("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!
My earlier brief comment was clearly inadequate. Please allow me to rephrase my opinions more accurately: While the idea of a "volcano gate" has been done before, this presentation is excellently done! The transformation in the moonlight is an interesting twist away from the commonplace; this is certainly no "Mount Doom" clone! The well conceived details are altogether interesting.
The moonlight angle seemed incongruous to me. It cries out for some impressive mythic explanation, a "mythic link" to connect everything together. Go to Comment
Well, Nobody, I do think this list is fine, but...
It is the typical thief guild list. Along with so many other fantasy thief guilds it is hopelessly mono-dimensional. Pro-active so to speak.
Where is the list of re-active plots? Where is the layer upon layer of intrigue?
This is a typical "computer game" list in which you have a roster of missions to choose from, but nothing ever comes back to haunt you at later stages.
A roleplaying game should be both proactive and reactive. The players should initialize stuff and have to react to stuff others initialize.
So, where is the "survive the angry Baron's assassin" plot? The "placate authorities" plot (after an especially foul muck up perchance?). Where is the thief guild politics and backstabbing plot?
While good enough for GMs in their formative years, advanced gamers need more depth. Go to Comment
A very convenient list of potential plots and complications. If you're really evil, you can mix three of them up together (or their reverses):
(Picking randomly Number 5, Number 12 Reversed, and Number 23, and then assuming that the characters are "squeaky clean" good guys:)
"You need to rescue Fotnelrough from where the authorities have wrongly imprisoned him, before their mage arrives to magically interrogate him. You also need to protect his family from being seized and need to collect the Chalice of the Scarlet Throne from the palace once Fotnelrough tells you where he hid it. Well, times a wasting! Chop Chop!") Go to Comment
People around here really forget that most DMs should be capable of adding intrigue and depths themselves, instead of relying on being spoon-fed everything. It's a list of missions, not a comprehensive look at what each individual mission should entail or be. Most of what's on here -needs- to be modified from what's posted to even work correctly within a campaign. Go to Comment
Seems reasonably complete, though I'm sure we can all think of a few things missing; one that sticks out is the basic "Rough someone up" plot, whether it be breaking the legs of an informant, sending messages to potential holdouts pour encourages les autres or the like.
As far as Ancient Gamer's criticism goes, that's the fundamental weakness of the "30 Something Or Other" format: look, you're not getting beyond the most rudimentary of scenarios out of any such mass list short of writing them into a 64+ page book, and if I'm going to that much trouble, I'm writing it up for publication, not submitting it for free here. Go to Comment
I found this submission to be exceptionally useful -- not just to a group of thieves, but to a party who needed to run some errands for a crime boss in order to gain her confidence. I basically needed to run them around the city for awhile and test their morality, and this list was perfect. It probably fuelled 2 or 3 gaming sessions. I also love that it's a 40 (after the 40 thieves) rather than a 30. Nice touch! Go to Comment
over all i do like the list. My only issue is #40, because a thieves guild dosent benefit from killing people. The guild may do that step ONLY as a last resort to a big problem, other wise its like a Parasite, feeding off all things around it. They would profit more from a living target in the long run. Go to Comment
Stormbound, the ship rolls hard over to once side. All that is not strapped down is tossed violently overboard in a splash of freezing water.
There, on the horizon- a tower. Squat, it stands alone on a tiny island. However, it's the only land in sight, and any more of this ferocious storm will crush the boat to splinters.
Taking shelter within the ornate entryway of the squat tor, the party notes with interest that no signs of life break the silence of the stone tower. As they take another step forward, they realise why.
This is the fabled tower of Brenji, a rich merchant who wished none to share his enormous wealth. He constructed this tower to store his gold- trapped and ready for any potential thieves. But the ingenious pitfalls and scything walls are not the only dangers within the silent walls of the building. A guardian, left behind by Brenji, still stalks these very halls.
A rattling hiss echoes somewhere from below...
Encounter ( Water ) | May 20, 2005 |