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The spaceborne campaign
Plots  (Travel)   (Campaign)
manfred's comment on 2007-10-29 03:23 PM
In your room

On an outlying moon, that was not (yet?) terraformed, or a strategically positioned asteroid, lies an abandoned base. It should be only found by accident, through a navigation mishap or a chase that took the ship way off its route.

The place is a mess, and was clearly looted before, but there is always something left behind... let's take a look. The life support systems can be activated, and yes, here and there are things worth taking if you take the time to sort them out.


And now comes the But. First there will be feint noises, than some trash will be misplaced, then a door they thought was closed will be found open. There's even a few bodies in some dark corners!

The trouble may not end at the exit. Soon there will be noises, too. Some may be unusually drawn to the base, others will probably suggest to get out as fast as they can.


And the truth? Quite simple. It seems that the life support system was rigged to disperse an insidious hallucinogen into the air. Those who don't turn it on, or don't stay for long won't be affected. Go to Comment
The spaceborne campaign
Plots  (Travel)   (Campaign)
manfred's comment on 2007-11-24 05:32 PM
The Way Empires Start

In a small backwards colony, the foreman has decided the general life would be easier if the locals had access to a spaceship. Regular trading would boost their economy strongly, and even the scrapyards of central planets could supply valuable materials. (Whether this will be profitable, ie the ship would earn enough for fuel and maintenance, is something he might or might not have considered. They may just take it apart in the end.)

Now your ship comes along... and one of the crew is charged with a serious crime, theft, rape, or manslaughter. The quickly assembled kangaroo court will of course consider him guilty. Unless some extreme measures are taken, the crew will somehow find itself sharing his fate, and be dumped in a mine, the ship confiscated and manned by the foreman's cronies.


"But we have traded with him before!" Go to Comment
The spaceborne campaign
Plots  (Travel)   (Campaign)
manfred's comment on 2007-11-24 06:47 PM
In the name of the autumn cleaning, please attach any plot hooks that may be haunting you. Go to Comment
The spaceborne campaign
Plots  (Travel)   (Campaign)
manfred's comment on 2007-11-27 06:27 PM
(Now, I'm not sure if you are trying to recreate the Reavers for settings that don't have them, or merely putting zombies into the mix. Zombies seem to be on a roll! :) ) Go to Comment
The spaceborne campaign
Plots  (Travel)   (Campaign)
manfred's comment on 2008-10-02 09:42 AM
Jimmy the Warpshoe

It is a new hit out on the Cortex, a traveler braving all the planets, enjoying what is there to enjoy, try some of the local risks and pleasantries, then cutting it together into a short edutainment episode.

And of course, he needs to travel, so he may easily end up on your ship to visit a few planets. Then he will need some guides with local knowledge to poke into every corner and step into some sensitive places. You know you will be glad when he finally gets off.


This guy is easy money, but may effortlessly destroy all your contacts and turn whole worlds against you. "Didn't he say we were simple people who sleep with their horses? Yeah, right, a joke." Go to Comment
The spaceborne campaign
Plots  (Travel)   (Campaign)
manfred's comment on 2009-04-26 03:09 PM
Probably not and they have to drop some of their cargo... or take only a part of the crew and promise to return for the rest later. There is so much, that can go wrong here. Nice one! Go to Comment
The spaceborne campaign
Plots  (Travel)   (Campaign)
MoonHunter's comment on 2007-10-15 06:19 PM
Have to see a man about a horse

Because of some big bruhaha at a space port, yours is the only ship that a fairly reputable horse breeder/ racer can use to move his prize racing horse. So the job is to get the horse to the racetrack in a shape ready to race.

A trainer will come with him. Of course there will scenes of "horse primadona", as the horse will be treated better than most of the crew.

The ship will be challenged in space, but will be easily run off (the bad guys will realize if they traumatize the ship, they will kill the horse).

At the spaceport, the ship will be unloaded. The trainer will step away from the ship for a bit. A representative of the racetrack will come up with a horse trailer and load the beast in. After they drive off, the trainer comes back and "squeels like a stuck pig". Ching Gao! you (insert chinese profanity) just gave the horse to the first person who came up? You didn't check ID? You didn't think I might need to go along?

So now the crew has to go to retrieve the horse. Usually some form of procured transport (probably horses, but it could be anything they can steal), will be used to create a chase scene to retrieve the horse.

But really, all the bad guys want is a little semen, so they might be able to come to an agreement with then.

Eventually the horse should be returned to the stables. Go to Comment
The spaceborne campaign
Plots  (Travel)   (Campaign)
Siren no Orakio's comment on 2007-11-29 11:46 PM
Some of these are very good, and it is probably good to have at least a start on the ship-borne quest.

And... don't forget the first half of the basic plot for A New Hope! Go to Comment
The spaceborne campaign
Plots  (Travel)   (Campaign)
Siren no Orakio's comment on 2007-11-29 11:58 PM
We're Not The Passengers You're Looking For.

An older man and his much younger companion are asking for a no-questions ride asked to a specific place. They're willing to pay a great deal of money upon arrival, but they're being hunted by the authorities.. who massively out-run-and-gun just about anyone.

Both extraction and insertion at the destination will require the skills of a smuggler, and may mark the PCs as 'allies' of the men, who are involved in an armed insurrection. At least the initial meet will probably occur in a wretched hive of scum and villainy. After all, aren't all Freelancers scum or villains? Go to Comment
The spaceborne campaign
Plots  (Travel)   (Campaign)
Cheka Man's comment on 2007-11-24 06:54 PM
Only voted Go to Comment
The spaceborne campaign
Plots  (Travel)   (Campaign)
Michael Jotne Slayer's comment on 2007-11-24 10:16 PM
I will have to re-read this. I will vote and such after a few hours;) Go to Comment
The spaceborne campaign
Plots  (Travel)   (Campaign)
valadaar's comment on 2007-11-27 11:08 AM
These are the champions my friend!

Going to have to add one myself.

Nicely done! Go to Comment
The spaceborne campaign
Plots  (Travel)   (Campaign)
Jarons20's comment on 2009-04-25 09:00 PM
Thank God You Came !!!

Far off any regular route, a small, desert-like planetoid is the last stop of a massive freighter which appears torn to pieces. It has been scrapped and pieces of the aft appear burnt and exploded.
There are a number of shaded caves and people who come scrabbling into the light when the PCs touchdown.

"Thank God, we thought you'd never come"

The crew has been here for a long time, some are slightly mad from the heat, but are so thankful and see this as there way off and back to civilization.

The Captain of the Crew however doesn't want anyone to leave because he will lose control and loves having his own planet to rule.

Do the Pcs have enough room for this lost crew? Go to Comment
The spaceborne campaign
Plots  (Travel)   (Campaign)
dark_dragon's comment on 2007-11-27 10:10 AM
The Crimson Plague

Approaching your destination, a fleet of military cruisers come in sight. Their messages are clear. Nobody enters the quarantine zone. It turns out that the destination has been swept with the lengthy Crimson Cough, a disease which, at first, resembles a normal Hantavirus. After a long period of pain and 10-12% mortality, however, the victims begin to recover, albeit with modified personality, characterised by extreme aggressiveness. Unlike the typical "Zombies", however, the victims retain all superior cognitive function, making any outbreak extremely dangerous, since victims will retain skills and knowledge of weapon use as well as full capacity for complex stratagems and tactics. It is also noted that they show a distinct lack of sensitivity to pain, most likely due to the inhuman hormonal discharges caused by the disease.

Of course, you have to get inside.

What happens next, is up to you. Go to Comment
The spaceborne campaign
Plots  (Travel)   (Campaign)
dark_dragon's comment on 2007-11-28 05:39 AM
Oh, no... These guys are perfectly human. They're just very, very, very aggressive.

As for the Reavers, I've never heard of them before... Here goes google!

edit: Ok, now that is far too close to the reavers. Go to Comment
The spaceborne campaign
Plots  (Travel)   (Campaign)
dark_dragon's comment on 2007-11-28 05:55 AM
Pest!
The last time they docked, the crew was wrongfully handed a crate of little harmless animals, with an incredible breeding rate. Honest mistake from the dock authority (the crate was meant to go somewhere else), and which could have been easily remedied by leaving the crate behind. The problem is, in their incompetence, the dock hands broke the crate when loading it on board. Now, the party shares their ship with a multitude of little critters. making it worse is the fact that the little animals (here the GM should make them cute as possible) are completely unafraid of humans, and will be found in every corner of the ship! Worse, tehy feed mostly off the electromagnetic radiation from the engines and so will shun away most poisons, except the very rare Unboro tree sap. Of course, that is at the other side of the region...

Thanks to KOTOR Go to Comment
The Art of Linking
Articles  (Rules and Advice)   (Citadel Help)
Strolen's comment on 2011-05-19 01:35 AM


Updated: Updated to the Citadel Help category. Thanks manfred!

Go to Comment
The Art of Linking
Articles  (Rules and Advice)   (Citadel Help)
manfred's comment on 2007-09-28 08:41 PM
Linking to submissions

The easiest, and most obvious. If you refer to something in your submission, you might as well link to it!

How to:
To simply link to another submission inside of the Citadel, use square brackets:

left square bracket + Link + right square bracket

OR use a pipe '|' and add a title you like:

left square bracket + Link + pipe + Title + right square bracket


So what is that 'Link' about?

The Link can be either the numerical ID of the submission, or it's _complete_ name. You have to be sure the one you use is correct; broken links suck.

Note: both the numerical ID and the submission's name are perfectly valid. Personally, I prefer to use the ID (to use the title is preferable then, see below), but this link works, even if the submission's name ever changes (which rarely happens). Especially with submissions that are likely to change their name (like those still worked on), use the ID.

On the other hand, using the submission's name is more intuitive, and creates nicer html links.


Example with a numerical ID: 1234.
Example with a title: Worlds and Planets.

(Point at the examples with a mouse to see where they point to in your browser's status line; this will be in the address line once you visit it.)


And what about that 'Title'?

If you don't use a title, you will get the Link itself - so the full submission name or only the ID (a number). That may not be what you desire, or look a little awkward.

With a title, you can form meaningful sentences like: "and his mighty sword came crashing upon the horrible beast, blahblahblah". :) Go to Comment
The Art of Linking
Articles  (Rules and Advice)   (Citadel Help)
manfred's comment on 2007-09-28 08:43 PM
Linking to comments

- this is pretty much the same as linking to a submission, but the Link is submission ID, plus the comment's ID, separated by a hash-mark:

Again: left square bracket + Link + right square bracket

OR use a pipe '|' and add a title you like:

left square bracket + Link + pipe + Title + right square bracket


Where Link is:

submissionID#commentID


Example - a village: 2014#9558
Example with a title: an island

(It is possible to use a submission's name in the title, but the result can look a bit strange: example.)


Linking to replies to comments

Comments can have replies to them, and can be linked to in the same way. Just be sure you have the correct ID. (Note that the displayed ID belongs actually to the parent. You have to get the correct ID by other means.) Go to Comment
The Art of Linking
Articles  (Rules and Advice)   (Citadel Help)
manfred's comment on 2007-09-28 08:45 PM
"Suggested submissions" and "Link Back"

At the end of your submission, you can list other subs that were particularly important for it. Use the form at the very bottom of the page to add some. It's likely you have used links to these submissions directly in the text, but this is a nice little summary of what is your sub connected to. (Note that in a Codex this part looks dramatically different than in a normal submission!)

If you look at the upper right part of the page, you might see one or more links under the title "Link Back". Let's say you have created a devious, innocent-looking item, and suggest it into the Garage Sale from Hell Codex. Your item will be featured in this codex, and in turn, in your submission will be a link to this Codex, under "Link Back".

This way users can see what points at your submission, or what is it part of - "look, this plot is in the Starting Adventures codex". Or "hey, that monster or strange plant is featured in several plots!" Or "that item is mentioned in a historical piece", for example. Go to Comment
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