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Random Castle History Tables
Locations  (Fortification)   (Any)
Dragonlordmax's comment on 2011-12-23 11:34 PM
There are two problems with making it into a generator:

First, the Key Characteristics bit requires frequent creative input from the generator. While it can totally be done without that bit, using key Characteristics makes for far more interesting castles.

Secondly, and more importantly, I don't know how to program in Java or Flash or anything useful for an online random generator. If somebody else wants to convert it, I say go for it, but it's beyond me. Go to Comment
Random Castle History Tables
Locations  (Fortification)   (Any)
Dragonlordmax's comment on 2012-05-26 02:21 PM
Sort of. There is no Key Characteristic chart, because it's intended for you to add your own as you go, as a way of connecting events over the castle's timeline, defining a starting situation for the castle, and adding elements of your own setting.

If there was a chart, and it had something like orcs on it, then it would be less useful for a castle built on Earth, or in a setting where there are no orcs. Go to Comment
The Walls of Brightblade Keep
Locations  (City)   (Forest/ Jungle)
Dragonlordmax's comment on 2011-12-16 11:07 AM

I like it - it's an interesting "impenetrable fortress" that could be good as a major feature of a campaign world. I kind of agree with Agar in that it's a bit hard to imagine how the players would really interact with the castle. Your response to his comment is a great example, and sounds like a good plot arc, but I would have liked a few more plot hooks, I guess.

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Anaszti, Hands of the Blood God
Lifeforms  (Intelligent Species)   (Any)
Dragonlordmax's comment on 2011-12-10 03:28 PM

I feel like this post is sort of aimed wrong. The most interesting parts of the submission are the backstory and the "pyramid scheme of blood," to quote EchoMirage. But I feel like both of those are sort of neglected in order to focus on the less important business of describing a vampire's powers. Since these guys aren't too different from normal vampires with regards to their abilities, I would have preferred a short bit on abilities, with more detail on the rest. You say that an NPC post is coming for Anaszt; I think that this might have been better suited to being a small part of that post.

As relates to this, though, I am curious as to the extent of their regeneration. You say that they can regenerate even lethal wounds. How lethal are we talking about? Stabbed in the lung lethal? Decapitated lethal? Burned to ashes lethal? Because if it's either of the latter, I don't see much good luck for any vampire hunters, even without a magical surprise.

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Just Jane
NPCs  (Minor)   (Artistic/Performance)
Dragonlordmax's comment on 2011-12-05 04:50 PM

To some extent I agree with EchoMirage, but in another way I think that leaving her a bit bland except for the vampirism suits the character.

I think that there's a lot of potential fun to be had in exploring her relationships. Does she want revenge on people from her life? If so, she probably doesn't want to turn them (after all, she liked becoming a vamp). Or maybe she thinks it would be a fitting punishment. What about the guy who attacked her? Does she ignore him? Desire to show gratitude? Want revenge/to prove her dominance? There's a lot to play with there.

Two very minor quibbles, though: 1) I don't get why you called her an Artistic/Performance NPC. And 2) I don't know that I've ever seen a vampire that can fly; at least, not without turning into a bat (actually, there was that Batman vs. Dracula cartoon - Dracula might've been able to fly in that). No problem, just an interesting choice.

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Just Jane
NPCs  (Minor)   (Artistic/Performance)
Dragonlordmax's comment on 2011-12-05 07:52 PM
Yeah, last time I went to an O's game I....

Wait, no. I'm thinking of umpires. My bad. Go to Comment
Castle Crocell
Locations  (Fortification)   (Underground)
Dragonlordmax's comment on 2011-12-04 09:26 PM

Maybe a bit late for Freetext Friday, but how can I resist?

I like most of this. The door knockers are a nice twist on a classic standby that could make for a bit of fun. The waterlogged keep is a good set-up for some interesting encounters, and I really like the idea of the castle as sort of locking up all of the area's moisture. By perhaps reducing the destruction, and speeding up the area's recovery, this is a quest that could easily result in a home base for the players. I think that between the revival of the surrounding area and dealing with possible remnants of Crocell and his former minions there is potentially a lot still to be had there. Of course, fleeing a collapsing castle is fun, too.

The final encounter, though, doesn't really do it for me. While I appreciate the 5 Room Dungeon format, I feel like you've taken six potentially interesting encounters and crammed them into one big fight in order to stick to the design (actually, I guess it depends on the game - I can see how it could work for some).

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Castle Crocell
Locations  (Fortification)   (Underground)
Dragonlordmax's comment on 2011-12-05 05:03 PM
Huh, I find the elementals' personalities so intriguing that I am surprised that they are a relatively last-minute addition. I suppose I like them enough that I am somewhat disappointed that they have relatively bit parts. I think it would be interesting to give each one its own little bit of castle to make the PCs trek through, dealing with each one in a one-on-one situation (whether through combat, parley, or trickery, of course).

Wouldn't really fit in the Five Room Dungeon format, though, and I can see why you would want to do it this way. Go to Comment
Items  (Melee Weapons)   (Combat)
Dragonlordmax's comment on 2011-11-22 09:32 AM
I think that while the basic idea of power armor hammer has been done, the mechanism of this one works very well. One can imagine derelict ships haunted by monsters - the results of boarding actions gone wrong - or areas of high dimensional energy where the hammers work unusually.

Also, I think that such a mechanism lends itself well to many possible scenarios. The hammer could be a discovered piece of alien tech, not fully understood by humans. It could be a fairly common weapon, or one relegated to a specific branch or task force. You could give it to a more urban fantasy type group to set them apart from their more scientific counterparts. Not to say the Lore is bad, I just think it's a bit less interesting than the Benefit. Go to Comment
Items  (Melee Weapons)   (Magical)
Dragonlordmax's comment on 2011-11-19 07:06 AM
I like the basic concept of this item, though a hammer that's good at breaking things is not the most original concept I've seen around these parts.

That said, though I really like the rest of the sub. I like the appearance, though I think that the weight may be a bit on the light side (I think that enough granite to not make a pole that long look silly would probably outweigh that, but I'm no expert on stone). I think that the lore is good for giving the weapon a suitably fearsome reputation, and I like that the weapon is portrayed as irresistible, rather than, say, +5 against gates. Also, given a Berlin Wall situation, I think you could find such an item suitable for creation as well as destruction.

I will say, though, that I think the twist could use a mite bit more elaboration. Does it work for the wielder? The owner? Everybody in the immediate vicinity? And does it make them more charismatic? Help the see the weak points in other's arguments? Smash down prejudices in people's minds? Go to Comment
30 Vigilantes
NPCs  (Scenario Based)   (Criminal/Espionage)
Dragonlordmax's comment on 2011-11-12 12:31 PM

I am of mixed opinions on this one.

I think some of these guys are pretty interesting: the Thinner, the Berserker, and Billy stand out in particular. A lot of the other ones work as the typical decent "filler" (you know: not bad, but not the most interesting, either). And I can definitely imagine using this list for inspiration (just looking at it gives me some Deadlands ideas).

On the other hand, though, some of these guys are kind of duplicates (the first one and the Knight of the Shroud, for example, are very similar, and, really, so are the Ent and the Tribal Warrior). Also, in my opinion, something about the style makes this a little hard to read - I think it might be a bit too wordy.

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New NuOrleans
Locations  (City)   (Water)
Dragonlordmax's comment on 2011-11-04 09:46 PM

This is an evocative post - the idea of a floating raft city is a cool one, and there are some interesting ideas (the mention of the city taking shelter during a hurricane particularly intrigues me). Adding floating raft city to already interesting New Orleans is bound to make for potential.

My problem with it is that I want more. You say it maintains relations with island nations, but how? Exporting food, cessation of pirate attacks, monetary support to corrupt dictators? What are the logistics of a raft city like? Are there people who have to dive down and scrape barnacles off of the bottom? Does the city have big desalinization plants, or does it depend on rain or trade for water? There should be something interesting in all this stuff?

I guess, overall, there's enough here for players to hear about, or pass through, but not enough to include it as the major locale that the text implies it should be.

Go to Comment
The Miskatonian
NPCs  (Minor)   (Criminal/Espionage)
Dragonlordmax's comment on 2011-12-07 10:00 PM
Update: Just fixing some typos. Go to Comment
Character Background
Systems  (Technical/ Mechanical)   (General)
Dragonlordmax's comment on 2007-09-24 09:50 PM
Having seen this, I feel compelled to mention that it is essentially a copy of many of the tables from the D&D Hero Builder's Guidebook, minus some of the more repetitive tables and with a fair number fewer options, but with quite a bit of text that seems more or less directly quoted.

I wouldn't mention this but that this is so similar that I fear it could, conceivably, result in some sort of legal action.

Sorry (Please don't misconstrue this as some sort of accusation - it's not; it's just a warning). Go to Comment
Putnazad Armor
Items  (Armor)   (Combat)
Dragonlordmax's comment on 2009-03-22 09:29 PM

Capable of being attached to either or both of the wrist-slots, the Wrist-Grapple consists of a small dart tipped with a strong adhesive and approximately 50 feet of wire (15 meters). The dart is fired from just under the hand, and sticks to anything it hits. The adhesive is strong enough to support the weight of the suit and (usually) the person inside of it. The wire can also be retracted, allowing the wearer to slowly draw himself to whatever the dart is stuck to, or vice-versa. The dart cannot be easily detached, so the wire must be cut, causing the grapple-launcher to load another dart. The device is capable of holding three darts.

A fairly common variant of this module would be the magnetic grapple, which uses magnetism rather than an adhesive. The magnetic grapple can be detached, allowing it to be used more than three times, though it is more limited in what it can adhere to.

Paralyzer Spray

Another wrist attachment, the paralyzer spray allows the wearer of the suit to spray a burst of gas into the exposed face of an enemy. When breathed in, the stuff begins to move throughout the body, before eventually solidifying. The insulating properties of the gunk mean that, should it get into the nervous system, it can rapidly paralyze or even kill the target. The forearm can be equipped with a tank to hold a large quantity of the gas, kept in compression.

Developed by Natasha Tchakov


Mounted on the helmet, just beside the eye, the eyesight transmits a laser sight at an angle such that it will align with a long rifle held up to the face to sight. The laser is, by default, in the visible spectrum, but it can be modified to infrared or other spectra, allowing for combination with various sight-enhancement modules. Go to Comment
Putnazad Armor
Items  (Armor)   (Combat)
Dragonlordmax's comment on 2009-03-22 09:31 PM
Updated: Updated: I'll try to keep working on scroll additions for this, but the core is there, so I'll throw it out to see what kinds of additions other people have. Go to Comment
Putnazad Armor
Items  (Armor)   (Combat)
Dragonlordmax's comment on 2009-03-27 08:19 PM
Skalistyj Autocannon

Attached to the back, the Skalistyj is a pair of large guns which extend up to point over the shoulders. Each gun is capable of rapid-firing 25 mm shells from either or both barrels, and of being operated without the use of any hands, the skalistyj is a popular weapon for those in need of large amounts of firepower.

Combat Blades

Attached to the elbows and/or knees, combat blades are just what they sound like - long, razor-sharp blades for use in close-combat, capable of shredding an unarmored opponent. Some variations on the blades allow them to be easily detached for use as utility knives.

Forearm Weapons System

A gun mounted to the forearm of the Putnazad suit, this system can mount most types of personal weapons - lasers, projectile weapons, plasma beams, or any other type of traditional firearm. The weapon itself must be detached to be reloaded, but can use a standard clip or power cell, allowing for convenient supply.

Traditonally, the weapon extends from just behind the back of the wrist, appearing almost like a small pistol attached to the forearm. A relatively common variant, however, extends considerably farther forward, looking more like a rifle, and includes a grip for a longer barrel and enhanced accuracy.

Arm Cannon

Where the forearm weapons system is merely attached to the forearm, the arm cannon replaces it. The entire hand of the appropriate arm is locked into the cannon, which takes up the lower half of the forearm, as well as the hand. The arm cannon allows for easier reloading from the outside, and allows for the integration of heavier weapons systems than could otherwise be mounted to the forearm. The necessary sealing away of a hand, however, means that this upgrade is less common than might otherwise be expected.


One of the more expensive upgrades to the suit, the Letjaga is a jetpack. Mounted to the back, the letjaga allows for full flight capability, as well as decent aerial mobility. The standard letjaga model allows for a full five minutes of flight, which can be greatly extended by moving in 'jumps' rather than by actually flying.

Fliegendes Plus

A modified version of a jetpack usually used on much heavier suits of armor, the Fliegendes Plus is a creation of the smaller firm, Peabody Arms. The Fliegendes allows for faster flight than the official letjaga, but offers a bumpier ride, as well as slightly decreased mobility. Go to Comment
Natasha Tchakov
NPCs  (Major)   (Technical)
Dragonlordmax's comment on 2009-01-18 01:18 PM
Updated: I feel like this needs:
1. More
2. Something to make her less generic

Any ideas on what's missing? Go to Comment
Natasha Tchakov
NPCs  (Major)   (Technical)
Dragonlordmax's comment on 2009-01-26 08:33 PM
Updated: Updated: Alright, I think I've hit on the questions mentioned.

I've left out enemies because any enemies she has are going to be a bit on the dull side - they'll either just be people who dislike her for her work, or they'll be business rivals, and either way there's not much to say about them.

So I think she's basically done. Go to Comment
Natasha Tchakov
NPCs  (Major)   (Technical)
Dragonlordmax's comment on 2009-05-03 09:56 PM
Updated: Updated: Fixed some typos which were bugging me and added a new plot hook.

As a small challenge, the vast majority of the names in this sub (and the related Putnazad Armor) are homages to one particular television program. Guesses as to which (it's not that hard)? Go to Comment
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