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Where the Road May Take You
Plots  (Travel)   (Encounter)
Ancient Gamer's comment on 2006-08-30 02:59 PM
Ah, so that is the question that Ylorea always wondered about. We all knew the answer was 42, but here we got the question as well! Wheee! Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Ancient Gamer's comment on 2006-09-01 08:15 AM
I definitely think that this is a worthy scroll and one that I will contribute to. I hereby dub this my pet scroll and vow to add many encounters to it. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Ancient Gamer's comment on 2006-09-02 01:21 PM
I love this one! I recognize the inspiration, but hey: Beautiful! Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Ancient Gamer's comment on 2006-09-09 08:04 AM
The wandering carnival
A small caravan of four gaudily decorated house-wagons travel in the opposite direction of the PCs. As they come closer the PCs can see that men are hastily putting on white make-up and women are pulling down their blouses, creating more cleavage. All of a sudden the PCs are approached by beautiful, but tired looking women offering to foretell their future (they can actually do it too, to a lesser degree) and painted men juggling daggers and tumbling around. Small children howl and run in circles around the PCs. Of course they expect money for this and make all sorts of offers to the PCs.
The following can be purchased:
-The clowns claim to be able to throw daggers or axes and be able to hit an orange at the head of the PC (or, laughing when he politely declines, they will do it to an eight year old girl instead).
-The clowns will rope walk between two trees for a fee.
-The clowns will perform slapstick comedy for a fee.
-Two of the women claim to be clairvoyants and will foretell the immediate future of the PCs (excellent to foreshadow an upcoming plot)
-All the young adult women and men will sleep with the PCs for money, but will not make the initiative.
-The elder male will sell foodstuffs, general merchandise (blankets, rope, wine skins, etc...) as well as, after some goading and persuading, thieves equipment such as pick locks, lock acid and cracker powder.
-The children will pick pocket the PCs relentlessly and will not quit until the elder female says "Shooo-shooo" (then they will run away and approach her in private, handing over the stolen goods) Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Ancient Gamer's comment on 2006-09-09 10:11 AM
The Guardian Templars

Ahead heavily armoured warriors walk in line, guarding an immense carriage pulled by eight oxen. The carriage is lacquered white, with a hint of gold to its shine. The carriage is not especially tall but is rather long and wide. The warriors are clad in chain mail with breastplates and flat topped T-visor helmets. The warriors are draped in white cloaks with insignias of crossed golden swords on their back, and on the right side the front.

These are the chosen of the high patriarch, elite among their kind and they guard a dark and sinister relic known as Umankh-Athal, which they have just retrieved from the clutches of a recently slain elder spirit known by some as Khurmunalt. The relic, which is a great warhammer, has been locked inside a Templar Transport especially prepared by the council of elders and protected by layer upon layer of divine magics. It will be safe as long as it is kept within.

The Templars will be gruff and suspicious, paranoid until they reach the relative safety of High Haven which is quite some days away still. They will not share food with PCs nor will they offer support in combat. Should the PCs aid the Templars against potential foes, they will give them a modest reward and gruffily tell that they should be on their way. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Ancient Gamer's comment on 2006-09-10 05:42 PM
The omen
As the PCs pass through a small village, 3 ravens wheel in the sky. Not only that, but Rudnus Kumalhain, the great farmer, falls down from his mansion roof as he is fixing the tiling. Soon the villagers discover that the PCs must be "the source of their bad luck" and that they are "in lead with the ravens, well known harbingers of evil". No doubt one of the PCs has the evil eye, "using it to inflict misfortune upon honest folk".

As the villagers mill in from the fields a small posse forms and if the PCs decide to stay, they might well try to hang the one with the "evil eye". If the PCs leave, they might get some eggs and rocks thrown after them, but that is all. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Ancient Gamer's comment on 2006-12-20 05:38 AM
The Encroaching Forest
The PCs have travelled long and far and now a giant forest is on both sides of the road that they walk. The farther they go, the narrower the road becomes and by nightfall there is nothing left, but a narrow path and the branches whip the PCs in the face as they struggle forwards. Strange thing is that no more wanderers are met and for all purposes it seems the PCs are the only people left in this world.

Suggested Alternative Reasons:
A) Natural growth: The road has been reclaimed by nature and everyone else have been using another route for over a year. The way will take them where they want to go, but now that the patrols no longer venture here, the woodland road is once again troubled by sinister beings
B) The Realm of Limberlost is nearby!
C) The trees encroaching on the road are Autumndale Trees...
D) Dark Treants are herding the forest onto the road, putting all travellers in dire peril. When the PCs sleep, roots will drag them down into the soil or they will be crushed under the weight of an enormous tree. "Bloodcurdle Vines" will strangle the PCs, sending small root-tendrils down into their blood vessels to savour every last droplet of blood. The greater oaks will lift the PCs from the ground only to release them from great heights. If only they had some fire...
The reason the Dark Treants are attacking is because they have been agitated by the presence of the warlock Apsaloht, the outlaw practicing his dark arts on the trees of the forest. Since they can't touch Apsaloht, they sure try to harm his kin (humanoids). Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Ancient Gamer's comment on 2007-02-28 05:01 PM
Got another HoH from me because of the added entries! Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Ancient Gamer's comment on 2007-03-11 04:11 PM
This sent my imagination spinning! Kudos and an xp! Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Dozus's comment on 2006-08-30 12:24 PM
The Feud
A few miles outside of a farming village, the PCs see the road blocked by a small crowd. At the center of the crowd are two old men, farmers by the look of them, furiously shouting at each other. If the PCs inquire, someone in the crowd will explain that it's Old Man Cheras and Papa Ghel, the patriarchs of two large farming families that go back generations. A feud between the families also goes back a ways. Most have forgotten it, but when Old Man Cheras saw a Ghel shepherd treading on his land, he went berserk. Now the two elderly gentlemen are close to duking it out in the center of the main highway. Perhaps the PCs could negotiate peace between them--or side with one and end the feud by force. Or they could just move around them. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Murometz's comment on 2006-08-30 12:19 PM
Demeu Ghost-Hands

As the PCs make their way along a lonely stretch of moor-road, not far from town, they notice a campfire on a hillock. Ascending the hill to investigate, they see a plain looking man, sitting dangerously close to the fire. Nearing the man, who pays no attention to the PCs, they can see, to their astonishment that the man is holdng his hands in the actual fire, letting the flames lick his hands. He shows no emotion, and if the PCs keep looking, they will notice that the man's hands are not burning, and he shows no signs of pain or even discomfort. This is Demeu Ghosthands. He is suffering from amnesia, and if spoken to, explains that his hands are merely illusions. He cannot feel anything, as they can be plainly seen, but everything passes thru them, as if through air. The depressed, even suicidal bard, who was once kown as an expert Zither player, has no memory of how his hands became this way. So he sits, hoping sensation and feeling return to his ghostly appendages. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Murometz's comment on 2006-08-30 12:21 PM
Only voted Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Murometz's comment on 2006-08-30 12:48 PM
This is great! Its like an expanded 'Idea Seeds' for low-level characters. I can see myself adding one mini-encounter a week or so. Kudos Scras! Jack Kerouac, Joan Baez and Willie Nelson would be proud! Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Murometz's comment on 2006-09-02 12:48 PM
Well said, SE! Its a refreshingly simple and quite useful piece! Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Murometz's comment on 2007-10-24 11:52 PM
If we cant come up with 101 places, "Where the Road takes you", it would be a shame :p Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Drackler's comment on 2006-09-02 12:45 PM
Only voted Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
axlerowes's comment on 2006-09-20 05:32 PM
I normally hate random encounter lists. But this is wonderful, I am going to start dropping them into my campaign this week. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
axlerowes's comment on 2009-04-06 12:28 AM
just used this again. the naked man came up (no pun) still love this thread Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
axlerowes's comment on 2009-04-06 02:58 AM
Old Man stuck on roof

The PCs come across a tall smokehouse with a ladder laying broken across a rocky out cropping next to it. On the roof of the barn is an old man sitting slumped beneath a large straw hat. He calls for the PCs to "please help a foolish great grand father get down. He was patching the roof to his smokehouse when his ladder slipped and broke against the rocks. He lives alone in the forest, and has been stuck up there for almost a day.

The man is extremely old and would have trouble with any climbing device other than a ladder, and even that isn't easy for him. His ladder is broken beyond convential repair. If the PCs get him down he will reward them with some hams from his smokehouse. If they ask him if he needs anything else (or even if they don't he will mention that he lost his bucket down his well, and has been living off rain water since. Plus, "it was a very nice bucket that his late brother made 9 years ago." If the PCs help him with bucket he will mention that one of his pigs got across the river and won't come back. Assuming they help him with that he will continue to mention little problems he has.

A tree feel across his grain field and he hasn't been able to move it.

The wind blew some of his washing up in tree.

The bottom hinge on his pantry door is loose and it is in "a real dark corner" in the cellar, and he can't see well enough to mend it.

He is supposed to take a couple of hams to a nearby temple as an offering, but his hand cart has "gone n walked off somewhere" and he could really use a hand.

He has trouble finding the nearby temple.

If the PC don't eventually call it quits the sweet old man will eventually grow tired and grumpy and leave the PC without so much as a goodbye or a thank you. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
axlerowes's comment on 2009-04-06 07:46 PM

A Hole in the Ground

The PCs come across a deep black hole in the ground. The whole is about a meter in diameter and if the PCs have a rope or understand the gravity constant and the speed of sound they can measure that it is about 107.23 meters from the holes opening to the bottom. The whole stinks of death and burnt flesh.

The whole is the entrance to a beautiful cave full of crystals and interesting stalagtight and stalagmight formations. Depending on the rain there is either an underground river or stream moving through the cavern. The hole has been used by a local ranger as a disposal for burnt cow carcasses following a recent blight of foot and mouth disease. (So if you must have to have a monster in the cave you can stick some carrion eating beast in it or undead half burnt cow.) Once you get past the pile of dead diseased beef it is lovely place. Strangest thing is the cave is just a pretty cave, no kobold miners, no lost temple, no entrance to the drow undercity and no precious metals or gems.

I wager most PCs will be completely baffled by this.

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