Strolen\s Citadel content. 
Offered Wealth
Plots  (Discovery)   (Single-Storyline)
manfred's comment on 2001-08-24 11:37 PM
A whole guild devoted to this task would need a frequented place or a large city nearby.
But what about thieves guilds - where do cleptomaniacs go on holiday ?

And religion: there surely are rumours of followers of said God
who, pure of heart, and for a noble purpose gained a fabulous amount of gold. Maybe it is the truth. Go to Comment
Offered Wealth
Plots  (Discovery)   (Single-Storyline)
manfred's comment on 2001-08-24 11:37 PM
Turn the whole thing on the head:
Let a big slimy monster emerge and let it state clearly that it has finally enough of those little round metalic pieces and it does not want any more. Understand?
(Extreme: the gold/silver/brass is upsetting the ecology of the lake somewhat - solve that ;-)

To save the day the heroes must convince numerous people to stop with the donations. Go to Comment
Offered Wealth
Plots  (Discovery)   (Single-Storyline)
Melvins Cat's comment on 2003-07-28 09:14 AM
A possible twist can have the viligers sending unsuspecting travelers to the middle of the lake as a sacrifice to that god/monster - might have the monster be an aquatic beholder - sort of like givving them the evil eye... Go to Comment
Offered Wealth
Plots  (Discovery)   (Single-Storyline)
valadaar's comment on 2011-04-26 10:24 AM


I like Melvin's twist - occasionally the entire boat is taken as an offering :)



And yes, there is something in the water - perhaps a dragon or similar beastly. It would have sorcerous powers so it would occasionally gift good luck on the donors. 



Lots of plot hooks can come from that - a jealous nearby town might try to end the local town's luck by any number of ruses - perhaps poisoning the lake, sending warriors to kill the benefactor, dropping trapped gifts to enrage the beast, etc.



Even nobels could get jealous and seek to know the truth, and perhaps capture the beast.


Go to Comment
Plainsmen Rituals
Plots  (Travel)   (Encounter)
Strolen's comment on 2001-08-24 11:10 PM
If the tattooed men speak a a language that nobody knows then that could make it more interesting. A wizard with speak any tongues would then be very handy.

It could also be a chance for a player that isn't real proactive in the game to be sucked in. Who could have known that he is the only one that can understand these people? Go to Comment
Plainsmen Rituals
Plots  (Travel)   (Encounter)
Iain's comment on 2006-02-23 11:16 AM
An excellent example of the fact that a post doesn't have to be long to be good. Go to Comment
Plainsmen Rituals
Plots  (Travel)   (Encounter)
Cheka Man's comment on 2011-07-29 09:46 AM


Not everything is as it seems.


Go to Comment
Plainsmen Rituals
Plots  (Travel)   (Encounter)
Ancient Gamer's comment on 2005-11-12 04:30 AM
Casualty of the Rebuild!
I did not understand why this was put in the "requires edit" sandbox until I remembered that at some point you asked me to test the challenged system with one of your old posts. I believe this was the one I chose and you probably voted for its removal too Strolen. ;)

I put it back on the site where it belongs. Go to Comment
Plainsmen Rituals
Plots  (Travel)   (Encounter)
Ancient Gamer's comment on 2005-11-12 05:33 AM
Forgot to vote: One of those encounters you throw at your players. A solid submission that adds flesh to the bone and makes journey more exciting. Go to Comment
Plainsmen Rituals
Plots  (Travel)   (Encounter)
Dragon Lord's comment on 2006-02-23 07:51 AM
Nice one - simple but hints at a much deeper culture - love the fact that the PCs don't know the cultural significance

Solid little stand-by - 3/5 Go to Comment
Plainsmen Rituals
Plots  (Travel)   (Encounter)
valadaar's comment on 2011-04-26 10:17 AM


I expect the purpose of this encounter is to teach the lesson of learning about places you are going to go, as in most circumstances freeing the victims is the 'correct' behavior.  Given the lead in is the PC's have been led off the beaten path, this is not likely to have happened, so the PC's either will have done something normally immoral (leave em to hang), or they will be led into a possibly lethal encounter with a tribe over cultural differences.



I'd expect _some_ type of foreshadowing to hint at the correct behavior. 



 



 



 



 

Go to Comment
Fairy Luck
Plots  (Hired)   (Encounter)
Agar's comment on 2003-01-07 07:11 PM
This fairy has a poor sense of personal property. Which is understandable given she's a forest spirit. Does the sun own the light that falls on the trees? Can the grass buy out the trees and make them move? How much rent should the birds pay for thier nests? Life in the forest is mainly about letting things be because they are for the good of all.

Now, if the players can get the fairy to understand that they want to be able to trade things and throw things away, what will happen when the fairy goes back home? Maybe it will chase out every living thing that can't do anything for her, become a little green tryanical despot. Maybe she decides that she has been providing the forest a service and now thinks she can get a better deal somewhere else. She might start wandering to find somewhere she can ply her trade for the compensation she wants.

Capitalistic Fae. Who woulda thought? Go to Comment
Fairy Luck
Plots  (Hired)   (Encounter)
Dragon Lord's comment on 2007-01-08 08:17 AM
Definitely appeals to me sense of the silly

Great fun – 4/5 Go to Comment
Fairy Luck
Plots  (Hired)   (Encounter)
Spark's comment on 2006-02-21 04:17 PM
Cool! Very cool. I like it in that there's no real "Bad Guys", yet it's still a dangerous mischief for the PCs. There are a lot of places where you can run off and make a full quest out of this, and if you don't, it's still a fun little side adventure that would be a much-welcome change of pace from slaying demons and such. Good work! Go to Comment
Fairy Luck
Plots  (Hired)   (Encounter)
valadaar's comment on 2007-01-08 08:47 AM
A good old sub from the vault!

Nice! Go to Comment
Fairy Luck
Plots  (Hired)   (Encounter)
Silveressa's comment on 2011-01-11 03:14 PM


Very fun, especially if the Gm seeds some red herring magical items among the latest trove of treasure the group think *may* be cursed.



Turn dead spells to banish ghostly saboteurs, see the invisible to spot the meddlesome mage, and accusing the thief of going overboard to prove her usefulness to the group. All sadly in vain for everything keeps coming full circle, even that rotting sandwich, formerly silently moldering in the bottom of  Stella's travel pack until she noticed the repulsive smell...



So much fun to be had by the inclusion of one innocent little fey....


Go to Comment
Fairy Luck
Plots  (Hired)   (Encounter)
Ramhir's comment on 2011-01-10 07:04 PM


I *like* it! This fae will definitely be paying a visit to my PCs! Thanks, Strolen!


Go to Comment
Fairy Luck
Plots  (Hired)   (Encounter)
OmegaDraco's comment on 2012-02-27 07:38 PM


Fun idea. I like it. My players would figure it out and "game" the system intentionally. I would recommend that you limit the fairy to only performing 3 "favors" before leaving.


Go to Comment
Book of Angst
Items  (Books and Scrolls)   (Cursed)
Barbarian Horde's comment on 2002-12-14 01:47 PM
"angst" means fear in Dutch, you know.. Go to Comment
Book of Angst
Items  (Books and Scrolls)   (Cursed)
Strolen's comment on 2002-09-03 10:42 AM
Let the player learn the spells at normal but mark the ones learned from this book. Then whenever a spell learned from the book is cast the alternative castings take place. Go to Comment
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