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The Golem Wars
Plots  (Discovery)   (Side-Quest)
Erik's comment on 2003-02-26 07:21 PM
Well Mr. CaptainPenguin thats for the GM (game master) to deside. It's better that way. ;) Go to Comment
The Golem Wars
Plots  (Discovery)   (Side-Quest)
Pirate Penguin's comment on 2003-03-05 05:39 PM
Nice job bud now is i could only find out how to kill it wye Go to Comment
The Golem Wars
Plots  (Discovery)   (Side-Quest)
MoonHunter's comment on 2003-12-28 05:51 AM
Ah. Technomagical, mysticpunk, world background. Escoflone rocks, as does this background.

Each golem should have a "key", an item that activates and deactivates the golem (a safety device). Each adventure would follow this pattern, finding the key... following it to the golem (homing spell)... subduing the golem, inserting key... all the while dealing with the subplots heaped upon the players by the other players and GM. (A variation would be find a golem being a problem, fight it in an attempt to stop it, search for the key, retreive it, subdue golem, then insert key).

If they Key gives you control over the golem (instead of it following its own needs/ demands/ dementia), then local bad guys are either using the golem or searching for the key as well.

Or maybe the Golems have mystic powercells. You have to subdue the golem and remove its powercell (or make a spectacular aimed attack and break it).

This is more of a world setting, campaign description rather than a single plot. You could not just drop this into a world, you would have to backweave the golem war, the ramifications of the golem war, and so on. Go to Comment
The Golem Wars
Plots  (Discovery)   (Side-Quest)
Cheka Man's comment on 2007-01-12 05:45 PM
It's a great idea but it could be so much better. Go to Comment
The Golem Wars
Plots  (Discovery)   (Side-Quest)
Mourngrymn's comment on 2006-05-02 04:38 PM
This needs to be expanded on and birthed into a new era. This is such a good idea it needs to be finished. This single, albeit large, paragraph does not due this submission justice... someone please finish this... or make it a group effort. Go to Comment
The Golem Wars
Plots  (Discovery)   (Side-Quest)
Mourngrymn's comment on 2010-11-23 09:11 PM


I changed my vote on this as I had hoped it would have been expanded on some, which it wasn't. This is such a good concept and needs ot be brought to life.


Go to Comment
The Golem Wars
Plots  (Discovery)   (Side-Quest)
valadaar's comment on 2011-06-04 06:15 PM


This is a great concept, though the execution needs work. 


Go to Comment
The Golem Wars
Plots  (Discovery)   (Side-Quest)
mrcelophane's comment on 2007-10-05 04:21 PM
For one thing theres some grammar problems. And I know I haven't been here long, but shouldnt this be in the lifeforms section? Still, its a good idea and I like it, but it needs to be expanded Go to Comment
The Golem Wars
Plots  (Discovery)   (Side-Quest)
mrcelophane's comment on 2007-10-05 04:22 PM
Gave you a point for this cause I like it. I wish I could give you more but... Go to Comment
The Golem Wars
Plots  (Discovery)   (Side-Quest)
Kassy's comment on 2012-05-28 01:40 PM
I agree with Cheka and val.

It has potential but needs work done on it. Go to Comment
Mana Orb
Items  (Wand/Staff/ Arcane)   (Magical)
Strolen's comment on 2003-02-26 01:45 AM
It is powerful, but super fragile. I can see most of the magic going towards keeping it safe. It is good that such power is so fragile, makes it fun to figure out how to keep from breaking it yourself, or during battle. Good in battle, but don't trip when climbing that steep embankment during travel. Go to Comment
Mana Orb
Items  (Wand/Staff/ Arcane)   (Magical)
Strolen's comment on 2003-02-27 03:06 AM
I don't think it breaks game balance. I think it would be a fun toy, then break it.

Just needs some more fine tuning with limits.

Like mentioned, in use it destroys ALL defensive magic around it including magical rings etc.

Make all the magic attacks require a touch, and while touching they have to role a save that they don't drop or smash the orb with their simple motion in battle.

It limits the caster to magic he can cast with one hand.

--I still like the idea a lot. Characters will LOVE it, but once they have it, there should be serious limitations to make it useful but hard to use effectively. It is a good problem to try and solve and fun to discuss. Go to Comment
Mana Orb
Items  (Wand/Staff/ Arcane)   (Magical)
ephemeralstability's comment on 2003-02-28 08:05 AM
I don't see that this item would destroy game balance. Not if there were two: one in the hands of your archmage enemy... Go to Comment
Mana Orb
Items  (Wand/Staff/ Arcane)   (Magical)
manfred's comment on 2003-02-28 04:03 AM
I would not put much trust in infinity, if I were you. Fine, it produces magic without an end. But all those power-hungry mages seem to forget an important question:

bWhere does all that magic come from?/b

Just because you do not pay the price immediately, doesn't mean you (or someone) will not pay it one day. And it won't be cheap! Go to Comment
Mana Orb
Items  (Wand/Staff/ Arcane)   (Magical)
Ria Hawk's comment on 2003-02-26 06:17 PM
Maybe lots of protective spells interfere with it somehow. Go to Comment
Mana Orb
Items  (Wand/Staff/ Arcane)   (Magical)
Agar's comment on 2003-02-26 11:36 PM
Ever hear the saying "Don't put all your eggs in one basket"?

Infinite energy to cast spell is such a abuse of magic as to be ludicrous. How common are these things? Why play anything but a magic user if you can get ahold of one of these?

How about a version for fighters where they put a thin walled glass orb in thier mouth and gain infinite hp while it's in there?

Or a preistly version: A glass ball to balance on the back of thier hand and gives them all the power of their god while it's there.

Don't forget the thieves. Hold a glass ball inbetween your thighs and you're invisible, silenced, can pass through walls, kill with a touch and carry any amount of loot.

This item throws off every game balance it comes in contact with. Go to Comment
Mana Orb
Items  (Wand/Staff/ Arcane)   (Magical)
CaptainPenguin's comment on 2003-02-26 09:46 PM
Wellity, wellity. That clears that up. Go to Comment
Mana Orb
Items  (Wand/Staff/ Arcane)   (Magical)
Kassil's comment on 2003-02-26 06:04 PM
While I find the idea interesting, and agree with Strolen that the fragility of it is a wonderful counterbalance, the idea of literally limitless energy worries me a bit. I know mages who could just wrap the thing in layers of energy shields that would keep it from ever noticing even a dragon stepping on it... Go to Comment
Mana Orb
Items  (Wand/Staff/ Arcane)   (Magical)
Kassil's comment on 2003-02-26 10:02 PM
That works, then.

Good job. Go to Comment
Mana Orb
Items  (Wand/Staff/ Arcane)   (Magical)
Erik's comment on 2003-02-26 07:20 PM
Ok then. Any magic cast directly onto the orb will be disabled by the orb. Go to Comment
Total Comments:
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