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Where the Road May Take You
Plots  (Travel)   (Encounter)
Strolen's comment on 2008-01-14 04:12 PM
Slowed down

A few shepherds bringing their sheep down the road to a town where they will be sheared. Effectively block the road making riding or moving through them difficult to impossible until they are all passed.

Could just find all the tracks on the road and may not know what it is. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Strolen's comment on 2008-01-14 04:14 PM
The Sea

An entire meadow was flooded here. Looks like a lake, could cover part of the road, and you have to deal with locals that have a flat bottomed boat to get across it. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
ephemeralstability's comment on 2007-02-25 12:42 PM
Stray?

On route from Geli to Nekrass the characters meet a peasant boy on the road. He's wandering in the direction from which they've just come. If this seems a little bit incongruous, they may wish to ask him a few questions. He's perfectly willing to talk: he's called Lamish and he's run away because he knows he is the heir to the throne of Geli and his parents didn't believe him. How far is his home? About five weeks walk from here. How much has he eaten? Nothing. Has he drunk? Only from the filthy roadside ditches. In short, it's a wonder he is still alive. And yet he seems perfectly healthy.

Is he a thief, waiting for travellers to trick? Is he lying because there's something more sinister under all of this? Is he telling the truth? And anyway, what should the characters do? Do you take him to Geli? Do you try to find his parents? Or leave him to make his own way? Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
ephemeralstability's comment on 2007-02-25 12:42 PM
Volunteered

In Azur, the streets are crowded, and the PCs' poor grasp of Azuran makes it hard for them to find out why. Still, they shoulder their way through the crowds, trying to get to the house of the renowned wizard they seek, when suddenly they realise they are standing very much alone. The crowds have ceased their talking and their gazes are fixed on the PCs. The imperiously clothed man standing before them smiles and speaks in Azuran: "Ah! Volunteers! And so eager too!" Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
ephemeralstability's comment on 2007-03-11 02:41 PM
Abandoned

A little way up the narrow valley, before they reach the woods, the PCs notice the squat, tumbledown buildings by the riverside. They are hardly big enough for a human to stand in, and the complex cogs and shafts that occupy the central cavity of one of the buildings are perplexing. What were these buildings? And how safe are they to explore?

Alternatively a desolate place is the perfect setting for a derelict chapel or croft. There needn't be any actual physical encounter involved, but it adds atmosphere to a place to see its dead history. For instance, in the Outer Hebrides there are whole deserted villages which were razed to the ground by the English during the Clearances. Such stories give a setting authenticity and character. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
manfred's comment on 2006-08-31 06:59 AM
Nice ressurection of the idea... you have chosen the format well. We'll stick to it in the future, and I think that quite a few of the older encounters will fit here. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
manfred's comment on 2007-02-25 12:40 PM
The Transport

A rather large armed group slowly walks the road. Unless you get to see what they transport, you could think it is a caravan with expensive goods, or the soldiers escort someone important. But this is a prisoner transport, on the way to mines, criminals on their way for punishment.

The soldiers may be willing to talk, the captain will have a few questions on you and the road, but they will keep distance, and part soon. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
manfred's comment on 2007-02-25 12:50 PM
The Departure

You meet a large number of villagers, walking and weeping beside the coffin of an old bearded man (or adapt to your funeral customs). If asked properly, you learn about an old wizard, a wise man that long helped the tiny village to grow and prosper. Even after death he shows his favour: he gave most of his possesions to the poorer members of the community. All the villagers show him now respect this way. Why do you ask, are you adventurers? (As a last wish, he left a tiny case for the first group of adventurers that crosses the village). Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
manfred's comment on 2007-02-25 12:52 PM
Yet another camp...

A good camping-place with something extra: a gallows with a hangman, reduced mostly to bones and a few rags. It marrily hovers in the wind. Any manipulation will make it fall apart. An excellent camping place, except for the midnight hours, when ghosts of those executed haunt here. Some wail for their crimes, some re-live their execution over and over, some want to have a talk, and still some others want to scare the Living for fun. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
manfred's comment on 2007-02-25 12:53 PM
The five horsemen of Misplacing

Five men are herding some fifteen horses down the road. They won't be very talkative, but are willing to sell a horse, or more horses if the heroes are interested, for a good price even. They are horse thieves, already sought by regional militiamen. Anyone with a stolen horse (all are marked) may get into trouble. (If found guilty, horse thieves face prison or even a hanging execution.) Similar thefts have happened only a month before, and a reward is offered. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
manfred's comment on 2007-02-25 03:59 PM
And at last have been the oldies reunited with the newer ones. Some of them may have too dry names, as my imagination has left me, but feel free to correct them as you deem necessary.

Or perhaps add more! Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
manfred's comment on 2008-01-14 04:19 PM
The Lost Road

Similar to the Broken Road, the track simply vanishes, and continues a few miles on.

If it isn't nasty enough, it could be in worse conditions - at night or in deep fog, when you need to keep your direction to not get lost. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
CaptainPenguin's comment on 2007-02-25 12:46 PM
The Dining Hall

The heroes find the crumbling, overgrown ruins of what appears to be some sort of grand dining hall in the forest. Deciding that it is a good place to camp, the set up a fire in the center. However, they are woken in the night to see skeletons waltzing in the moonlight to organ music that emanates from the open air. The skeletons touch nobody, dancing around them all night. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Siren no Orakio's comment on 2006-08-30 01:29 PM
How many roads must a amn walk down? 42. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Shadoweagle's comment on 2006-08-31 07:20 AM
You know... for all the other new posts which have 4's and 5's and are supposed to be brilliant, I found THIS to be the easiest post to read in months.
I'm definitely not saying the other posts are bad, i'm just saying that this post piqued my curiousity and kept me going with little, interesting tidbits. Any of these submissions can be used at any time and with ease.
In conclusion, this is a useful post, plain and simple. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Shadoweagle's comment on 2006-08-31 07:38 AM
The Cadaver
It seems the PC's just barely missed some action! Lying in the grass to the side of this quiet road is a freshly slain corpse - The murder must have happened only minutes ago. The blood which had poured from a hastily slit neck is still fresh - it hasn't even dried up and the body is still very warm. There are no sign of tracks from the murderer, and the dense woodlands which the road runs next to could hide anyone without difficulty. Closer inspection of the corpse and his backpack will find that there is no money - either he never carried any or it was stolen - but there is a fine collection of smallgoods, from expensive clothing to golden rings on his finger, to a silver letter-opener. The PC's could take these items, but if they plan to tell the local militia at the next town, they may want to hide their new gear. For the next ten minutes after finding the corpse, any rustling in the bushes by friendly forest animals might be subject to the waving of weapons and the close study of where the sound came from. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Scrasamax's comment on 2006-08-30 10:53 AM
The Tinker Goblin
A comical sight, this goblin walks along the road though much slower than the PCs, so he is easy enough to catch. He is small and greasy like the rest of his kind with nervous hands and a creased face. Unlike the rest of his kind, he has learned that it is better to befriend humans than try to attack them. As such he is now a traveling tinker and doer of menial and disgusting jobs.

Of course he harangues the PCs to look at some of his goods, such as feathers for fletching arrows, empty bottles to hold potions, or an assortment of pieces of rope. nothing valuable, but something that could be useful later on, given the right circumstances.

If nothing else, he will enquire if he can follow the PCs until they reach the next town, for safety. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Scrasamax's comment on 2006-08-30 10:57 AM
The Wandering Horse
The PCs encounter a horse trotting towards them, it has a saddle and bridle, but no rider to be seen, though a careful eye can tell that the horse has been badly spooked. The PCs can keep the horse and valuable gear for themselves, which should be a tempting option for starting level characters, or they can see about a potential owner in the next town.

Of course the owner will be able to recognize his mount from brandings or other markings, as well as some sort of identification in the saddle itself. If they keep the animal and gear, they could be in trouble for horse theft, but if they return the animal and gear, they could receive a modest reward for doing the right thing. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Scrasamax's comment on 2006-08-30 11:02 AM
The Crossroad's Gallows
In a rural area, the PCs encounter a gallows, well built of iron and stout timbers complete with several bodies swinging from the nooses. This is a backwards area and doesnt have a proper church or temple, so criminals are hung several miles from any habitations so that if they rise as undead they will not be able to find their way back to visit wickedness upon the locals who hanged them. A variation could have bodies hanging in iron cages, left to perish from hunger, thirst, or exposure.

An extension could be a crossroads zombie that he broken its noose and is wandering up the road. An alternate path could be a potentially important NPC or valuable henchman to be to be released from one of these crossroads cages. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Scrasamax's comment on 2006-08-30 11:06 AM
The Naked Man
Bereft of all clothing yet still maintaining a semblance of dignity, the naked man walks purposely along the road. In the previous town he lost his shirt, quite literally, to a group of unscrupulous thieves who cheated him at cards. If spoken to he will speak, but is perfectly fine to ignore the PCs. He wont join the party, but promises to speak well of them if they would lend him a pair of trousers and perhaps a crust of bread. Go to Comment
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