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"Iconic" encounters for a 1st lvl Points of Light PbP game
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<blockquote data-quote="Graf" data-source="post: 4202424" data-attributes="member: 3087"><p>Thanks! You've done a great job of springing off the basic premise in some new and interesting directions!</p><p>Actually a chunk of it changed, and then changed again when one of my players disapepeared (the perils of PbM). I'll type up what I have in the next day or two.</p><p></p><p></p><p></p><p>Despite being an unabashed eberron fan (and by extension a KB fan), I'd somehow missed that link, very interesting. Very cool. It ties in with the exploration of magic and civilization in Eberron too actually.</p><p>[sblock]I love this idea. At first I was like "that's really original. but obvious (in the sense that it fits naturally)". Then I sat back and thought about it for a while and I was like, "on a grand scheme about half of the plot hooks I have set up tie in with this, the idea that destruction was coming, people made desperate choices, and there was fallout.</p><p>I will almost certainly put this in the "next town over" or maybe in the ghost town. Good stuff.</p><p>Maybe in the ghost town, where the exiled rat creatures have enclosed the creature in a crude ring of iron to keep it hemed in?</p><p>Gives the PCs a decsion to make right away. Especially if they fight/drive off the rats and then run into the ring of iron and something evil looking beyond it.[/sblock]</p><p></p><p></p><p></p><p>[sblock]I this is a pretty crazy concidence. I was thinking about something similar and wound up scrawling "fungi dungeon!" </p><p>I was going to have the PCs run into two different "power groups" that'd I'd been developing as they were fighting over a dungeon (an easy way to introduce them at weakened strength and thus have the PCs be able to overcome them).</p><p>But I wanted the dungeon to be meaningful, so it had to have some sort of good stuff, but didn't want to give it away for free. And I wanted to be interesting, and not just a sort of random collection of unitelligent monsters. Which runs into my no-intelligent monster rule.</p><p>Thus some sort of fungi dungeon, it'd play back into a theme that seem to be reoccuring (i.e. non-human life on the ascendance). Or maybe two themes if you also add in people-making-themselves-non-humans-in-an-attempt-to-avoid-the-curse/destruction-and-winding-up-with-more-than-they-barganed-for.</p><p></p><p>I was thinking the same thing: strange intelligent, but not-communicative with little <s>shared motivations</s> in common with the PCs. Protective without being aggressive.</p><p>You've taken it and blow it up to the extreme here. I'm not sure about an overland empire, since there are several violent forces I'm tinkering with having float around but it raises a lot of really interesting possibilities.</p><p>I'd consider making it some sort of fungi template and/or set of monsters, so you'd have myconids and then a bunch of different fungi creatures (a liuminecent moss that blasts people on command and is actually almost like a priest caste?).</p><p>[/sblock]</p><p>Great stuff! Thanks for the ideas!</p></blockquote><p></p>
[QUOTE="Graf, post: 4202424, member: 3087"] Thanks! You've done a great job of springing off the basic premise in some new and interesting directions! Actually a chunk of it changed, and then changed again when one of my players disapepeared (the perils of PbM). I'll type up what I have in the next day or two. Despite being an unabashed eberron fan (and by extension a KB fan), I'd somehow missed that link, very interesting. Very cool. It ties in with the exploration of magic and civilization in Eberron too actually. [sblock]I love this idea. At first I was like "that's really original. but obvious (in the sense that it fits naturally)". Then I sat back and thought about it for a while and I was like, "on a grand scheme about half of the plot hooks I have set up tie in with this, the idea that destruction was coming, people made desperate choices, and there was fallout. I will almost certainly put this in the "next town over" or maybe in the ghost town. Good stuff. Maybe in the ghost town, where the exiled rat creatures have enclosed the creature in a crude ring of iron to keep it hemed in? Gives the PCs a decsion to make right away. Especially if they fight/drive off the rats and then run into the ring of iron and something evil looking beyond it.[/sblock] [sblock]I this is a pretty crazy concidence. I was thinking about something similar and wound up scrawling "fungi dungeon!" I was going to have the PCs run into two different "power groups" that'd I'd been developing as they were fighting over a dungeon (an easy way to introduce them at weakened strength and thus have the PCs be able to overcome them). But I wanted the dungeon to be meaningful, so it had to have some sort of good stuff, but didn't want to give it away for free. And I wanted to be interesting, and not just a sort of random collection of unitelligent monsters. Which runs into my no-intelligent monster rule. Thus some sort of fungi dungeon, it'd play back into a theme that seem to be reoccuring (i.e. non-human life on the ascendance). Or maybe two themes if you also add in people-making-themselves-non-humans-in-an-attempt-to-avoid-the-curse/destruction-and-winding-up-with-more-than-they-barganed-for. I was thinking the same thing: strange intelligent, but not-communicative with little [s]shared motivations[/s] in common with the PCs. Protective without being aggressive. You've taken it and blow it up to the extreme here. I'm not sure about an overland empire, since there are several violent forces I'm tinkering with having float around but it raises a lot of really interesting possibilities. I'd consider making it some sort of fungi template and/or set of monsters, so you'd have myconids and then a bunch of different fungi creatures (a liuminecent moss that blasts people on command and is actually almost like a priest caste?). [/sblock] Great stuff! Thanks for the ideas! [/QUOTE]
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