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The Box That Cannot Be Opened
Items  (Other)   (Magical)
PoisonAlchemist's comment on 2011-08-15 04:12 AM

A fun idea. Not sure it's a great one, but certainly a good one.

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Derrin's Vest
Items  (Clothes)   (Combat)
PoisonAlchemist's comment on 2011-07-18 12:22 AM

Perhaps the moss is attached to the interior of the armor, which is otherwise cloth. It has an odd affinity for blood and that is how it manages to stop up wounds. If the moss was fully encased in cloth I can't see it havng much effect. Also, adding water to moss makes it heavy. Very heavy. 

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Muzzled Mouse
Items  (Tools)   (Non-Magical)
PoisonAlchemist's comment on 2011-08-02 02:17 AM

It's adorab... terrib.... I'm not sure what it is but it is absolutely perfect. Nothing says gritty, desperate, and clever like using a rat as a tool. 

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The Hellcoat
Items  (Clothes)   (Magical)
PoisonAlchemist's comment on 2011-07-18 12:16 AM

I like Manfred's idea, which could lead to a great plot. The characters are sent to kill a man who stands in the moonlight whispering horrible things and scaring the towndfolk. Turns out he was keeping everyone safe. Something about the coat being a large silver fox appeals to me. It makes me think of Regular Ordinary Sweedish Meal Time. 

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Tome of Illusions
Items  (Books and Scrolls)   (Magical)
PoisonAlchemist's comment on 2011-07-17 01:31 PM

A cute idea. Too bad anyone with Truesight could walk right through the whole thing. I like the story, with the curse opening up good plot potential, but the idea I like the most in this submission is that simply writing a spell imbues a book with magic. It has interesting implications for magic items and any writing. 

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Plots  (Hired)   (Mini-Campaign)
PoisonAlchemist's comment on 2011-07-16 12:41 PM

I am quite fond of this bird, it's a nice idea with some good applications. Perhaps if it is not local it was repurposed by some other creatures to attract unwary do-gooders, like the inverse of the shrieker fungus. 

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The Wyrde Woods
Plots  (Hired)   (Single-Storyline)
PoisonAlchemist's comment on 2011-07-16 12:46 PM

My big question is why are the druids abducting/killing travelers between the towns who most likely are completely ignorant of what is going on? I agree the idea needs to be more fleshed out, particularly the magic item. What could druids want so badly if they are taught to derive almost everything from nature?

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The Blue Books: Part II
Plots  (Discovery)   (Multi-Storyline)
PoisonAlchemist's comment on 2011-08-15 03:44 AM
I think what it really needs is to be subsumed into part 1 or the Blue Book. It seems rather dangling and doesn't really merit an entire submission though there is nothing inherently wrong with the ideas. Go to Comment
The Blue Books
Items  (Books and Scrolls)   (Magical)
PoisonAlchemist's comment on 2011-08-15 03:59 AM

This entire submission left me sniggering from the premise to the magical properties. 

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The Blue Books: Part I
Plots  (Discovery)   (Multi-Storyline)
PoisonAlchemist's comment on 2011-08-15 03:50 AM
It's just a damn good plot idea. It's versatility is great and it's laced with intrigue to keep the players interested. Its sum is more than its parts, yet parts that are unsuited to a game can easily be moved, replaced, or removed. Not a fan of stranded islands? Stick it in a remote forest somewhere. Players not into fluff? Understanding the plot is optional. *squirrels idea away* Go to Comment
Sacrificial Tremors
Plots  (Duty)   (Side-Quest)
PoisonAlchemist's comment on 2011-08-12 01:14 AM

Good, usable, inseartable almost anywhere, able to be fleshed out by the DM. I particularly like that there is more than one option for explanation. 

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The oversized baby
Plots  (Travel)   (Encounter)
PoisonAlchemist's comment on 2011-08-12 12:59 AM

I agree with valadaar, though I think that is part of the charm of the submission. I like how usable it is in that you can just plop it anywhere so long as it thematically fits the game. I also like that it is a short submission, I feel those are underappreciated. 

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Beggar's Curse
Plots  (Discovery)   (Campaign)
PoisonAlchemist's comment on 2011-08-12 01:12 AM

I am a bit curious as to why she cursed the entire city. Is this a large city? Is there a disproportionate number of poorly treated beggars?

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Dinner Time
Plots  (Hired)   (Side-Quest)
PoisonAlchemist's comment on 2011-08-12 01:20 AM

This seems so uninspired I am not sure what to make of it. The cannibals have no motivation to make them interesting, the farmers have nothing for players to empathize with, it's simply a scene of gore. This post would work better as an idea.

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Lost Ancestors
Plots  (Discovery)   (Side-Quest)
PoisonAlchemist's comment on 2011-08-12 01:27 AM

I am also quite partial to the mystery of this submission. My addition is that when I think of a crypt it is usuall one for an entire family. Imagine a crypt intended for several generations completely devoid of bodies. Perhaps the family had some sort of special link to the underworld that made them particularly desierable as undead. Perhaps the crypt is so ancient absolutely everything has been eaten away by time. New Orleans buries their dead above ground to prevent the corpses from floating about during floods, perhaps something similar (or the reverse) happened.

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Angered Sprite
Plots  (Travel)   (Side-Quest)
PoisonAlchemist's comment on 2011-08-17 03:18 AM

I wish I had something I could contribute to the submission to make it better other than a vote, but I don't. It's riddled with unanswered questions and any I might say are more or less echoes of previous commenters.

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Galley Slaves
Plots  (Duty)   (Encounter)
PoisonAlchemist's comment on 2011-08-14 02:15 PM

Fankly I don't care for the ship idea at all. Hunting down that interesting blacksmith, however, has flavor and could serve as a way to buff your PCs that are havng problems instead of bringing them down a notch. Perhaps he is reclusive and lives on an island in the center of the bay, what is in the water? Does he only come out at night? What if his ritual is sinister and includes more than just salt water?

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Dangerous Harvest
Plots  (Duty)   (Encounter)
PoisonAlchemist's comment on 2011-08-13 02:16 PM

For a twist: The villagers knew they could not win and poisoned their grain. The bandits have taken and eaten some of it, but not before selling off a great deal to various local populations. During a time of bad harvest can the PCs manage to find and stop the shipments before they are consumed? Should they cure the bandits if they come across them dying?

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Plots  (Duty)   (Encounter)
PoisonAlchemist's comment on 2011-08-14 02:08 PM

So from the other comments we have established that Tymas' perspective is not the one we want the PCs to share for a number of reasons. Perhaps the players could be inside the city on some sort of espionage mission and gradually come to know or befriend him and learn that most of the city guard has been pressed into service. That would then make assaulting the city much more of a moral dilemma. 

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Protected Dead
Plots  (Duty)   (Side-Quest)
PoisonAlchemist's comment on 2011-08-17 03:31 AM

I don't think this submission stands on its own, but Agar's comments as well as manfred make this a good, usable submission. 

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