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The Archandroid
NPCs  (Major)   (Technical)
Chaosmark's comment on 2013-01-23 09:32 PM
I'm liking this quite a bit. I need to read the rest of the set before I start really letting my ideas out, since I'm sure some of them are precluded by other information provided. But this right here is one of those nifty pieces of utility that brings a setting to life. Of COURSE the heavy-duty AIs are going to want to keep their hand in the game at a finer level than controlling traffic lights and ordering minions around. Go to Comment
The River of Sorrow
Systems  (Mystical)   (Defining)
Chaosmark's comment on 2012-10-24 07:10 PM
Only voted Go to Comment
10 Combat Obstacles
Plots  (Event)   (Encounter)
Chaosmark's comment on 2012-07-24 11:04 AM
Combat isn't the be-all and end-all of gaming, but these are the perfect "you get jumped by X" hooks that you claimed they were. I'd like to see these expanded into a full 30. Go to Comment
A Less Friendly World
Articles  (Resource)   (Gaming - Genre)
Chaosmark's comment on 2012-07-18 11:56 AM
I agree with Dossta about the Druids. The rest of the article, while brief, does introduce and briefly expound upon your core idea of subverting the classic environmental tropes, but that section seems completely out of place.

Other than that, however, the core idea is rather sound, and unless you have a campaign specifically-oriented towards it (and the players knew what they were getting into), the players probably won't find much enjoyment in more than one or two tales of "protect nature from the ravages of humanity".

Sitting behind our computer screens, we're pretty protected from the fears and terrors that come from being in the Untamed Wild; nature is a pretty scary place once you leave the protection of civilization. Go to Comment
A Less Friendly World
Articles  (Resource)   (Gaming - Genre)
Chaosmark's comment on 2012-07-20 12:11 AM
Mayhaps my comment was unclear, but that's exactly what I understood your intent to be. "Nature doesn't need our protection; we need protection from Nature." Go to Comment
Encounter: Shadowbeast
Lifeforms  (Fauna)   (Any)
Chaosmark's comment on 2012-07-13 04:26 PM
Any feedback is good feedback. I've modified the original scroll entry to be a bit more fleshed out. Go to Comment
The Qualm
Lifeforms  (Flora)   (Space)
Chaosmark's comment on 2012-07-10 12:20 PM
I like how this sub captures the feel of the Godzilla origins; the results of humanity being negligent, which comes back to haunt us. I can just imagine this creature floating around the solar system, terrorizing space settlements and absorbing asteroids, until eventually it comes and attacks Terra itself.

Very nicely done. Go to Comment
The Darkest of Winters: Session #3
Articles  (Campaign)   (Gaming - In General)
Chaosmark's comment on 2012-07-12 01:02 PM
Not enough. There's never enough ammo. Go to Comment
Running a Zombie Apocalypse
Articles  (Campaign)   (Game Mastering)
Chaosmark's comment on 2012-07-11 02:18 PM
Only voted Go to Comment
The Hammer – The Builder for Unique Clients
NPCs  (Minor)   (Domestic/ Craft)
Chaosmark's comment on 2012-06-24 07:58 AM
I like this one. He's a simple, effective NPC that can fit just about anywhere with a minimum of modification. Go to Comment
Time Zombie
Lifeforms  (Fauna)   (City/ Ruin)
Chaosmark's comment on 2012-06-16 09:34 PM
I agree with Val and Mourn about the Time-Claw being a smidge too unfightable. Were I to use these, it'd probably be a multi-turn combo, not just a single successful attack.

That minor bit aside, I really like the rest of it. The Liche version seems like a standard upgrade, but I'm not too sure most groups of NPCs would survive such an encounter. One Time Zombie is dangerous enough as is; a swarm of them is likely to be short and brutal. Combined with a boss-level master controlling and backing up said swarm, you've got a TPK on your hands.

As an aside, do you envision them being killable? Or just eternally passing on their condition from one person to another? Go to Comment
Non-Euclidean Architecture: Part 1
Systems  (Architectural)   (Specific)
Chaosmark's comment on 2012-12-02 10:38 PM
We're going to go with, "Awesome" and leave it at that. It feels a bit more sparse on immediate usability compared to part 2, but it still introduces the concepts nicely, and gives some good starting ideas. I highly approve. Go to Comment
30 Ways to Cheat Death
Articles  (Resource)   (Game Mastering)
Chaosmark's comment on 2012-12-07 09:30 PM
No real suggestions for improvement spring forth, but I do appreciate the fact that each of these is solidly different from the others. That's very hard to do with most 30s, so I definitely applaud the effort put into this. Nicely done. Go to Comment
7 Things I've Learned
Articles  (Humor/ Editorial)   (Gaming - In General)
Chaosmark's comment on 2013-04-08 11:24 PM
Only voted Go to Comment
Grinning Towers
Locations  (Fortification)   (Plains)
Chaosmark's comment on 2012-04-15 11:04 PM

Ah, darkest evil of years gone by, now a withered husk of it's former glory yet still very much dangerous to the unwary.

I wholeheartedly approve.

Go to Comment
Gibraltar Submarine Naval Yards
Locations  (Fortification)   (Water)
Chaosmark's comment on 2012-04-14 02:29 PM

I like it. It integrates well with the rest of the campaign setting, yet it also stands alone just by itself if need be.

Go to Comment
The Chosen
Lifeforms  (Constructed)   (Any)
Chaosmark's comment on 2012-03-30 05:16 PM

The core idea is solid. I might've liked to see a bit more of their combat tactics, but I think the whole benefits from the brevity.

Go to Comment
The Shardis Gaols
Locations  (City)   (Underground)
Chaosmark's comment on 2012-03-23 01:04 AM

The Entrance (Topside)

Before the Eclipse: Bright light from torches illuminate the room. Four guards stand ready to defend the doorway against all comers, a pair inside and a pair outside, each with one man on either side of the door.

A metal gate of bars stands at the opposite end of the small room, the padlock protecting the interior sanctity of the prison almost comical in comparison to the military-grade defenses set upon the exterior door.

After the Eclipse: As the door slides open, the first thing you notice is that the room is almost pitch black. Torches should light the room, but they're all missing. Once the door closes, the only light in the room comes from the glowing protection runes on the door.

The gate to the interior of the complex stands unlocked and ajar, though unfortunately the curve of the spiral stairs prevents any possible light from the guard post below from reaching this room.

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The Shardis Gaols
Locations  (City)   (Underground)
Chaosmark's comment on 2012-03-24 12:49 AM

The Hub (Upper)

Before the Eclipse: The bottom of the stairs open up into a brightly lit room. A table sits in the corner to the east of the stairwell, where the Captain can be seen working on never-ending piles of paperwork.

In the middle of the room is a circular table, occupied by the guards not currently patrolling the wings. They're engaged in a heated card game, apparently to determine who's forced to buy drinks when they go off-duty.

After the Eclipse: A single torch burns by the south stairwell, the rest are missing from their sconces in the walls. The Captain's paperwork is scattered everywhere throughout the room, it's former resting place now overturned as a make-shift barricade against the east exit that leads into the solitary and condemned wings of the complex. The circle table makes a similar barrier against the west exit leading towards the lifer wings. All of the chairs from the table can be seen haphazardly blocking the southern hallway past the stairwell.

There are bloodstains on the floor, along with a few bloody trails where something bleeding was dragged across the floor and down the eastern stairwell into the solitary wing.

GM Note: The bloodstains are from the fighting retreat the guards performed as they escaped the complex. Two of the guards were killed however, their bodies dragged down into the depths of the gaol to be used as fodder for the nests.

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The Shardis Gaols
Locations  (City)   (Underground)
Chaosmark's comment on 2012-03-24 07:04 PM

The Lifers Wing (Upper)

Before the Eclipse: This wing is brightly lit, with torches along the wall every few feet, and lamps inside the occupied cells. Each cell has a decent-sized bunk, as well as a small desk and chair. Most of the desks have some form of writing materials; being locked away obviously doesn't prevent the aristocracy from scheming.

After the Eclipse: The torches are out, and most of the lamps are as well. A few of the cell doors are open, the rooms within trashed, but most remain closed. The majority of those still have their inhabitants, reduced to gibbering terror, huddled in the farthest corner from the door. A few, however, are empty; invariably these cells have signs of struggle and blood is everywhere.

If the prisoners notice that the PCs aren't guards, they're overwhelmingly likely to grab at them through the bars of their cells, begging to be released and taken to the surface. Various offers will be made, money, favor and pleasure chief among them.

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