Well, now... it is a combination of things, which I like to see formed into ideas, and then others, which make me just stare blankly. Gnomish wizards creating for fun their own little universe belongs to the second category, as well as magical battles taking years.
On the other hand, there is a created world, that developed sentience by itself, and started to complete itself to the surprise of its creators. Then, when the creators became too destructive, it has simply expulsed them from its realm. The "subprograms" becoming independent, and eventually gods, that was cool as well.
In the end though, what counts is what Muro said - that it works for you, and your group. And there are some good ideas here, too! Go to Comment
Well, its your campaign world, it works well for you obviously, and I'm quite sure your PCs enjoy it! I have trouble voting on campaign worlds. They are labors of love, after all. Lets go with 4!
fascinating. So let me try and get this straight, You have a normal world, and then two powerful mage open up a plane and create a new world? Possibly the same as if we started to create a digital simulation, and the Programs became sentient?
Very interesting. Its Not something I would have thought of. I wonder whether creatures on the original plane (the same one as lightbottom anb gearshaper) could access the new creation. I guess that this scenario is a logical outcome of powerful magic, and people who think themselves god. Go to Comment
Pretty much. 2 gnomish wizards opened up a plane, starting making a world, and tried to meld science and magic.
The machine/computer that ran the place became intelligent, and took over. The plane is seperate, and anyone who enters will find that their arcane magic no longer functions.
I am thinking of having a prestige class that is based on harvesting arcane power from the energy storms that are prevailent, but I am not sure. Go to Comment
A pretty standard "beat up the evil cultists" type dungeon and thus something of a cliché, but nicely done for all that. Besides, we all need to beat up a few evil cultists once in a while.
As already commented: nicely generic and easy to plug into almost any campaign, just the sort of thing this site is all about.
Not particularly original but a good implementation of an old standby, and a perfectly honourable first post to boot.
3½ / 5 I think.
Nicely done Stomphoof and keep up the good work. Go to Comment
A worthwhile little cyst of evil! I appreciate how you made sure it was "generic", able to be easily "plugged into" any setting.
I suspect that the cult doesn't keep anything incriminating in the first portions of the hidden shrine, so intruders or guardsmen that violate their sanctuary may be fooled into thinking they're innocuous.
"They seemed kind of unsavory, Captain, but I don't think they're the ones abducting girls for sacrifice..."Go to Comment
(From the chat yesterday:) An interesting dilemma would be for the cult's victim to be someone that the PCs already despise, so that they're tempted to let the cult finish its sacrifice...
"I'm sorry, Captain Strongold, but after you framed us for treason, we kind of lost our motivation to save you from the cultists of Bloodthorn. Bye, bye!"
Alternatively, one of the cultists could be needed to complete a prophecy or otherwise save the land. The player characters might be forced to make a deal with the cult in order to prevent a worse evil from rising...
"Only the Death Rite of Bloodthorn will keep the arch-demon Ethalioc within his prison! Dare you allow the terror of ages to escape?"Go to Comment
Good standard Evil Cult submission.
3.25 - I like that it's generic. which adds to a "Good Solid Idea".
Not too much that's unique, but a must for a submission group. Go to Comment
I did not give any information regarding what would happen should the PC's actually WANT the dark god to succeed. Then again I dont run evil games... Oh well I am sure the GM could think of something! Go to Comment
Systems (Knowledge/Lore) (Historical)
On the other hand, there is a created world, that developed sentience by itself, and started to complete itself to the surprise of its creators. Then, when the creators became too destructive, it has simply expulsed them from its realm. The "subprograms" becoming independent, and eventually gods, that was cool as well.
In the end though, what counts is what Muro said - that it works for you, and your group. And there are some good ideas here, too! Go to Comment