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Squintz
NPCs  (Minor)   (Criminal/Espionage)
manfred's comment on 2007-05-17 01:27 PM
Heh. He's an okay guy, a most proper source of shady information. I bet it must be confusing to look into those eyes. :) Go to Comment
Squintz
NPCs  (Minor)   (Criminal/Espionage)
Scrasamax's comment on 2007-05-17 01:26 PM
Only voted Go to Comment
Squintz
NPCs  (Minor)   (Criminal/Espionage)
Cheka Man's comment on 2007-05-17 12:45 PM
Short but well done. Go to Comment
Squintz
NPCs  (Minor)   (Criminal/Espionage)
valadaar's comment on 2007-05-17 04:12 PM
Amusing little squirt - I mean Squint... Go to Comment
The Lonely Planet
Plots  (Discovery)   (Mini-Campaign)
manfred's comment on 2007-05-16 04:28 PM
Old School Star Trek episode... that was the term I was looking for. Exactly the kind of trouble one might meet while traveling where no man has been before. There is some nastiness, there is the technical special effect factor, but there is also a moral issue at the heart...

...great work, Agar! Go to Comment
The Lonely Planet
Plots  (Discovery)   (Mini-Campaign)
MoonHunter's comment on 2007-05-16 06:06 PM
Normally, I don't like general plots. This one I do. Two thumbs and a tail up on this one.

Manfred is right, this feels like an Old Star Trek episodes (mixed with things from NGen and Voy). It has all those elements of "human" failings and desperate responses. I like it.

Another plotling thown to this:
An episode or two back, The Ship encounters a refugee ship. It is a generation ship. They are arriving at their destination, but the promised world actually has native inhabitants (100 years in the past to the 1980s tech of the Gen Ship People). The Ship will of course have brokered a planet sharing gig, or fixed the gen ship so it can continue on.

Well if they brokered a deal, they will find that the Gen Ship folks have taken over in a big way. By the time they get back, the natives (who were not wiped out by the Gen Ship people) have been pushed to preserves/ reservations.

If The Ship Moves quickly, they might even be able to save the natives people by bringing them here.

If they fixed the ship, they can lead them here. Here they can live. Of course, the will take advantage of the new planet's unique properties... making it more ship like (more of what they are used to). Add an engine and the hologram becomes a huge travelling ship of immense power. But that is for another episode.... Go to Comment
The Lonely Planet
Plots  (Discovery)   (Mini-Campaign)
Siren no Orakio's comment on 2007-05-15 06:42 PM
This should stand as one of our examples of excellent science fiction. I have no other things to say. Go to Comment
The Lonely Planet
Plots  (Discovery)   (Mini-Campaign)
Scrasamax's comment on 2007-05-16 03:25 AM
Thumbs up! I like the irony of the plight of an artificial planet and a slowly degenerating genepool. Go to Comment
The Lonely Planet
Plots  (Discovery)   (Mini-Campaign)
EchoMirage's comment on 2007-05-20 10:10 AM
It is... kind of romantic. Beautiful. Go to Comment
The Lonely Planet
Plots  (Discovery)   (Mini-Campaign)
Cheka Man's comment on 2007-05-15 05:45 PM
Only voted Go to Comment
The Lonely Planet
Plots  (Discovery)   (Mini-Campaign)
Chaosmark's comment on 2007-05-17 05:02 PM
Nifty. I definitely got the idea of OSST Episode. Woo!

'course, the gigantic living planet also kinda reminds me of an old Star Trek record (yes, record) I still have, about Enterprise encountering 2 mega-ships in an eternal war with each other, constantly fighting, even though their masters have long since become extinct.

Go Agar! Great plot! Go to Comment
The Lonely Planet
Plots  (Discovery)   (Mini-Campaign)
Murometz's comment on 2007-05-16 08:19 PM
What everyone already said! Go to Comment
The Lonely Planet
Plots  (Discovery)   (Mini-Campaign)
axlerowes's comment on 2011-05-17 06:18 PM


Nice one, has that vintage sci-fi feel that most players will be able to tap into.


Go to Comment
The Lonely Planet
Plots  (Discovery)   (Mini-Campaign)
valadaar's comment on 2007-05-15 06:19 PM
Nicely done! This could be used for a variety of space genres!


This feels like a good Old School Star Trek episode - this is a good thing in my opinion! Go to Comment
Your money's no good here.
Plots  (Mystical)   (Single-Storyline)
Agar's comment on 2007-04-28 06:12 PM
Well, the DM's hand is pretty heavy here, but they aren't losing thier money. Specifically, they can't use any of thier money to get out of this jam. Good to spring on parties with so much money they always try cash first. After this curse is lifted though, they'll still have all thier loot. Go to Comment
Your money's no good here.
Plots  (Mystical)   (Single-Storyline)
Iain's comment on 2007-04-29 03:57 PM
A very useful and innovative plot device. The equivalent of temporarily depriving a martial party of their equipment (until they can escape and regain it), this temporarily deprives a more diplomacy/money focused party of their gold. Go to Comment
Your money's no good here.
Plots  (Mystical)   (Single-Storyline)
Scrasamax's comment on 2007-04-28 04:11 PM
An interesting and novel concept, though I think implementing this into a game is going to be difficult since it looks all too much like the heavy hand of the DM releaving them of their loot. Go to Comment
Your money's no good here.
Plots  (Mystical)   (Single-Storyline)
Cheka Man's comment on 2007-04-28 12:24 PM
I like this. Go to Comment
Your money's no good here.
Plots  (Mystical)   (Single-Storyline)
valadaar's comment on 2007-04-28 06:27 PM
There are parties that don't try and 'hack' their way out of trouble? Wow! :) Go to Comment
Your money's no good here.
Plots  (Mystical)   (Single-Storyline)
Elbin's comment on 2013-05-27 02:00 PM
A bit confusing at first with the "lesson", it turned out to be an interesting read. And a party that has gone through this will probably think before they start throwing money around again. Go to Comment
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