Normally, I don't like general plots. This one I do. Two thumbs and a tail up on this one.
Manfred is right, this feels like an Old Star Trek episodes (mixed with things from NGen and Voy). It has all those elements of "human" failings and desperate responses. I like it.
Another plotling thown to this:
An episode or two back, The Ship encounters a refugee ship. It is a generation ship. They are arriving at their destination, but the promised world actually has native inhabitants (100 years in the past to the 1980s tech of the Gen Ship People). The Ship will of course have brokered a planet sharing gig, or fixed the gen ship so it can continue on.
Well if they brokered a deal, they will find that the Gen Ship folks have taken over in a big way. By the time they get back, the natives (who were not wiped out by the Gen Ship people) have been pushed to preserves/ reservations.
If The Ship Moves quickly, they might even be able to save the natives people by bringing them here.
If they fixed the ship, they can lead them here. Here they can live. Of course, the will take advantage of the new planet's unique properties... making it more ship like (more of what they are used to). Add an engine and the hologram becomes a huge travelling ship of immense power. But that is for another episode.... Go to Comment
Nifty. I definitely got the idea of OSST Episode. Woo!
'course, the gigantic living planet also kinda reminds me of an old Star Trek record (yes, record) I still have, about Enterprise encountering 2 mega-ships in an eternal war with each other, constantly fighting, even though their masters have long since become extinct.
Well, the DM's hand is pretty heavy here, but they aren't losing thier money. Specifically, they can't use any of thier money to get out of this jam. Good to spring on parties with so much money they always try cash first. After this curse is lifted though, they'll still have all thier loot. Go to Comment
A very useful and innovative plot device. The equivalent of temporarily depriving a martial party of their equipment (until they can escape and regain it), this temporarily deprives a more diplomacy/money focused party of their gold. Go to Comment
An interesting and novel concept, though I think implementing this into a game is going to be difficult since it looks all too much like the heavy hand of the DM releaving them of their loot. Go to Comment
A bit confusing at first with the "lesson", it turned out to be an interesting read. And a party that has gone through this will probably think before they start throwing money around again. Go to Comment
I like this for a number of reasons. I like that it is a twist on the classic fairy tales of witches in disguise teaching the err of greed. I like that it is set up to be difficult without actually making the players resentful (because as you say, they still *have* all their wealth) and that there are a number of ways of resolving the issue. It seems like the sort of good mid-level adventure that expands roleplay. Go to Comment
After Siren's final observation, I can't help but burst into laughter and gives this its deserved vote. Among all the powerful alchymystic preparates and assorted extracts, there are bound to be some which are not so easy to use, or look funny (actually, most of the stuff is bound look funny, not to speak of the smell ;) ).