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King Inturt's Chain
Items  (Armor)   (Non-Magical)
valadaar's comment on 2006-10-19 02:38 PM
2001! Wow.(for the age, the item needs work, but it was an early one...) Go to Comment
Armor of Huran
Items  (Armor)   (Combat)
valadaar's comment on 2014-01-20 09:25 AM
A decent item. Axlerowes is right on with this one.

As for a penalty while charged, the armour glows visibly, though not enough to provide real illumination.

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Tolky's Rock
Items  (Jewelry)   (Magical)
valadaar's comment on 2014-01-20 09:16 AM
So, from what I gather, Tolky never opened the bag, possibly knowing what would happen.

One of Tolky's crew decided to keep it for himself, so opened the bag, closed it, placed a copy of the bag in its place (Tolky would never open the bag and so the theft would not be discovered in time) and fled with the stone.




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Amulet of Ber
Items  (Jewelry)   (Cursed)
valadaar's comment on 2013-04-16 01:52 PM
Simple, but effective in some circumstances. Most jewellers I've run always have sufficient guards to discourage crime, so this item would need to be area-effect to be useful in such circumstances. Go to Comment
Amulet of Ber
Items  (Jewelry)   (Cursed)
valadaar's comment on 2013-04-16 02:30 PM
It is a wonder :) Go to Comment
Bronze Visions
Items  (Home/ Personal)   (Magical)
valadaar's comment on 2014-01-20 09:07 AM
This one made me think and wonder about the holes left open.

Sometimes, you want something more, other times, the spark is all that is needed.

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Offered Wealth
Plots  (Discovery)   (Single-Storyline)
valadaar's comment on 2011-04-26 10:24 AM


I like Melvin's twist - occasionally the entire boat is taken as an offering :)



And yes, there is something in the water - perhaps a dragon or similar beastly. It would have sorcerous powers so it would occasionally gift good luck on the donors. 



Lots of plot hooks can come from that - a jealous nearby town might try to end the local town's luck by any number of ruses - perhaps poisoning the lake, sending warriors to kill the benefactor, dropping trapped gifts to enrage the beast, etc.



Even nobels could get jealous and seek to know the truth, and perhaps capture the beast.


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Plainsmen Rituals
Plots  (Travel)   (Encounter)
valadaar's comment on 2011-04-26 10:17 AM


I expect the purpose of this encounter is to teach the lesson of learning about places you are going to go, as in most circumstances freeing the victims is the 'correct' behavior.  Given the lead in is the PC's have been led off the beaten path, this is not likely to have happened, so the PC's either will have done something normally immoral (leave em to hang), or they will be led into a possibly lethal encounter with a tribe over cultural differences.



I'd expect _some_ type of foreshadowing to hint at the correct behavior. 



 



 



 



 

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Fairy Luck
Plots  (Hired)   (Encounter)
valadaar's comment on 2007-01-08 08:47 AM
A good old sub from the vault!

Nice! Go to Comment
Book of Angst
Items  (Books and Scrolls)   (Cursed)
valadaar's comment on 2006-08-28 07:00 AM
Simple, Subtle. I like it. Go to Comment
Sword of Belwar
Items  (Melee Weapons)   (Magical)
valadaar's comment on 2014-01-20 09:02 AM
I found this amusing - the idea is reasonably complete though relies too much on gamespeak.

Nearly as old as it gets, it could make a good entry on a list of mildly cursed weapons.

AD*D Powergamers with such a sword would simply need not take the specific proficiency for this weapon, though that would be rather unlikely.

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Angered Sprite
Plots  (Travel)   (Side-Quest)
valadaar's comment on 2011-04-26 09:37 AM


I think the original author meant spirit :) Seems to make more sense to me that way.



 



 





 


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Slavina Plate
Items  (Armor)   (Magical)
valadaar's comment on 2013-12-16 10:41 AM
Possessed Armour. No Whys, only because.

Its the start of something at least.


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Galley Slaves
Plots  (Duty)   (Encounter)
valadaar's comment on 2011-04-25 07:17 PM


Wulf is spot on with this.  Since there is not much adventure in rowing and getting whipped, this would have to be a short scene ended by something more dramatic. Like, looking left and seeing an oncoming enemy galley about to ram... 


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Ole Faithful
Items  (Tools)   (Magical)
valadaar's comment on 2013-07-09 12:29 PM
Only voted Go to Comment
Dangerous Harvest
Plots  (Duty)   (Encounter)
valadaar's comment on 2011-04-25 08:58 AM


I like the idea of rallying a village to help defend it.  In the TV mini-series, Pillars of the Earth (and novel, though never read it.), there is a battle of the correct scale for PCS' - the attackers are about 20 men at arms and knights attacking a small town.  A small number of 'PCs' help rally the defense with a nice small scale battle.



 

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Drafted
Plots  (Duty)   (Encounter)
valadaar's comment on 2011-04-25 07:14 PM


Most PC's I have GM'd would bristle against this type of plot. It might seem like a convenient way to have an 'escape' plot or something similar, but I think there are more subtle means to accomplish this.

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Protected Dead
Plots  (Duty)   (Side-Quest)
valadaar's comment on 2011-04-26 09:45 AM


A starting point, though a bit bare :)

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Wolve's Revenge
Plots  (Duty)   (Campaign)
valadaar's comment on 2011-04-25 11:11 AM


This is an excellent starting point - I already have some thoughts to flesh this out somewhat. 



 



1. The ring dates far back, and was used to lend fact to a legend that 'even the very beasts flocked to the King's standard..'



2. The ring does not provide simple control as described, but causes the ring-wearer to become the pack leader.  This is two-edged, for the pack leader can lead the pack, and they will follow - perhaps accepting some verbal orders through the power of the ring.  Second, should the new leader show signs of weakness, up-and-comers (or the old leader) may attempt to regain control.  I'd personally make it as follows:



Upon donning the ring, the bearer assumes a greater and greater resembles to wolves as the pack is summoned to the bearer. The wolves will travel at their best speed to reach the wearer, intruding into civilized regions if need be.  If that pack is destroyed, then another and another will be so drawn until at least  one wolf survives to greet the bearer.



The pack, upon arrival, may accept the new bearer automatically if 'strong', otherwise the current pack leader will challenge the wearer by attacking him. The other wolves will not intervene unless attacked. Should the bearer fail, the pack will tear him to shreds.



Once the bearer is the pack leader, he can shift between wolf-man and pure wolf forms, the latter needed to take advantage of the wolves faster movement.  Human form cannot be resumed without removing the ring. 



Removing the ring could either be hazardous or safe at the GM's discretion.

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Thieve's Luck
Plots  (Duty)   (Encounter)
valadaar's comment on 2011-04-25 07:10 PM


Definitely the start of something, more towards a short story though.


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