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Corran's Scribe
Items  (Tools)   (Magical)
Ted's comment on 2013-04-04 10:14 AM
Now (Mathom be damned) formatted with ACTUAL superscript! Go to Comment
Corran's Scribe
Items  (Tools)   (Magical)
Ted's comment on 2013-04-04 04:23 PM
Lurking in my personal workspace (somewhere) is a submission that would've been composed by someone on the scribe... it's something I might come back to. Go to Comment
Corran's Scribe
Items  (Tools)   (Magical)
Dossta's comment on 2012-02-09 01:25 PM
I agree with much of what axle said, and would love the scribe to be given a little more personality as well. You said it adds footnotes. What about making the scribe automatically correct/clarify everything that Corran dictates? For example, Corran may dictate that the fish was "over a meter long!" and the scribe will add a footnote with the actual (diminutive) length of the fish. After all, it is the duty of the scribe to preserve the factual account for future generations of researchers, yes? Go to Comment
Corran's Scribe
Items  (Tools)   (Magical)
Dossta's comment on 2013-04-04 11:15 AM
Surprised I didn't vote on this before. I can't remember the original article as well, but as it stands now it is tight and well-formatted. Love the footnotes!

Perhaps the Scribe can be used by others once Corran passes away, but would have to take the place of a familiar or something similar. And once removed from Corran's guidance, perhaps it can be a little more autonomous as well. It may prove an invaluable aid in research if it can "remember" facts from a previous owner's work, and could even work as a translator in a pinch ("Look, I'll just think of what I want to say to the foreign magus and you'll take care of the details. Right?"). Go to Comment
The Tale of Koboldi
Plots  (Event)   (Single-Storyline)
Dozus's comment on 2012-01-18 06:21 AM
I don't think it's bad, really. I just don't quite know what to do with it. For one, my Kobaldi is a little rusty, so interpreting what it all means requires some inferencing. For another, I like to have something to hang my gaming hat on - a plot or some other thing that suggests how I can implement it into a game or storyline.

As is, I think it does better as a stub. But I think it does have potential to be subbified with a little more scaffolding and support. Go to Comment
The Tale of Koboldi
Plots  (Event)   (Single-Storyline)
Ted's comment on 2012-01-16 07:18 PM
Update: Changing this into a stub- I figure IF any Strolenite were to actually vote, it would be in the dumps! Go to Comment
Ennui
Items  (Melee Weapons)   (Campaign Defining)
Strolen's comment on 2012-05-13 09:34 AM
Sword of Mathom. Ha!! Go to Comment
Ennui
Items  (Melee Weapons)   (Campaign Defining)
Scrasamax's comment on 2012-01-02 08:54 AM
Only voted Go to Comment
Ennui
Items  (Melee Weapons)   (Campaign Defining)
Cheka Man's comment on 2011-12-30 09:52 PM


A weapon worthy of Mathom himself.


Go to Comment
Ennui
Items  (Melee Weapons)   (Campaign Defining)
Chaosmark's comment on 2012-01-01 01:30 AM


Hail the chosen weapon of Mathom (tomorrow, of course; we've much too much to do today)!


Go to Comment
Ennui
Items  (Melee Weapons)   (Campaign Defining)
Murometz's comment on 2012-11-13 08:15 PM
Mmmm, so many different ways this ennui can be interpreted and used. Kudos. Go to Comment
Ennui
Items  (Melee Weapons)   (Campaign Defining)
axlerowes's comment on 2012-11-13 08:26 PM
Ennui
Items  (Melee Weapons)   (Campaign Defining)
valadaar's comment on 2014-03-17 09:04 AM
This certainly could change the course of history in a campaign, properly placed.

Go to Comment
Ennui
Items  (Melee Weapons)   (Campaign Defining)
Ted's comment on 2014-05-04 01:06 AM
It will likely be a long time before I get around to finishing them- I'm elbows deep in a GURPS Secret Agents campaign and decided the citadel wasn't digging my session summaries enough to continue posting them here- I've taken my ball and gone home, so to speak.

Mathom willing, I might eventually get to the other Sinblades. Go to Comment
Ennui
Items  (Melee Weapons)   (Campaign Defining)
Ted's comment on 2014-10-24 07:34 PM
They likely have some kind of mindlink or telepathic connection that gets stronger the closer their haboring swords get in physical proximity.

Go to Comment
Ennui
Items  (Melee Weapons)   (Campaign Defining)
Kassy's comment on 2014-05-01 06:17 AM
3.5/5

Mathom immediately sprang to mind, but I see Cheka beat me to it by a couple of years.

Can't wait to see the rest of these uploaded! Good work Ted. Go to Comment
Ennui
Items  (Melee Weapons)   (Campaign Defining)
MysticMoon's comment on 2011-12-31 04:21 PM


Very insidious.



I'd put it in the hands of a patron known and trusted by the players. Watch them try to figure out what's happening and how to fix it. In the course of figuring things out, they'd end up in some very sticky situations, such as when their patron decides that sacrificing them to a rival is the "easiest" way out of a longer conflict or when notifying them about some danger becomes too much work.


Go to Comment
Ennui
Items  (Melee Weapons)   (Campaign Defining)
PoisonAlchemist's comment on 2014-10-18 11:55 AM
I like the interpersonal relationships the swords have. How do they communicate? Go to Comment
Kingmaker
Items  (Melee Weapons)   (Campaign Defining)
EchoMirage's comment on 2011-12-17 01:56 PM


As with Wrathbringer, I somewhat resent the mind control aspect. Corruption is so much sweeter if the mortal got to make all the wrong choices himself.



Usually, it will be sufficient to give a mortal that political acumen, let him know of the plans of the enemies, perhaps serve as a non-sentient depository of knowledge - that coupled with added charisma is usually enough to fuel pride. Once he has a few enemies, the paranoia also comes on its own.


Go to Comment
Kingmaker
Items  (Melee Weapons)   (Campaign Defining)
Cheka Man's comment on 2011-12-13 07:30 AM


A useful blade to own.


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