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Puppet Familiars
Lifeforms  (Constructed)   (Any)
valadaar's comment on 2013-05-25 09:21 PM
This is really cool and can lend itself to so many ideas. Nicely done! Go to Comment
Puppet Familiars
Lifeforms  (Constructed)   (Any)
mimic12455's comment on 2010-01-23 04:33 PM
I didn't realize my submission could be inspirational. Thank you for the credit. *thumbs up*

Excellently done, very good. The right twists used and subtle culture changes made this very well done. I can see the people trying different methods to duplicate the way one kingdom had. The puppets here remind me of small voodoo dolls. Nice way of adding culture to these things as well. I would not have thought of that in such detail. I should consider giving my post a look over to see if it can be done.

I give this submission 4.5 out of 5. Great stuff, but still has room for a bit more. Again, awesome work there. Go to Comment
Puppet Familiars
Lifeforms  (Constructed)   (Any)
mimic12455's comment on 2010-01-26 09:36 PM
Like how many times Juju groped women on his spare time? lol Go to Comment
Puppet Familiars
Lifeforms  (Constructed)   (Any)
herrozerro's comment on 2010-10-25 08:37 AM


Only Voted


Go to Comment
Ambrosia
NPCs  (Major)   (Combative)
Strolen's comment on 2008-08-03 09:15 AM
I lost where she decides who or "evil" in her eyes. It sort of says that she just travels and attacks cities with women and children. Does she somehow think that all cities are evil or something so is she intent on destroying the world so evil cannot be committed...accept by her? Her motivations confuse me a little. Go to Comment
Ambrosia
NPCs  (Major)   (Combative)
Maggot's comment on 2008-07-30 08:16 AM
This is an excellently written sub. Kudos for unelashing the self-loathing pentinential necromaner that seeks to eradicate sin and with it, the whole of humanity! That said, I'm afraid the backstory dosen't really explain exactly how Ambrosia became a necromancer. To be hoenst, in compaririosn with the rest of the sub, it was a bit of a let down. Go to Comment
Ambrosia
NPCs  (Major)   (Combative)
Maggot's comment on 2008-08-01 06:54 AM
The peices fit nicely together now and I will give this completed sub the HOH it deserves. Well done! Go to Comment
Ambrosia
NPCs  (Major)   (Combative)
Nobody's comment on 2008-08-04 08:18 AM
She thinks that EVERYONE is evil, and so she is going to kill them all.

When she is done, she intends to kill herself.

Her motivations aren't very rational from a normal perspective, and her world view is largely developed from Stockholms syndrome, and several psychotic disorders caused from years of extreme abuse. Go to Comment
Ambrosia
NPCs  (Major)   (Combative)
Nobody's comment on 2008-08-01 05:01 AM
OK, I will change it. Go to Comment
Ambrosia
NPCs  (Major)   (Combative)
Nobody's comment on 2008-08-01 06:27 AM
Updated: Updated: Updated: History Changed. I made some changes to the early story, and rebuilt her rise as a villain. Go to Comment
Ambrosia
NPCs  (Major)   (Combative)
Cheka Man's comment on 2008-07-28 09:30 PM
Only voted Go to Comment
Ambrosia
NPCs  (Major)   (Combative)
Dossta's comment on 2010-09-29 05:08 PM
Beautiful sub. I'd love to build a campaign around this at some point. Go to Comment
Ambrosia
NPCs  (Major)   (Combative)
Ramhir's comment on 2010-09-29 08:20 AM
Very well-written sub. Very dark. Very much a world-shaker. But internally very consistent. Well done. Go to Comment
Wishful Thinking
Plots  (Event)   (Encounter)
manfred's comment on 2008-01-25 03:00 PM
The twisted wish is nothing new, but the details written up here make it a worthy read.


(As a completely random aside, the "I wish that I could hover" wish made me think of the hover CSS attribute... so in some weird modern fantasy campaign, you would get the answer: "You already can hover - your mouse over a website". Sorry, there are surely better ways to piss off your players. :-> ) Go to Comment
Wishful Thinking
Plots  (Event)   (Encounter)
Nobody's comment on 2008-01-25 09:05 AM
Actually, I'm running this exact scenario right now. It is based on another scenario where I decided to see what happened if I gave one of the players a set of armor that is WAAAAAAAAAAY out of their league. It basically turns them into a semi-divine being. Part of it was the ability to make three wishes every day, but because the character isn't in tune with the armor, they have to be careful with the wording.

I'm taking the armor away next session when a few high level clerics own the group and take the armor, along with any outrageous wealth that they may have gotten. Until then, it has been lots of fun. Go to Comment
Wishful Thinking
Plots  (Event)   (Encounter)
Scrasamax's comment on 2008-02-07 03:38 AM
I think the part that got me was imagining a player trying to coax a wish out of the Amulet, telling it that it was prettier than the jewel necklace the PC already had, and that the amulet was more than just a magical wish in a box for said character to use when they wanted. Go to Comment
Wishful Thinking
Plots  (Event)   (Encounter)
Cheka Man's comment on 2008-01-24 06:36 PM
That would be great fun in a game. Go to Comment
Wishful Thinking
Plots  (Event)   (Encounter)
Xar's comment on 2009-07-26 12:01 PM
One other possibility, although perhaps more long-term in its effects, is that the amulet has a strongly chaotic bent, and is semi-sentient. It "listens" to any wish made around it (basically anything beginning with the words "I wish...") and already comes with a number of "stored" wishes. Then, whenever someone wishes for something nearby, the amulet "stores" that wish and in exchange it fulfills one of the wishes it already had stored. So for instance if the amulet stored "I wish I had a million gold pieces", "I wish I could sing like a nightingale" and "I wish I knew what is going on", and it comes into the possession of a character who at some point expresses a wish such as "I wish I could fly", the amulet would fulfill one of the three previous wishes instead, "delete" it from its memory and replace it with the wish to fly. This would make it even more complicated to figure out what is going on, because there would be no clear link between the wish a character just made and the weird event that follows... although it would require the GM to keep track of wishes spoken around the amulet, and possibly to create a few that come with the amulet when it is first found. Go to Comment
Wishful Thinking
Plots  (Event)   (Encounter)
Chaosmark's comment on 2008-01-25 02:37 PM
The thing about the Monkey's Paw wish is that it honestly wasn't evil, per se. It was just a very literal interpretation of the wish, much like this amulet would do. In that case, though, the paw wasn't at fault, the man was, for his ambiguous wish of, "I want my son back." He forgot that his son had been run through a meat-grinder, but the monkey's paw certainly gave him his wish. This could certainly be adapted for this plot, spawning a subplot of minor horror, depending on how you interpret things, and what wishes were made. Go to Comment
Wishful Thinking
Plots  (Event)   (Encounter)
Chaosmark's comment on 2008-01-25 02:38 PM
An interesting plot, albeit one that needs to be done carefully, and most likely avoided by newer GMs who aren't as good at improvising. Go to Comment
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