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The Undead Knights of Knonii
Society/ Organizations  (Combative)   (Regional)
axlerowes's comment on 2011-05-10 04:54 PM
First, I agree with there is nothing inherently wrong with treating them as tactical challenges and I was not suggesting that there was. These are great combat villains, particularly because they can't be beaten with dice alone.

But the releasing of the knights souls, the separation of the knights' souls from their former intellects and personalities, these are not things explored in this post. They are hinted at, which for role-players this is often good enough, but they aren't discussed or fleshed out. If there is something more than a killing machine in these beings currently what is it? Does the Lord Knight Commander still exist, does he have free will, if somehow freed from their prison and restored to their minds, and given the choice now after lifetimes of torment would the knights still lay down their swords and refuse to serve the god?

I should not try and argue what a villain is or isn't. Anything that opposes the hero or any wicked scoundrel is by definition a villain. But as they are written now they would not be anymore a obstacle for the players than a swarm of flesh eating ants. Neat, fun and interesting problem to solve-perhaps-but without an intellectual process to their actions and the ability to adapt to the players actions, I would say these knight are more obstacles than opponents. Not that there is anything wrong with it, but much of the information you provide here is not relevant to dealing with the problem, so it is just window dressing-again nothing wrong with window dressing. You have written up a great troupe of monster here, and the back story could be a launching point of a wider exploration of morality or personal honor for your players but that would be another act. Go to Comment
The Undead Knights of Knonii
Society/ Organizations  (Combative)   (Regional)
axlerowes's comment on 2011-05-19 09:42 AM
I don't think these knight really need anything else, they are zombies with a lot of flash and chrome (very good flash and chrome, but not really any new content that necessitates a change the PC interaction). As for how to defeat them: "killing" the undead has often been a problem resolved by finding the weak spot or the right ritual -in this case its the armor. The only think I might add if I were run with these zombies would adding more stories about all the destruction they have caused with a focus on they have been like a force nature constant and unrelenting for generations. This would just be to give some more romantic build up. Go to Comment
The Undead Knights of Knonii
Society/ Organizations  (Combative)   (Regional)
RGTraynor's comment on 2011-05-09 01:43 PM


Yikes, Cheka is right: this would be a ghastly thing to find in a barrow.



One heck of a sub.


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The Undead Knights of Knonii
Society/ Organizations  (Combative)   (Regional)
MysticMoon's comment on 2011-05-06 07:34 AM


Added Mourngrymn as a co-author as he helped develop the concept and provided some of the narrative (the anonymous soldier bit, for example.) Thanks, Mourn.



Any absurdities are all mine. ;)


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The Undead Knights of Knonii
Society/ Organizations  (Combative)   (Regional)
MysticMoon's comment on 2011-05-06 08:28 AM
Thanks.

Never underestimate a being with phenomenal power and the temper of a 2-year-old. At least that's what I learned from reading about Greco-Roman mythology. Go to Comment
The Undead Knights of Knonii
Society/ Organizations  (Combative)   (Regional)
MysticMoon's comment on 2011-05-06 01:09 PM
Just picking up a few spare parts....

Good imagery there. Go to Comment
The Undead Knights of Knonii
Society/ Organizations  (Combative)   (Regional)
MysticMoon's comment on 2011-05-10 03:22 PM
Thanks, I'm glad you liked it.

You bring up some good points that I would like to address:

They were not originally villains, no. But years of being cursed have driven them mad. Are they victims? Certainly. But for all intents and purposes, they act like villains. They kill to keep themselves whole with no differentiation between innocence or guilt. They kill because they are insane and hate the living. For me, that defines a villain no matter how it happened. Tragic, yes, which I think makes the tale more pressing.

I don't think there is anything inherently wrong with them being treated only as tactical challenges. But I also don't think that that is all they are good for. Understanding their history might make characters sympathetic to their plight; working to release the knights' souls would make for a far different campaign than just defeating them and making sure the armor is good and buried once again. Go to Comment
The Undead Knights of Knonii
Society/ Organizations  (Combative)   (Regional)
MysticMoon's comment on 2011-05-10 05:35 PM
Care to explore some of these questions in an idea scroll? :) Go to Comment
The Undead Knights of Knonii
Society/ Organizations  (Combative)   (Regional)
MysticMoon's comment on 2011-05-14 01:24 PM
I would chalk Ugreid's actions up to capriciousness. Mortals are fools to live and die by his whim. I imagined he laughed as the once-noble knights turned upon the priests they once swore allegiance to. And then he would foment outrage against the knights for their cruelty, placing them even further from their noble beginnings.

As far as replacing armor, I would go with the buddy system (I like Echo's description.) Go to Comment
The Undead Knights of Knonii
Society/ Organizations  (Combative)   (Regional)
MysticMoon's comment on 2012-12-14 01:57 PM
That's one of those details I think are better left up to the GM and how this is being adapted to the particular game. You could make it a sizable army, putting a clock on things; the longer they take to be stopped from amassing, the more powerful they become. Want something on a smaller scale to fit into some other storyline? Make it a few dozen or less. Maybe they can only find a few and the rest are too well hidden. Go to Comment
The Undead Knights of Knonii
Society/ Organizations  (Combative)   (Regional)
hylandpad's comment on 2011-08-27 05:57 PM
Only voted Go to Comment
The Undead Knights of Knonii
Society/ Organizations  (Combative)   (Regional)
caesar193's comment on 2012-12-14 01:30 PM
I like the idea of undead armor running around slaughtering armies. What I would like to know is the numbers involved. How much armor is out there? If there's a lot, it would take a while for that thief who put on the armor to put it all together. Go to Comment
The Three Cities of Dusk, Dawn, and Luna
Locations  (City)   (Mountains)
Strolen's comment on 2012-05-13 12:38 PM
I like it! I almost asked for more but I am not sure what I would ask for. The core idea is solid and would be fun to play. Since there is no huge affect on the world it is rather benign and more like a novelty...a really awesome novelty. Just one of those awesome things you come across that continues to puzzle you way after the experience. Go to Comment
The Three Cities of Dusk, Dawn, and Luna
Locations  (City)   (Mountains)
Murometz's comment on 2011-04-13 09:57 PM


Reminiscent of Tanelorn for some reason (in a good way)! I'm going to use this as a legend in an upcoming campaign. The Three Ghost Cities. Except I'm renaming them Dawn, Dusk, and Noon (Ha! You thought I'd say Midnight).



Anyway, the idea piques (is that a word?) the imagination, but I wish to know more. More! Especially the esoteric bits.



As is, great stub or in-work, on its way to more.

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The Three Cities of Dusk, Dawn, and Luna
Locations  (City)   (Mountains)
valadaar's comment on 2013-11-22 11:53 AM
My comments are the same as Strolen's. Good job! Go to Comment
The Three Cities of Dusk, Dawn, and Luna
Locations  (City)   (Mountains)
MysticMoon's comment on 2011-04-16 05:56 PM
I didn't actually want to write this one but it kept pestering me while I was working on The Lost Imperial City. I finally promised that I would at least do a short writeup if it would leave me alone until I was finished. So, I'm not really sure where to go with it. Any ideas are welcome.

I'm not familiar with Tanelorn. I was inspired by Ultima III (oh, maybe just a few years ago...) Go to Comment
The Lost Imperial City
Dungeons  (Plains)   (Rooms/ Halls)
Pieh's comment on 2011-04-25 01:51 AM


Very interesting follow-up post. I can totally understand the struggles of pushing out an adventure and the want to just be done with it, but I still have to agree with Scras that it falls a little short of the original. I guess it feels a little too hopeless at times (such as the snakes) and too ... Can't think of a word for it, but the problem being that it relies of NPCs surviving, and ones that don't have a very good chance of it at that, to complete the adventure. All of the information to be gained is presented in NPC-reliant format, with Godfrey's visions, then the wizard's knowledge that they won't pass on. I wouldn't want to be a player in this adventure, as I would feel lacking compared to the NPCs.


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The Lost Imperial City
Dungeons  (Plains)   (Rooms/ Halls)
Scrasamax's comment on 2011-04-16 03:52 PM


Interesting, but somehow it falls short of its companion submission. Still, well done.


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The Lost Imperial City
Dungeons  (Plains)   (Rooms/ Halls)
Michael Jotne Slayer's comment on 2011-04-12 11:03 AM


Really good indeed. I love your atmospheric descriptions, I love the 5 room set-up(have never attempted it myself though) and I enjoyed the plot. 



Good job MysticMoon!


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The Lost Imperial City
Dungeons  (Plains)   (Rooms/ Halls)
valadaar's comment on 2011-04-11 06:56 PM


Really good - it seems to have been overlooked somehow.

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