A dark magical item which has distinct advantages. It's the kind of thing you want to use but know you shouldn't really, and that should make for some good roleplaying. I think the uncertainty about its cumulative effects (even for the GM!) adds the aura of dark, mysterious presence. Go to Comment
Eh? Who submitted that? Nothing if not constructive.
Just had a thought about this character: maybe he made enemies in his career as a warrior, and believes that the best way to ensnare them is through disguise. He "injured" himself and is now renowned for being disabled, but in actual fact is just awaiting the arrival of his enemy vultures, attracted by the prospect of an easy kill, who he can then surprise and slay.
We weren't getting at you, Manfred! I think the submission's a great one. It was the not-so-insightful anonymous comment which attracted my attention.
And yes I'd agree about the secret training business rather than all out pretence. When I made my comment, I was thinking about Sherlock Holmes, and how he fakes his own death to lull his enemies into a false sense of security. Go to Comment
A variant trick I've only just considered. It's a "Turn your GM's creations against himself" version of this plot.
A GM is usually extremely glad when a PC willingly says he'll write a world and GM a game. It gives him a chance to be a player for a change. So he'll be more than happy to give the PC access to old worlds he'd created to give him some example material to model the new world on.
The PC takes the GM's world (preferably one no-one's adventured in before) and develops it (obviously worlds evolve, even if you leave them on a shelf), writing an adventure based in this world. See how much his old work the GM remembers when he becomes a player inside a world he created. Strangely, he's revered by a number of bizarre cults and sects who believe him to be the avatar of the Creator, and want to put him through a number of interesting rituals...
Possibly, Anonymous, but wouldn't it be more interesting to devise a cunning and fantastical way for the thieves to make off with a gigantic church bell without anyone noticing? Or even hire the PCs to do it: maybe capture a giant eagle first, muzzle it and use it to lift the bell. All sorts could go wrong and provide for adventuring fun... Go to Comment
4) Maybe Lord Hubert was being duped by the guilds: they could have found out about his little monetary scheme and hijacked the caravan themselves (via the less reputable guild), before sending in the collectors. The collectors would then be caught between the wishes of their nefarious employers and the will to do justice. They could even try and break into the guilds' headquarters to find incriminating evidence. Go to Comment
That's great! That would fit really well with the campaign I'm running at the moment: lots of guilds and mafioso intrigue and basically thieves doing what thieves do best. I wonder where the inspiration for the name Rinaldo came...possibly a topical reference? Go to Comment
Trouble is that although you say he could do with fleshing out, he is just an idea (as are all entries on this site). It is not always helpful to write reams of detail if it will obscure the kernel of the idea. As it is you could muse for hours on the reasons for him being the way he is; all that was really relevant for the scenario in which he was to be used was that he was an environmental fundamentalist.
Ah! A tale with a moral. Not enough dungeons have that: a sure move away from the traditionalist "roleplaying" values of plundering and fame-seeking. Nice narrative delivery too, manfred. Go to Comment
The question of how they come to be on the ship I left open so as to make it easier to fit into GMs' campaign worlds without modification. It could be they're emigrating; maybe they're troops being transported to a faraway city, or being returned home from one; maybe they're merchants.
The question of how they get off the island is a good one: perhaps one of the evil spells in the Blue Book would help? Or maybe they'd be better off just making a boat out of wood from the island (or even repairing the little boat at the jetty). Basically, leave it up to the players' ingenuity (or lack of it).
The Blue Book I imagine as being full of crazy chaotic patterns and evil spells. Look up some fractals or hyperbolic tilings and modify a few standard necromancy spells if you don't want too much work.
The exact nature of the hybrids I leave to your imagination. It shouldn't be too hard to weld together a few creatures from the Monstrous Manual (or game-equivalent!) and create a truly abhorrent individual...
Maybe there's something in the wine which permeates through the barrels into the atmosphere and gradually overpowers those nearby. The barrels could be leaking this substance into a river which supplies the local peasants with water. At the same time as the strange goings on in the cellar the peasants are experiencing a hitherto unheard-of plague.
Encounters in the cellars could then be with mutated creatures which had been contaminated by the substance in the wine. Go to Comment
There's always the age-old possibility that the sprite was confined for a good reason and that letting him out will have bad consequences: maybe he was a thief or murderer. Maybe the sprite is a carnivorous scavenger and wants the mage to fall into the gorge and die providing him with a tasty meal. Go to Comment
The Earthblood Warrens are a series of caverns in which dwell men who live around the Earthblood Vein, a river of magma. They use the magma from the Earthblood Vein to warm and light their homes and cook their food. The Warrens are several miles long, stretching along the banks of the Earthblood Vein, and since nobody wants to walk that far, the Earthbloodmen capture large, magma-swimming serpents, which they train and ride.