Strolen\s Citadel content. 
Elena "Bloodwind" Tyr
NPCs  (Major)   (Combative)
valadaar's comment on 2007-03-24 09:59 AM
Yes indeed, nicely done! Go to Comment
Plants of the Garden-Fortress
Lifeforms  (Flora)   (Forest/ Jungle)
valadaar's comment on 2007-03-20 07:31 PM
Death Nettle

A giant variety of common nettle, it has arrow-head shaped leaves, greyish varagated foliage and is covered in razor sharp, poisonous spines. The poison causes severe pain as well as violent muscle spasams which could cause a victim to fall, possibily into more nettle. Since large doses will disrupt breathing, falling into the patch is not a good outcome.

The toxin (which is a neurotoxin) biodegrades rapidly and will not keep well if harvested from the plant. Go to Comment
Plants of the Garden-Fortress
Lifeforms  (Flora)   (Forest/ Jungle)
valadaar's comment on 2007-03-21 06:39 PM
Rapacious Snapdragon

A brightly colored flower with tall spires similar to foxglove. The Rapacious version is both very much larger then normal snapdragons, and far more active. The spires are very tall - 12-14' in height, and the spires are studded by very large flowers, each about 1 foot across. The flowers appear in many brilliant colors, but hide a secret. They are equipped with fang-like thorns that will be used to bite anyone coming close to the plant. A victim will be subject to 2-4 bite attacks at a time but an individual plant can only attack one target at a time.

The plant is non-toxic, but the razor-sharp thorns can cause serious damage. Go to Comment
Plants of the Garden-Fortress
Lifeforms  (Flora)   (Forest/ Jungle)
valadaar's comment on 2007-03-21 06:47 PM
Miremoss

Miremoss appears as a fine green carpet and is otherwise not very different from other common mosses. What makes it dangerous is that it is very very tough, and exudes a very strong adhesive if damaged. This adhesive has a short setting period - usually 1-2 minutes after contact with the moss. When it sets, it does so suddenly and will hold fast most materials with a bond strength of magical intensity. Since the moss can occur in large patches, a victim could be stuck on the moss. Removing footware is a good solution if the victim is no longer on the moss or can fly, but if they are still on the moss, they will still have a serious problem.

The moss is quite tough and requires signficant hacking to cut through. Generally it will take longer to cut a significant patch then it will take for the adhesive to cure, possibly sticking weapons to the ground.

The adhesive is soluble in alcohol. It could be harvested, but since it begins curing on exposure to air that would be a difficult process. Go to Comment
Plants of the Garden-Fortress
Lifeforms  (Flora)   (Forest/ Jungle)
valadaar's comment on 2007-03-21 06:53 PM
Spitting Euphorbia

This bush is generally low key and resembles an oversized (4' height) common Euphorbia (Light green foliage, many small leaves, spherical overall shape). It is, however, somewhat intelligent and of a rather dour disposition. It has a caustic, milky sap that it can project up to 20'. This sap is very caustic and will inflict serious burns to organic materials. It is easily upset by sudden movement, sound, or light and will spurt sap until whatever disturbs it is gone, or it depletes its supply (usually 10-12 discharges per day).

If somehow subdued, it could be harvested for its sap that can then be used as-is as a weapon, or for use in alchemical work. Go to Comment
Plants of the Garden-Fortress
Lifeforms  (Flora)   (Forest/ Jungle)
valadaar's comment on 2007-03-21 06:58 PM
Singeweed

Singeweed appears very similar to Red Hot Pokers (http://www.freefoto.com/preview.jsp?id=12-65-53&k=Red+Hot+Poker") but differs in two major ways.

It is animated, capable of movement, and it is infused with elemental fire. When disturbed by intruders, it will envelop its flowers with flame and attempt to strike intruders in range. Strangely, the flames do not hurt the flower itself. Though capable of movement, they will not move further then 10' from their original rooting site.

The elemental energy is tied to the plant's life force, so if ripped up or otherwise killed, the energy will dissipate. Magic which works with elemental fire will apply to the plant. Go to Comment
Plants of the Garden-Fortress
Lifeforms  (Flora)   (Forest/ Jungle)
valadaar's comment on 2007-03-22 12:37 PM
Scorpion Grass

This grass appears as normal, overgrown grass - standing about 18" high with the occasional even taller spire covered with seeds. Some of these spires are different, containing a very strong, stiff core and ending in a barbed thorn. The thorn is quite toxic and sharp enough to easily pierce leather or find it's way through chain links. The spire is also capable of moving and will slash or stab at anything warm which comes within 18" of the plant. Go to Comment
Plants of the Garden-Fortress
Lifeforms  (Flora)   (Forest/ Jungle)
valadaar's comment on 2007-03-26 02:32 PM
Yep, if you can somehow harvest the 'epoxy' before it hardens (under water, perhaps) it would make excellent glue. It is, of course, biodegradable, but over a timeline too long to assist escape. Go to Comment
Plants of the Garden-Fortress
Lifeforms  (Flora)   (Forest/ Jungle)
valadaar's comment on 2007-03-26 02:34 PM
Yes, these critters are sort of Alice-in-wonderland inspired (plus my own garden, when I actually maintained it... another story).

They are part of the magically-reinforced garden of the Unseen fortress and intended as 'nature-themed' deathtraps.

If they escaped, then they could easily become the subject of an adventure. Go to Comment
Plants of the Garden-Fortress
Lifeforms  (Flora)   (Forest/ Jungle)
valadaar's comment on 2014-10-24 10:13 AM
It must be said - this sub predated Plants vs. Zombies by 2 years...

http://en.wikipedia.org/wiki/Plants_vs._Zombies

:)


Go to Comment
Voracious Slug
Lifeforms  (Fauna)   (Forest/ Jungle)
valadaar's comment on 2007-03-24 07:50 PM
Love that idea! :) Go to Comment
Trees of the Unseen Fortress
Lifeforms  (Flora)   (Forest/ Jungle)
valadaar's comment on 2007-03-19 03:52 PM
Brawler Wood

Brawlerwood trees appear as large regular trees of varying species (usually oak, pine and crabapple) - all of which have large, thick branches. However, they are magically animated and are quite dangerous. They will attempt to pummel their victims with their thick, woody branches.
Only the larger branches will be used, so typically man-sized victims will be subject to no more then two such attacks at a time. The tree remains rooted to the ground, but can bend it's trunk at the ground level to allow for slightly longer reach.

The trees are not intelligent in the least - those who deploy them as defences know to simply keep out of the reach of the branches.

Optionally, one could grant sufficient intelligence to the tree to allow victims to come close before it attacks, or to use local debris as missile weapons (including fallen/chopped off limbs, former victims, etc). Those with available fruit (such as crabapple) could optionally use those as missile weapons if victims stay frustratingly out of reach. Not much damage, but a minor avenue for the tree to release it's aggression.

The process of animating such a tree employs components such as bull blood, strength or berserker type potions, and applications of plant-controlling spells. Alternately, minor evil spirits could be bound into the tree, which would yield the most intelligent and dangerous specimens.

An example of such a tree and it's behavior is typified by the Whomping Willow of Harry Potter fame. Go to Comment
Trees of the Unseen Fortress
Lifeforms  (Flora)   (Forest/ Jungle)
valadaar's comment on 2007-03-21 12:00 PM
Grapplewood

This magical tree is generally created from thin, lith trees such as willows which bear many strong but thin branches. As opposed to Brawlerwood, which simply batters victims with wild aggression, the grapplewood is generally more intelligent and malignant. It will allow victims in very close before it takes action, first employing roots and runners to impede and perhaps capture one victim. If the victim is alone, or once a few other victims come within reach (to assist the first victim escape the runners) the upper branches will take action en masse. It will attempt at least to grapple, but will attempt to entwine necks where possible. Afterwards it will constrict with great force, either suffocating, garroting or even severing the necks, depending on the strength of the tree, and how well protected the victim is. It will not release a grappled victim until they have decomposed significantly, so playing dead is not an option.

The individual branches are not difficult to cut, requiring but a single strong edged strike, but the tree will launch many such attacks at any and all victims withing reach.

The tree is more malign then the Brawlerwood and is actively evil. Its animation generally requires the binding of some form of evil spirit to the tree. Go to Comment
Trees of the Unseen Fortress
Lifeforms  (Flora)   (Forest/ Jungle)
valadaar's comment on 2007-03-22 11:31 AM
Gorgewood

The gorgewood combines some of the properties and behaviours of the Brawlerwood and Grapplewood, and adds a few of its own.

A gorgewood appears as a large Broad Oak with scars on the trunk which make it resemble a human face. Should an intruder step within the tree's dripline, they will become the subject of the tree's attack. Massive, alien eyes will flick open - spheres the color of an unripe apple with no visible pupil, and a massive vertical slit of a mouth will open up, showing an array of bone-white wood-splinter teeth and maple-red interior. At the same time, amblitory roots will burst from the earth, seeking to entwine ankles and massive low-hanging branches will reach out to snatch the victim.

Should the victim be entrapped by the massive branches, they will be drawn in to be devoured by the hidious maw, chewed by magically strengthened teeth strong enough to pierce mail.

The tree is rather stupid - unable to plan and simply lashing out at potential victims. It is unable to use debris as missle weapons - largely due to it's stupidity, but also due to the limited dexterity of it's limbs.

The tree is strangely the easist of the three trees listed here to animate - certain Broad Oaks have a marked predisposition towards such magical alteration. Go to Comment
Trees of the Unseen Fortress
Lifeforms  (Flora)   (Forest/ Jungle)
valadaar's comment on 2007-08-08 10:57 AM
Hmm, apparently this was another winner of the Lead Balloon Award....

Shameless Bump! Go to Comment
Trees of the Unseen Fortress
Lifeforms  (Flora)   (Forest/ Jungle)
valadaar's comment on 2007-08-08 11:36 AM
Skullcracker Oak

This animate Oak tree is more subtle then the others. Appearing as a typical oak tree, it is distinguished by the presence of cocanut-sized acorns which it can drop on command. One must be directly underneath this massive tree's branches to be subject to attack.

There are rumours that there are variants that can actively throw these nuts up to 100' feet, should that much open space exist.

These nuts are not used for reproduction and are almost entirely wood. They are sought after by some for use in woodcarving. Go to Comment
Trees of the Unseen Fortress
Lifeforms  (Flora)   (Forest/ Jungle)
valadaar's comment on 2007-08-08 02:17 PM
Who was that masked submitter? :P Go to Comment
The Unseen Fortress
Locations  (Fortification)   (Forest/ Jungle)
valadaar's comment on 2007-03-12 11:53 AM

Outer Band 

 The outer band is ring of forest 15-25 miles in thickness. The forest is very dense with closely packed trees and heavy underbrush. No paths wider then a deer-trail exist through the forest. The roads used to bring construction supplies were replanted long ago and the trees growth accellerated via magic.

The forest is naturally dark and dank, and carefully ensorcelled against fire. Attempts to clear the forest by burning will be limited unless high power magic is used. Even then, the fire will not spread far beyond the immediate area of the magical flame. 

The trees are largely a passive defence to stop or slow down major troop movements by making horses, wagons and siege engines difficult to move. Some of the trees present have special 'adjustments' to make clearing roads difficult.

Assume that one needs to cut at least 500 trees to clear 1 mile of pathway (1 per 10' of progress) along with extensive underbrush. The chance of a 'special' tree being encountered is as high as the GM would like it to be. The author would suggest a 5% chance per tree - it is intended to be a signficant obstacle for an invading army. See Appendix A for special trees.

In addition to the special trees heavily seeded through the region, the forests are inhabited by many creatures, great and small.

 One can use typical forest random encounters for the world in question, or you could use the list found in Appendix B, Random Forest Encounters.

Go to Comment
The Unseen Fortress
Locations  (Fortification)   (Forest/ Jungle)
valadaar's comment on 2007-03-13 07:57 PM

APPENDIX B: RANDOM FOREST ENCOUNTERS


Some of the following are drawn from the great Walking Through the Forest When... Scroll 

1 -Angry Bear Additional Bears can be found under Concerning Bears.  

2 -Whispering Pines - Spooky, but nothing comes of it. 

3 -mp (Nighttime) 

4 -Charyn Slug(Nighttime at camp) 

5 -Cor-Spiders Giant webs will be encountered. 

6 -Mirruva Fox- Forest life encounter - not dangerous, just an event. On reoccurrence, substitute any desired temperate-forest wildlife. 

7 -Trapper Ants 

8 -Dire Vine or Black Leaf Bug swarm 

9 -Swarmsnake Pit 

10 -Selvaks On the prowl. 

11 - Dire Swine - Dangerous wild boars. 

12 - Grove of Dwarven Treeherds- Patrolling for forest despoilers, may or may not be hostile to PCs. Will be hostile if a road is being cleared in the area. 

13 - Giant Feral Boar - This massive pig-monstrosity is one of the more active defenders of the Forest. It is the size of a small elephant with massive tusks and vicious hooves. It is highly aggressive and will attack regardless of numbers. There is only one such Boar in the forest. If rerolled, substitute a similarly dangerous forest encounter. This is similar to the Dire Boars, but is a singular creature of great power. 

14 -17 Trap! (but only if there are active defenders to maintain them) 

1 .. Massive deadfall - Treetrunk will fall if trapline triggered. Tripline is about 1/4 inch and colored to match the local ground. 

2 .. Covered pit - 10' deep, optionally spiked or occupied by Swarmsnakes

3 .. Snare - Strong rope loop will snare a foot - mostly a nuisance, but will activate a noisemaker if the victim struggles. 

4 .. Whip trap - A springy sapling will lash across the path at face level. The sapling is studded with poisoned thorns (poison is weak due to effects of the elements, not likely to kill..) 


18 - 20 Defender Patrol (Again if active defenders present)

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The Unseen Fortress
Locations  (Fortification)   (Forest/ Jungle)
valadaar's comment on 2007-03-13 07:51 PM

APPENDIX A - SPECIAL TREES


1 = Tree is 'Ironwood' and is much more difficult to cut with an axe or other tool.

Assume a 25% chance of at least one 'cutter' being injured or having their axe broken.



2 = Tree has poisonous sap - 10% chance of cutter being subjected to poison of varying intensity.

3 = Widowmaker - Numerous heavy branches are 'dead' and liable to drop if the tree is subjected to hard shocks (i.e. Chopping). Damage varies from minor to lethal. Alternately, the tree might have structurally flawed wood, which causes it to 'kick' randomly when cut and not fall in the direction the lumberjack intends. 

 4 = Tree is an unusual and/or aggressive Tree -

Unusual/Aggressive Trees


1 .. Devil's Thorns. A large oak tree with dangerous projectiles. It may be easier to bypass it rather then cut it down. 

2 .. Medusa Tree. A very odd plant indeed, and should only be encountered once.
3 .. Broad Oak. A large, menacing oak tree. Add to this encounter one of the Dangerous Residents from below. 

4 .. Qanquen Trees. These trees form massive copses which create 'natural' walls. When encountered, it will increase the number of trees to be cleared signficantly. 

5 ..Rose Tree. This tree drops plenty of sharp debris making passage underneath painful to walk upon unless very heavy boots are worn. Beasts of burden will not move through such an area for this reason. 

6 .. Walking tree - Ent Analog. Currently resting and will not take well with would-be lumberjacks. 

7 .. Trailbane Pine. This tree will serve to either hold-up or misdirect the party, or possibly descend into conflict. 

8 .. Brawlingwood - Animated tree which strikes with it's branches.

9 .. Grappelwood - Animated tree which attempts to grab and hold victims. Will not let go until they rot away. 

10 .. Gorgewood - Like grapplewood, but will attempt to deposit victims into various large maws equipped with jagged wooden 'teeth'. 

11 .. Skullcracker Oak- Animated tree which drops coconut-like nuts. 

12 .. Skullcracker Oak- Animated tree which throws coconut-like nuts.


5 = Tree has been seeded with many iron spikes and other debris to make cutting it dangerous and difficult.

Assume a 25% chance of at least one 'cutter' being injured or having their axe broken.



6 = Tree is home to dangerous residents

Dangerous Tree Residents


1 - Mundane Hornet's Nest - if the tree is not examined before attempts to cut are made, will swarm and attack any would-be lumberjack.

2 - Explodestools - Large odd-colored mushrooms cover the base of the tree. If they are disturbed, they will burst violently, knocking nearby people back and creating clouds of choking spores. 

3 - Selvaks have been introduced intentionally into the forests. They are not a real threat for an army - the movement of troops will scare them off, but against an adventuring party, they are quite dangerous. 

4 - Huge Spiders (Any reasonable sized available will do.) Will not attack unless the tree is significantly disturbed. 

5 - A swarm of Aboral Swarmsnakes will drop onto those disturbing the tree. 

6 - Consult Appendix B: Random Forest Encounters for something disturbed by the chopping.



7 = Sentry Totem. Scattered through the forest are trees that have outlandish human and animal faces carved into them. Any intelligent being who comes within 30' of one of these faces, and is in the visual arc, will trigger an alarm which will alert the defenders of the Fortress, who will begin active defence. At the GM's option, these totems could also be an active defence - attacking with spells, etc. 

8-10 = Tree rapidly regrows at the rate of 1' per day until 30' height reached unless stump is burned out or completely removed.

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