What is the relation between the gem's magic and the wearer's life force? Whatever, sooner or later someone makes the connection. There will be people reading your fate, healers that feel your problems and can do something through the necklace. Magic can have numerous uses, from detecting still-living soldiers on the battlefield,quickly making diagnosis to easily detecting sneaking people (with necklaces).
Some more serious use: This sounds to be quite a lawful and regulated society. Those rich would pay well for a ritual that would assign a still unborn baby a necklace, its mother carrying it. Not for show, but to know whether it is a son or daughter, or to see if there are any defects. Should the results be not pleasing, it is possible to stop the pregnancy... Whether it is against the law or in sync with it, is your decision. Go to Comment
Alright, I admit. It is a wheelchair. Please don't hurt me... *sniff*
There was this idea about a disabled man, that does something about it. Cliche, but good enough for the background of a school, slightly better than the stereotypical old-but-still-mighty warrior, I guess. As I envisioned him, a chair came naturally to mind first, wheels following soon after, for a proud man would not like to be always carried around.
Enemies OK, but faking the whole thing?
Hmmm... would require quite some wickedness (and willpower), to stay immobile for a few months/years, to gain the advantage of surprise. Let's try the middle road:
Say that the injury was real, but it began to heal, naturally or not. Riel can move a bit again, secretly training to get his former strenght and agility. And if old enemies are likely to show up, keeping his condition secret might be good idea. Go to Comment
If some children are saved, maybe even revived through the boiling cauldron somehow, they should be transformed back. Even if it works, some monstrous marks may stay behind...
-Why does my child have orange skin?
-increase any racial tensions already available
-openly question the heroes abilities and well-meaning
... Go to Comment
Hmmm... needs something more.
Perhaps some defensive (even offensive) powers outside the norm? Even something bizzare would be good. Like marks you as Evil, even if you are not. May be really useful otherwise. Go to Comment
You know, this could be a good location to start adventuring - a growing town, the crossing of many trade routes, and the occassional gathering all provoke nice plot hooks. Plus some potentially mystical place of course. Go to Comment
In a low-magic world, this may be the only way to a magical weapon dealing cold-damage. If not further protected, it simply melts. May be the only chance to defeat some fiery monster. Idea could be used with other elements. Not everyone likes high-magic, where for everything is a spell or item. Go to Comment
Another chance meeting: while they are approaching a lost city or old tombs, the Vulture appears. It may be one of those places, where no-one-ever-returned-from, so it wants to see if they want suicide, or just don't know. They may scare it away, but may also talk to get useful information: people die outright when they enter the ruins. An ancient death-curse? It is hundreds of years old, so it has seen quite a few adventurers, living and dead. Go to Comment
Looking at it once again, there are places I would write differently today, even add a few details... but frankly, there is not much to add, unless one wants to get really specific. Unless there is a gaping hole in the general idea, I don't think it needs an update. (But let me know if something is missing!) Go to Comment
Aye, no good, seen this one before...
Can't remember, but a Planescape setting plant or so. Requires the warmth of a body to grow, so keeps you asleep but fed and all. Positive: one so affected cannot be found by any magic, as he doesn't live, sort of. Was used for payment by people who get you out in hundred years or so.
As for company:
Hermits rarely atract company, this one could. Not everyone would seek a horrible monster to kill it. But some upstarting villain could seek guidance or help, and finding the monster looks like a hermit, would surely think it must be a disguised powerful demon. So he carefully approaches IT, and asks for advice, how to solve the problems with his parents...
Aurelius playing his part givs some goody-goody advice, the villain twists it for his needs and is happy... Go to Comment
It was because of the other pouch, the one belonging to those orphans. He took that too. Provoking gods is never a good idea either.
Godly Curses (tm) happen, however rarely, and most people are afraid to do exceptionally evil things. This one may not be the best example, but hey. What if some minor spirit protected the said orphanage, the curse was not that allmighty.
I too think curses should not just be given blindly... I hope this has at last some reason in it.
Besides, this is not a curse placed on a PC, but one that hopes to create an interesting NPC. Go to Comment
... some of the creatures needed may be intelligent, and most are not for sale in some lousy shop. This provides numerous side-adventures. Also, after they are dropped into that mess, all the monsters they defeated are informed AND possibly given minor magical items/equipment to nullify the chance to defeat them the same way again!
3) an illusionist had the aforementioned plan and it atracted the Black One... the fear of the populace was exciting so Jolgeth was given a new chance...
The illusionist may suddenly discover his plan worked better than expected- the heroes may have to join forces with him. Go to Comment