Strolen\s Citadel content. 
Escape From the Tower
Dungeons  (Other)   (Rooms/ Halls)
Cheka Man's comment on 2012-04-27 01:09 PM

5/5. It would make a great rp.

Go to Comment
Escape From the Tower
Dungeons  (Other)   (Rooms/ Halls)
Mourngrymn's comment on 2012-04-27 09:01 PM

I must say I began reathis train trying to find a reason to not vote a perfect score but I honestly can not find one. While I am not overly keen on you wake up in an unknown place with unknown people, this actually works. It's a tad odd but it works. The map did wonders for me as well. All in all I didn't find the plot uberly unique but with all the little extras it just works. Kudos

Go to Comment
Escape From the Tower
Dungeons  (Other)   (Rooms/ Halls)
Silveressa's comment on 2012-04-22 05:04 PM


This sub all but screams "convention material, run me at the next RPG Con!" A straight forward adventure with a clear end goal, and a unique way of brining the party of adventerurs togther at the begnining and encouraging team work. It can be run as a one shot not only at cons, but to intro new players to rping, or to showcase a new rule system for veteran group.



It also makes for a great one shot horror game to run on  game night when you are missing a couple players but want to game anyway.



 


Go to Comment
Escape From the Tower
Dungeons  (Other)   (Rooms/ Halls)
Kassy's comment on 2012-04-22 06:16 PM


Terrific!



I share Silveressa's opinion, it's great for new players and seasoned veterans alike.



Instead of being the starting point for the PC's venture, it could be introduced pretty much anywhere throughout the course of a campaign.



Brilliantly written, excellent presentation.



5/5 for you sir!


Go to Comment
Escape From the Tower
Dungeons  (Other)   (Rooms/ Halls)
Dossta's comment on 2012-04-27 10:52 PM
Update: Added "afterward" section, and cleared up the formatting a little. Go to Comment
Escape From the Tower
Dungeons  (Other)   (Rooms/ Halls)
mrmiffmiff's comment on 2012-04-27 12:28 AM

Great for the beginning of a campaign in terms of having an excuse to bring the PCs together. Can probably be adapted for an already-established campaign.


All in all, a really good adventure idea. I like it. 5/5.

Go to Comment
The Sea of Snot
Locations  (Area)   (Water)
Cheka Man's comment on 2012-04-19 09:44 AM


Ewwww, yuck, ekkkkkkk. 5/5


Go to Comment
The Sea of Snot
Locations  (Area)   (Water)
Murometz's comment on 2012-04-18 02:34 PM


I love this. I read "Sea of Snot" and braced for sillliness, but this isn't silly at all, it makes perfect sense from the legend on down. The little creature details are great as well, giving the place a weird brand of "natural feel" and verisimilitude. Nice addition to the Great Woses!



 



Plot Hook: The Snot Sea is drying out! What gives? The ogre shaman starts panicking. Is Gluumraag angry? Now the foul ogres have no choice but to seek outside assistance. "We need to kidnap a drooo-id (PC) asap!" Will the PCs help? Is the snot drying out an environmental problem worth investigating? Or is it good riddance!?



 



P.S. What is an Organi? Link not worky

Go to Comment
The Sea of Snot
Locations  (Area)   (Water)
Silveressa's comment on 2012-04-18 10:01 PM


Very well done, and quite evocative; especially the extra details of its denziens.



As an added bonus I can see this working equally well in space faring sci-fi campaigns as either an isolated phenomena on a planets surface, or an entire ocean of thick goop, (With the orcs replaced by equally exotic alien tribe posessing lost relics of a far advanced civilization long since extinct or devolved into proplasmic goo.)



Great stuff! (Likely the first and last time I will ever say such about anything to do with snot.)


Go to Comment
The Sea of Snot
Locations  (Area)   (Water)
Kassy's comment on 2012-04-19 10:38 AM


Uurgh...



Good quest sub.


Go to Comment
The Sea of Snot
Locations  (Area)   (Water)
Dossta's comment on 2012-04-18 03:10 PM
Update: Fixed link to the Organi (thanks, Muro) Go to Comment
The Staff of Seven Snakes
Items  (Wand/Staff/ Arcane)   (Magical)
Strolen's comment on 2012-05-13 09:37 AM
Great item with some great magic under its skin. The use of snakes is well played for the spells it makes available! Go to Comment
The Staff of Seven Snakes
Items  (Wand/Staff/ Arcane)   (Magical)
Scrasamax's comment on 2012-01-02 09:56 AM
Only voted Go to Comment
The Staff of Seven Snakes
Items  (Wand/Staff/ Arcane)   (Magical)
Cheka Man's comment on 2011-12-27 05:23 PM


Another very good submission from you.


Go to Comment
The Staff of Seven Snakes
Items  (Wand/Staff/ Arcane)   (Magical)
Phaidros's comment on 2011-12-28 10:25 AM
Good description, though the backstory of why the staff is not as strongly linked to the other items as these are, might use an expansion. In a campaign to re-unite the Seven Treasures, the intelligence of the staff (where does that come from, btw?) Would be an inside-job enemy.

Meanwhile, I hope you compile all the lore parts to one storyline, it sounds like a great story. Go to Comment
The Staff of Seven Snakes
Items  (Wand/Staff/ Arcane)   (Magical)
valadaar's comment on 2012-01-05 12:24 PM


A really cool item with logical drawbacks and such.



Only one quibble - the selection of Glaurung as a snake name. To me it is in the same bucket as naming your wizard Gandalf :)



 


Go to Comment
The Staff of Seven Snakes
Items  (Wand/Staff/ Arcane)   (Magical)
Dossta's comment on 2011-12-30 12:43 PM
I'm planning on expanding the "Kingdom of Seven Princes" sub to provide biographies of each King and to better link the lore together. I might do it in short-story format, but I haven't decided yet. To try to answer your questions:

The intelligence of the summons was always there, from the moment of the Staff's creation. Linus came to rely heavily on the advice and council of the various snakes of his staff, especially when the rift between him and his brothers began to grow. Obviously not a sound idea -- enigmatic magical beings are a poor substitute for one's own family or friends in times of mental distress.

Linus became increasingly paranoid during this time, and it was he himself who began to decouple the Staff from the other King's Items. He was a master of the arcane arts, after all; tinkering with his own item was well within his abilities. The Staff did not deactivate for him before he was through because he never really abandoned his Cause -- he truly believed that he was working for the good of Adelheim, by securing his own power so that he could continue to lead in the event of his brothers' betrayal.

Once the summoned snakes began to be fed sacrifices in return for their services, however, their demeanor immediately changed. They enjoyed the change and wanted to encourage it. The unintended consequence of unlinking the Staff from the other items, therefore, was to provide the snakes with motivation to keep that distance; hence, the desire of the various snakes to cause strive within the fellowship even where none exists before. If they are successful, they get "paid" for the services that they otherwise have to render for free.

Not sure if that was entirely clear, but I'll try to work it into the sub itself when I have time. Thanks for your thoughtful comments and suggestions on many of the items in this series. Go to Comment
The Horn of Seven Seals
Items  (Art and Music)   (Magical)
Scrasamax's comment on 2011-12-07 09:05 AM
Only voted Go to Comment
The Horn of Seven Seals
Items  (Art and Music)   (Magical)
Phaidros's comment on 2011-12-07 08:08 AM
Well, it seems Verrin was hard on the path towards blackguard, so that might be a suitable curse on future users. This horn seems to be ideal for defending armies, not for conquerors, unless the Horn can be convinced the landgrab is justified. Maybe it sticks to the borders at the moment of its crafting. A Leonidas might use it justly, but an Alexander not.

Which leads me to the following question: was Verrin the only one of the brothers to misuse his item, or just the first? Go to Comment
The Horn of Seven Seals
Items  (Art and Music)   (Magical)
Chaosmark's comment on 2011-12-12 10:58 PM
Only voted Go to Comment
Total Comments:
231

Join Now!!



Alchemical Gold - popular in the weapons of the nobility, this allows for gold to be used in their swords and lances without the fear of the metal bending, deforming or otherwise breaking in combat.
By: Scrasamax | UpVote