an interesting prosthetic, perhaps it could be used as a training weapon or in the militias for less skilled users, not dropping weapons in battle, plus cant easily throw down arms and surrender. Could be some stigme to using one as an adventurer unless you are missing said limb. Go to Comment
I love the willow movie, have since I was a kid. Actually I have used the character Mad-Martigan as a character in a couple of games. Always greeting the npc's from a cage at some crossroads.
It's a good idea but has a few drawbacks as a post, most of them are mentioned above. History getting the shortest straw. Go to Comment
I believe it is finished, thanks be to Strolen or it would have remained the same with nothing I could do about it. Just in case many of you have seen the movie Willow I did get this idea from the movie but expanded on it somewhat.
~KnightSceam~ Go to Comment
Redid some of the history, got a new idea on it so. And as far as the spelling ran it through several times and all it came up with was the names Paladrim and glavus, so I don't know what to tell you there.
~KnightSceam~ Go to Comment
seems to be a fairly signifigant item, representing something of importance to the wizard. You would think it would be better protected, magically or otherwise. The idea is interesting but needs to be filled out more. Go to Comment
Good idea, but I agree with cheka, it could use some more explaining. An idea on where it went, maybe when the wizard enchanted it he made it so that he orb would teleport to his place of birth/college/other importent place. Go to Comment
While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.
The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.
The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.