Also completely in character for the setting. I'm glad you included the bit about denial in there -- I wouldn't expect the average human of the Cosmic Era to be any more comfortable with the idea that they are disposable than one of the modern age, even with their hyper-commercialized culture. They may feel that way about others more easily, though, and clones are indeed the perfect target for that. I remember a short blurb you wrote about a cloned test subject used in genetic experiments, that perfectly illustrates the whole point of this piece. Go to Comment
Completely logical, given the setting. Players may not be too happy about it, but I'm sure they'd find a way to get their hands on the heavy stuff eventually, even if it meant stepping outside of the law (or joining it). With the disparity between available arms and armor, becoming a law enforcement office would be a highly attractive position in this Era, since they can basically hide behind their power armor and refuse to engage with anything remotely likely to hurt them back. Go to Comment
The lesser bone stitchers are nice because you're more likely to use/encounter them in a game. Are there any requirements for using the amulet -- such as being a member of the Cult, or being "keyed" to the item somehow? As written, a PC could pick up one of these bad-boys and act as a impromptu cleric with no real drawbacks, provided they keep some contingency meat around. Go to Comment
Very, very thorough. I liked Pfloem's secret affliction, and appreciated the detailed description of his home and defenses. I wouldn't intend for him to be a combat encounter, but it's always good to have this stuff in advance (since PCs have a tendency to escalate things quickly).
In particular, I can imagine the party rogue trying to infiltrate the Master's study and becoming infected with Kheliaa. Then the Master has a great bargaining chip to use with the party later. Besides retrieving interesting mushrooms for him, do you think there is anything that the party could be asked to do for Pfloem, in exchange for a cure or a way to stop the Kheliaa from spreading? Go to Comment
Oh ho! I wonder if you may have unintentionally stumbled upon a cure for zombification as well, SE. After all, normal leeches were used to "suck toxins" out of a person's bloodstream. Perhaps the proper application of deadleeches can halt or reverse the spread of the zombie virus within a host, if the person is still in possession of their mental faculties. And if it works for zombie-ism, why not vampirism or other undead diseases like mummy rot? A party's cleric would be wise to keep a few of these with him at all times.
A few questions:
1) These are leeches. Does their adaptation allow them to live on dry land, or will the zombie horde only encounter them while passing through swamps and the like?
2) How do they reproduce? Does it have something to do with the explosion at the end of their lifecycle?
3) Are there any special conditions for keeping them alive? How long can they go without eating? Go to Comment
I rather liked the world you set up in the beginning, and the implications later for the normal/paranormal matchmaking. Kinda had a muggle/non-muggle vibe to it, and it implies another coming paradigm shift within your setting. Perhaps Sigh inc. is opening the way for a specialized breeding program (or a possible eugenics phase, if you want to go darker).
The only point that confused me is that you specifically said that every human has the inner potential to use magic. Is "paranormal" just a word to describe someone who has gained some success harnessing this power, while "normal" is one who is having trouble? Go to Comment
What I wouldn't give for some artwork depicting these creatures! The names are a little confusing, but not horrible. It might help us to distinguish between them if you provided the literal English translations for each name (at least, that's how my brain works). Another possibility for expansion would be to give each of the Nine a special area of domain or responsibility -- something that we can use to further solidify their place in the world. Right now, they just sort of "exist", without doing or affecting much of anything. Go to Comment
Oh sure, I didn't mean to give them visible responsibilities -- just domains or areas of interest that they were known for. Like the pantheons in a lot of D&D-esque source books. Do people pray to these things? Are they featured in any stories? Just like Coyote is the patron god of mischief in many Native American religions, and Thor represented a warrior's strength, I see these creatures coming to represent ideas and concepts. Go to Comment
A very nice expansion of manfred's original idea. Some standouts are your cobblestone mushroom (fantasy land-mines that look like normal rocks!) and the Beardbane (a nice way to nudge the party into contacting the fungus growers -- the party got infected in the last dungeon). I may have to add to this sometime in the future. Go to Comment
I like that you've given us more than an NPC -- this is really a miniature tableau, with lots of little hooks to hang an adventure on. Valus sees himself as the protector of the people, but I wonder how the people view him in return. Would they support him if he made a serious bid for power? Also, where does the Longflower part of his name come from? Go to Comment
This was a lot of fun to read -- made me smile. The idea of a semi-sentient cook's helper in arachnid form was simply delightful. I especially liked the idea of the candy-cooking spiders, and I want one of these in my home. You did a wonderful job building on the other three submissions, too.
I don't immediately see how to use this (apart from a bit of setting flavor), but perhaps a food-related quest could come out of it. Wonder what happens if an assassin sneaks into the kitchen and tries to feed the Soup Spider a poisonous mushroom? Go to Comment
Totally a munchkin-esque item. I wonder if Capou actually intended the thing to be worn, or if he was just keeping it out in his backyard. Not quite sure how I would use this, but it was a fun read. Go to Comment
Fantastic seed idea! I really want to see more about these guys. They remind me of the Silverfish you find in Minecraft -- terrifying little creatures that live in stone and swarm out in packs once you break the rock open. I can imagine a party of adventurers, desperate to escape an underground cave system, being entirely too unwary of where they try to dig their way out . . . Go to Comment
'Round here, this game is called "Telephone" and works much the same. The only point against this sub is that it can be highly game-specific. The rumors that one GM needs aren't going to coincide with existing entries on this scroll very often. Unless the intention was for people to provide the seed rumor, and other members contribute rumors as replies? That could be kinda cool, but would require advance planning. Go to Comment
Just trying to get the whole thing clear in my head before voting. Did the two sparks normally inhabit different creatures? Two creatures of the same species? Or both in the same creature at once?
When the explorer went through with his ill-advised binding, it sounds like the Spark of Decay became bound to the Tree of Decay. Were the Sparks already inhabiting this tree, or did the Tree of Decay arise for some other reason? Where did it get its power from?
P.S. I really want to know what happens when the sparks inhabit a human or other sentient creature! That would make such a cool NPC! Go to Comment
Alright, with that clarification I think that the sub nicely rounds out the logic chain you began with Everlife Dungeon. My only concern with the plot would be the difficulty in tracking down the mostly decayed corpse of the explorer -- the Everlife Dungeon is supposed to take decades (or even centuries) to form around the seed tree, so most records of his existence would be garbled or destroyed by the time the PCs need it.
Personally, I might set him up as the central figure of a rising Death Cult -- a living mummy that occasionally speaks to his followers about a fantastic tree. Possibly have the PCs visit the sites of both trees before learning enough to seek him out. I'd also definitely make the seed of the Everlife Dungeon a magical plant (for the added effects). The other possibility would be to use animals instead of plants as the focal points for both Seeds (that have attracted their own druidic cults or are being kept as pets of powerful people in different parts of the world).
There is a LOT of variety inherent in this concept -- enough that you could plan many different adventures around this and none of them would be quite the same. It's not as clearly laid out as it could be, but the concepts are pretty abstract to begin with. Overall, well done! Go to Comment
Very much agreed. Looking at Shadow's comments, this has the potential to inspire an interesting quest. If the wish can be granted only after a week's worth of fighting off baddie's and running for their lives, then the party can be said to have "earned" the wish -- just remember that even the most carefully crafted wish can be left open to the interpretation of a GM. Could be so much more, if given a little room to breathe. Go to Comment
The classic concept of the Creator and Destroyer, with a twist. I enjoyed reading this piece -- the voice drew me in, and shepherded me through to the end. A few paragraphs could use a tiny bit of trimming (especially the one ending with "but just so much larger than us are beings such as these."), but no major complaints at all. I, too, wonder why Eath is no longer doing his job as effectively. What could possibly distract, harm, or tire a being such as it? What other symptoms are showing up in the world? Go to Comment
I can't say I've seen anything quite like this before. Seems like the best way to attack this place is to try disintegrating/flaming the place from the outside before entering. Those creatures and plants may not entirely die, but enough of the brush would be cleared away that you could conceivably make it to the center, if you wished.
Right now, I'm trying to think of other ways to use this thing -- perhaps have the seed linked to a magical plant of some sort, for additional effects. It would be interesting to play around with the life aspect a bit more, as well (either making it impossible to procreate or, inversely, make the critters around it incredibly fertile). Go to Comment
You meet a large number of villagers, walking and weeping beside the coffin of an old bearded man (or adapt to your funeral customs). If asked properly, you learn about an old wizard, a wise man that long helped the tiny village to grow and prosper. Even after death he shows his favour: he gave most of his possesions to the poorer members of the community. All the villagers show him now respect this way. Why do you ask, are you adventurers? (As a last wish, he left a tiny case for the first group of adventurers that crosses the village).