A unique city and problem for characters to encounter. It can be a great place for a party to be tasked with infiltrating for the purpose of either retrieving a lost artifact or rescuing someone accidentally sent here. (assuming they aren't already infected by the insanity.)
Another interest possibility is that it's not the people that are insane but more an artifact or curse upon the area that's making them act insane. Trying to smuggle someone out to verify this could prove quite challenging, especially if the persons insanities are disruptive or extremely dangerous.
A nice example of how to run spy style plots in a fantasy setting, and can make for a nice switch from the more typical adventures out there. If noting else it will make players second guess things a bit more rather then accept everything at face value, which is always a good thing.
Kinda interesting, but it would work best for deep jungles or in a space faring sci-fi games as an unknown alien flora given (like Moonhunter pointed out,) once the danger becomes known most characters with wilderness survival skill (or wilderness experience) will recognize the danger and avoid it.
It could also be a nasty alchemicaly cultivated defense for some nobles manor perimeter (especially if the toxin took effect in minutes rather then hours.)Go to Comment
A fun fable, but not something I could ever run in my games unfortunately. The problem with my players is they're smart, often too smart for the sake of a simple adventure. The moment the man poured out 100k coins from a sack my players would have split with the artifact and run full tilt out the back of the inn, not stopping till they were deep inside the forest.
Why? Mostly likely because: one of my players would have pointed out in order to lift a sack with 100k gold coins the person in question was likely a demi god or in possession of something to grant them the strength of one. (This is the same group of players who once pointed out approximately 10-20 gold coins weighed 1 pound of weight, leading up to the question of how the dead halfling assassin was carrying almost 20,000 gold coins in his backpack and belt pouch, at least 1000 lbs of weight)
The other likely reason I foresee my groups characters fleeing is because dumping that many coins on the table means it;s going to flow/roll/ everywhere leading to an immediate riot within the inn as everyone tries to scramble about to get a few fists fulls of it. (They saw a similar riot when in the market when a chest full of silver they were guarding/transporting got blown open by the war hammer strike from an enraged barbarian leading to a major riot and the majority of the coinage lost in the ensuing melee.)
Still for a fun tale to over heard within the tavern it could lead to some fun interaction, and make a nice cautionary fable of what happens when one flaunts their riches to freely.
A fun way to throw an unexpected twist into the adventuring lifestyle of the group, with bonus points if the kids location is inside a kingdom/land the characters are now exiled from or otherwise enemies with the rightful rulers of.
Quite the hidden treasure lurking in the crypts Strolen!Go to Comment
It's always fun to mix in royalty with the party, especially if one (or more) of the involved characters grow romantically attached to them, Perhaps the man in question is an old flame of the princess, but now she's fallen for the seductive ranger of the group and doesn't want to leave her side and elope with the man as she once planned to months ago?
If the princess and character are keeping their relationship secret it could create all kind of difficulties when others in the group agree to the proposed plan and try to move ahead with it.
A neat idea and good adventure material, however the formatting of the sub could use an overhaul, with some spaces between paragraphs and including a plot hook section for ideas #1-3 (As it is the subs wall of text makes it something of an eye sore to read)
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For a classic Strolen sub it's one of the early examples of what most subs would someday be, useful submissions with a lot of depth and usability.
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....