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The Shadowbeasts
Lifeforms  (Intelligent Species)   (Any)
caesar193's comment on 2012-07-31 03:02 PM
Update: Added secluded nests and workers Go to Comment
Magic: How it destroys conventional (medieval) seige
Articles  (Campaign)   (Gaming - In General)
Strolen's comment on 2012-07-29 09:04 AM
When you talk about your standard, generic D&D magic, I don't disagree at all and you point is fairly well made. You could also say another word too: dragon.

However, if you had a game or story that required a siege then there are also tons of ways to allow the incorporation of magic (or magical creatures) without overbalancing. They are way too numerous to mention and it doesn't really detract from your point.

I enjoyed going through it.

Go to Comment
Magic: How it destroys conventional (medieval) seige
Articles  (Campaign)   (Gaming - In General)
Scrasamax's comment on 2012-07-26 10:58 PM
Only voted Go to Comment
Magic: How it destroys conventional (medieval) seige
Articles  (Campaign)   (Gaming - In General)
Cheka Man's comment on 2012-07-26 09:18 PM
Only voted Go to Comment
Magic: How it destroys conventional (medieval) seige
Articles  (Campaign)   (Gaming - In General)
valadaar's comment on 2012-08-01 12:44 PM
How to stop magic from overturning conventional warfare? Make sure you use the restrictions of the game systems.

At least in the versions of D&D I'm familiar with, there are very strict rules on having enough sleep, and that spells are easily disrupted.

That said, magic will most certainly change the medieval siege, though I would not go so far to say as eliminate it. People adapt, and magic cuts both ways. Go to Comment
Magic: How it destroys conventional (medieval) seige
Articles  (Campaign)   (Gaming - In General)
Kassy's comment on 2012-07-27 05:50 AM
I had a feeling of Deja Vu reading this, I'm not sure why, but I did.

It could do with being put through a spellchecker and some of your grammar is a little off, but that shouldn't detract from the sub. After all, we have members from almost all over the world here.

That aside, a good sub.

3.0/5 Go to Comment
Magic: How it destroys conventional (medieval) seige
Articles  (Campaign)   (Gaming - In General)
caesar193's comment on 2012-07-26 09:39 PM
Update: EDIT: rewrote a bit that somehow got deleted Go to Comment
Magic: How it destroys conventional (medieval) seige
Articles  (Campaign)   (Gaming - In General)
caesar193's comment on 2012-07-29 04:21 PM
Update: Added another paragraph about teleportation, and added a bit to the siege engine paragraph. Go to Comment
Magic: How it destroys conventional (medieval) seige
Articles  (Campaign)   (Gaming - In General)
caesar193's comment on 2012-07-29 04:23 PM
Update: threw in a word in one the new, teleportation paragraph that I meant to originally Go to Comment
Magic: How it destroys conventional (medieval) seige
Articles  (Campaign)   (Gaming - In General)
caesar193's comment on 2012-08-01 03:32 PM
true. Magic would not completely eleminate it. It would just severely change it. With magic in play, the whole developement of technology and humankind would change. Still, the need for sleep would not affect it much either way- there is probably going to be more than one wizard on either side. The extra wizards could take over at night, and so on. Go to Comment
Death Room
Dungeons  (Underground)   (Traps)
Cheka Man's comment on 2012-07-26 09:16 PM
A useful trap. Go to Comment
Death Room
Dungeons  (Underground)   (Traps)
Dozus's comment on 2013-02-27 11:26 AM
Only voted Go to Comment
Death Room
Dungeons  (Underground)   (Traps)
Kassy's comment on 2012-07-27 05:44 AM
Mors, reminds me of Morr in the WFRP genre.

A neat little idea.

I would like to see it broken down and devided into sections to make it easier to read.

Another thing I wouldn't mind knowing; is there a history to the room, who created it and why? A bit of backstory is always nice, to give the place more flavour.

Other than that it's a good first sub, welcome to Strolen's Citadel!

3.0/5 Go to Comment
Death Room
Dungeons  (Underground)   (Traps)
Kassy's comment on 2012-07-28 07:27 AM
By breaking it down you've made it easier to read.

While the backstory is passable (I am no good at writing decent histories/backstories myself I might add), it starts with a glaring cliche, this isn't necessarily a bad thing, it just has that; "heard it before feel".

The part about the sculptor and its creation is fine.

The last part still raises some questions for me: How did Ytinutroppo know about its creation?, what is this loophole that he forgot to cover?

Also, this line doesn't make any sense to me: "(he's so powerful he doesn't need to show off with a ...the bloody)."

As it stands it is ok, but could still do with some more work being done. Take your time when creating something, there is no rush.

I might consider re-voting if this changes. Go to Comment
Death Room
Dungeons  (Underground)   (Traps)
Kassy's comment on 2012-07-30 10:22 AM
Take your time with what you write, no one is in a rush here. Go to Comment
Death Room
Dungeons  (Underground)   (Traps)
Redgre's comment on 2012-07-29 06:48 PM
A decent trap room. The backstory is interesting but seems to add little to it's purpose today and any possible future for the room, unless someone wants to summon another demon. If I were to use this room it would be the final treasure room of main baddies. I would probably replace the zombies with something ethereal, as to me that matches the flavor of the room better. Go to Comment
Death Room
Dungeons  (Underground)   (Traps)
PoisonAlchemist's comment on 2013-03-20 09:27 PM
I dig this, it's like the pool of endless froglings except with zombies. Everything is improved with zombies. I also particularly like how mean the gods are. Go to Comment
Death Room
Dungeons  (Underground)   (Traps)
caesar193's comment on 2012-07-27 10:33 AM
Update: Here it is, broken down.
And with a bit of history/whatever you want to call it.
Do you like Ytinutroppo and Nomed's names? Go to Comment
Death Room
Dungeons  (Underground)   (Traps)
caesar193's comment on 2012-07-29 02:06 PM
The bit about ...the bloody means adding a ... the bloody to the end of your name, like with Alexander THE GREAT. In Nomed's case, he'd become Nomed the Bloody.

The bit about the loophole is, i agree, kind of weak, but i was in a rush (i had to leave pretty soon) and just wanted to finish the history thing. I'll change it asap. As soon as think up what the @#$% it was. Go to Comment
Death Room
Dungeons  (Underground)   (Traps)
caesar193's comment on 2012-07-29 06:29 PM
Update: Fixed the loophole problem Go to Comment
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