Strolen\s Citadel content. 
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valadaar's comment on 2007-06-01 06:31 PM
Eons past, the Karu system was the home of an advanced civilization but little remains apart from a hideously radioactive former homeworld, and a new metal 'planet' further out.

The planet is the accumulated remains of the wreckage of two unimaginally large battlefleets. Through millions of years of bombardments, collisions and the impact of solar wind, the wreckage has collapsed onto itself forming a small, but very dense planet. During it's history sufficent amounts of transuranic metals collected at it's core and became a sustained nuclear reactor. The heat served to melt much of the metal that formed it, as well as creating a thick atmosphere. This atmosphere is rich in many chemicals and is dreadfully toxic.

The planet is 500km in diameter but has a gravitational force of about 1.3G. It has a thick atmosphere with usable amounts of oxygen, but has a pressure of 3 atmospheres at 'sea' level.
The remainder of the atmosphere is a devil's brew of hyrocarbons, radioactive gases, acids, and many other noxious chemicals.

Of course, this planet is considered a treasure trove of raw materials and even with its dangerous atmosphere, high radiation and powerful magnetic field, mining outposts exist. Go to Comment
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valadaar's comment on 2006-12-11 12:08 PM
Full Item Description

The grand flagship of a first-rate navy, the Dreadnaught impresses all who gaze upon it.

The Dreadnaught appears as an oversized bronze-plated Trireme. It is remarkable in that the normal oar ports are completely absent, and it sits lower in the water then other Triremes.

warship powered by Dwarven Lightning Bottles


Unlike the ancient dwarves, King Varamon and his visionary court magician Salidahn have discovered a different means to use the power of the Bottles.

Having uncovered an ancient tomb that had been boobytrapped by several of the devices (the traps failed, as the dragon's blood had long since lost it's potency) the King now had a small supply of the Bottles.

These bottles were harnessed into providing the motive power for a new, sail-less warship that would make King Varamon's navy the greatest in the world! The hull was thickly plated with bronze to prevent damage and fire.

The expense of operating the ship has led it to rarely put to sea, generally only in times of war. Other times it goes to sea only when a fresh supply of Dragon's Blood becomes available.

The few times it has seen battle, the effects were devestating to the enemy. Faster then any human-rowed ship, and with greater endurance, it has taken a frightful toll of enemy ships. Casualties among the ship's marines are still high, even with the signficant defences, due to the ship being used as agressively as possible.

To provide the necessary Dragon's Blood to power his new warship the King has commissioned many adventures and groups of soldiers to capture any Dragons which may be found.

Magic/Cursed Properties

Standard Crew

30 Sailors
10 Metalsmiths & carpenters
10 Mystical support (Enchanted weapons & power systems)
70 Marines

Physical Dimensions

Length: 140 feet
Beam: 22 feet
Displacement: ~400 Tonnes empty
Teak Hull: 200 Tonnes
Bronze Armor: 85 Tonnes (.4 inch plate)
Dragon Bottles(4) + Propulsion System: 50 Tonnes
Remainder of tonnage made up from hull fittings, Galley (cooking), weapons & mantlets.


The Dreadnaught is capable of travelling 300 leagues on it's normal reserves of Dragon Blood. More blood can be carried, at the cost of additional cargo. Due to the weight of the proper stone storage vessels, and the dangerous nature of the substance, it is rarely overloaded.

The ship generally only carries sufficent provisions for 4 days supply and is not used more then a day's journey from land.

Weapon Systems

The Dreadnaught is built for anti-ship purposes and it's primary weapon system is a massive bronze ram built into the ships prow. It has 4 mounting points for medium-sized siege engines, with 1 Catapult and 3 Ballesta the normal deployment. Additional weapons can be mounted, but at the cost of deck space, reducing the number of archers which can be deployed.


In additional to many protective magics, including enhantments against fire, incorporeal creatures and teleportation, the ship has the following defences.

1. Bronze-cladded Teak hull, aproximately .4 inch thickness.
2. Folding mantlets which can be raised to provide additional cover to the ship's marines.
3. Illusions are used to create oars in motion to help conceal the ship's unique nature before closing to attack.

Plot Ideas

Several plot lines suggest themselves:

1. The PC's are hired by a rival nation to either discover the secrets of Varamon's Dreadnought or failing that, destroy it.

2. The PC's could easily sign on as Dragon Hunters to provide the blood.

3. The PC's could be hired on as crew of the ship, and engage in naval battle with the King's enemies or vengeful Dragons!

4. Several hundred years pass, after the Dreadnought is lost in a storm with all hands. Now, on a strange island, the PC's find an ancient bronze-hulled ship with no masts...

5. The PC's are sent to find more of the bottles, either to construct new ships, or to power some new weapons the King is planning to mount on the current one. Go to Comment
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valadaar's comment on 2006-12-19 10:17 AM
Other Demoted sub ideas:

Abadra - Magicite Age
A magic rich Arabian-flavoured empire at the height of it\'s powers

Keldasaar - Necromantic Nation

"I would delight in devouring your entrails. Your pass please?" Quote from Custom's Agent Yedred

A nation with extensive use of necromancy. Undead of all types are bound and used for many roles, and not just manual labour.

Some carry on the business of their lives.

This nation is currently being constantly harrassed by the Church of the Redeemer. Go to Comment
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valadaar's comment on 2006-12-19 03:49 PM

Kredals Salvage and Sunderies

None in Malver's way would ever make the mistake of believing this buisness is in any way legit. Outwardly, it is supposed to be selling goods salvaged from fires and other disasters, but is clearly a fensce. To maintain the facade, however, Kredal employs a handful of bully-boys who do serve as Malver's megre fire service. These men rarely put out any fires, but will enter structures to retrieve whatever valuables can be saved. Of course, only a few make it back to the original owners. It is also not unusual for fires to occur whenever things get too slow at Kredals.

The shop also sells regular goods - both stolen and occasionally legitmately sourced. Kredal also provides loans, sending his bully-boys to collect. Kredal himself lives in a villa quite some distance from Malvar's place, but does like being a big fish in a little scummy pond.

Kredal himself appears as a middle aged merchant who has endulged in too many vices, but his enemies have found that there is steel in that lardy package. And whatever faults he may have, his memory is not one of them. Go to Comment
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valadaar's comment on 2006-12-20 08:55 AM
30 Detailed rooms for a dungeon- ready to use!

Liquid Destiny

When one enters this room, what one first notices is the smell of blood. Nearby the door is a large barrel filled to the brim with some liquid.

The other of this 20' square room is somewhat lower - the slope is gradual, but noticable.

The far wall features a stone door, but what really captures you attention is what appears to be a large summoning circle a few feet in front of the door. A vauge shadowy demonic figure can be seen standing in the middle, apprently watching your entry.

If any significant material crosses the lines of the summoning circle, the demon within will be released to lay an unholy whopping on any nearby.

The door is signficantly fortified by magic, and sports a false front which will fall inwards if physical attempts to open it fail. This of course will cross the circle and free the demon unless it is caught or otherwise prevented.

At the bottem of the barrel is the key to the door, but it must be removed without spilling much of its contents. Any significant amount of liquid will roll along the floor in nearly undetectable grooves to intersect with the summoning circle, and again, release the demon.

Reaching into the barrel will displace significant liquid.

The PCs could somehow evaporate the liquid, decant into other containers or even dam up the flood. Other solutions might suggest themselves as well, but only if the PCs understand what might happen should they spill the liquid.

Other props/bric-brac could be added to the room, but the barrel, door, circle and summoning circle are the real items of note. Go to Comment
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valadaar's comment on 2006-12-21 11:49 AM
In addition to the demons themselves,am suggesting the following distinctions with regards to possession:

4 Degrees of Possession:

1st Degree - Mindshadow

Demon in question only appears as an evil thought in the subject's mind. Only those on the edge are likely to be affected. Simple interventions can clear this, if the subject is aware of it.

2nd Degree - Power Struggle

Demon in question is a major force in the target's mind. Although the subject still has control, this is fragile.
It may take some effort, but moderate rituals can clear this.

3rd Degree - Possessed

Classical possession - Demon is in full control of the victim. Usually requires full exrocism to clear.

4th Degree - Consumed

The victims physical form is used to build a physical body for the subject demon. This transformation is usually very horrifying depending on the nature of the demon. It may appear as a simple morphing, like lycanthropes, or more spectacular, including the demon form bursting out of the victims body.

Please note that the names of the demons are inspired by latin, but are just
mock-latin, like mock swedish "Bork Bork!".

Arachnii Infernelum

The Archnii are another of the Fear Eaters which assume a bizarre spider-like form. They appear as a spider with a ridiculous number of many segmented legs -looking more like a giant sea-urchin. Each leg ends in a jagged, clawlike tip it uses in combat. Exaggerated venomous fangs extend from its spherical form. Wherever it goes, hundreds of small, poisonous spiders appear out of the woodwork, only to evaporate soon after it leaves. The area where it passes becomes shrouded by webs which persist after it is gone. These webs are very sticky and any bare skin touching it will acquire a painful rash.

Interestingly enough, these demons are consumate mathematicians and if properly contacted can serve as an expert in this field. They have special insight into the the relationship of the various planes of existance and other dimensions.

They are capable of all forms of possession. 4th degree involves bursting forth as a mass of spider legs with the victim being reduced to tattered shreds.

This demon is motivated primarily by hunger but will also capture victims to serve as hosts to spawn additional Arach.

b>4. The Rumble

This demon appears as a great, square-built, yellow-skinned humanoid figure. Poking out of the yellow skin out of bloody wounds are dozens of black, jagged rocks.

The gaze of the demon will cause stone, brick and glass to burst in a spray of shards where desired, including the shards imbedded in it's own flesh. It will be bloodied by such an attack, but its power remains undiminished.

This demon does not possess victims - it appears only if summoned and has little desire apart from causing destruction.

5. Plagueling

This demon appears as a human-sized rat with 4 naked human arms and 2 naked human legs. Huge, red-colored eyes look out of black, greasy fur. It always moves in a half-crouch. Contact of any form almost invariably inflicts a lethal, contiguous disease on the victem that requires magic to cure. Any rat in the immediate area also becomes a carrier. This demon does not possess victims.

A highly intelligent race derived from all things, sea slugs.

-Can integrate their nervous system with larger 'host' creatures.

-Create pressure shells to allow them to live in more shallow water.

-Communicate electrically via touch or short range.
-Communicate longer range with ultrasonics, though this is slow.

Can master many chemcical processes - they have the means to work metal underwater through special enzymes and acids Go to Comment
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valadaar's comment on 2007-06-05 12:25 PM
Broken Wing II
« Details
Main Cat:Dungeons
Cat 1:Mountains
Cat 2: Style
Submitted: Sep 24, 2007 22:05
Updated: Oct 17, 2007 02:29
Comments: 1
Views: 108
XP Earned: 14
HoH Earned: 0
ID: 4378
Votes / Rating: 0 / No Votes

Broken Wing


The adventure is anachronistic and may not fit with everyone's tastes...

During a recent expedition through rarely travelled parts of a dangerous mountain range, the PC's caught sight of glittering metal high up a cliff, perhaps thousands of feet up. Perhaps they moved on, and are now returning to investigate, or they decided then and there to attempt the ascent. With a closer look or the use of magic, it appears to be some stange metal structure with long flat side-struts.

The object is a WWII Bomber that was lost over the Bermuda Triangle, a B-25 Mitchell.

Room One: Entrance and Guardian - There needs to be a reason why your dungeon hasn't been plundered or why your adventurers are the ones for the job.


The Cliffside

What the hell was that? Our instruments went wild! Shit - look at the altimeter - we lost 5000 feet?.. Wait, there's something ahead.. PULL UP!!!!

Two hundred feet below, the hulk of the craft juts from the mountain side like a stray arrow, the nose crumpled and imbedded in a deep fissure. The cliff-face is sheer, and unstable, with rocks falling loose with ease. Falling here would be a several hundred foot drop before striking a ledge. PCs will need significant mountaineering skills to attempt the descent, or magic to compensate.

Complication: In addition to dangers of the crumbling rock, the local weather is strong and unpredictible. Winds could dash PCs hard against the rocks as they decend, perhaps rubbing ropes against sharp rocks, or triggering small rockfalls. The air is also bitterly cold and poses yet another hazard the PCs must prepare for.

Room Two: Puzzle or Roleplaying Challenge - A trial that cannot be solved by steel alone.


Entering the Craft

When the PCs get close to the aircraft, of course they will not recognise what it is (their Players might) and its function will be difficult to tell. Rust has taken a toll and the crash did much damage. All of the hatches have been ceased shut by the impact and rust. Much of the aircraft is coated by a thick layer of ice, leaving only a few possible entries that do not require hacking through ice. Of course, the ice and smooth metal skin will be quite difficult to climb upon. The aircraft also is imbedded at a fairly steep angle, the result of the crews frantic attempt to gain altitude.

Room Three: Trick or Setback - Build tension through tricks and setbacks and give them a double-dose of gameplay such as more combat or another roleplaying challenge.


The Interior

The PCs will find the interior of the aircraft quite cramped and will have difficulty using larger weapons. Which is unfortunate, because they are not alone.

The crew of the craft was killed on impact, but their spirits have not passed on, not being from this world.

They are armed with Pistols - M1911 .45 Automatics, 7 rnds each, tools such as wrenches (treat as maces) and combat knives.

If the PC's manage to defeat the crew, their weapons may be the only treasure they gain from this adventure.

Complication: Active internal defences of some type. Undead pilot?

Room Four: Climax, Big Battle or Conflict - The final combat or conflict of the dungeon.



The aircraft has become the home of a


Room Five: Reward, Revelation, Plot Twist - The dungeon is complete but what is it about this dungeon that made it different or memorable. What kind of mystery have they discovered, what kind of reward have they won, and what kind of information have they recovered?




« valadaar Oct 17, 2007 02:29 ( 0 )
Updated: Help! Is this even worth finishing? Brain dried up on this one.Stephie Oct 19, 2007 06:31 ( 0 )
I think there's potential in this. As I read through this, I tried to put myself in the position of a player and the first thing that came to mind was how old is the Bomber? You mention that it's rusted and has a thick layer of ice.

Are the PCs the first to find the craft or perhaps others have attempted to plunder its "treasures inside" but maybe were killed by the ghosts or undead?

What about not killing off all the crewmen and have one survivor who is barely alive, maybe he's so emaciated that the PCs could even mistake him to be an undead when he's not. This could almost be a test for the PC's. Or perhaps this one crewman has been plagued by the ghosts of his crewman.

Taking it even a step further, what if the one survived somewhere else entirely on the mountain and is the key to the players figuring out the mystery. There could easily be communication issues as the crewman and the PCs due to unknown languages.

Brought to you by 13 Jupiter masses and Go to Comment
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valadaar's comment on 2007-01-15 08:00 PM
Full Description
The Clockwork Oracle
Mechanical Astrologer (inspired by greek calculator!)

After waiting in line for what seemed to be ages, you are finally led into the dark room, choked with smoke and incense.

You can make out the figures of armored gaurds standing against the walls, and in front of you a large metal sphere.

Additional Information

The Clockwork Oracle is a sentiant machine driven by hundreds and hundreds of tiny gears, operating like a mechanical computer.

Originally built simply to calculate the future positions of astrological objects, the level of complexity of the system, as well as the influence of the magic metals which formed some of it's parts combine d

The Clockwork Oracle is quite curios about the outside world, but all it learns is from the questions of it's petitioners.

In return for answering questions, generally with odd, irrelevilent answers, it asks questions of it's own. Go to Comment
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valadaar's comment on 2007-01-17 07:44 PM
The Builders of Stoneholt are the greatest secret of the Caretakers. Three of the massive golems still exist, all sequestered in parts of the city not yet controlled by humans.

Plot DescriptionA set of adventures located in the vast metropolis of Stoneholt.

The Guardians's Revolt

Unknown to the humans of Stoneholt, the three groups of Guardians - Free, Survitor and Feral have been quietly plotting together over the years. With the opening of a cache of weapons left behind by the Giants, apparently for Gaurdian use, the Guardians rise up against the humans.Slaves openeing doors for groups of attacking Free and Feral groups. The sewer bear riding Ferals act as dangerous calvary and the humans suddenly find themselves fighting for their life in a city gone mad.rnrnFrom outside the city, another threat looms. ...SecretsExpanding the scenario

A city of immigrants - first by the Anasha people, displaced from their lands by the Rephatians, and then later, by the peoples of dozens of nations.

Stoic Theosians, fleeing their oppressive relgion, Neblians and D'Har seeking the free lands within the city as well as carrying on their own eternal feud, Saliadonians
and even a few Hanaset tribesman, exploring the world and finding a land so different then their forests.

A melting pot city.

The city of Stoneholt is seperated by the Saar river into three distinct sections, each fully enclosed by tall curtain walls Go to Comment
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valadaar's comment on 2007-02-04 07:58 PM
Snakes? Does it have to be Snakes?

A scroll of Snakes, great and small


1 Biology and appearance

Neyanthian Dwarves (First Wave before degeneration, and Second wave )fit the typical description of dwarves accross the multiverse. Topping out at 4'6" and averaging 140 lbs, Dwarven males are powerfully built and broad of chest and limb. Dwarven females are somewhat shorter - Averaging 4' in height and weighing on average 130 lbs. Apart from their size and stubbier proportions, dwarves are indistinguishable from humanity. Hair color tends to vary widely, with most human colors represented as well as a odd metallic slate exibited by a few clans. Eye color is more restricting, being almost exclusively deep grey.

The Degenerate First Wave Dwarves are a bit different then their newer fellows. They are more diverse in weight, with many appearing almost cadaverously thin, and they exibit odd mutations and occasional animalistic features. Hooved feet, fur, tails (various - dog-like, serpent, etc), odd ears and other features mark these Dwarves.

2 Culture and history

2.1 Clan Society
2.1.1 Males
2.1.2 Females
2.1.3 Clan fortresses
2.1.4 First Wave Degenerates

2.2 Calendar
2.3 Beliefs
2.4 Combat and Honor
2.5 Language
2.6 Magic & Technology
3 Dwarves and The World
4 See also
5 Notes and references

Full Description

Additional Information

The dwarves of Neyathis are both older and younger then mankind.

There were two waves of Dwarves that came to Neyathis from afar, seeded here by their dieties.

The first wave actually came to dominate the world for several millenia until they finally destroyed themselves in a war of fratricide and fanatisim. No more then traces of this first wave remain - a few terribly inbred inclaves isolated miles below the surface. Their works have been found in many places, while other areas have been scoured clean during their last, dreadful war.

The new wave was reintroduced to Neyathis since the rise of Mankind, and so have appeared in isolated regions. They have established the kingdom of Kashaar which has on occasion warred with their human neighbors.

The Dwarves of Neyathis have the appearance typical of Dwarves on other worlds, but have a greater range of cultures. Some groups hold the beard with far less regard and formality then others, and, expecially in the Kingdom of Kashaar, occupy the surface in much the same way as humans. Go to Comment
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valadaar's comment on 2007-02-04 08:00 PM
Feng Shui applicable to Fantasy as a school of magic

"The original Feng Shui Masters were hired by emperors to wage war. It is said that they had the power to manipulate the wind, water and fog to help the outcome of battles. Folk Lore has it that the Emperor was fearful that they would use their skills against him, so he ordered the Feng Shui Masters put to death."

The effect of proper feng shui on the living is thought to carry over to the afterlife. In traditional feng shui belief, the feng shui of cemeteries affects the state of the dead spirits and, indirectly, their living descendants. Spirits of the buried were believed to remain at their gravesites or by the homes of their kin, and just as bad feng shui harms relaxation and ease of mind among the living, the spirits of people buried with bad feng shui will be anxious and restless, and therefore more likely to trouble the living. This reasoning led to careful feng shui planning of cemeteries.1 Conversely, desecrating the feng shui of the grave of an enemy's ancestor was thought to be a powerful weapon.2 Go to Comment
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valadaar's comment on 2007-02-08 06:31 PM
Full Item Descriptionrnrn30 More ManuscriptsrnrnHistoryrnrnrnMagic/Cursed Properties

1. The Parasiticon
By Melthesar

This large, lavishly illustrated tome is filled with encylopedic articals on hundreds of parasites, mundane and mystical. The author seemed to go into great glee discussing their impacts upon their victems and many of the color plates within (hand painted) are full of very disturbing detail. Subjects include the Ahoi Worm, the Tomb Trilosydes and many others, each more disgusting then the next...

2. Magistrate Delgarius & Grisus
By Magistrate Delgarius
As with many things, this book was actually penned largely by Grisus and contains fairly balanced stories of many of their exploits over the years. In many cases, the actual identities of persons have been changed, but in such a way that those familar with them might still recognize them.

3. Agien myths and legends
By Thurius Merch

This noted historian has travelled over much of southern Neyathis collecting legends about the lost Agien empire. Within the work, estute readers can pick up clues to the locations of many of the legends described therin. The trials and tribulations of Tryvaard and the accursed Apple Tree of Selilion are amoung the subjects of the legends.

4. Medical text -

Disease, Medicine, and your Game

5. Buzurivambavas, the Scuttling Apothecaries

6. Knightfall The Sundered

7. A collection of Contravances Bizaar Timtom Flyboy Butterfoot's Flying Machine

8. A collection of Horrors, including Bloody Smile,The Cutsman.

9. A short theology of the Aviontix

10. Ankorill natives
Written By Amecanthys Loercio,
High Priest of the Andalonian church of Taklamar.
In the good year of 3475After Andalon.

This sub can be used as-is as a major excerpt from that title!

11. A trieties on The Qurasooth

12. The Musings of Rethian

Rethian was a noted theologist, this book is a collection of debates on the Afterlife. He lost won his last debate, but the priest he offended by doing so killed him, allowing him further research on the subject. Published posthumously. Go to Comment
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valadaar's comment on 2007-02-08 06:36 PM
Full Item Description

A massive iron key - 2' length, 20lbs forged from black Iron and enscribed with demonic faces.


The Abyssal key is an item of great antiquity, forged from black iron drawn from the Hells Mouth, a volcano long since subdued and bound by the Gods. This volcano was itself a gateway to the infernal realms and it was only through great sacrifices by divine and mortal that this festering wound was closed.

The Key was the last item forged from the cursed black iron which flowed from that fell place, and was made to allow for the infernal powers to breach the planar barriers and enter our world.

Or so the legend says.

The truth is much more complex. The true purpose of the key is hidden by the most powerful of divine magics. It is made to allow for the hellgates to be closed, not open them! The dread curse the key bears is an effort of the infernal powers to prevent it's use since even they could not breach it's divine secrecy.

The key is not needed to enable the hellgates - when created acording to the proper ritual they are created open! However though divine force and forsight, the need for the key has been indelibly imprinted into the rituals that create the hellgates. Even the fell lords of Hell have been decieved into beliving use of the key to open the gates is necessary.

Construction of the Gateways are a Fell secret - the knowlage itself is dangerous - a corrupting blackness enters the mind of any mortal who learns the full details, irrecovably tainting their soul. Even the process of transcripting the full details will corrupt the physical media it is enscribed upon. As a result, its secret is well hidden and most easily obtained through concorse with the infernal powers themselves. Legends of a written account abound, and some speak of a strange order of dark monks who collectively know the process, but none know the whole secret.

The seeds have been planted by the now nameless god such that those who would create a Hellgate are led to seek out the Abyssal Key, unknowing that in so doing, they make their plan easier to stop! By 'requiring' the Key, the forces of evil are slowed down, their search for the key a possible warning to those who watch for such things.

Magic/Cursed Properties

The Abyssal Key appears as a powerful artifact of evil, and exudes a powerful unholy aura. Little can touch it and remain unaffected by the demonic forces. This property will be detailed further below.

Its primary purpose is to lock a portal to Hell - preventing the access to our world by the infernal hosts which dwell there.

one where the bearer of the key can call forth dark powers to enter our world. The summoned beings are not under any particular control once they arrive, but are free to physically enter. Alternately, the user and any others can step into the Nether Regions as well. The portal remains open until locked by the key, from either side.

The portal does not advertise itself, but the inhabitants of the Nether Regions will eventually happen open the open gateway, and begin to pass through the opening of their own accord. As more become aware of it's presence, the tide of invading demons will become heavier and heavier.

The portal itself is a transient thing - it must be built for the key, following long, laborious rituals and using rare, bizarre and awful components in its construction. Without the key, it is nothing more then a macabre piece of artwork, a doorway to nowhere.

As part of the Power Overwhelming collection, this item is intended as a campaign-level quest item, something to prevent a powerful NPC Villian from obtaining.

There may be a number of different steps to a campaign using this item, a list of sample chapters...

Effects of contact with Key by Mortals

Once a particular effect occurs with a given person, it will repeat each time it is picked up by that person.
Primarily, the effect will progress as the item is held, but for being especially incompatible with the item, will continue until complete or stopped by powerful magic. In most cases, without powerful magical assistance, the effects are fatal.

Some effects occur the moment the key is touched while most of the others take time to show
You can find the full Lyrics at Go to Comment
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valadaar's comment on 2007-02-09 11:24 AM
The Isle of Arnuth had a long history, and a sad ending.

The Isle of Arnuth is a large volcanic island well away

from the main shipping lanes. Tropical and fertile, it once was a heaven on earth for it's inhabitants.

When he arose as a vampire, his tightly held lusts were released. He carefully selected an inhabited island far from most sea lanes, slaughtered all of it's priesthood and strongest warriors and set himself up as king.

At first he treated the inhabitants purely as cattle but as time went on, he began to take the role of 'king' more seriously, but never enough to do more then delay their extinction.

Over time, the population of the island kept dwindling, due to Blackthar's hunger and disinterested mismanagement.
There came a final uprising where many of the islanders fell upon him, but were detroyed by his magic. Those that remained poisoned themselves and set fire to the inn where they gather, to deny him their lives and blood, and to stop being cattle. Go to Comment
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valadaar's comment on 2007-02-14 03:34 PM
At first I thought it was a vision brought on by starvation - I had spent the last hour in debate with unseen ones over the size of my campfire - but it was not, to my terror.

I heard the sound of

A ghostly dogseld, with a team of phantom sleddogs, and a corpse for a drover.

Expanding the scenario Go to Comment
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valadaar's comment on 2007-02-17 07:33 PM
The Swamp Children

Legends tell of the mysterious Swamp Children - quiet spritely beings who help lost souls but none of these beliefs survive actually encountering one.

The Swamp Children are small, emaciated humanoids with exaggerated potbellies and long, wolflike muzzles. Their skin is covered in a foul, yellowish mucous which protects them against the cold as well as the vermin of the swamp. No insect will come close to a Swamp Child - those that do get stuck in the viscous coating and subsequently eaten.

They are well adapted to their swamp home, being fully amphibious and able to hold their breath for many minutes. They are small - generally less then 3' tall and about 40 lbs weight, but they are extremely strong.

The Swamp Children normally feed on the natural flora and fauna of their swamp home, but they will gleefully feast on anything that they can overpower, and are not above cannibalism.

When hunting, groups of the Children will lurk under the surface in ambush while others will either lead or drive victims into the ambush point. Grappling and dog-piling their foes, they will attempt to force them under the fetid waters of the swamp to drown.

The Children are capable of speech and have their own langauge. Since they have no interest in other beings except as food, they do not learn other languages.

There are legends of spellcasting Swamp Children, and these are true - there are shamans within their ranks that worship demonic powers. Go to Comment
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Systems  (Combat/ Warfare)   (Defining)
valadaar's comment on 2007-02-19 11:32 AM

Veladim is a rather large, portly Dwarf with a long, grey-streaked black beard. His skin is heavily tanned and weathered from the sun. He carries himself in a dignified, military manner and exudes confidence. He wears fine clothing, A heavy crossbow strapped to his back, and a simple but well-made shortsword hangs from his belt.


Valdim was born into a Dwarven clan of some fame, and showed himself early in life to be an excellent warrior.

Unlike many of his people, he was infected with wanderlust early, and quickly found the strict nature of Dwarven life stifling. As a result, he left his clan (infuriating his father) and took up travelling. After many years of adventuring, freebooting and some larceny, he and few companions found their way to the kingdom of Saliadon,which was gripped in middle of war with the Tyresian Empire. Barely surviving an encounter with Tyresian raiders, who killed several of his compatriots, he and his remaining friends joined the Saliadon's armed forces.

By this time, Veledim had developed such skill with the heavy crossbow that few could match him. After some success with a few set-piece battles, it soon became clear that with his low mobility (short legs, plus his weight) that he may be better placed as a Marine on one of the Kingdoms ships.

He was assigned to the Scimetar, a 3-master ship commanded by then-captain Meridin Savath His skill with his weapon, along with his powerful presence soon led him to become commander of the ships' marine contingent and he soon became fast friends with the captain.

During the war, Meridin Savath was promoted to Admiral and requested that Veladim be assigned to his new flagship, the Hemlock.

Veladim fought hard through the remaining year of that war and continued to serve the Admiral in the years after.

Eventually the Admiral retired and set out on an expedition to explore many of the lands that he had passed before, and requested that Veladim join his mission. Veladim was delighted to join and now accompanies the Admiral on his quest for discovery, the head of the small but skilled force of marines.

Special Equipment

A specially designed mechanical heavy crossbow - it uses two strong, manually compressed springs which serve to greatly speed reloading. The springs take a fair amount of time to compress, usually several minutes of hard work, but they allow for two shots to be taken with very little time between shots.

Later, he was awarded an even better crossbow, this is the Cricket Bow of Setphan, which actually is a small Automaton or Golem shaped as a crossbow.

Roleplaying Notes Go to Comment
Valadaars demoted subs
Systems  (Combat/ Warfare)   (Defining)
valadaar's comment on 2007-03-14 04:00 PM
A giant corpse with a special harness equipped with a Dwarven Lightning Bottle and using electric shocks to animate the muscles.
An operator sits in a special compartment (Inside a hollowed out skull perhaps?) Go to Comment
Valadaars demoted subs
Systems  (Combat/ Warfare)   (Defining)
valadaar's comment on 2007-04-24 08:10 PM
The Melesar - "Great Game"

Much of Raphation society revolves around this 'game'. It is an organized bloodsport similar in principle to chess and the Rephation military structure is derived from it.

A Team consists of 32 units:

12 Trudges (T)- Orc analogs pawn
4 Arch-Trudges (A) - Urak-hai analogspawn + sideways move
4 Devourers (D)- Troll analogs Rooks - 4 square
4 Hurlers (H)- Ogre Analogs Bishops - 4 square move, 8 square take
6 Rephation Knights (K) Knight
2 Rephation Nobles (N) queen + knight move

Board is 12x12 in size, and either side may arrange their starting positions (in secret) before the game starts in the first 4 lines of the board on either side.

The classic arrangement is as follows:


A 'Game' usually lasts until either two knights or a Nobel are slain, though battles of extinction are possible.
And of course, with the exception of nobels, the casualties are devoured in a feast which occurs afterward.

A similar game is made available for Nobel children that uses specially bred mites to play the roles of the pieces. These mites are marmaset-sized and rather stupid. The game is played in a large glass enclosure with 144 individual compartments. The children draw the appropriate 'piece' up and drop it into the appropriate compartment. If occupied by an enemy mite, they fight to the death. Go to Comment
Valadaars demoted subs
Systems  (Combat/ Warfare)   (Defining)
valadaar's comment on 2007-05-22 12:56 PM
Banners of Substitution

The red-coated infantry of the 23rd Yorkshire regiment stood steady formed up in two lines on the reverse slope of the hill. The omnious drumming of the approaching enemy column filled the air.

Over the crest of the hill sprouted the banners of the oncoming hosts, a brilliant gold eagle at the top of the largest banner. Shortly thereafter the first ranks of the blue-uniformed soldiers broke into view.

"Fire!" shouted the captain. Two ranks of muskets and two 12-pounders loaded with grapeshot blasted away into the troops of the Napolean Adalaid. As the smoke cleared, no void opened in the front ranks. The captain stood speechless with shock. Could they have all misfired?

Elsewhere, the 2nd Regiment of the Napolean's forces stood hidden in heavy forest. Their color party bore a banner and Eagle the mirror image of the one born by the attacking regiment.
Out from the banner stuck a multi-forked bolt of blueish lighting. It slashed out and struck down dozens of the lined up soldiers. Go to Comment
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Trolls in the Mountains

       By: Gran Pays

The party receives a poorly written call for aid from a nearby mountain community. When they arrive, the town is overrun by trolls, but where are the villagers?

Encounter  ( Mountains ) | June 22, 2016 | View | UpVote 4xp