Classic fallback phrase: Iiiiiiiiinteresting. My only complaints are that the plots seem only mildly related to the location itself, and that there are only three of them. However, those are minor problems, and certainly don't detract from the usefulness of the location. Go to Comment
An original trap, but I fear the consequences should the party not make it. The TPK potential is too high, so I would have lowered the difficulty a bit, for instance by allowing idea checks to help them out with the quiz, or as val said, by allowing magic dispelling and such.
Good trap, though things like 'no escape' bother me. All illusions, the product of fallible mortals, can be broken with sufficent spellpower or other attributes/resources. Extremely Difficult, yes. Impossible - no. Go to Comment
I need a little more structure on how the organization works, rather than an interview of just its purpose. Is it cells like a resistance networks or are they more "up front" and have actual public meetings and such. (Then they work through various fronts and such). I need to know how they generally work. Go to Comment
One of the best and most realestic societies here.And I'm not just saying that to be nice.Any magic rich society would have many members who dislike the danger that crazy or evil wizards can bring to those around them. Go to Comment
Actually, I find this to have more in common with Socialists and Communism than with Religions. The whole "Work with us or die" thing just strikes me as Communistic. A good society though, quite similar to my own Order of Kren. I think it could be fleshed out a bit more though, with specific players and/or plot hooks. 3.5/5 Go to Comment