I like it... I like your intro description, but it's a little confusing.. I get the general idea which is what matters. I like your plot hooks at the end. I wonder what kind of dispenser is used... you dont want to get drops on you, and you are apply a liquid to a lock, which is inset into a door, so if you're not careful, it'll run down the door and not get enough in the lock. It's simple enough to make something up, but as a chemist who uses a lot of acids, well, it's something i thought about right away, because, see, the first time i tried to use acid to sneak into someone's house...
Oh, and on behalf of belly dancers everywhere, they are offended by your grouping of them with common scum. Go to Comment
I like the creature and the role it plays in the world your created. Like the others, I think this post is a little short/weak on its own, however. (side note: 2 wings and 2 legs is sort of like a wyvern to me) Go to Comment
There are many things I like about this post... good history (specific, yet easily to generalize to another world), not too powerful (needing two at a time!) and the curse. Also, it's hard to come up with something completely new, and to my mind, this is that. Go to Comment
Yeah, I have little to add to what has already been said. I think he isn't the easiest character to work into a campaign, but I like the idea of the players 'just happening' to see him a lot. Even if nothing happens they should be a little suspicious. Go to Comment
Sounds reasonable and you do a good write-up. Once these things got found out, of course everyone would know to search there and they'd have to scrap the idea and make a whole new one... but while it lasted it would be good. Go to Comment
I wasn't that in to the article at post, but it definitely grew on me as I kept reading. The hooks and parting thoughts are what make this stand out to me. The towers are a curiousity, but provide a GM with excuses for virtually any adventure idea. I like the suggestions you give - detailed enough to not be unoriginal, but open enough for flexibility. Go to Comment
It's a cool idea, and of course not too powerful. I appreciate the work that went into the history, but because the item seems "generic" and the history is so specific it actually detracted a little bit to me (took longer to read and added nothing). Go to Comment
When the campfires grow dim, stories are told. Stories of lost cities, great heroes and legends of old. One of these is the story of Knurlheim. Once the proud capital of the Dwarfs, now a ruin- abandoned long ago. Filled with vast riches and treasure. It’s secrets forgotten with the decline of the Dwarfs, long ago. No one knows is certain if it ever exsisted at all.