Looking at the title, I thought it was going to be a type of lichen that could turn people to stone somehow.. maybe first paralyze them, and then petrify them like a tree.... while gaining sustenace on them. As it is, the basilisk lichen could add some background texture to a campaign, but doesn't seem particularly useful. Go to Comment
I can't believe your pun. This was a 5 until I read that (just kidding). While I like the physical description of this type of gargoyle better than the others, more description would be good. Just because they don't talk about their background doesn't mean you can't tell us. There's just not enough meat/soy here for me. Go to Comment
I've just been going through all the bizarre lifeforms, and maybe that's a mistake, but I don't feel like the seven gargoyles are different enough. This type reminds me a lot of the winged geomorphs. It also seems to contrast the stayers and goers where it says these guys might be the origin of all gargoyles (whereas those were made by the archwizard). Still a good post, I don't mean to be overly negative :-) Go to Comment
I like how they "evolve" despite being stone, and how they "reproduce". It's an interesting line between living and not, life-forms or constructs. They seem to have a fair bit of intelligence, and be creating their own society, but it's interesting that they still exist to serve the next archwizard. This shows they have a very rigid or honor-bound nature. Without any sign of a master, with their own increasing abilities, etc. I could easily imagine them deciding to go it on their own. Their loyalty is nice. Go to Comment
A nice idea and well-written. The way this is written makes me think you have some science background (do you?) which is cool (but b/c this is all fantasy/sci fi not critical). As always I'd love more info but overall a great post. Go to Comment
I have this picture of a winged toad from one of the standard DD books, but I can't remember details. But in the end it only led me astray, because yours have hands, and the one I knwo doesn't. Go to Comment
My thoughts are similar to Mourngrmn on this. I was wondering - if you destroy the rock on a Geomorph, does a ball of energy come out and can it re-enter another statue? Can it remake a new body? If it does live after destruction of the stone, can you somehow hurt it in its energy form? Or maybe it's like the movie "Fallen" where you have to kill one while there is no other host (statue) within a certain range, because the energy balls can only survive a certain amount of time before they die. I think I'll use this in an adventure (the Fallen version) because it might not be clear to PCs that they are fighting the same one over and over again or if there are different ones. And maybe the local church or (insert organization here) would get angry if players destroy statues that aren't attacking them yet, so the players have to figure a way to lure the geomorph away... but why would the geomorph follow? Maybe if they had lots of gems....? Go to Comment
I like it... a sound elemental (sort of). I don't know why they would drive players away if they feed off of their heat. A lot of things in this bizarre things codex seem to feed from heat. What if they fed off of sound? The players would all be muted or silenced? And the echoes would try to keep characters IN the valley, by making noises and vibrations worse if they try to exit. The echoes try to bring people in to make noises to feed them. Go to Comment
I can imagine a whole day long session of the PCs poking and prodding one of these trying to figure out what's going on. Players seem so convinced that things have a purpose sometimes! Is does sound a little cartoonish, but if they were actually constructs, or aspects of a god or powerful wizard they become less cartoonish and more fantastical. Something is watching and observing, you can't shake it, you can't hurt it, and it never takes any action. Go to Comment
Re: editing, There are still a lot of typoes or choppy parts to this post. I feel like it could have a lot more details and motivation/plot hooks. What was the accident? Maybe the PCs could be hired to investigate deaths at the lake by townspeople and hired to kill the beast. But later a druid asks them not to kill the beast but to lift its curse so it can be a normal bear again. Go to Comment
It is pretty minimalist post, but I like the idea. I remember the rust monster from D&D long ago (I actually found a plastic rust monster toy in my sandbox when i moved into a new house when i was 4!). Anything to take away the players' treasure. If your party gets too rich, an enemy could easily obtain a few of these and make them quite sad. But this makes me wonder how much could they eat? Given enough time, a lot right, but that makes me wonder (i'm serious).. what comes out the other end? I mean, the PCs come back to a vault with no gold, but full of... what? How does on digest gold? Or does it come out ionized (like a gold ion salt solution). Go to Comment
Having left the hush of the upper halls, and crossed the depths of the Braeth (an underground river, which is not all that deep because bear in mind we're talking about gnomes here), you would find yourself in Wattling Street, the main road through Udnalor. It's actually a long, well-worn passageway which opens out eventually into the City Centre. The gnome-buildings branch off Wattling Street as small burrows or caverns with boulder-blocked doorways for privacy. You can find armourers and smiths (though their armour tends to be on the small side for humans to buy) and many other types of trader.
There are many streets, ginnels and cooies which run off Wattling Street, the most famous probably being Smell Street, the domain of the infamous gnomish alchemists, the eponymous smell being very distinctive: the stench of cooking fungus, the aroma of subterranean spices, the pungent reek of rotting carcasses (used in some of the more notorious experiments). An encounter with an alchemist can really be spiced up (excuse the pun) if you have a well-stocked herb cupboard, and actually make up the potions, elixirs and draughts as they are ordered by characters.