The nice part of "The Maze" is that it can not unbalance a campaign. If it is the only "dungeon", the magic swag and cool tchotchkes will have limited effect outside The Maze. It will give people a place to gain experience and skills that they can take out into the world. Go to Comment
Actually, it would work well in an Urban Fantasy game, being the "doorway to magic" so to speak. Some "Evil Lord" has an army in the maze looking for a key or the door the players are using to get in and out of. Now they have to stop these guys on the maze side of the door, because they still have their magic and powers when they exit into our world (being innate to them, not gifted by the maze).
Horror could be applicable if you turn up the ick and esher-esk qualities of the maze, add more horror and unexplained elemenets.
The Ochre door, or something much like it, was there in Antioch for a while. They charged a toll for people who entered in. And they taxed what they could take out (as it did not dissappear there). Go to Comment
I would have to say that this is an idea worth doing. It smacks of player frustration. Send them in as a task to a King, or for their redemption for a crime. If they return they are set free, but they have to bring back a special key.
This is an interesting, if not simple idea turned evil and malicious. I like it. Go to Comment
My immediate thoughts were - this is something created by a (possibly sadistic) Trickster God
Would fit nicely, with little or modification, into almost any fantasy game-world, as well as most horror or dark fantasy settings (come to think of it, I'm almost certain I've seen something similar for CoC but I couldn't swear to it)
I like it! It's a way to inject videogame mechanics into DnD, which could be really fun if it was played straight. If you wanted to go for broke, you could make the front of the door a high score board (Conan got 22,000 XP in ONE run?) and give the players extra lives. And you could reskin sections of it to different themes (Greek, Aztec, Necropolis, Prehistoric).
Just the same, this is just an application of video game logic to a tabletop game, which DMs usually strive to avoid. Taking the opposite approach is kinda cool. 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
If you want to make them an active part of your campaign.
The order survived, barely.
The Betrayer has lived a pitiful existance as an undead. He is bound to the world until the Order has been restored and Dragon Justice brought to the world. The Betrayer, Jareth, is sorry for what he has done (since he has witnesses the fall of civilization due to his dreams of greed and power. But without a well and a choosen one, he has been waundering pitifully for the ages, feeling quite sorry for himself.
Then he feels it, the call of the Dragon. Someone has found a stone and has been choosen. The Dragon has taken wing. Now he must reach them and train them before their destiny comes crashing down upon them.
Possible riders: a fiesty young girls who found a FireGem and awoke a dragon... one lone boy finding a well that had washed up after a landslide.... This handful of Dragon Knights have taken up the mantle of the Riders of Old, they will bring The Light of the Eternal Flame to the people again. The Mortal world will reach its potential. Go to Comment
These Dragon Knights ride their partners, fighting with them, to promote Order and Justice, and a "Higher Society".
I am thinking originally it was a lawless time full of petty kingdoms and barbarian tribes and evil wizards.
The Order Knights are part Arthurian Knights (mostly), Part Lensmen (aids of society) (thus part Jedi which are a mix of the two). These are the inspirations I had for them. If you need to fill out the details, those are the templates to use.
Shorthand for their ideals
Order of law, balanced by mercy, would be their order.
Justice for all... all are equal under the law.
The Strong do not rule the weak, they serve the weak.
The Knights are here to serve this higher ideal, to set an example of how to live. And to give assistance against those opposed to these ideals.
A true society would embrace an egaltarian ideal, where everyone would live in peace and harmony, balancing their personal good with the good of society.