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Demon Gates
Locations  (Ruins)   (Any)
Father Stabbingston's comment on 2014-11-09 02:04 PM
The gate of forlorn hopes description made me build the start of a campaign around it. The beam that shoots from the caverns mouth like a lance or a lighthouses beam sweeps over an unsuspecting mountain town on the adjacent mountain at midnight each night anyone exposed to the beam undergoes drastic changes akin to demonic possession / transformation. From the towns point of view there are missing person reports and violence from these "outsiders" (everyone caught outside at midnight is changed so speculation runs rampant) this is the pitch that draws the party from the capitol out to the mountain to investigate where as they encounter "demons" and "save" the villagers , until the dead villagers revert form back to the innocents they were meant to save. upon entering the cavern I use a paraphrased description of the door and tell of the faint glow from the hole. If and when the party decides to peek through the gate my campaign begins with them being pulled into hell itself. Go to Comment
Demon Gates
Locations  (Ruins)   (Any)
Father Stabbingston's comment on 2014-11-09 02:24 PM
hmmm, actually scratch that , the exposure needs to be cumulative , keep the midnight part for cliché purposes. The villagers speak of a midnight moon that shines bright red illuminating the entirety of the town. It is said that if you tend to you crops at such times they grow far faster as if coaxed to growth. (the moon descends behind the mountain at midnight and then the beam happens) not without dangers - que speech of missing persons and violent attacks that tend to coincide with strange occurrence. (the farmers are the first affected) ~ I got a week to polish it up my point is thank you for the idea the gates are a good one and I may add more to the world setting if I make up an original one ill come back and add it. Go to Comment
Market Brawl
Plots  (Duty)   (Side-Quest)
MoonHunter's comment on 2005-04-20 12:05 PM
I like the basics of the plot.

I would probably foreshadow this event with them meeting the young thief before hand, perhaps the last time they were in the city. Circumstances can be based on the group, but what ever it is I would hope that the players might owe the thief something... thus getting involved.

If they don't get involved, they can perhaps later see the young thief (bound appropriately) in the company of The Invaders. The appropriate 1+1 will be added together and the missed encounter will become foreshadowing of events to come.

I personally would have my adventurers staying in a tall building and having one late night event occur (like someone's bed breaks a leg... possibly under the weight of two people in it)... casually looking out the window will see the invading force heading here or marching toward the keep(torches or what ever). If that seems contrived, maybe it is... but history (and action fiction)is filled with quirky events like this.

My only comment would of been to take the NPCs for the adventure and either posting them on the first page OR putting them in the minor NPC thread in the forum, then link them back. That way you might still use these NPCs in other situations before this one... creating versimilitude through the "small world effect". Go to Comment
Market Brawl
Plots  (Duty)   (Side-Quest)
Mourngrymn's comment on 2005-04-18 05:05 PM
Edited for content... Go to Comment
Market Brawl
Plots  (Duty)   (Side-Quest)
Mourngrymn's comment on 2005-04-19 10:38 AM
Point taken... fixed and altered to add more of a moral issue.

I had assumed to throw in a seemingly pointless encounter in a city market that the players could react to or not. Obviously if they do not they may be forced into the situation if they do not leave the city. However, they will not know that unless they get involved. If they do get involved they could potentially stop the murder of the Baron and help in stopping the assault, or simply leave and let the city to it's own devices. Obviously there is a moral issue at stake.

This is one of those encounters that seems small and unimportant but can boil into a few nights of adventure or a whole campaign twist. Go to Comment
Market Brawl
Plots  (Duty)   (Side-Quest)
Mourngrymn's comment on 2005-04-20 12:41 PM
I actually had thought about making the players have had previous contact with Nalov the thief to make it a more personal component issue.

I like the addition of the furthing the plot when the invaders arrive Moonhunter. I will endeavor to add some spice into the entire event.

I will edit the NPC's and put them into the other thread as you requested and try to add a more flavorful background to add a more personal note to each.

Thanks again. Go to Comment
Market Brawl
Plots  (Duty)   (Side-Quest)
Mourngrymn's comment on 2005-04-29 09:33 AM
Updated with info suggested by Moonhunter and others. Thanks again. Go to Comment
Market Brawl
Plots  (Duty)   (Side-Quest)
Mourngrymn's comment on 2005-10-19 11:47 AM
I have actually begun this in my game this past Saturday, the beginning of the plot where the introductions have been made and friendships are being established. They fell for it fairly easily and with all the rumors floating around at the taverns it should be rather easy to throw down a fight in the street with at least half the PC's getting involved. Sort of a requirement on one players part and a backup buddy system on the others. Go to Comment
Market Brawl
Plots  (Duty)   (Side-Quest)
Mourngrymn's comment on 2005-11-02 08:57 AM
Updated: Updated information regarding player knowledge and interaction. Go to Comment
Market Brawl
Plots  (Duty)   (Side-Quest)
Dragon Lord's comment on 2005-04-19 10:26 AM
So - there's this street brawl - PCs can get involved or not as they see fit - if they do they get embroiled in a plot to assassinate the local baron - if not it goes ahead anyway

Just one problem - I really don't see why the PCs should get involved, after all the elf is a thief (as evidenced by the cries of "thief" from his assailants and he's clearly losing which is all to the good (if he really is a thief that is) - in the final analysis it really isn't any of their business

Ask yourself this - if I was one of the players, would I get involved? - for me, the answer is clearly "no"

Now, if the elf were loudly proclaiming his innocence, calling for aid, etc it would be a different story - I might well give him a hand - after all, an innocent man getting beaten up by a bunch of bully-boys just isn't playing fair

So - give me a reason to get involved

Other than that - a bit average but not too bad - 3/5 Go to Comment
Market Brawl
Plots  (Duty)   (Side-Quest)
Dragon Lord's comment on 2005-04-21 08:53 AM
Yes that makes more sense - if the PCs already know Nalov they may have a reason to intervene

Which side they take is, of course dependent on how they know him Go to Comment
Market Brawl
Plots  (Duty)   (Side-Quest)
Silveressa's comment on 2011-07-16 12:11 PM


At first the plot seemed a little railroadish to me, until I got deeper into it and noticed there was a lot more freedom of choice (and consequences from those choices) then first apparent. 



The plot as written can work great to introduce a thief NPC to the parties group, or even replace the thief NPC with a player character rogue if the GM is feeling  especially creative.



The extra system less stats for the NPC's involved were a nice touch and makes it easy for a GM to quickly give them more system specific attributes without needing to come up with them from stats and the initial description.



For those running a higher tech campaign a similar basic plot concept and adventure based off of this can be used with minimal effort. (I can imagine a similar plot unfolding on one of the rim worlds of Firefly or back water markets in Star Wars.)



Nicely done, and a plot I will be using in my Warhammer Fantasy campaign rather soon.


Go to Comment
Mourngrymn
NPCs  (Major)   (Combative)
CaptainPenguin's comment on 2006-04-06 04:25 PM
I like it, it's interesting... Though for some reason it strikes me as being a bit munchkin, or, maybe, if that's too strong a term, perhaps Mary-Sue-ish.
Still...

4/5 Go to Comment
Mourngrymn
NPCs  (Major)   (Combative)
Mourngrymn's comment on 2005-01-24 09:53 AM
Updated with Plot Hooks and information on his tattoos. Go to Comment
Mourngrymn
NPCs  (Major)   (Combative)
Mourngrymn's comment on 2005-12-05 12:20 PM
Updated: Updated with more background Information Go to Comment
Mourngrymn
NPCs  (Major)   (Combative)
Mourngrymn's comment on 2006-02-08 09:53 AM
Updated: Updated some roleplaying information and grammer. Go to Comment
Mourngrymn
NPCs  (Major)   (Combative)
Mourngrymn's comment on 2006-04-05 03:44 PM
Wow! From the depths of hell he hath been resurrected. Go to Comment
Mourngrymn
NPCs  (Major)   (Combative)
Mourngrymn's comment on 2006-04-06 05:21 PM
I can see where you came up with that thought. However, all of his abilities, tattoos... are all limited and have draw backs to them. I always place conditionals on my magic in my system. But I will look at it again. Go to Comment
Mourngrymn
NPCs  (Major)   (Combative)
Murometz's comment on 2006-04-05 03:26 PM
Updated with vote! Go to Comment
Mourngrymn
NPCs  (Major)   (Combative)
Drackler's comment on 2006-05-05 10:59 AM
Great job Mourngrymn


-Drackler Wyrmdragon Go to Comment
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