4 Votes


Hits: 3532
Comments: 5
Ideas: 0
Rating: 3.75
Condition: Normal
ID: 3491


December 31, 2006, 4:33 am

Vote Hall of Honour
Cheka Man

You must be a member to use HoH votes.
Author Status


Englbert's Home


How could a single building produce so much strife?

The few peasant cottages have been here for decades, but it was only last year when a splendid large manor has started to grow, built by craftsmen from the town a day’s journey away. The location is not bad, but so distant it doesn’t make sense for a wealthy merchant to live here - but that is exactly what happened.

The explanation followed soon enough. Due to a little cartographic oversight just recently discovered, this spot of earth officially belongs to both lord’s lands bordering to it. Because of the strict laws of the kingdom, no lord may tax the lands of another, effectively making this a land of no taxes!

Englbert, a wealthy merchant has jumped on the opportunity when it presented itself, and now keeps much of his possessions here, where they cannot be milked for their worth. Of course, a simple agreement could put an end to this, but the noble families hated themselves with passion for centuries, and this issue only fueled their latent grievances.

Possible Explanations:

1. The Entrepreneur - Englbert is exactly what he seems, a businessman that does not like his money to be taken by others. Staying most friendly with both families, he will make sure their conflicts do not stop one day, and will enjoy himself on his own property in the mean time.

2. The Caller - in an ancient prophecy of some kind, it is clearly written:
Place of all, place of none,
that will be this creature’s home.

The jovial merchant is trying to call/summon/create some bizzare monster/demon/whatever, which is as bad news as you can make it.

3. The Not-What-He-Seemed - well, yes, he is an agent of another power, and this all is an elaborate setup to entangle the families into more conflict. Either a neighboring lord would like to gain more lands, or it is a foreplay to war with another kingdom.

All options should offer plenty of plot-hooks, and job opportunities on all sides of the conflict.

This is an experiment in designing adventures in a format similar to that of the short “Tales of Terror” plots that have been used in horror-themed games. In this format, a short adventure setup is followed by three different explanations, each leading in a different direction.

Those interested in seeing the original “Tales of Terror” using this format may wish to go to Steve Hatherley’s website:

Additional Ideas (0)

Please register to add an idea. It only takes a moment.

Join Now!!

Gain the ability to:
Vote and add your ideas to submissions.
Upvote and give XP to useful comments.
Work on submissions in private or flag them for assistance.
Earn XP and gain levels that give you more site abilities.
Join a Guild in the forums or complete a Quest and level-up your experience.
Comments ( 5 )
Commenters gain extra XP from Author votes.

Voted Wulfhere
December 25, 2006, 12:39
I could see this happening, but I can't see the man getting away with it for long.

There are plenty of ways that this little incident could launch several adventures.
December 25, 2006, 12:54
There are many ways to prolong the situation, but you are right. What I can see as a (semi-)final solution are secret agreements with both families, that the merchant will pay a symbolic amount to one family, while annoying the other - and everyone will be happy (well at least until they find out).
Voted Cheka Man
December 25, 2006, 12:41
Simple but nice-Merry Christmas. 4/5
Voted valadaar
January 25, 2007, 19:35
Voted PoisonAlchemist
August 23, 2011, 5:58

Very cute, Idea 1 is my favorite. I imagine the word leaking out and then dozens of people settling there and posing a real problem.

Link Backs


Random Idea Seed View All Idea Seeds


       By: Murometz

Sessiliths (name based on the word sessile) are gargoyle-type creatures which are stationary, attached to the stone of whichever foundation they are bound to. Though they can move their extremities and limbs they are unable to move away from their particular perch. In lieu of swooping down and attacking like their mobile cousins the gargoyles proper, sessiliths are equipped with their own brand of mischief. The creatures are all able to verbalize and thus usually hurl vile insults and curses upon passersby. The cumulative effects of dozens of sessiliths cursing, screaming, and speaking in tongues, can have an effect of temporary confusion (or even discord) in those forced to listen to the shrieking stone gremlins.

Additionally, most possess the ability to "spout" or spit forth various undesirable projections, such as tar, boiling water, or even acid. While they can usually be avoided easily enough or even destroyed (their "bodies" feature the same defenses as gargoyles), sessiliths are usually placed in such a way as to hinder all trespassers and interlopers, narrow corridors, claustrophobic tunnels and other related "gauntlets", where they cannot be easily avoided. Like gargoyles, sessiliths come in all sorts of grotesque shapes and sizes, though they tend to resemble tiny horned devils, demonic amphibians, or simply distorted faces and heads, more often than not.

Ideas  ( Lifeforms ) | July 1, 2015 | View | UpVote 5xp

Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment when you use an idea!
Powered by Lockmor 4.1 with Codeigniter | Copyright © 2013 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.