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Wolve's Revenge
Plots  (Duty)   (Campaign)
MoonHunter's comment on 2005-09-18 10:19 AM
The werewolf could be related to the sheep farmer.

The Sheep Farmer could be responsible for "unrespectable deeds" against Jerod's sister.

Jerod should be persecuted by the other locals because he is "the wrong religion" or "from that country over the hill that invades us on a regular basis"

Perhaps the ring changes the owner? They take on more wolf like traits (mental and physical). Perhaps it is a cursed item, luring poor innocent people (HAH) to doing Evil.

And where did the ring come from?
The Werewolf's pack? A pact with a demon? An ancient artifact from the time of the Lunar Empire (the one run by changing races)? A random piece of jewelry purchased from a travelling tinker a few weeks ago? A wolf demon that has been harrassing the area and is tied to other plots the players have encountered. Go to Comment
Wolve's Revenge
Plots  (Duty)   (Campaign)
Melvins Cat's comment on 2003-07-19 09:28 AM
Combine both Ideas.
The werewolf is innocent of the attacks & is after Jarod to free the wolves, but... the werewolf is the one that poisoned the sheep in the first place... Go to Comment
Wolve's Revenge
Plots  (Duty)   (Campaign)
Scrasamax's comment on 2011-04-19 12:16 PM


I like the idea of the Ring of Wolf Control, but the origin is mysterious and I would be curious to know it. Magic items are made for a reason, and this ring could have a very interesting backstory.



Possible idea, the ring was made for a noble who bore the wolf as the heraldic animal of his family. Nominally not a problem, until wolves start raiding sheep pens and harassing locals. Killing the wolves kinda looks bad when they are your chosen symbol. So, he had the ring made to control the wolves to hunt elsewhere and leave his peasant's livestock alone. Later, he found he could send the wolves to hunt his enemie's land, ruining his deer stock, killing untended sheep, etc


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Wolve's Revenge
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valadaar's comment on 2011-04-25 11:11 AM


This is an excellent starting point - I already have some thoughts to flesh this out somewhat. 



 



1. The ring dates far back, and was used to lend fact to a legend that 'even the very beasts flocked to the King's standard..'



2. The ring does not provide simple control as described, but causes the ring-wearer to become the pack leader.  This is two-edged, for the pack leader can lead the pack, and they will follow - perhaps accepting some verbal orders through the power of the ring.  Second, should the new leader show signs of weakness, up-and-comers (or the old leader) may attempt to regain control.  I'd personally make it as follows:



Upon donning the ring, the bearer assumes a greater and greater resembles to wolves as the pack is summoned to the bearer. The wolves will travel at their best speed to reach the wearer, intruding into civilized regions if need be.  If that pack is destroyed, then another and another will be so drawn until at least  one wolf survives to greet the bearer.



The pack, upon arrival, may accept the new bearer automatically if 'strong', otherwise the current pack leader will challenge the wearer by attacking him. The other wolves will not intervene unless attacked. Should the bearer fail, the pack will tear him to shreds.



Once the bearer is the pack leader, he can shift between wolf-man and pure wolf forms, the latter needed to take advantage of the wolves faster movement.  Human form cannot be resumed without removing the ring. 



Removing the ring could either be hazardous or safe at the GM's discretion.

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Wolve's Revenge
Plots  (Duty)   (Campaign)
Kassy's comment on 2011-07-26 08:19 AM
Only voted Go to Comment
Wolve's Revenge
Plots  (Duty)   (Campaign)
RGTraynor's comment on 2011-04-16 09:07 AM


Mm, definitely some questions here, as others have mentioned.



Beyond those ones, I've a simple one - how in the heck did Jerod find out in the first place that this ring allows him to control wolves?  Why would he put it on?  What would lead him to suspect that it's enchanted?  Is he a wizard in his own right, or as MoonHunter speculated, is it some powerful artifact or bound demon which has possessed Jerod?


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Wolve's Revenge
Plots  (Duty)   (Campaign)
Old Dreamer's comment on 2011-04-16 06:27 AM


Short but sweet. I agree with Moonhunter, I'd like to learn more about the origins of the ring. A very unusual power, probably an unusual history. 


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Wolve's Revenge
Plots  (Duty)   (Campaign)
PoisonAlchemist's comment on 2011-08-13 02:24 PM
Only voted Go to Comment
Thieve's Luck
Plots  (Duty)   (Encounter)
Agar's comment on 2002-12-26 01:18 AM
Somebody needs either a new set of gloves or Johnny Cockrin.

You have money, but it's hot. Passage is relitivly easy, but your are wanted. Your allies have abandined you, and now all your enemies get a cash bonus for offing you, instead of a hanging. And there's a rock in your shoe.

Think your day was bad already? Read the fine print. Thought that reward was a bit high for burglary? Maybe that's because you have some extras added on. More things missing, someone kidnapped/killed, a woman blaming her indescretions on you "forcing" herself on you (a convienient way to cover an unexpected pregnancy), something more than you did may have been pinned on you. How are you gonna clear your name when you are part guilty? Go to Comment
Thieve's Luck
Plots  (Duty)   (Encounter)
Scrasamax's comment on 2011-08-19 12:59 AM


Years after this, once Tommy had exacted his revenge on the guildmates who betrayed him to the authorities, he started his own gang of thieves. Contrary to the guild structure that fostered strangers to work together, and sometimes against each other, his gang was family. The Thumbcutters became rather infamous in Farrow and in the surrounding lands. They were indeed thieves of the first rate, but rather than coercion, running rackets and the like, the Thumbcutters were highwaymen and house breakers. They took from the wealthy, from guildsmen and merchants, and their favorite marks, traveling thieves.



The Thumbcutters, however, are still very much part of the community. They give alms at the church, and make an effort at running a front business to look legitimate. They can recognized by their left hands missing the thumb.


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Thieve's Luck
Plots  (Duty)   (Encounter)
Cheka Man's comment on 2011-04-25 09:43 PM


I like this plot. Good for a game with PCs.


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Thieve's Luck
Plots  (Duty)   (Encounter)
Spark's comment on 2006-02-10 10:57 PM
It's a cool start, but I myself would like some follow-through, or some explanations about the guild itself. I'll hold off on a vote if you want to add on... Go to Comment
Thieve's Luck
Plots  (Duty)   (Encounter)
valadaar's comment on 2011-04-25 07:10 PM


Definitely the start of something, more towards a short story though.


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Thieve's Luck
Plots  (Duty)   (Encounter)
Silveressa's comment on 2011-04-26 05:02 AM


A midlevel heist and mystery, good for a nice change of pace from the usual dungeon crawl


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Thieve's Luck
Plots  (Duty)   (Encounter)
Kassy's comment on 2011-07-26 08:24 AM
Only voted Go to Comment
Thieve's Luck
Plots  (Duty)   (Encounter)
PoisonAlchemist's comment on 2011-08-14 02:03 PM


This is quite the cute short story, and it has something usable hiddien in it somewhere. The problem is I am not sure where. PCs don't typically have msising thumbs even if they are a guild member and the real interest comes from the perspective of being Tommy Thumb. I suppose he could be a 'friend' of sorts in need of help but that could easily devolve into an irksome quest or one the PCs would not take up at all.


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Cursed Profit
Plots  (Discovery)   (Side-Quest)
Barbarian Horde's comment on 2005-01-10 09:10 PM
Everyone I've ever played with would just sell the necklace in the next town, so some poor store clerk's going to be plagued by demons. And it'd be awful hard to remember which gold coins were cursed. I'd have to adapt it to something they're more likely to hold on to. Something magic maybe. Go to Comment
Cursed Profit
Plots  (Discovery)   (Side-Quest)
Strolen's comment on 2002-09-03 10:33 AM
More to just add something to the game then a plot in itself. The annoyance of the insects at night not giving them a full nights rest could affect their fighting and such. Would have to figure it out eventually just to get some peace. Go to Comment
Cursed Profit
Plots  (Discovery)   (Side-Quest)
Strolen's comment on 2005-01-11 06:44 AM
What is wrong with the clerk being plagued by demons? Be creative and use that to your advantage. The clerk could blame the original death on the characters and blame his own misfortune on them. With barely any prompting you have the Salem Witch Trials vs. the players and let them try and figure it out. Go to Comment
Cursed Profit
Plots  (Discovery)   (Side-Quest)
manfred's comment on 2002-09-12 03:35 AM
Maybe there is an open tomb out somewhere, with riches to be taken... and to be cursed. The characters are cursed too, just throwing away the necklace or gold may be not enough. Someone else may get the same curse, so it is necessary to return all items to break the curse. Sealing the tomb may be a good idea. They may be later haunted by a ghost, its rest once again disturbed. Characters recognized as worthy, they are asked for help. Once they AGAIN seal the tomb with the riches, they may be given interesting info of the ancient-kind. Now it is a plot. Go to Comment
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