So let me get this straight, This guy basically steals from his own customers using his special bags of holdings? Cool! It would be a fantastic plot hook to have the pcs purchase a bag and loose an item! cruel plot twist.
The bags could also have some unusual uses if the PCs find out. They could be used as doorways from one place to the next, a la teleport gate, allowing for some hillarious gateways:
"We're surrounded, we'll never get out of this one!, Everybody: Jump in the bag!"
or, if the chest is opened at the bottom of a lake, the bag could be used as a makeshift waterhose(ok, maybe not sid's own, but the idea of a two entrance bag does allow for that.)
oooh, the mischief that can be caused by this item! probably not a good thing to give to the PCs, then, but can lead to all sorts of trouble! Go to Comment
Sid shouldn't be presented alongside the bags of holding. They should be separate stories, not linked at all.
Maybe you should do two separate writups then, one which fleshes out sid fully, with backstory and motivations, and another on the bags of holdings, listing some possible uses, hooks, and quirks, fleshing them out separately. Maybe that would work better.
(I still like it for the million+1 things you can do with a two ended bag of holding...) Go to Comment
This is a great city! i really like the concept of a city under the waves like this... the atmosphere is very well described.
The visual element is quite intriguing, with the blue tint on every objects.
I still wonder how the walls work. do they simply keep water at bay, so that you may put your arm through it if you wish, or do they act more like a membrane, which flexes... what about the fishes (the real ones), do they sometimes end up inside the corridors by mistake? How do the elves get fresh water?
I also wonder what the city would smells like? (ok, weird but I still do...)
Intriguing... will certainly make some pcs come across this one! Go to Comment
Doh, forgot about the fresh water! in a world where the entire ocean is kept at bay, fresh water and ventilation are going to be parlour tricks!
The magics of the cairns, I suppose, rather that the membrane, also keeps predators at bay then, I would have definitely seen a shark munching on an elf otherwise. Mind you, that would make an interesting scene...
The visuals of the fishes crossing the corridor would be fantastic!
I still perceive the smell to be different though, with the kelp, fish materials, ocean floor, etc... as well as any smell from the processes in the city.
During a long and bitter winter many moons ago, there came a light in the northern sky. There also was a scream, but few now remember. And as the sky split in the darkness, men cowered. On the morn, at the outskirt of the basin, a large pool had formed. The new pool could be seen to be made of the darkest volcanic glass, and none could explain the almost aethereal quality of the cool crystal clear water which now resided in this darkened goblet. none would try, and the liquid defied identification. It was only when the arrogant young alchemist Crossus fell in the pool while trying to collect a sample that the properties of the water were understood. For ten days and ten nights, Crossus fell into a deep trance, and when he awoke, he talked of gods and angels. Since then, it is known that the water allows communion with the divine plane. It is whispered that on that fateful night, the godess Thella, of truth and justice, came down from the heavens to give man a true vision of the divine. since then, Crossus has entered Thella's order of the just, and lives his life in accordance to her will.
This has become a most important holy sites for the small order of Thella, and is also possibly one of the least favorite geysers to drink from... Go to Comment
I like the sense of sadness of the creature, and the backstory is really cool too. I'd love to run into this thing as a PC, and befriend it enough so that it comes with the party. In fact I *really* like the sense of sadness for the creature. And the fact that you made it dangerous only to those who arbour ill will. I also Like the flow of the sub. Go to Comment
I dont think we need to go to so much trouble for enchantments:
1 take bar of steel
2 magnetise using electric coils/other magnet (you get the idea)
3 permanent magnet
1 take normal sword
2 enchant using acrane ritual
3 sword with dangerous, life taking field around it.
First example is a verifiable physical process which produces a permanent effect, second one is a magical process which produces a permanent effect.
We could also consider the halflives of various radioactive compounds. 28000 years is a long time for a sword to become half as effective as when it was originally created in the magical forge.
So an enchantment could be a sort of irradiation process or magnetisation process. In one case, the magical effects would gradually weaken, but for human timescales, they would seem eternal. Magic could affect an until-now unheard-of fundamental particle, which would decay and release magical energy. Go to Comment
Since the oraki are not restricted by a biological heritage, data rot wouldn't necessarily occur: You could do error correction across cells, which biologicals can't do with DNA. Somewhat like a RAID 1 across all cells.
Although in practise, it would be more like comparing a checksum or crypto hash. (The right function should get collisions down to once in the lifetime of the universe range, and special algorithm can be stronger against closely related data: for example changes due to mutations rather than completely different data (such as different orakis.)
Cells would check another's checksum before interacting, and would refuse to interact if they don't match. This way, two cells have to agree on their respective instructions before they cooperate, immediately isolating cellular difference.
In effect, the correct instructions would also act as a key.
Only by knocking this process out in several cells at the same time could a tumour cluster develop.
(I wonder if this is possible to do biologically with actual DNA?)
Parasitic nanites and cancer might occur (due to external factors). But the body would probably have specialised cells that only compare checksum and devour invalid cells. (obviously, they could check each other also.) The cells that dish out the "nutrient" could also do this before distribution, immediately starving cancer cells and tumours. So I would have imagined the lifetime to be indefinite.
Of course, Siren, as creator you have god like power to give them whatever lifespan you want. I'm just surprised that they aren't technically immortal, is all. Go to Comment
Regarding the essential evil/good of dragons, I wanted to leave that to the GM, since I know that some settings have inherently evil dragons (eg coloured dragons in D&D), while others have a different view.
I think that you are right: it would be as harder moral choice if the dragon was perceived as evil in the general mind. This however does not mean that the dragons have to actually be evil, just that the general populace find her (or dragons in general) evil. I am personally of the view that all sentient being should have a choice, including in the game world. If I was running this I would probably make Bellissa in the moral "grey zone", making the choice more difficult by not tainting the dragonlings with evil (in which case they might just slaughter them without guilt), but making sure that the adventurers know of "wrong" moral choices by their mother.
I really like the idea about her power protecting the adventurer's children as long as they protect hers! it makes sense and is much neater than granting them anything beyond the already existing loot. Although it might not work for all parties...
Certainly the hatchlings bring problems of their own, which is why this can really be approached as a stepping stone to other adventures. I especially like the idea of the heros having to look everywhere for instruction as to how to care for a baby dragon, making them run around to find draco-nannies if you wish. I also imagine that a nice loot will only compensate the added trouble that the hatchling cause, rather than be a true reward. Go to Comment
Actually I was thinking of adding some kind of human acolyte initially. Eventually they were cut out simply because I could not see why Bellissa would let her kids go with the un-prepared adventurers if the acolyte was already well versed in dragon lore and customs. But having them walk in at the wrong moment, it would be really interesting to see how the players react. Lots and lots of potential for trouble!
The order would also be a fantastic addition to the world where this initially happens. They could provide guidance, help, and tips when found. Or, they could be a constant thorn to the PCs, believing them unworthy and self interested, and unsuitable to care for dragonlings... I like that a lot actually. The order adds the depth that makes it fit into the gameworld.
ooh! sounds good... I like the way the PCs are forced into a conflict they have nothing to do with at first, and the antagonism with the commanders of their new "platoon" if they are conscripted. It could be the basis for an entire campaign, with the tavern scene the very first time the players get to know each other... I want more! It sounds very promising... Go to Comment
The PCs are hired by undead to rid their village community of an invasive necromancer.
As the PCs make their way, wherever they are going, they spot two zombies. The zombies approach but before the cleric can turn them, one starts throwing coins at the PCs while the other pleads with them, unable to pronounce the letters "L" and "H" due to some missing gums. "Peeth issen...no 'arm...coin...peeth issen!"
If the PCs don't slaughter the two zombies immediately, they will eventually come to learn that the two were chosen to find help by their brethren. The zombies want to hire the PCs to rid their community of an unwanted pest. An opportunistic necromancer.
Apparently, a small benign community of undead have taken residence in an abandoned village, living out their undeath as peacefully as the undead can. Recently, a malicious necromancer has invaded the village, and plans to enslave the entire populace with his malignant spells, raising a small army.
The PCs must battle the vile necromancer, even as he animates the very folks who hired the PCs in the first place, to slaughter them.