The runty satyr returns when the PCs least expect him. Perhaps a different forest? or quite some time later in the same woods. He proudly presents the PCs with one of the actual Thrar Stones! Runty claims that after the PCs saved his furry skin, the satyr inquired about Thrar Stones among his fellow forest dwellers. He was directed to an ancient elm, where one such rare stone could be found. He retrieved it, and now gifts it to the PCs for saving his life. Oh goody! A good deed, an appreciative and enterprising satyr, and now a reward!
One problem. This particular Thrar Stone is imbued with a curious taint. Whomever possesses it for some time, begins to long for the particular forest of its origin. The stone ever wishes to return to its elm, and no matter where or how far the PC travels, a controllable but nagging urge to return to "that place where we saved the satyr" is always felt. This can certainly vex fellow PCs. Go to Comment
The party discovers that their path leads down into a valley within the wood. The foliage overhead is much more dense that that seen on other parts of the forest, blocking nearly all the sunlight from reaching the forest floor. As they cautiously proceed, they discover that there is little underbrush, but the ground ahead is strangely spongy and covered with small mushrooms. A scent of decay hangs in the air here.
Near the center of the valley, an ancient tree stands, its vine-covered trunk strangely swaying in a nonexistent wind. This unnerving titan of the forest almost seems to pulse with blasphemous energy, if one watches long enough. Go to Comment
Indeed, I find this to be a useful and innovative submission. Useful in that it gives a good number of manuscripts, and innovative in that each manuscript has been linked to something else with more history to give it better grounding.
29. The Booke of Familiar Spirites
by Scribe of Familiars
This somewhat worn and old book has been a constant companion to mages for more than an age. It was first written ages ago by a master of Familiar magics, and deals with the best way to summon and control familiars and even how to deal with them when they become too powerful or dangerous to the mage or populace in general.
Scras, in the back of this very book, the last pages, could be found the morbid secrets describing the HF's! Go to Comment
Holy crap, this is an actual 32-in-1 submission. I am awed, sir, and inspired. While the books themselves were a little on the dry side, the articles they link to provide a wealth of information for the player who isn't content with just the blurb. I'll make sure to have a couple of these on hand for when that "special" player wanders into one of my games. Go to Comment
I think it would be simply digested. The problem is, if some part was left among the teeth, it may start to grow - not to life-threatening proportions, but very nasty all along. The victim may require some special medicine to get rid of it. Go to Comment
A common mistake when writing adventures set in deserts is to assume that the climate is too ferociously hot to wear armor. Historically, most battles in deserts involved troops dressed in protective armor. Although they would have been miserable during the hottest part of the day or the hottest part of the year, desert weather isn't intolerably hot 24/7.