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ID: 167


April 1, 2006, 8:46 pm

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Dangerous Truth


The Sentinel has always wondered who he was, his past covered in lies and deception, he wishes to seek the truth. But sometimes the truth is hard to take….

The Sentinel’s past is covered with lies and deciets, and so reaching adulthood for elves, he decided to search for it. He goes to the only people that could help him, The Ranger Guild of Anaraith. The Elder of the Guild took him in and raised him as his son, giving him wisdom and knowledge.

There, he was trained from birth to be one of the greatest Rangers the world had ever seen. His tracking skills were better then most rangers, his eyes missing nothing, his skill with the bow made him one of the greatest, and his use of the blade was by far legendary in iself, moving like a dancer in battle, people became awed by him.

The Ranger Lords there could not help, but they gave him clues, a piece of tattered cloth with cyrptic writing on it when they found him as a baby. The only one who could read the words was the powerful Druid, Canaid, who lives in the North. The Ranger alone travels there and is soon told by the elder druid what it says,“Seek your answers, my son, but beware the consequences.”

The Sentinel does not heeds it, he asks for help to come with him to the west across the sea, to an unknown land, who will join him? Soon, the Sentinel having his skills of sight and noticing things of others, he finds that the Druid had put him at the doorstep and in rage kills, the Druid, before he could summon his magic, now wanting to know why, he desperately needs help from deadly assassins who for unknown reasons not wanting him finding out about his past and ancient demons who see the Sentinel as their target

He stays in the castle of the Druid for a week before he hears something, a small group of PCs come to the castle to seek his avice, instead they find the dead body of the Druid and Sentinel, before they attack him he tells them of what happened and asks for their help, what do they say?

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Comments ( 4 )
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September 4, 2004, 11:45
This is a great story synopsis, but it makes a awful game scenario unless you are setting up a solo game with the Sentinal player. If it is not a solo game, you have one uber powerful player and a bunch of supporting player characters which we all know will lead to issues down the line.
September 4, 2004, 12:01
Well, the Sentinel will need help so how about this. The Druid is known all about the lands as wise and powerful, people will come to him to ask for advice, so people come and only find Sentinel
Voted valadaar
January 4, 2007, 11:44
Only voted
Voted Wulfhere
January 4, 2007, 13:21
This would benefit from having more attention given to the situation that presents the player characters and its aftermath. The plot stops giving information the instant the characters meet the guy.

I'm not sure that I understand it properly, either: The Sentinel, a mighty warrior and woodsman, travels to discover the secrets of his birth. His quest takes him across the sea, to a strange foreign land. Then... "the Sentinel having his skills of sight and noticing things of others, he finds that the Druid had put him at the doorstep and in rage kills, the Druid..."

I'm confused! Was he betrayed by the Druid? Was he possessed by a half-remembered vision from the past? Is he just a Psycho?

After that, the player characters arrive. Sentinel begs them for their aid. (Hopefully, he washed the bloodstains off before they arrived.) He is hunted by deadly assassins and ancient demons.

Again, I am confused! Why is this happening? Is he actually the long-lost heir of a powerful noble, hunted by those who currently hold the throne? Could he be the chosen sacrifice of an evil cult? I know that the point of the submission is to present a mysterious stranger, but it helps to have a starting point to launch from.

Random Idea Seed View All Idea Seeds

Hu's Iron Ball

       By: Murometz

Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains.

During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find.

A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate.

Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged.

Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also "collect" many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions.

Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time.

Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work.

Hu's Iron Ball should be handled carefully by players and gms.

Ideas  ( Items ) | March 8, 2014 | View | UpVote 3xp

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