metal? hmmm Go to Comment
Very nice. A chia pet that eats its host if you don't feed it. Sweeeeet! Fire would be a very bad thing, same with prolonged direct sunlight without lots of water. Even though it is inbetween layers, the moss may not like the excessive heat. Would consume a lot of water.
Awkward too perhaps. Having to drench your armor and then wear it wet. Might be fun to give it a little bonus when totally saturated. Lead to town battles and the player jumping into a horse trough to get it wet for the fight, or always jumping into streams when they present themselves. Could add a lot of color to a game. I like it! Go to Comment
Loved the intro, probably wouldn't use some of the actual description. I would be trying to fit it into my world and to do that I would want to stick with the main idea of a floating city that goes where it may vs a lot of them and being able to control themselves. Unless I was basing a campaign/world around it of course, then I would jump on it all.
I love it as an explanation of where the 'legendary' magic items may come from or perhaps explain where a certain vein of magic items come from. Perhaps they all have style about them or a signature that makes it obvious it is from Caulderon.
Its return could be fated and a new series of magic items enter the world just in time for a fun battle. They trade with evil or good since they don't know the politics of the lands they travel through or something. Will think some more on it. Go to Comment
I think I would make the arrow dissappear on impact. Hate for anybody else get their hands on it, not to mention it opens up more possibilities.
I would also make this cult, while not peaceful, not wanting kill anybody either. Thier lot in life would be to put the fear of hell into others. They would have successfully caused fear of their area for all that go near it catch the stinging hell of their arrows. I would say that they would also go out on 'missions' where they would go out and search down certain people to shoot them with the arrows. The group would probably make awesom assassins if they ever chose to actually kill anybody, but their mission, and perhaps promise to the demon that gave them the power, was to cause pain in the world.
The arrows could make normal people appear possessed and cause a Salem Witch Trial type thing which may be their purpose. They could cause high ranking people to be distrusted because of a sudden madness, especially if the cult ranged farther then normal where nobody has heard of these arrows so the witnessed results would be a mystery. A whole village could be inflicted...
Lots of possibilities for this cult and item and lots of results that could come from it. Would like to see a write-up for the cult. Go to Comment
Alrighty Cap'n. I increased the Title and Detailed blocks to hold 40 characters so you can fix your stuff. It was set at 25 to keep the titles and stuff smaller just because they probably should be. :) But, for you....anything. Go to Comment
Let me see if I can bend some ideas around this and have some fun thinking about it.
A city of only 300, peaceful, yet has a 15 foot wall surrounding them and a warrior leader.
300 people is a very small amount and everybody would know everybody. Considering these few people have a full blown city wall and a warrior ruler and they are peaceful, I would say they have a secret they wish to remain hidden...or not.
I would say they found an old citadel with a wall surrounding it. Perhaps an outpost of some kind. Was founded just after BlahBlah wars when there was still much danger in the surrounding area. Dro'hizzir's ancestor led a group of elven refugees here and through time built up the wall. Made a deal with somebody to rebuild the wall with the leftover stone of the destroyed citadel and removed the rest of the rubble. He probably had some war loot combined with refugee money. Basement of the citadel is probably there and maybe holding something of value.
So time continued and elves came and went from the city and the land became tame. The purpose of the walls is now long forgotten by mortals. The elves led a peaceful life and swore off any more war ever. Only a few elves truly enjoyed the life here so the population remained low. They love to barter so they draw in traders and such and slowly get a reputation and people are happy to visit. Maybe give them some unique products that are cherished and rare in the lands.
Now, their leader is of a warrior line. So tradition could start with the original warrior's son that the future leader will go off and campaign for some good cause and make a name for himself. Once their life is full of war and they are done, they return to the peace of the small town and fulfill their promise to look over the city. They either return when they are ready or are bound by a promise to return at their father's death.
or not. :-)
Keep submitting Royal_Assassin. Every idea is a good idea! Go to Comment
You do as you will Royal_Assassin. If any ideas help you, take them and incorporate them. If you feel like giving credit, that is always appreciated, but if you are just going to edit this post then don't worry about it because the comment section will always be there.
Ideas are here to be shared freely, hope everyone is of that same frame of mind, but if you do use an idea then it is always nice to give the original author some kudos. But USE THE IDEA is the main point. Go to Comment
Could be used as a history for a player and why they turned adventurer. Perhaps always with the hope that the lost city would be returned to their stewardship. Could go far in creating a PC personality. Go to Comment
Art. One of the most overlooked things in many a campaign. The owner of one could understand the uses and curse of a painting he bought, matter of fact he bought it just for the curse it carries. Instead of hiding treasure behind tons of traps he simply puts it in a cache behind a painting. Easy enough, just open the painting like a door and pick the lock and you have his treasure. The painting however could put any number of curses on the person that touches it or more immediate retribution. Sleep, stun, death. Sounds an alarm or summons a demon.... Go to Comment
If they well known enough to have those that would ignorantly or not so ignorantly want the entire collection, there may be those thats sole purpose is to protect the 'natural' progression of the stones, even if it means ruining this same progression. Maybe along the lines of the Watchers (or whatever) in the Highlander series. They are always there watching the stones but may get involved occasionally but only after great thought and debate. Go to Comment