Update: Since we didn't have anything for the newbie area of the citadel area, I figured this was at least a start. I made it a wiki so if you know of other additions that would fit (or new categories to add) this is a great place to put them all together!
Hope you join in and add to it.
Formatting: H1 for the main categories, H2 for the submission links. Go to Comment
Any unstable poor country really. Trying to figure out why the peasants would stay for one. My second main question would be what keeps these lawless crews from constantly pillaging or invading the surrounding countries. Sure seems like they would be much easier targets than staying local with all the different enemies available.
Also, the king...wow. Place would be insane to be in. No friends anywhere and unless you can defend yourself, you are dead. Crazy.
Extra points for describing the bands, people and adding some plot ideas. I can see somebody using this, or at least parts of it, in a game! Go to Comment
I like the idea overall but am missing all the parts on how to use it.
Wouldn't the buttons be in different rooms that might open doors or trap them depending on their choice vs one long room of buttons? What forces them to actually have to push any of them?
Buttons should have the description on them too in order to show how they are a trap/puzzle. Just describing results is cool, but it doesn't help much with why the players would push that particular button.
Are their anti-buttons. Like can the cold button be corrected by the heat button? And are the button icons that obvious that you could quickly figure it out.
I enjoy the classic dungeoness of it, but I think it needs some work to be usable. Please give me some more information, I would really love to see your full thoughts behind it! Go to Comment
I like this as well. Very useful. One of those places in every city makes it easy and convenient in a game and I can see its merit. Useful for just starting out, clearing some woods and collecting some bounty, maybe making a name for themselves. Eventually, they may catch the eye of one of the bureaucrats in the house which will bring up their status and up the ante of their quests. Can see it working well for ongoing campaign usage and always useful to dole out some rumors or plot hints. Great idea! Go to Comment
When you talk about your standard, generic D&D magic, I don't disagree at all and you point is fairly well made. You could also say another word too: dragon.
However, if you had a game or story that required a siege then there are also tons of ways to allow the incorporation of magic (or magical creatures) without overbalancing. They are way too numerous to mention and it doesn't really detract from your point.
((Fine, I will start it. ;) We are a site that is partial to the number 30 after all))
A drunk barbarian thinks that one of the characters has stole his horse. His friends are just as drunk and are backing up his friend's words with metal.
They get their pocket picked but, when the pocket picker gets pinched, his guild is there to claim the purse and the caught pick pocket....with force.
A character's horse steps on a sharp nail in the road and bucks running into a family knocking them to the ground. The father doesn't stop to ask questions or listen to excuses, he attacks immediately. Let's see if they can be gentle with him.
Initially thinking the items were legit, a shop owner buys some of the character's booty. Soon after he finds out it is a forgery/fake/illusion and sends his brute squad after them for "compensation."
A man jumps out of a doorway and knocks the characters off their horse, punches them in the face and is off before the character knows his ups and downs. Soon after some others come out of the building and the chase is on.
A crazed leper is forcefully begging and trying to grab the players cloak to kiss> He seems legitimately sincere in his humbled comments and blissfully unaware that anything is wrong with him> After being treated rudely for a couple minutes he will suddenly turn crazed and lunge with a dagger>
Their drinks have been drugged, but not professionally. They are conscience enough through the drugged haze to realize they are being rolled and robbed. the would be thieves are as inept at fighting as they are with drugs so it isn't that hard to escape...probably.
A branch across the road. A detour through a tight trail with a trip rope. Some obvious signs of artificial camouflage on both sides of the road. Yet nobody is around.
The sound of galloping horses quickly overtake the group. It would be a mini-stampede if it wasn't for the men controlling them. They wield large pikes and menacingly attempt to push the players off the road. If the players resist, it gets physical...fast. Unfortunately for the resisting players, these are the kings men and an even larger entourage plus one each king in a very big hurry.
An interesting substance and pretty darn dangerous in the right circumstances. The signs and plot hooks pulled it all up for me.
Although I am curious if you could smoke or otherwise use the dried portions for something. Was thinking it would be more stable in its dried form and it was missing a use there. Additionally, how could I resist the thought of collecting some in pottery jugs with an ignition source and tossing them over the wall to burst into a chemical gas attack.
(For readability, I would prefer it broken up a bit so that it is easier to reference if I was to use it. It is difficult to slog through the large paragraphs to find, say what a high concentration would do and its separate stages of growth etc.) Go to Comment