I must ask, since it's been bugging me for the longest time: Is there any defense for the characters when they go for the Bell and confront the screaming faces? Can they plug their ears and be unaffected, or perhaps have some sort of enchantment that prevents the screams from affecting them? I personally find that Scream of Souls to be an insta-kill if the PCs never find out about it beforehand. Anything of an answer oh GM? Go to Comment
Jeeesh....Just finished reading this. Great job AG, I love it. You really did a piece of work when making this Campaign.
Now for constructiveness, for me anyways. Mind tossing a link to that Forum so we can apply translator programs and check out other scenario thingies? Also, how did the campaign finale' go? We haven't got any sort of update on it in...A year or more? Go to Comment
Actually, I had thought of that when I hit on the concept, but I decided that no, age and lifeforce aren't neccessarily bound together inexorably, else whenever you took lots of damage (which takes a chunk out of your lifeforce as well as HP), you'd instantly age.
Instead, if you use too much lifeforce, and zero out, you'll just drop dead, much like someone who dies of overexertion. Heat stroke anyone? Go to Comment
This is definitely something that is useful and that every GM should read through, even if they don't have a problem with plots at the moment. We all hit snags, and this will help to break those stopping points to bits. Go to Comment
#12 The Unnamed Bridge
Reply #14 on: August 29, 2005, 12:01:06 PM
Gah! Attack of the Monty Python! (though admittedly a good movie)
This bridge is one that has long been shrouded in mystery, never able to be found more than once by any person. The waters below are strangely calm, yet the instant one deviates from the bridge's center path, the waters begin to churn and swirl, like a large yet invisible storm is passing by. There are low railings off on the sides to prevent falling in, but one can easily by-pass these measures of defense.
In fact, the waters are those of the dead river Styx, passing 'neath this bridge. The waters are filled with the souls of the dead, being pulled along from the spirit world into the material one to live once more. When they sense the nearness of someone living, they stir in the waters and try to use the person as a passage of escape from the river, though whether they can or not is unknown.
The bridge itself is one that holds and connects the two planes together, allowing the dead to pass to and from the real world and the spirit world. Thus both worlds are kept in balance. Only a rare few have ever found this bridge, but they have always left with a renewed sense of purpose in their life, more of a drive and effort toward their goals. This is attributed to being brought closer to their final destination of death and eventual rebirth, however temporarily. Go to Comment
The thought occurs to me as I read the last post that to avoid such ghastly costs and such within the guild, there would most likely be regulations set up to handle such issues. Exempli gratia...
You read the guild charter, and amongst all the benifits listed appears a small section on that dreadful subject no adventurer likes to consider. Death. "Each member of the guild, having a spouse and/or children shall be a member of the guild for at least a year before the guild shall undertake to support those reliants in the instance of said member's death."
What does this mean? Basically, the guild ain't responsible for those you leave behind if you haven't been in the guild long enough to learn the proper techniques to survive and pay a decent amount of dues. This covers those foolish apprentices who think they can do anything and not worry about the consequences. Pay attention in class indeed!
Also, by nature most adventurers wouldn't have spouses or children just yet; getting married might itself be a guild regulated thing. Sure you're a valuable asset. If we let you get married, now we're competing with someone else for your skills and attention, not to mention if you're out on a mission and you start thinking about home instead of your goal. Go to Comment
One must remember that it's alot easier to say something than to do it. Depending on how long these raids have been happening, and how often they occur, there might not even be any townspeople left who are truly able to fight or form any sort of raid group. After all, wouldn't the strongest men and boys have fought against them already in a defensive action?
It's alot easier to say such a thing than to do it. Go to Comment
Mining in a certain area turns all exposed skin (maybe just parts that are actively disturbing the chemicals that cause the reaction) of the those doing the mining to a dark blue color. Will wear off taking as many years/days spent in the mine. ... meeting a party of blue-skinned humans armed with pick-axes etc. Strange disease? Demon offspring? Curse? If they meet only one ex-worker, they will very carefully listen to any stories he says, no matter if drunken or insane, or just makes up to get a beer.
Encounter ( Any ) | February 16, 2003 |