Strolen\s Citadel content. 
Items
Other
Magical

4.5

9 Votes

49xp

ID:4448
Hits:5442
Comments: 12
Ideas: 0
Rating:4.5
Condition: Normal

Submitted:
November 7, 2007, 8:02 pm
Updated:
January 11, 2008, 1:44 pm





Voted Hall of Honour:
Scrasamax ( 1x )
Cheka Man ( 1x )


30 Legendary Antidotes/Cures
By: valadaar

An assortment of cures scattered to all ends of Strolen’s domain!

Full Item Description

Foul poisons, evil spells and dread diseases, all of which can eventually kill.  Here are a list of unique cures which each are quests that bring you to many wonderful places here at Strolens. Of course, feel free to add other components, and nothing says you need just one….

1.)  A tincture prepared from the petals on a rose growing on a forgotten grave deep in the The Field of 10,000 Skulls.  In addition to the other hazards, the shade of a cruel general and his staff haunt the graveyard. The grave is that of the General himself, and
he will not tolerate visitors disturbing his unsettled sleep.

2.) Honey from a rare strain of Crystal Hornets that actually produce honey. And of course, the hive can be found in the most difficult reaches of a large, dangerous forest.

3.) Capturing a Questing beast -they are famous for having intrinsic healing abilities, but are equally famous for their difficulty to catch.

4.) A formula known to a spectre found in Satur Nox.  Once found and the formula retrieved, they may need to select from this list again for the final components.

5.) In the deep trenches of the sea , there lives a very rare species of conch from whose innards a potent healing elixir can be made.  If incorrectly prepared, it is lethal poison. What makes things worse is the trench is the home of the Tsithcacadss, the Trench Dwellers, who consider the Conch a species to be protected.

6.) A Paste created from the pulverized remains of a Tempest Blade mixed with the blood of a Ravager.

7.) A paste prepared from the Telphizar Nut, found on a very rare jungle tree.  There happens to be some growing on Mastwood Island. Whatever divinations lead the PCs there provide out of date information on this place and do not reveal it’s current level of danger or its nature.

8.) Within the expanse of the Destinen Wood lives a beautiful bird found only in that cursed wood, beautiful in defiance of that realms dread powers.  Silent, but of shimmering silver it is very agile and alert.  A brace of it’s feathers are required to create the curative preparation.

9.) In the deadly, craggy area known as Shamra’s knives (an area where erosion has made the mountains a mass of knife-edges), a species of Crystal Rose has adapted there.  Unfortunately for climbers, it is inhabited by Unknown Death.

10.) In a remote corner of the kingdom, a Medusa Tree of immense size can be found.  A strange, electricity-tolerant blue mushroom grows high in it’s branches, and its essence when distilled will provide an elixir of great healing.

11.) Deep in the bottom of a (random or deviously selected) spring in the Sorcery Springs Geyser Basin lies a special stone geode, the center of which contains crystals which when boiled will produce the needed cure.

12.) The Corpse Flower, found deep in the Ankorillian jungles is known for it’s lethality.  The toxins it uses to kill can be carefully prepared by a herbalist to provide a curative elixir.  The process is long and difficult, and if prepared incorrectly yields deadly poison.

13.) The ground horn of a Dark Unicorn. One is rumored to reside in Darken Glade.  During the preparation of the horn, the boundaries between the realm of the living and the dead become blurred.  The healing provided by the horn should be considered a "Monkey’s Paw wish" as some awful will happen.

14.) A species of moss which is unique to The Hell of Dry Bones.  Just getting there and back will be difficult, much less finding this moss, which grows on the tops of the Giant Skulls found there.

15.) The secretions of a very rare frog, who inhabits Floating Islands in volcanic waters near the equator.  Of course this area is also the home to various sea-monsters which resent any human intrusion.

16.) Bedding the witch of the Westmoreland. 
See http://www.lyricsandsongs.com/song/451074.html for the lyrics that inspired this one.  The witch is capricious,difficult to deal with and seduce.

17.) In the dank jungles of The Land of Green Death, an ancient temple long since claimed by the creeping greenery, contains within a small shrine, still touched by the essence of gods of peoples older then man.  A grey stone pulses with ancient power. Touch once, and all is healed. Touch twice, and all is lost!

18.) A drink of water, drank an drawn from a well in The Temple of the First Man. A place which no road leads and no map tells about. (This sentence from the worthy indeed linked sub..)

19.) Seek out the odd Gredil the Leech, who will avail the supplicants with his menagerie of healing parasites.

20.) The cure may be found written in a book imbedded in the stomach of a bookfish found in Vox Piscis.

21.) The Formula is known by the spirit of of a dark sorcerer whose head currently hangs from the belt of The headsman. The formula could either be derived from easy to obtain materials, or from materials found elsewhere on this list.

22.) Life itself can be restored through careful employment of Dwarven Lightning Bottles.  The instructions are old, and writing in an obscure dialect of Dwarfish, of which no speakers remain.  Incorrect use will instead cause the victim to arise as a strange undead-like construct with psychotic tendances.

23.) Certain Flowers that grow in the pool of Ylithain, the Drowned Queen have remarkable healing power, though watch out for the dangerous Fae!  Appealing straight to this being might be the best approach, or possibly the worst.

24.) The essence of Cetacean soul, collected from The Leviathan Pool. The little souls are more difficult to catch then it appears, and there may be other defences there.  Finding the Pool is a major endeavor in itself.  The soul is destroyed in its use, and there may be major implications for the being so healed.

25.) Deep within the fetid The BlackWater Tunnels there lies a hidden shrine to a long-dead aquatic god.  If found and cleaned up, and a proper offering made, it will provide mystical healing once to a worthy supplicant. Of course, this shrine is in the area most heavily frequented by the unsavory beings that call these tunnels home.

26.) The Cure is known by one of Those That Contemplate. Figuring out how to release the being may be difficult, and dangerous, depending on how careful and prepared the PCs are.

27.) A massive bronze flask of holy water, brought to the top of The Lightning-Struck Tower and left to be struck by the ferocious lightning, will assume powerful healing power, though this will attract the undivided attention of the malevolent elementals who dwell there.

28.) The essence of 30 Combusting Shrews, carefully processed to avoid detonation. The entire batch must be processed at the same time, making the resulting explosion caused by any failure truly something to behold. Until the final steps of the preparation the Shrews must remain alive, and so some means of pacifying them must be found.

29.) A very specific subspecies of Thorn Rolls, found in The Wastes.  The thorn toxin unprepared is very toxic, requiring careful and lengthy preparation to turn into a cure.  The actual transition from toxin to cure is not visible and detectable only upon use, requiring one fully trust that they followed the procedure exactly. Further complicating the affair is that the toxin only assumes the correct composition once the plant has entered it’s mobile phase, making it more difficult to find.

30.) Lost on the The Turgid Sands of Nesseraum there rides the Eternal Camel of Dharnarem. This immortal beast, the creation of a long dead sorcerers, was granted immortality and the ability to free itself from any bindings (the effects of not-so-careful dealings with a spirit of the sands). The camel will regenerate any injury taken, and its blood can be used to brew a potent healing elixir.  Harvesting the blood once may be doable, but the camel’s ability to ‘escape’ easily makes this an unsteady supply at best.

Other Uses

One could easily use these mini-quests without the PC’s needing the cure - they could be paid by others to do so.

Also, these could be used instead as ritual components for completing fell spells, producing items of magic or completing prophecy.



User Submitted Ideas (0)

Please register to add an idea. It only takes a moment.


Suggested Submissions
Combusting Shrews By: Wogden
Lifeforms » Fauna » Any

Long sieges can be a trial for both sides. For the beseiged especially, finite ammunition supplies always pose a problem - except when the ammunition can reproduce…

Corpse Flower By: Michael Jotne Slayer
Lifeforms » Flora » Forest/ Jungle

Deep in the Ankorillian jungles grows the Corpse Flower. A dreaded plant that can entangle and poison you silently.
Hours later your companions notice your absence,
turn and search for you.
As they backtrack they unknowingly pass your last resting place.
A rather smelly, orange plant.

Crystal Hornets By: Cheka Man
Lifeforms » Constructed » Mountains

Crystal Hornets are heard long before they are seen. Their humming is like the beautiful sound of a violin that is being played by a master musician,and to those who have encountered them before, it acts as a warning.

Crystal Rose By: valadaar
Lifeforms » Flora » Forest/ Jungle

A flower from the gardens of the Divine…

Dark Unicorn By: Mourngrymn
Lifeforms » Fauna » Other

To kill a Unicorn is to bring bad luck and the hatred of nature itself down upon the foolish. It is said that the mate of a unicorn that is murdered will turn horrible in it’s pain and anger, turning against nature to hunt and kill the murderer of it’s mate. It turns dark and soulless and seeks nothing but the death of it’s enemy.

Darken Glade By: Grendel
Locations » Regional » Forest/ Jungle

After an age of war against the enchanted Fay a dark demi realm of chaos was created, Inhabited by twisted insane denizens with the increasingly rare bastion of sanity, A place to truly frighten an bewilder any unwary adventurer

Destinen Wood By: Wulfhere
Locations » Area » Forest/ Jungle

Wise travelers know to pass wide around Destinen Wood, for few have emerged unscathed from that accursed forest.

Mastwood Island By: valadaar
Locations » Area » Other

In an age of sail, one of the most important of resources is a source of tall, straight and strong trees for use as masts.  Mastwood island is one such location.

Medusa Tree By: manfred
Lifeforms » Flora » Forest/ Jungle

This tree has a somewhat unclear bush-like appearance. But so far, nothing special. The actual reason why is it called after medusas, is his power to deter any hostile creatures, and to be sure, all creatures

Satur Nox By: Scrasamax
Locations » Regional » Swamp

There is a place where only the foolhardy and the greedy dare to go. Why do I say foolhardy, because of all of the poor souls who have entered that dark place…none have yet to return.

Sorcery Springs Geyser Basin By: Cheka Man
Locations » Area » Swamp

The Sorcery Springs Geyser Basin is a place of bubbling magical water, as every individual spring or pool has it’s own magical power. It is a place of great wonder and for the careless, great danger too.

The BlackWater Tunnels By: Siren no Orakio
Locations » Neighborhoods » Underground

For all the aquaducts coming into the city, there munt be a place for the water to leave. Thus, many years ago, the Blackwater Tunnels were commissioned to carry sewage away from the city buildings.

The Field of 10,000 Skulls By: Wulfhere
Locations » Area » Mountains

"Summon the Legions!  We shall offer battle within Bleak Vale!  This time, OUR cause shall triumph!"

The Headsman By: valadaar
NPCs » Major » Mystical

The Headsman is drawn to areas where great injustices have occurred.  ...  He is absolutely cold and emotionless.  The only mercy he knows is swift death.

The Hell of Dry Bones By: Scrasamax
Locations » Desert » Other

The earth is bleached white, and brittle underfoot. Ribs and vertebrae litter the ground like driftwood and in the distance, colossal bones of slain giants rise like hungry fingers clawing at the iron grey sky. The wind rises, howling through the empty eye sockets of hollow skulls. A rain of hail begins, pelting the ground with fingerbones and teeth.

Welcome, ye miserly sinners. Welcome to Hell.

The Land of Green Death By: Wulfhere
Locations » Country/ State » Forest/ Jungle

Death and horror await the unwary in the tropical forests of the Kwan-Zhanalin peninsula.

The Leviathan Pool By: Murometz
Locations » Area » Water

The Whales Graveyard.

The Lightning-Struck Tower By: Wulfhere
Locations » Ruins » Mountains

"The Tower of Ill Omen!" the old gypsy gasped as she glimpsed the shattered structure at the mountain’s peak.

The Turgid Sands of Nesseraum By: Murometz
Locations » World » Desert

The Horrors and Wonders of a distant, sun-drenched land. Everything you need to run a desert campaign!

The Wastes By: MoonHunter
Locations » Area » Desert

The Wastes can be beautiful. Here the land is toxic: slowly corrosive to the touch, causing illness and death with prolonged contact. The bubbling sulfur and ectomass pools (HellPits too) are especially lovely, if you have the right aesthetic. The soil is soft and any heavy object slowly sinks. If it was not for the special resources here (dyes, alchemical elements, resins, Grimrock, Verner glands, etc), it would be a place that no one would come.

Thorn Rolls By: MoonHunter
Lifeforms » Flora » Desert

"Tumbling dang danger" the old old prospector said.

Unknown Death By: MoonHunter
Lifeforms » Third Kingdom » Other

Your adventurers can name this one, if they survive. The last thing they will hear is: “ppppooockt-t-t-t-t-t-t-t-t-t” before their eyes and ears start bleeding and their body become black and blue… battered by something unseen and untouched.

Vox Piscis By: Murometz
Locations » Regional » Swamp

Wieberburl, home of the peculiar Book-Fish.

Ylithain, the Drowned Queen By: EchoMirage
Lifeforms » Unique » Swamp

Sing to me and I shall write, on lilies, poetry of the night.

Comments ( 12 )
Commenters gain extra XP from Author votes.
Extra bonuses go to those that spend all votes in between refreshes.

 valadaar

2007-11-07 08:37 PM
Link: [4448#32176|text]
0xp
Updated: OK, 120 views and too many links later, out wit ye!
Voted Chaosmark

2007-11-07 09:25 PM
Link: [4448#32179|text]
0xp
D-d-d-d-dang! That's quite a compendium. Some of those are quite old, others...not so much. This could prove to be amazingly useful for any GM in need of quests to go on.
Voted Cheka Man

2007-11-07 09:58 PM
Link: [4448#32181|text]
0xp
I will give this an HOH when I get my HOHs back again.
Voted Scrasamax

2007-11-08 03:46 AM
Link: [4448#32185|text]
0xp
I've seen this submission lurking, linked to some of my works ( I was parusing the Hell of Dry Bones recently and noticed this gem, though I didnt know who was doing it.

I heartily approve as it throws an entirely new light on some old submissions, many of which have slipped deep into obscurity.

Kudos Val, and my hat is off to you.
Voted Murometz

2007-11-08 09:52 AM
Link: [4448#32199|text]
0xp
The links are nice, but I like this more because it features 30 instant "quest" teasers. 30 adventure seeds. And I've always been a fan of old-school "legendary" antidotes too. Good job on this one!
Voted manfred

2007-11-08 02:01 PM
Link: [4448#32218|text]
0xp
Mmmm, very likeable. Also what Muro said.
Murometz

2007-11-08 02:05 PM
Link: [4448#32219|text]
0xp
Oh, and forgot to mention what I said in chat last night. I kinda like the bolding on the first few words of every blurb. Makes the sub easier on the eyes somehow, and draws my attention immediately to the next entry in the series.

Such a format maven ye are, valadaar :)
Voted Wulfhere

2007-11-08 04:01 PM
Link: [4448#32227|text]
0xp
30 adventure hooks! I like seeing the old subs dusted off and given another chance to live.
Voted MoonHunter

2007-11-08 07:39 PM
Link: [4448#32237|text]
0xp
A lovely submission that works in so many submissions. I like this kind of piece.
Voted Michael Jotne Slayer

2007-11-08 08:15 PM
Link: [4448#32240|text]
0xp
Whoa a great piece, the links are a great touch and kept me reading for hours. Thank you for making this.
 valadaar

2008-01-11 01:44 PM
Link: [4448#33687|text]
0xp
Updated: Added Healing freetext
Voted olontur

2010-08-19 05:13 AM
Link: [4448#74315|text]
0xp
As a long-time lurker in the Citadel, i too found some works i had previously enjoyed a lot!
This is my first vote here and it's a solid 5/5.
PoisonAlchemist

2011-09-14 06:35 AM
Link: [4448#79311|text]
0xp

I have one major problem with this submission: It reads like a page out of TV tropes, and if you have ever been there you know what I mean. CURSE YOU!

 
valadaar

2011-09-14 09:56 AM
0xp
Is that a good or a bad thing? :)

Join Now!!

Please register to vote or leave a comment

Common for sailors to get lashings for punishment. Sailors would then get tattoos of god symbols on thier back so the thrasher was less likely to whip the symbol of the god. Others say symbols bring bad luck. They draw the attention of the god and it could be wrathful.
By: Strolen | UpVote