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ID: 116


November 18, 2005, 7:32 pm

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Castel under Siege


A Castle or better a fortified tower is floating over the country side and being attacked by goblins (or other monsters, depending on PC strength)

A long time ago (some three to four hundred years), A mage living on a small island saw his island being eaten away by the sea. He decided to save the population of the island and his knowledge, so he hired a group of dwarven diggers to dig out a huge cellar below part of the island.
After that, a trench was dug out, all along the cellar and a metal band was placed around the area (measuring about 400 by 400 feet).
Once the trench was completed, many a crate of floating stone was carried into the cellar and finaly the island took to the air.
In the middle the wizards tower is standing about 160 feet high. From the tower, lines run down to which sails can be attached. These sails are the only means of propulsion.
Over the years, many of the island dwellers have left the island to find a place to live on solid ground.
Only the wizard and a small guard troop remain.

When the adventurers see the floating island, it is attacked by a huge number of goblins. Sails ablaze by the fire arrows that struck the sails by sheer luck.

Their choices include:
- Leaving
- Returning later (with more of the castle being overtaken by the goblins)
- Attacking the goblins flat out (however there are soo many, the players will then be over run before they even get near to the floating island)
- Attacking small groups of goblins and creating diversions , so they may get to the island and deffend the higher ground.

Rewards can be diverse. Maybe the mage is still there and will give them a proper reward.
Maybe the mage is gone, but the goblins have still left some valuables….

disclamer: I know the plot is lacking in back-ground on some points. This is intentional. I do not want to tie down the DM who uses this to my world.

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Comments ( 4 )
Commenters gain extra XP from Author votes.

August 19, 2003, 18:51
I know this castle is tied to the floating rock discussion we've had here, but could you look that up and add it to the plot so people who want to use it can know what it does?

A good plot and a good way to give the players an idea for a base of operations that is mobile. If they can find some floating stone, what group wouldn't want to build a house on top of one and be able to take all thier stuff with them while they adventure?
Barbarian Horde
September 10, 2004, 23:06
A plot twist to this would be for one PC to be named Margrave of the castle. Then when PCs come to claim the land, they find it under seige. The defenders are stout, but time is limited. This worked well for me to get PCs on same page. How to draw off troops and get the odds slightly better for our heros!
Voted Zylithan
November 15, 2005, 0:47
I understand your want to not tie us down to your specific campaign and I think that's important. But I would say go ahead and give us a couple possible motivations or back stories, or give us one and let us ignore it.
Voted Dragon Lord
January 27, 2006, 9:40
OK - it's a castle and it's under attack - fine so far

But - why should the PCs get involved? - why should they care? - after all, it's not their castle

Maybe if there was a little more background, hinting perhaps at the power of the mage who made his island home float through the air and his legendary generosity to those who display courage, honour and generosity

Always ask yourself this: If I were playing and the GM presented this situation, how would I react?
If the answer is ignore it, there's something wrong

Remember - the PCs have to want to get involved

Overall - not a bad idea but needs some fleshing out - 2.5 / 5

Random Idea Seed View All Idea Seeds

       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp

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