Strolen\s Citadel content. 
Character Secrets
Articles  (Character)   (Game Mastering)
Almar's comment on 2006-02-07 11:46 AM
Wrong Past
A PC might have been involved in a adventure that turned out badly, maybe somebody important died or it was important and they failed. This could lead to something if other members of the PCs group start hearing clues from him or somebody they meet, maybe they meet somebody else who was part of this adventure.

Perhaps a PC had a part of his life he's like to forget, or an old position that ended poorly. Perhaps he/she was and advisor to a regent but the regent was assasinated and many were accused. The PC was forced to flee from the court. Go to Comment
Plots  (Crisis)   (Single-Storyline)
Almar's comment on 2004-12-26 06:21 PM
Nicely original plot. The race against time theme is a theme I love in a good adventure. The difference of something strange happening not just to the PC's, but to the world around them is excellent. It creates a cerebral adventure, one where figuring out this madness and thinking beyond normality by pieceing together clues is the way to victory. Outstanding work, this is the kind of adventure that gives ideas for GMs to create a lot more and more interesting adventures. Go to Comment
Locations  (Water)   (Regional)
Almar's comment on 2003-12-23 03:02 AM
Great setting, very original. There's a lot you can do with this. Excellent description and background. I want to hear more about Vernae, seems you got a good thing going here. Post some adventures and characters. Go to Comment
Sir Kevin Keydricks
NPCs  (Extras)   (Mystical)
Almar's comment on 2003-12-11 05:25 AM
I duon't know if it's against the rules of the Citadel or not, but I don't mind having D&D sats included at all. They can be useful if you want to use the NPC/Item/Plot in D&D. One could have a lot of control with one's ideas and other can easliy import them into their games. Go to Comment
The Mystery of Far Tragin
Plots  (Hired)   (Multi-Storyline)
Almar's comment on 2003-12-03 02:23 AM
As I originally wrote the plot, the power of the stone was not all that important. If you want to use the story this way, the power would be something like creating food or materials. Perhaps the ability to cause good trees for lumber to grow, or create food. The stones powers would be constructive and thus the stone would not be used by the PC's. However, if the DM wanted a plot in which the stone is used it could do something like control the weather in a small area. This allowed the Forst Giants to have an advantage over their enemies, or protect their lands. The PCs could then use this power to aid in retrieving the stone from the dragon etc.

That idea about the wizard stealing the stone is very interesting. That would certainly cause the giants to be angry at humanity, thus the PCs may have to convince them not to destroy the village or them. They might have to battle the giants themselves. Convincing the giants to let them get the stone back would be no easy task, and they would certainyl have limited time before the giants got mad and destroyed the village. Perhaps Hrekdinprenal gives them 8 days to return the stone and they have to act fast as time is an issue. They could have to track the wizard across the land, or through the streets of Far Tragin itself. In addition, the identity of the wizard could add plot twists and even exapand the adventure if for some reason he is determined to destroy Far Tragin. Go to Comment
The Wild Men of Bisk Bay
Plots  (Discovery)   (Single-Storyline)
Almar's comment on 2003-11-10 11:32 AM
Yeah, good point. I always had it in my head that they stole them to sell them, but it could certainly be for another more sinster reason. The reason they didn't get both could be that the Moonstones were locked in a chamber with magical guards or seals and the thief could only get passed two. That would add another thing for the PC's to do as well, deal with the chamber. Do you think I should add a posting of a short version of this so people who might be interested but don't want to read the whole thing can use it? Go to Comment
Lost Saga
Plots  (Discovery)   (Mini-Campaign)
Almar's comment on 2003-12-17 05:29 PM
Oh this is an awesome plot. There are a lot of possibilities for the end as well. If Vrin escapes then he may marshall an army and attempt to take over the world again. The small band of adventurers along with the farmer then has to find him among his new followers as well as warn the other realms that Vrin has returned. Perhaos they do not want to listen to such a grim truth and choose not to believe the party. The adventurers then have to find and destroy Vrin themselves, going right into the lion's den, past all his forces. Perhaps they recieve some strange aid from the North and East. This is a fabulous plot, there are so many options. A very interesting campaign could be developed from this. Go to Comment
The Stones of Sinnameron
Items  (Jewelry)   (Campaign Defining)
Almar's comment on 2003-08-22 02:12 AM
The stones could be inteligent, having memeory of all the heroes that once possesed them. They see greatness in a person and cradle it, transforming them in to a great hero. They actually create the heroes. The stones could be aware of the world around them, finding somebody who could become a hero when a hero is needed. Go to Comment
The Staff of the Traveling Wizard
Items  (Wand/Staff/ Arcane)   (Magical)
Almar's comment on 2003-12-10 03:35 AM
That last post was from me. I don't know how you see this a cliche, I certainly wasn't thinking of any generic items of frequently used plot devices when I wrote it. Of course intelligent items have been used before, even those that communicate via a telepathic link but that doesn't make it a cliche. Go to Comment
The Staff of the Traveling Wizard
Items  (Wand/Staff/ Arcane)   (Magical)
Almar's comment on 2003-12-11 04:52 AM
That is a more accurate issue. It may not be unique enough. It is a sterotypical powerful traveling wizard's staff suppose. The part of it that is supposed to spice things up is the intelligence and telepathic ability of the staff. If it seems to boring, it could be spiced up by the staff wanting the weilder to do more, or it could speak with a voice instead of telepathicaly so anybody could hear it. Go to Comment
Locations  (Desert)   (City)
Almar's comment on 2003-08-02 03:47 PM
This particular town is not that special, but I hope that it can be quite useful. PC's can't be on some great big campaign to rid the world of evil all the time. The idea behind this setting is just to provide a town that the PC's might stumble on, perhaps after a defeat. There are a lot of things going on in this town, a good way for you to get them moving again. Also, the caravan escorting is a good way to move them to a new location if you tire of the old map. Go to Comment
Drinen Forest
Locations  (Forest/ Jungle)   (Country/ State)
Almar's comment on 2003-07-30 12:27 PM
Perhaps there is a demon at the center of the forest and then only people who live within it are those who swear an oath to him to protect his warped forest. The people are a small collection of Druids who wish to live in peace with nature, even if it is a little distorted. They will prtect the forest to the best of their ability. Go to Comment
NPCs  (Mythic/ Historical)   (Mystical)
Almar's comment on 2003-07-30 12:17 PM
This is cool, a background character that influnced history. But I wonder, what did he influence beyond just magical items? How is Corvis the area effected by him. Maybe people is Corvis are afraid of Wizards after 800 years of Corvus the Mad. Or maybe they are great dealers of magical items. Myabe Corvis is the center of a mage guild because of the area's connection with wizards. Go to Comment
NPCs  (Mythic/ Historical)   (Mystical)
Almar's comment on 2003-08-01 03:37 PM
If you're really into Corvis as a place and you want to explore what you can do with a place that has a history centered in such a dynamic character then you could create Corvis the setting. It could be a nation in a greater world, a peninsula perhaps. Go to Comment
NPCs  (Mythic/ Historical)   (Mystical)
Almar's comment on 2003-08-01 03:44 PM
Ok, nevermind, I see that you did that. Sounds cool, I like it. Go to Comment
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       By: Incarnadine

Stormbound, the ship rolls hard over to once side. All that is not strapped down is tossed violently overboard in a splash of freezing water.

There, on the horizon- a tower. Squat, it stands alone on a tiny island. However, it's the only land in sight, and any more of this ferocious storm will crush the boat to splinters.

Taking shelter within the ornate entryway of the squat tor, the party notes with interest that no signs of life break the silence of the stone tower. As they take another step forward, they realise why.


This is the fabled tower of Brenji, a rich merchant who wished none to share his enormous wealth. He constructed this tower to store his gold- trapped and ready for any potential thieves. But the ingenious pitfalls and scything walls are not the only dangers within the silent walls of the building. A guardian, left behind by Brenji, still stalks these very halls.

A rattling hiss echoes somewhere from below...

Encounter  ( Water ) | May 20, 2005 | View | UpVote 3xp