These could use some revision. They're another example of a worthwhile discussion triggered by an unimpressive item.
We start with boots that give the wearer the power to travel through shadows and the ability to walk on walls or ceilings, somehow tied to someone named Jin Kalib. We're going to need a lot more before these items are worth putting into a game.
The name suggests something "Arabian Nights" to me: Perhaps these are the legendary curly-toed boots of the Djinn Khalib, perpetrator of 1,000 irritating pranks and roguish deceits. They are instantly recognized by dozens of Djinni and Ifriti, creatures whose grudges are legendary and whose power can be immense. When one of them sees the boots, they instantly suspect that their ancient nemesis has come to torment them again, this time disquised as a lowly adventurer.
Perhaps the embroidery of red silk is not meant to resemble a fishnet pattern at all: It is a web, for the brightly-dyed silk of these boots was taken from the legendary Spiders of Shadow, strange beings that haunt the Shadow Realm, eager to devour those who intrude upon their domains. Their strange call can draw even the purest soul into a realm where nightmares seem real and reality is a distant dream.
A potent item, those boots. I wonder what happened to that Jinn Kalib guy.... Go to Comment
As others have noted, the brassiere is a relatively recent development among women's undergarments; the more historically common item was a corset. As I have been quite an enthusiast of well fitted corsets for some years now, I would recommend the widespread adoption of such a magic item.
Of course, the comparable male item would be the codpiece: Codpieces have been used for a similar purpose. A legal case from England in the late 16th Century involved a man who hid a roast chicken in his. Men's trunkhose were more commonly used to carry items securely; one journal recounts how a man carried a full set of dishes, cups and tableware for six in his "sloppes", padded by the tablecloth. Go to Comment
I suspect that a female Robin Hood could be an amusing addition to a game, especially once the rumor mill went to work:
"Why, everyone knows that the Lady DeHansen ran off into the forest to be with that dashing bandit, the Scourge of Witherwood! I've seen her myself, giving his loot back to the villagers! I wonder how much longer old Olbzan can hide the truth?" Go to Comment
A dangerous, fey bunch. I suspect that I would want to introduce them to the PCs as allies at first, give them a reason to like the trio, then have them hired by the opposition the next time the party encounters them. Go to Comment
An item like this one would be hard to detect as cursed, as the wielder gets bonuses from it. I like the "sneaky" nature of the shield: Someone trying to detect its magic would be likely to discover that it is powerfully enchanted without understanding the full nature of its curse.
Of course, if the shield's owner DID figure out the curse, he could arrange for one of his enemies to get it, and "hose" the guy's whole group.
The item should have a limited range of effect, perhaps 15' radius, otherwise, the effect could be awfully potent: "The 1,200 men in your legion have a -2 to their saves, but you're not sure why...." Go to Comment
I noticed the stats as well, but didn't see them as a serious issue in this case. The shield's description is comprehensible, even if you aren't familiar with those systems that scale in the +1 (minor bonus) to +5 (major bonus) range.
The subs that I have trouble with are those that don't suggest what they mean before they start slinging out obscure spell references and numbers. (E.g.: "This +5 Sling of Seduction gives targetting bonusses equal to the Randy's Smarmy Slingboy spell, but also gives a +5 bonus to Occupation: Courtesan rolls when worn as swimwear...") Go to Comment
For several reasons, this one deserves the "bad example" freetext:
1.) Careless spelling and grammar.
2.) Great power without clear drawbacks.
3.) Its history lacks detail.
The abbreviated tale of Vadus has some potential, but it hasn't been developed enough to make it useful to GMs who might want to use the item in their games. The tale could be interesting: An exiled warrior returns to claim revenge against the man who banished him, counting on his hell-forged armor to preserve him. His hubris is repaid with death when the king's guardians banish his magical protection back to the hell in which it was forged. Go to Comment
The queen may have plan several uses for her shiny new "death test": It would be a convenient place to "dump" all sorts of unwanted people, secure treasures she doesn't need much, or hold secret mettings or ceremonies. After all, she will know its secrets; they will hold little danger for her.
While the labyrinth is being constructed, the PCs may also be approached by shady characters seeking information about it, or otherwise trying to compromise the queen's scheme. They may be legitimate, or they may be agents of the queen "testing" their integrity. The information they gather may come back to haunt the PCs, or this may be a way to gain a powerful patron (or enemy!). Go to Comment
When I was young, I had a parrot. A monstrously noisy parrot. While I loved my pet a great deal, some of our neighbors thought that we had an autistic child shut up in our house. I can imagine that situation in a fantasy game:
GM: "You hear a sound like someone screaming, "Help, helllp!"
I don't know. While the conflict presented has merit (resolve the dispute between those who honor the ancient ways versus those who seek to plunder the tantalizing mineral wealth of the mountains), the "Dwarves who dug too deep and too greedily" is about as hoary a cliche as they come.
I suppose that I would prefer to reverse the roles:
Perhaps the dwarves know more than they let on. They are convinced that only they can safely claim the treasures of the mountains and plan to do so before the ever-increasing populations of the human lands grow too strong for the dwarves to resist.
The humans are conflicted. While many fear violating the ancient prophecies, others see the dwarves' action as their "green light" to mine before the dwarves arrive to seize their claims: They are the ones who will unleash the prophecied horrors. Go to Comment