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November 15, 2015
Hits: 92
Comments: 2
Ideas: 0
Votes: 1 / 3.500000
The Beaches of Snæfellsjökull    Locations  (Area)   (Tundra/ Arctic)

A real-world location fit for filling out your adventure; where norse icelandic fishermen suffered unthinkable conditions throughout frigid winters to harvest the fruits of the ocean.

July 31, 2015
Hits: 219
Comments: 7
Ideas: 0
Votes: 2 / 3.750000
Khasikarana Island    Locations  (Area)   (Water)

A quiet island, with a small fishing village, a decent dock, a sheltered lagoon, friendly natives ... and a chilling curse.

February 24, 2015
Hits: 336
Comments: 5
Ideas: 1
Votes: 4 / 4.000000
Ballad of the Malconvoker    Locations  (Area)   (Plains)

A 99 word poem of a small town, and the demon who guards its chapel when the mists rise.

May 31, 2014
Hits: 467
Comments: 6
Ideas: 0
Votes: 6 / 4.500000
The Demon's Grove    Locations  (Area)   (Any)

Enclosed in this document is the account of Mr. Johnathan Crewes, who was recently incarcerated in the Psychiatric Ward, of how he was driven insane. He shall be soon shipped to the St. Josephine Asylum for the Mentally Disturbed.

May 21, 2014
Hits: 872
Comments: 2
Ideas: 0
Votes: 2 / 3.750000
Reaver Isle    Locations  (Area)   (Water)

Fifteen men on a dead man's chest

Yo ho ho and a bottle of rum

Drink and the devil had done for the rest

Yo ho ho and a bottle of rum.

The mate was fixed by the bosun's pike

The bosun brained with a marlinspike

And cookey's throat was marked belike

It had been gripped by fingers ten;

And there they lay, all good dead men

Like break o'day in a boozing ken

Yo ho ho and a bottle of rum.

May 20, 2014
Hits: 632
Comments: 6
Ideas: 0
Votes: 4 / 4.875000
30 Fantastic Locations    Locations  (Area)   (Any)

drawn from/inspired by Hellfire: the Summoning mobile game

August 4, 2013
Hits: 548
Comments: 4
Ideas: 0
Votes: 3 / 4.000000
The Circle of Culthus    Locations  (Area)   (Forest/ Jungle)

A place where no one knows about or finds until the Circle chooses a person to discover it. For the Circle of Culthus has a purpose for that person, and letting other people know of it or discover it would hinder that purpose.

July 27, 2013
Hits: 611
Comments: 9
Ideas: 0
Votes: 8 / 4.000000
The Crossroads    Locations  (Area)   (Any)

Sometimes a roadblock is there for a reason. There are some places you don't want to be after sundown.

July 27, 2013
Hits: 646
Comments: 7
Ideas: 0
Votes: 7 / 3.428571
The Dragon Mines    Locations  (Area)   (Mountains)

The Dragon Mines are a place for a free man to gain riches through a hard life and a place to hide those that defy the King, the laws or the Shan.

July 15, 2013
Hits: 1038
Comments: 4
Ideas: 0
Votes: 4 / 3.500000
The Forgotten Cemetery    Locations  (Area)   (Plains)

The Forgotten Cemetery is famed throughout the world as a monument to the World War. Only the survivors of the Forgotten Battle and the cemetery's caretaker remembers its true purpose.

September 22, 2012
Hits: 812
Comments: 8
Ideas: 2
Votes: 5 / 3.600000
Riddlerock    Articles  (Area)   (Water)

Madmen, Riddles, and Worms

September 18, 2012
Hits: 719
Comments: 7
Ideas: 0
Votes: 4 / 3.500000
Bloodmaw    Locations  (Area)   (Water)

"Aye, I've been to Bloodmaw. Its out in the ocean, and lies right on the Abez-Evetepor trade route. Or at least where the trade route would have been if it wasn't for Bloodmaw. Its this maelstrom, perpetually spinning and swirling, abou' 50 yards across? And the sea around the whole thing is a deep crimson. The color of blood. And around the whole thing is a storm. Some days the Bloodmaw is sated, and isn't as violent. But some days ye can't hope to survive. On bad days it can take a ship that a mile away. Thank the gods that it didn't take me."

-Old Gerald, man in the pub

June 25, 2012
Hits: 910
Comments: 18
Ideas: 0
Votes: 7 / 3.857143
The Pocket Realm of Brocschtal    Locations  (Area)   (Mountains)

The People of the pocket realm of Brocschtal are simple folk who live as they have for thousands of years. Farming the land, raising sheep, getting in the occasional brawl. And fighting off the infernal attacks of ghouls.

April 18, 2012
Hits: 1466
Comments: 14
Ideas: 0
Votes: 9 / 4.666667
The Sea of Snot    Locations  (Area)   (Water)

Deep within the heart of the Great Woses, lies an inland sea that few care to visit.  Nevermind the ogre-infested swamps that surround it, the place is just disgusting.  While known by many names – the Belching Sea, the Eternal Loogie, Gluumraag's Blessing and sometimes, the Slimy Deep – most simply call it the Sea of Snot.

November 17, 2011
Hits: 970
Comments: 7
Ideas: 0
Votes: 7 / 4.428571
30 Strongholds of Evil    Locations  (Area)   (Any)

With but a name, these places fill common folk with apprehension and dread

August 8, 2011
Hits: 1477
Comments: 11
Ideas: 0
Votes: 9 / 4.166667
Avaricious    Locations  (Area)   (Water)

"Avaricious is a special sort of hell; it's the hell we created ourselves. It is the hell we deserve." - Smythe Voss, crewman of Siren's Laugh

July 28, 2011
Hits: 1051
Comments: 12
Ideas: 1
Votes: 9 / 3.666667
The Badger Patch    Locations  (Area)   (Forest/ Jungle)

Sharp thorns, tangled vines, and lost secrets.

July 12, 2011
Hits: 1858
Comments: 17
Ideas: 2
Votes: 14 / 4.607143
The Philadelphia Shipyards    Locations  (Area)   (Water)

"The shipyards, a good place to move illict cargo or lay low for a while, but that ship yard in Philly, it's not a place you want to frequent, not if you wish to keep yer skin on anyway."

A city location with a slight horror slant, suitable for any modern day horror/action setting.

November 14, 2010
Hits: 1350
Comments: 11
Ideas: 2
Votes: 6 / 4.333333
The Singing Wood    Locations  (Area)   (Forest/ Jungle)

An enchanted forest where music permeates the fabric of life, leaving its mark on fauna and flora alike.

May 27, 2010
Hits: 965
Comments: 5
Ideas: 1
Votes: 2 / 3.000000
Gristwood Landing    Locations  (Area)   (Swamp)

Tidal Forest/Water Hazard

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       By: Grendel

The Door

A nifty little encounter appropriate for any powerful sorcerer/magically adept monsters lair.

When the party have penetrated to an appropriatly impressive level/room they encounter The Door, this door is a vessel through which the Sorcerer/Monster can safely work against any intruders, the door is heavy duty iron bound studded oak wrought with craft skill and magic, set in the middle is a crystal orb, once the party get within a preset distance the orb flickers briefly as the door warns its "master" of the intruders, the master can then effectivly possess the door itself, this means that all movement the door is capable of (i.e. opening and closing) come under the control of the master, the master can also cast spells from the door as if he were there himself, all the while any damage that is inflicted in return merely damages the door, this will in effect ruin any of the parties chances of surprise, allow the master to assess the parties abilities while remaining safe and sound and finally will probably cause the party to waste some of their juicier items/spells on a chunk of wood and iron, and if the master happens to have a deadly spell or three it could also reduce the size of the party,

Of course if you wanted to be really nasty you could have the door open to admit one person and then slam shut on the second person (squish) whilst blasting away with every spell in the mastrs repetoir

Encounter  ( Cave/ Underground ) | August 20, 2004 | View | UpVote 2xp

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