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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.

Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
valadaar's comment on 2007-02-22 01:15 PM
The Other Wandering Carnival..

The PC's see a large caravan of more then a dozen large wagons. Some are laden with cages occupied by odd creatures. Many diverse and odd people travel either on or beside the horse-drawn wagons.

This is The Carnival of Forgotten Souls. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
valadaar's comment on 2006-08-30 11:21 AM
I think this is an excellent idea.
There is room for many, many suggestions with this idea. I do not have any at the moment, but I can't to see what other add to this list. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
valadaar's comment on 2015-08-07 09:15 AM
Updated table of contents. A good one here! Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Wulfhere's comment on 2007-02-22 02:28 PM
Doubtlessly, the man has skills the party requires, such as forgery or inspired oratory. Then, when they most need his assistance, the roguish fellow will vanish with everything that he can steal, teaching them a valuable lesson about misplaced trust.

(...and expecting things to be too much like the movies.) Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Wulfhere's comment on 2007-02-22 02:39 PM
The Vigilantes

A band of armed and mounted men approaches the party and bids them stand. Local yeomen and landowners, they are searching for a fugitive that has eluded local justice; they are veeeeery suspicious at encountering a group of armed strangers at such a time. They will brusquely order the PCs about, demanding that they submit to a search, give up their horses so that the searchers can use them to replace their fatigued mounts, and generally throw their weight around.

There is probably no sign of the fugitive that they seek, but if they are put on the right track, they are likely to dispatch their victim with rough local justice and no semblance of a fair trial. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Wulfhere's comment on 2007-02-26 02:13 PM
The Empty Graves

The road passes the tumbled ruins of a village, destroyed and abandoned in regional troubles over a hundred years ago. All that remains are bare foundation stones and the occasional crumbling chimney.

As they pass the crumbling shell of the village's temple, the characters can see that the overgrown churchyard has signs of digging. Many of the ancient, forgotten graves have been dug up recently. Further investigation suggests that grave robbers have been systematically looting those graves that have the most impressive (and thus, expensive) tombstones. Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
the Wanderer's comment on 2006-12-19 09:27 PM
5/5! I do believe this post needs to be revived... Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
the Wanderer's comment on 2007-02-24 07:12 PM
Had to give this one a a little light! Go to Comment
Where the Road May Take You
Plots  (Travel)   (Encounter)
Dossta's comment on 2011-04-19 06:44 PM


A truly excellent sub, gentlemen, and one that I will probably be using for some upcoming sessions.  You should consider applying the 30 freetext to it, to help other newbies find this gem.  In the meantime, here's one of my patented "Smashing Sub of the Day" awards and an HoH, along with a pledge to add to this sometime in the future.


Go to Comment
Limberlost
Dungeons  (Forest/ Jungle)   (Ecology)
Barbarian Horde's comment on 2006-06-29 06:52 PM
The Woodking's dreaming slumber is protected by the Forestlords, the Stags of the Dreaming King. Huge, roan stags possesing a malevolent, almost alien intelligence, sporting ebon, velvety antlers and two small feelers or tentacles protruding from each side of the mouth. These two inch long feelers detect magic unerringly if it is cast or used anywhere in Limberlost. Go to Comment
Limberlost
Dungeons  (Forest/ Jungle)   (Ecology)
manfred's comment on 2006-08-31 06:38 AM
Well, I have the feeling the top results of the Dungeon Quest may have looked a bit differently, if this one came up. If I may advise, make it a Scroll, and put some of the comments into it, more may still come.

Great work. Go to Comment
Limberlost
Dungeons  (Forest/ Jungle)   (Ecology)
Ria Hawk's comment on 2006-08-08 02:48 AM
Nifty. I like this place, and it would fit kind of nicely into my conception of the Western Woods. I wonder, tho, if the WoodKing ever has nice dreams, and what form they would take. Surely they can't all be nightmares, because there are still some people trying to protect, or at least live in harmony with the forest. Not enough to make his sleep more pleasant, or even keep him sane, but they're still there. Of course, the nature of dreams means that even nice things can turn nasty really, really quickly... Go to Comment
Limberlost
Dungeons  (Forest/ Jungle)   (Ecology)
CaptainPenguin's comment on 2006-07-08 03:48 AM
Sounds interesting... Let's see it in action!

Huntsmen of the Dreaming Lord: These dark huntsmen wear heavy cloaks and boots of furs, and little else. They are armed with stone spears and axes, and drive before them supernatural bloodhounds. But their game is not beasts, but men, and they particularly relish in roasting and eating the bodies of men who have despoiled forests or slain the beasts of the wood in cruel hunts. Go to Comment
Limberlost
Dungeons  (Forest/ Jungle)   (Ecology)
CaptainPenguin's comment on 2006-08-29 06:46 PM
Only voted Go to Comment
Limberlost
Dungeons  (Forest/ Jungle)   (Ecology)
CaptainPenguin's comment on 2006-08-29 11:05 PM
You know, the Woodsie King was exactly what I thought when I read this. Go to Comment
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