In regards to the grammatical portion it sounds like a conversation with someone talking about themselves in third-person. Sid is referred to rarely with pronouns, it makes the post choppy.
And one of my party members knew instantly how to track him down, and that would be to lay in wait in his own bag. I reread the post to see if this was not possible but the mouth of the bag does widen without limit so I could not deny them that liberty. Go to Comment
Lovely details, good ecology, and well executed. What is not to like about this tree? I linked it to the ever present whimsical flora because it does not directly mangle adventurers. It has some nice aspects. In fact, if the keepers could make all the trees in a grove burst at night, it could wonderful nightime entertainment. Go to Comment
now this is certainly unique, a half chilled, half flammable tree that is spongy, filled with tubules and it's seeds are hot air balloons. So off the norm, and well written to boot, I cannot help but score this one high. Good work Nobody! Go to Comment
"A volcano gate isn't the most unique idea in the world".
I know. I needed something for the summary.
I don't really care if it has been done. To death. A thousand times over. This year. Before March.
I was just doing it with style. A gate in a volcano is old stick, but the details are what really make a good setting stand out anyway. Plus, I think the moonlight aspect adds a certain eerie touch that makes it all worth while.
("What if interplanar travel was not as simple as a spell. What if it required the use of certain gates, which were not only hard to find, but difficult to access, and dangerous to use.")
Its not that "new" of an idea actually. I think volcanoes leading to realms of fire and/or demons, undersea caves leading to the Plane of Water and so forth is pretty basic stuff, well explored by countless GM's.
HOWEVER, I liked the presentation and Sesna's Volcano is a great location with interesting details!
Also, since its "Gate-1", I asumme you'll be doing more of them. THAT, in and of itself, is a cool idea, a codex of "Gates"!! We dont have one of those!
Rather than making a baddy impossible to hit, consider giving it mega-hit points.
Super hard to hit leads to great player frustration. Allowing them to do damage leads to a sense of accomplishment. another variation of this would be to give the bad guy a forcefield that shows damage.You could also give them a mastermind ability that sluffs the damage of to minions who should be easy to kill.Once in a while a super high to hit encounter is ok ,but it should be few and far between.