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Khub Gurmong, the Big Shiny Club
Items  (Melee Weapons)   (Magical)
Monument's comment on 2005-07-30 04:23 PM
Well slap me silly and feed me key lime pie. I always thought it was "CARRY favor". I actually went to various outside dictionaries to get a concensus on that one after you corrected me. Well, when you're right, you're right. Kudos. Sorry about that. Try to make a joke and end up being the one laughed at, but not because the joke was funny. DAMMIT! Hate it when that happens. ;) Go to Comment
Khub Gurmong, the Big Shiny Club
Items  (Melee Weapons)   (Magical)
Monument's comment on 2005-07-30 08:38 PM
Hey, maybe there should be a magical item based on the notion that there are two ways to successfully bypass a trap, the hard way(actually searching for and disarming it), and the EASY way, "once more into the breach" etc, some hapless soul who's very job it is to disarm traps by setting them off. If my party had a magic item like that, it would be nigh impossible to get them to actually investigate things on their own, they'd just have "Mikey"(the trap finding automaton) run down the corridor or poke his fingers into trapped chest locks or open doors with gas traps on them or whatever.

I'm afraid to even run with this idea for fear that "mikey" actually shows up in a game I'm running or playing in. If I lend it substance by actually writing it up, it almost demands that I actually use it in a game. ;) Go to Comment
Khub Gurmong, the Big Shiny Club
Items  (Melee Weapons)   (Magical)
Wogden's comment on 2005-07-30 12:38 PM
Well, he did have quite a taste for exotic foodstuffs... ;)

As it happens, though, "curry favour" is in fact a verb:

'curry favor - seek favor by fawning or flattery; "This snivelling chamberlain is currying favor with his local magistrate"'
- http://www.thefreedictionary.com/curry%20favor

I believe it originally came from "courting favour", oddly enough... Go to Comment
Khub Gurmong, the Big Shiny Club
Items  (Melee Weapons)   (Magical)
Wogden's comment on 2005-07-30 04:35 PM
That's okay. Not the first time I've been accused of a crime I didn't commit - I mean, grammatical blunder... ehehe... O_O Go to Comment
Khub Gurmong, the Big Shiny Club
Items  (Melee Weapons)   (Magical)
Roack's comment on 2005-08-10 02:30 PM
Could start an ogre religion too, which only makes it more dangerous, not only do PCs have to deal with a big ogre that will beat them with a lampost, they have to deal with his fanatic ogre worshipers. Go to Comment
Khub Gurmong, the Big Shiny Club
Items  (Melee Weapons)   (Magical)
Zylithan's comment on 2005-11-29 02:44 PM
I think it's all been said. bravo sir. Go to Comment
Khub Gurmong, the Big Shiny Club
Items  (Melee Weapons)   (Magical)
Murometz's comment on 2006-03-07 11:44 PM
what Zylithan said Go to Comment
Khub Gurmong, the Big Shiny Club
Items  (Melee Weapons)   (Magical)
Murometz's comment on 2008-12-19 11:44 PM
Hilarious and clever! Go to Comment
Khub Gurmong, the Big Shiny Club
Items  (Melee Weapons)   (Magical)
valadaar's comment on 2013-04-09 12:29 PM
I could see something like this being used in the game Borderlands by a boss, or a zombie in Plants Vs. Zombies.

I really like this. Go to Comment
Me'fiante Delagouttie're
NPCs  (Minor)   (Knowledge/Lore)
CaptainPenguin's comment on 2005-07-28 12:33 AM
How'd you do the little accented e's? Go to Comment
Me'fiante Delagouttie're
NPCs  (Minor)   (Knowledge/Lore)
EchoMirage's comment on 2005-07-28 02:15 PM
Interesting. Refreshing.

I actually like when big-time save-the-world heroes have to actually deal with a commoner... remindst them of their roots...

And ... what is her heritage, then? Go to Comment
Me'fiante Delagouttie're
NPCs  (Minor)   (Knowledge/Lore)
Cheka Man's comment on 2007-05-02 01:12 PM
A nice little person who could not walk amongst politicans without feeling great pain. Go to Comment
Me'fiante Delagouttie're
NPCs  (Minor)   (Knowledge/Lore)
Dragon Lord's comment on 2005-07-28 08:26 AM
Personally I quite like street urchins

Usually great sources of information - assuming you can catch the little b#@@ers that is

Must admit that most of my street urchins are somewhat archetypal child thieves - one who can actual sense the truth and/or falsehood of what the PCs say is a refreshing variation

Like her a lot - 4/5 Go to Comment
Me'fiante Delagouttie're
NPCs  (Minor)   (Knowledge/Lore)
Monument's comment on 2005-07-28 02:15 AM
Windows systems, Hold down ALT, and then press(on the numeric keypad only) the ANSI code of the character you want to appear. I don't know what the accented E is, but the 1/2 symbol is ALT-171... e'... give it a whirl... works in anything ansi based, pretty much(including notepad).

Brother Maynard, Consult the book of ANSI!! Book of Ansi, Appendix A, Codes 145 thru 191... and yea, verily there was a symbol for clubs, spades, hearts and diamonds, an accented A, an umlauted O, and the mighty circumflexed N, and the lord spake unto the masses and said, go forth and create strange names for Strolen's Citadel, and it was so, and the lord was pleased.

About the urchin, I like the character in theory, but I'd prefer to know where the lie detection comes from, and I have to take away a point for the "orphan" bit. Still, most of my characters are fairly cliche'd, so I have no room to complain about that, so, all in all, 4/5.

Well done, overall, although I must admit to having little use for street urchins, as a generality. For whatever reason, my players tend to completely ignore the peasantry, they're big time adventurers now, dontchaknowit... ;) Go to Comment
Me'fiante Delagouttie're
NPCs  (Minor)   (Knowledge/Lore)
Wogden's comment on 2005-07-28 01:06 AM
I work on a Mac. Go on, laugh it up.

It's easy on Macs, just option-E and then E again. Windows? I have no clue. Go to Comment
Me'fiante Delagouttie're
NPCs  (Minor)   (Knowledge/Lore)
Wogden's comment on 2005-07-28 04:06 PM
Well, as to the heritage and source of powers - I was thinking that the GM could decide, to fit the mood of the game. Go to Comment
Me'fiante Delagouttie're
NPCs  (Minor)   (Knowledge/Lore)
valadaar's comment on 2006-09-16 09:02 PM
Nice little NPC :) Go to Comment
Mother Swamp
Locations  (Forest/ Jungle)   (Country/ State)
manfred's comment on 2005-07-27 05:59 AM
I wouldn't say that evolution has an upper bound per se... though it produces many dead ends. An arms race may never stop, while all the actors keep changing, creatures without predators would be limited by their prey (and starving or adapting if it runs out), as well as parasites and diseases. Perfect killing machines can always be perfect only in given conditions, against a given opponent. And if someone is always winning the fight, then it pays to change the form of it, etc, etc...


I wonder if the raw magic-ness of the place was present before, or came to pass naturally in a magical world - where all living creatures trace back to a single place, magic will abound. Go to Comment
Mother Swamp
Locations  (Forest/ Jungle)   (Country/ State)
Scrasamax's comment on 2005-07-27 09:24 AM
Evolution is a process of genetic mutation caused by the interference out outside radiation such as UV and the basic concept of genetic drift. In this situation, the outside stimulus is the high concentration of magic in the area constantly altering the basic structure of the local wildlife. Those species that are able to adapt to the basic enviroment and carry their inherent traits onto the next generation are the basic force of evolution. It is easy to confuse evolution with adaptation. The massive topography shift would likely destroy the majority of the wildlife each time it changed, and if a predator looses its basic prey, it to generally perishes. That, and massive topographical shifts just go against the magic saturated muggy feel of Mother Bog.

The Biological Arms Race - The dinosauria of the late Cretaceous period are a good example of the biological arms race. The herbivores began developing massively intricate defensive mechanisms, such as interlocking bone plate armor(anklyosaurs), massive horn and frill defences (Horned Dinosaurs such as Triceratops) and the mother of all defences, teh Stegosaur's double row of plates. According to Robert Bakker, it has been discovered that there were muscle grooves on the plates meaning that the dinosaur could move the plates in the same manner that a horse can twitch it's skin, or move its tail. The predators responded by growing larger and gaining thicker necks and more powerful jaws. This process was specialization, but it didn't always inbreed weakness. A triceratops wasn't easy prey for any other predator, it wasn't easy prey for anything.

The evolution that Monument describes seems more the like the Borg from Star Trek who are able to adapt and negate almost any weapon used against them in a matter of moments. And if you look at wildlife (not house pets, livestock, or zoo animals) it is fairly apparent that animals are not politically correct. Predators hunt and kill their prey, their prey attempts to survive by stealth, intimidation, or confrontation. It was Hoobs who said that 'Life is brutish, nasty, and short' or something along those lines. Go to Comment
Mother Swamp
Locations  (Forest/ Jungle)   (Country/ State)
Monument's comment on 2005-07-27 12:34 AM
What happens to adventurers who spend more than a few weeks there? Do they adapt to their environment, fins, gills, lower center of gravity, loss of firm muscle, elasticity, stuff like that?

Just FYI, evolution is a result of changing environment most often, more than anything else. Even with the prescence of magic, it is likely that evolution would stagnate in a single environment. If you want to use the evolutionary aspect of this, may I suggest making the swamp change dramatically as a result of the magic, and allow the creatures to adapt magically as well. One week you find a mountain stretching to the sky(arctic conditions), next week it's a forest, next it's a swamp, next there's volcanos and such, but the creatures somehow survive. Maybe there's like 4 shifts worth of changes in any creature, making it part swamp creature, part mountain creature, part arctic, and so on, depending on what just happened. There could be an array of truly bizarre but explained creatures in there, with parts from many different creatures all hodgepodged into one, like a platypus or something(but even more bizarre)

MAYBE if you go that route, if a person can observe, from the outside, they can discern a pattern of the magic changes and perhaps predict what changes a denizen could expect to face. Maybe they need a specific set of abilities from the PCs, and if they agree, they must study the swamp to find the appropriate time to enter the swamp to get the changes they want. Fire resistance, cold tolerance, poison spit, water adaptations, you could make up a laundry list of things a PC would need to accomplish some goal, then send him in, have him change, and go for some mission, after which they can be magically altered back to normal. Go to Comment
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