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The Secret Lair
Locations  (Establishment)   (Any)
dark_dragon's comment on 2008-08-06 03:06 AM
The Campus
The green, leafy Russel group/Ivy league University/college campus can hold more than meets the eyes. If old enough, old rooms will have been left unopened for decades, and the medieval cellars will form the perfect place to initiate a new generation of wrongdoers or evil cultist. After all, what better place to recruit for your secret organisation than from the very best of a country's youth?

The farmhouse
The isolated farmhouse appeals to those with a gentlemanly approach to evil. Calm, quiet, tranquil, who would beleive that the downfall of society is plotted by a friendly old man with a penchant for antique books. The regular headlights seen going to and from the old farm are explained away as old army friends, visiting in passing while travellingf through the country. The screams at night? Who could hear them in the isolation anyway...

The Hotel
Prefered by the villain who likes to keep in touch with their organisation, but who enjoy the homely confort of a permanent base. Goods can come and go in "tourist's" suitcase. Enemy can be blackmailed with secret cameras, and all conversation recorded for further analysis. Heavy men in suit come and go all the time, but after all, what could be more innocent than checking into a hotel?

Government building
The pinnacle of power. Where can evil reside with more facility than in the white house, the parliament, or l'Elysee? Controlling the world overtly, These villain either present their face to the world as representative of the people, or scheme behind the scenes, controlling, manipulating and blackmailing to fullfil their selfish goals. (ED: I hope this one doesn't sound too familiar...)

The museum
Who knows what happens behind the "staff only" doors of a museum. Crates of "Artifacts" come and go all the time, and visiting "academics" will rarely raise an eyebrow. Honored "guest" can be treated by a private tour, going through the warehouse and renovation rooms, where a plethora of chemicals can be purchased for "renovation" of a priceless painting. And bodies can be easily disposed of: Strange, but i don't think I saw this anatomical display last time I visited... Go to Comment
The Secret Lair
Locations  (Establishment)   (Any)
dark_dragon's comment on 2008-08-06 03:16 AM
The police station
Well, of course! what could be more legitimate than a nightime drugraid? How could your henchmen wear arms so openly? How could you make people dissapear with more ease? An arrest, a nightime release (in the logbook, at least), and the person is never seen again. who knows, maybe they had something to hide? By far the best feature, though, is that a villain can get away with many things that would be seen as crimes, but that, done by the police, are perfectly legitimate. Go to Comment
30 Hammers
Items  (Melee Weapons)   (Non-Magical)
dark_dragon's comment on 2009-12-01 10:31 AM
31. Little Bessie

Little Bessie now hangs in the New York Z War memorial. It once belonged to the late John "Yonkers" Young. National Hero and Leader of the New York Civilian Defense Force. It was and remains a symbol of hope, perseverance and human endurance in what was undoubtedly the closest humankind as ever come to extinction.

When the Z wars broke in the US, John was studying in Cambridge, MA. In the ensuing panic and the mass riots, he made the decision to return home to Yonkers, where his parents and his fiancée lived. With the roads blocked, and public transport systems still burning, John began his southward journey home on foot and entered the legends. According to his own testimony recorded after the war, Little Bessie was found abandoned in a partially dug ditch. An unnamed construction worker had left it behind in the panic. Not wanting to be unarmed, John picked it up to defend himself against the horde.

John "Yonkers"'s many exploits over the next few years are discussed at length elsewhere. From historical evidence, Little Bessie pacified over four thousands Zs in John' hands, making it the most effective single weapon of the resistance.

Appearance
Little Bessie is a modest European-style sledgehammer. 34 inches in length total, its fiberglass handle has now long lost the factory shine it had when purchased. Gouges on the handle testify to its intensive use, and the distinctive red paint job given to it after the defence of the Lincoln tunnel (where the horde outnumbered humans 100 to 1) distinguishes it from other similar tools. Its rubber grip has been replaced several times, and behind the glass case, one can distinguish what looks like stripped leather. Its 8lbs drop pressed carbon steel head is still in excellent condition, and should men have need of it again, will be ready to once more crush undead skulls.

It was never discovered why John named his weapon Little Bessie. Go to Comment
30 Hammers
Items  (Melee Weapons)   (Non-Magical)
dark_dragon's comment on 2009-12-01 10:35 AM
Thanks for bumping this TPfish

Nice scroll! A nice diverse bunch O' weapons. Go to Comment
Wishful Thinking
Plots  (Event)   (Encounter)
dark_dragon's comment on 2008-01-25 10:25 AM
I wish I had one of those... :) Go to Comment
Ways a DM Can Stall an Adventure
Articles  (Humor/ Editorial)   (Game Mastering)
dark_dragon's comment on 2009-04-23 10:36 AM
Sci-fi +

28. The entire ship's mainframe crashes. Cue five days of hairpulling as all software is reinstalled from disk. ("Damn, I'm missing disk 4/7!" "Whaddyou mean, incompatible drivers. It worked last time!")

29. The custom officials at starbase epsilon-11-alpha are on strike.

30. Work on the space lane is ongoing. when queried, the workers are playing 3D pinball and drinking beer. No-one seems to be in charge. Go to Comment
Ways a DM Can Stall an Adventure
Articles  (Humor/ Editorial)   (Game Mastering)
dark_dragon's comment on 2009-04-23 11:22 AM
31. Party gets given a crate of rapidly reproducing lifeforms. (say, with a breeding rate about 10x that of rabbits.) Kudos to the Gizkas... Go to Comment
Ways a DM Can Stall an Adventure
Articles  (Humor/ Editorial)   (Game Mastering)
dark_dragon's comment on 2009-04-23 11:08 AM
Now suitable for 30 freetext...

Can't believe we previously stopped three short... Go to Comment
Don't Forget the Coffin
Items  (Other)   (Non-Magical)
dark_dragon's comment on 2008-01-03 06:34 AM
37. A large collection of exquisitely written love letters, clearly spanning several decades, from the local widowed duchess. Interestingly, they start close to her husband's death, and they seem to be addressed to him.
She often refers to "Your most unfortunate accident"

38. A small locket, opening it will reveal the picture of a beautiful maiden. If the possessions are searched thoroughly one will find a page of a church's death register, with all name scribbled out but one:
"Anna Segara, Died of consumption 24th of June 1664, aged 19"

39. A wrapped gift showing sign of great age. On it is a small card inscribed: "To My Mother, For your limitless patience, forgiving smile, and enduring support. Your Son, Marco" If opened the gift reveals a beautiful rosewood jewelry box. Go to Comment
Nightfall
Items  (Ranged Weapons)   (Cursed)
dark_dragon's comment on 2008-01-03 05:15 AM
This is a lovely item, the story is great and the idea very well executed.

I especially like the gun's uncanny ability to kill a careless owner, as if by chance.

Nice one Kassil! Go to Comment
FTL and the wormhole thing
Articles  (Resource)   (Gaming - Genre)
dark_dragon's comment on 2007-12-14 09:34 AM
actually, if you managed to manipulate gravity, you could simply create a gravitational sink in front of your ship, and a gravitational mountain behind it. ie, your ship wouldn't travel inside the wormhole, but would have a black hole in front and a white hole behind, the two joined by a wormhole to keep everything balanced!

That way, any obstacles would just get trapped inside the blackhole, go through the wormhole, and come out behind your ship. safe and sound.

http://www.nasa.gov/centers/glenn/research/warp/ideachev.html might give some more ideas. Go to Comment
FTL and the wormhole thing
Articles  (Resource)   (Gaming - Genre)
dark_dragon's comment on 2008-01-08 02:38 AM
Ohhh, I meant safe and sound for the _ship_! Go to Comment
The spaceborne campaign
Plots  (Travel)   (Campaign)
dark_dragon's comment on 2007-11-27 09:10 AM
The Crimson Plague

Approaching your destination, a fleet of military cruisers come in sight. Their messages are clear. Nobody enters the quarantine zone. It turns out that the destination has been swept with the lengthy Crimson Cough, a disease which, at first, resembles a normal Hantavirus. After a long period of pain and 10-12% mortality, however, the victims begin to recover, albeit with modified personality, characterised by extreme aggressiveness. Unlike the typical "Zombies", however, the victims retain all superior cognitive function, making any outbreak extremely dangerous, since victims will retain skills and knowledge of weapon use as well as full capacity for complex stratagems and tactics. It is also noted that they show a distinct lack of sensitivity to pain, most likely due to the inhuman hormonal discharges caused by the disease.

Of course, you have to get inside.

What happens next, is up to you. Go to Comment
The spaceborne campaign
Plots  (Travel)   (Campaign)
dark_dragon's comment on 2007-11-28 04:39 AM
Oh, no... These guys are perfectly human. They're just very, very, very aggressive.

As for the Reavers, I've never heard of them before... Here goes google!

edit: Ok, now that is far too close to the reavers. Go to Comment
The spaceborne campaign
Plots  (Travel)   (Campaign)
dark_dragon's comment on 2007-11-28 04:55 AM
Pest!
The last time they docked, the crew was wrongfully handed a crate of little harmless animals, with an incredible breeding rate. Honest mistake from the dock authority (the crate was meant to go somewhere else), and which could have been easily remedied by leaving the crate behind. The problem is, in their incompetence, the dock hands broke the crate when loading it on board. Now, the party shares their ship with a multitude of little critters. making it worse is the fact that the little animals (here the GM should make them cute as possible) are completely unafraid of humans, and will be found in every corner of the ship! Worse, tehy feed mostly off the electromagnetic radiation from the engines and so will shun away most poisons, except the very rare Unboro tree sap. Of course, that is at the other side of the region...

Thanks to KOTOR Go to Comment
Oldu Corpses
Lifeforms  (Constructed)   (Any)
dark_dragon's comment on 2007-11-28 11:01 AM
This is awesome, MJS. The legend is spot on, the tone and feeling creepy. Just spot on! Go to Comment
The Secret Invitation
Plots  (Coincidence)   (Side-Quest)
dark_dragon's comment on 2007-11-07 09:41 AM
I like it too, especially the underground opera. That is so cool. great plot devices. Simple premise that can have a realistic plot to support it. good one! 4/5 Go to Comment
30 Firefighters
NPCs  (Extras)   (Combative)
dark_dragon's comment on 2007-11-07 09:33 AM
Specialized, yes, but some of the group dynamics are interesting. You describe a full setting with the fire fighter's relationship with each other, and the different views and opinions can easily be transfered to say, an army unit, or a lumberjack group, or a mercenary group, it makes them come alive in term of character, even if the descriptions are a bit monotone and not so colorful. 3.5/5 Go to Comment
30 Firefighters
NPCs  (Extras)   (Combative)
dark_dragon's comment on 2007-11-13 03:28 AM
Hey! I never said that, on the contrary, I like the group dynamics, I think its the strongest point of this post!

*frown at Moon*

How did you ever get that impression? I said I liked the dynamics, but found the tone a bit passive. Go to Comment
30 Firefighters
NPCs  (Extras)   (Combative)
dark_dragon's comment on 2007-11-13 03:33 AM
Cheka, try http://www.w3schools.com/html/default.asp, Its a great resource Go to Comment
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