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<blockquote data-quote="VirgilCaine" data-source="post: 3278965" data-attributes="member: 17083"><p>HAHAHAHA!</p><p></p><p>I have <em>Dragons</em> and <em>Elves</em>. </p><p></p><p>Dragons, well. If it didn't totally reinvent dragons and just added somewhat to them, it might be interesting to use. PCs playing dragons through the life-path system where they can learn all kinds of dragon powers as they get older might be interesting. </p><p></p><p>Elves. My God. </p><p></p><p>The Dark Elven island-city is ridiculous. The author went to extravagant lengths to emphasize that the people on the island are evil--cartoonishly evil. </p><p>The "luxury" boat the PCs can enter the island on has slaves being whipped as entertainment for the guests. </p><p></p><p>It's a canal-city, like Venice, so it's like a huge cluster of tiny islands under this turtle-shell-like over-island that protects them from the sun. It's THE place to live if you're an evil rich person, apparently. </p><p></p><p>The mists of the city cause torches to sputter feebly and go out. The PCs can't have light spells in the city or "imps of darkness" will come and dispel them. If the PCs are able to keep their Light spells on, the DM is supposed to roll a % chance every turn that the guards will spot the light equal to the radius of the light (30' radius = 30% chance), even though "bright lights are easy to spot in a dark city". <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite5" alt=":confused:" title="Confused :confused:" loading="lazy" data-shortname=":confused:" /> The guards will surround the PCs and ask them to extinguish their spell. If the PCs don't, the guards will attack...and you keep rolling to encounter more guards.</p><p></p><p>The city is illuminated by a bioluminescent lichen on the ceiling of the huge cavern the island is in...that is fed by the "alchemical factories" that render various types of kidnapped humanoid workers down into a gaseous blood substance that floats up the lichen and feeds it. The workers are forced to run on conveyer belts above the huge vats, and the belts run so fast, every so often, a worker falls into the vat. The "factories" have no other purpose. </p><p></p><p>The PCs are almost certainly going to be robbed by evil characters in the city if they believe any of the offers of magic items, treasure maps, virginal princesses, etc. for sale by and accede to talk to a PC alone about the offer...the PC is hit with a Silence spell, Charm Person and Hold Person, all at once...and is stripped of all his valuables and clothing in 3 rounds...the thieves vanish through a secret door, and unless magic is used there is "no way" to find the thieves again.</p><p></p><p>There's an intelligent axe chained to a small island shaped like a swan that has a platform for people to bemoan "the horrors of living" (as a human male is doing when the PCs see it) and then retrieve the +3 intelligent axe shaped like a swan chained to the island, and cut off their own head...</p><p></p><p>If it wasn't so cartoony, it might be interesting...</p></blockquote><p></p>
[QUOTE="VirgilCaine, post: 3278965, member: 17083"] HAHAHAHA! I have [i]Dragons[/i] and [i]Elves[/i]. Dragons, well. If it didn't totally reinvent dragons and just added somewhat to them, it might be interesting to use. PCs playing dragons through the life-path system where they can learn all kinds of dragon powers as they get older might be interesting. Elves. My God. The Dark Elven island-city is ridiculous. The author went to extravagant lengths to emphasize that the people on the island are evil--cartoonishly evil. The "luxury" boat the PCs can enter the island on has slaves being whipped as entertainment for the guests. It's a canal-city, like Venice, so it's like a huge cluster of tiny islands under this turtle-shell-like over-island that protects them from the sun. It's THE place to live if you're an evil rich person, apparently. The mists of the city cause torches to sputter feebly and go out. The PCs can't have light spells in the city or "imps of darkness" will come and dispel them. If the PCs are able to keep their Light spells on, the DM is supposed to roll a % chance every turn that the guards will spot the light equal to the radius of the light (30' radius = 30% chance), even though "bright lights are easy to spot in a dark city". :confused: The guards will surround the PCs and ask them to extinguish their spell. If the PCs don't, the guards will attack...and you keep rolling to encounter more guards. The city is illuminated by a bioluminescent lichen on the ceiling of the huge cavern the island is in...that is fed by the "alchemical factories" that render various types of kidnapped humanoid workers down into a gaseous blood substance that floats up the lichen and feeds it. The workers are forced to run on conveyer belts above the huge vats, and the belts run so fast, every so often, a worker falls into the vat. The "factories" have no other purpose. The PCs are almost certainly going to be robbed by evil characters in the city if they believe any of the offers of magic items, treasure maps, virginal princesses, etc. for sale by and accede to talk to a PC alone about the offer...the PC is hit with a Silence spell, Charm Person and Hold Person, all at once...and is stripped of all his valuables and clothing in 3 rounds...the thieves vanish through a secret door, and unless magic is used there is "no way" to find the thieves again. There's an intelligent axe chained to a small island shaped like a swan that has a platform for people to bemoan "the horrors of living" (as a human male is doing when the PCs see it) and then retrieve the +3 intelligent axe shaped like a swan chained to the island, and cut off their own head... If it wasn't so cartoony, it might be interesting... [/QUOTE]
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