-Players finish a dungeon crawl or finish a campaign. Rumors could reach the Cohrron's that the players, by winning their battle, have come across some kind of magical device that could heal them. Whether or not the players have it or not doesn't really matter, they will find themselves up agains the trio and must either attempt to heal them or convince them that they don't have it. Could be a good fight and/or role playing.
-Twist on the above. There could be two fronts that the players must conquer to make it through a game and/or they require a rather dangerous diversion that they could do themselves but it would jeapordize the mission if they couldn't get away. They could hire on these three drunks because they have heard they were capable. Could promise them an attempt at a healing or something.
They are a great bunch personality-wise and it would be a lot of fun to introduce them to a game in whatever capacity. I would want them to play a larger role then just another NPC because they are so well defined and have such a distict mission that can be used. Go to Comment
The characters are barely holding their own against a mass of goblins attacking them from all directions. A ruckus from the right and they the sharp sound of popping when the goblins are bombarded from all sides by gnomes wielding some kind of magic item that fills the air with stinging projectiles. The goblins are routed. All attempts of finding out what the gnomes used were met with tight lips. Go to Comment
Both these ideas can be combined to create the health of the once mighty door. The movement of men and equipment through the door could help boost the power as well as the general upkeep of the city.
Perhaps the doors condition reflects the value of the city too. Since there is little of value in the city there is little use for the gate to be strong. Fixing up the place and/or bringing in actual valuables gives the door a reason for being stronger. Place tons of gold in there and perhaps it can be almost indestructable. Could be something all the great cities have, a gate like this. People can immediately access the value of the city by the condition of the gate. This gate idea is pretty cool! Go to Comment
Perhaps there is a standing order that there are no weapons allowed or no magical items allowed in the city.
Could be a perfect place for a 'safe' meeting since it is guaranteed nobody can enter armed. Maybe the gate idea can be scaled down to be a regular door as well using all the same type ideas. Go to Comment
The PCs realize that the demons are thriving from the fear and desperation of the village. In an idea of sure genius the PCs realize and try to convince the village that if they overcome their fear and act happy they can weaken the demons and perhaps drive them way.
Little did they know that this action would only draw Cholek himself from the cave for an attempt at total annihilation of the village. Hope the PCs are ready. Go to Comment
If they investigated who was being killed, they would have found a new drug (magic/poison/other illegal) smuggling ring that was religion independent. Also guild independent. Boss X found a supplier outside the normal chains of supply and decided to try and get rich and usurp the current Baddy Y. It just so happened that, due to circumstances of the deal and the way it had to be moved, that cooperation between the religions was required. They each had expertise required for a successful takeover that complimented each other (supply movements, shipping, safe houses, guards, judges, etc.) Cooperation unheard of...and this association was spreading, not with the drug deals only necessarily, but on the surface as well.
So Baddy Y had to send a message to those that think they can move in on his turf AND end any more cooperation between the religions to ensure the situation doesn't happen again. We may even come to find that any real animosity between them was generated by Baddy Y to keep some of his business' lucrative.
I am sure I can come up with some more background, but reading it just gave me a general idea of a possible situation. Go to Comment
I like these type of plots because they give you a nice solid background with some very specific happenings....but leaves the ending sort of up in the air.
To me, that is the most perfect plot. It allows the freedom that the GM can use whatever ideas the PCs have about the mystery and make them come to light. Few things are more satisfying to players than coming up with a deduction, following it through and being right.
Often, if the plot has an ending, the GM would have to do some pushing to make sure they went the right direction. With this, anywhere the players go is the right direction and, at the end when they come up with the answer (any answer) the GM can say "Yes!" Go to Comment
I would probably play it as simply a cursed castle. Get rid of any inhabitants and make it haunted, but the PCs don't know it. Keep all the characters though and the trap, but they are ghosts. Let them get spooked one night, and if they don't follow up on it, they would most assuredly take a gift from one of the ghosts. This would be a psychic connection to continue the dream torture. Make is so if they try and get rid of the gifts they mysteriously return. So to dump the curse they have to go back.
Still need more motivations to the whys of what is going on, whether ghosts or real. Perhaps they were victims of a grisly murder by somebody the PCs have encountered, and would recognize, if they were able to successfully communicate with the inhabitants.
The druid fighting back because of an indirect assault on her makes sense, but would make more sense if it didn't take place in a castle unless the Dreamweaver has some unknown power over her.
Dreamweaver may have killed the king on accident and ran away once he was found out. Now stays in this keep and is learning how to control the power and needs practice. Found that he can even control people through their dreams and has the druid as a 'slave' because she is following her visions or something. Go to Comment
This is a quick but not so simple set up. Got a little overly complicated with the addition of the aborted child and all that (had to read it a couple times to figure out which assistant we were talking about) but the sub has a good twist and mystery even without that. Could be simple greed that there can only be one Holy Man/Witch in this here town and so the competition had to be dealt with.
If Chance was able to play well the the Deck of Fate, then he most likely already has a couple of holdings that he can just choose from :)
He may have figured out the cards have something to do with it and, if he loses a game, he conveniently meets the person and will eventually win the cards back entering himself into another set of 'chance' happenings. Go to Comment
Reminds me of the Labyrinth door in the oubliette. The perfect getaway for the entire party to rest...as long as they hid the door well enough when they close it.
Perhaps the door emanates magic while it is closed in use though. Make it useful, but also a magnet for the magic sensitive so not horribly useful while invading a powerful wizard's dungeon. Go to Comment
Having the spirit of a bear in a cloak could be very interesting. I am thinking uncontrolled rage of somesort during a fight when the bears power and strength take over somewhat. Wearer gets much more stronger and somehow attains the mass of the bear able to overpower previously very strong opponents. Would be quite a surprise when a modestly built person starts overpowering a huge opponent.
Thinking the spirit of the bear searching for a worthy owner could actively do it in the dream world. Pretty much invading the dreams of those he finds worthy and 'calling' for them in cryptic dream messages. Perhaps it is lost somewhere, or its current owner does not respect it properly. Could be a hook for a nature oriented character and help bring the characters somewhere. Go to Comment
That could even be the blades purpose all along and still nobody would know about it, not even the kingdom giving the gift. Could have been won in a skirmish and the new owner has this 'idea' to give it to the neutral country and try to win favor. All the time it is because now two swords ended up in the same kingdom and that is not how they work, unless a uprising would provide the bigger battle, but a neutral country gives larger possibilities to greater battles.
Maybe the characters can finally figure out the nature of the swords and then seek to destroy them ala LOTR. Go to Comment
Yeah, more of a legend/background of a campaign world was my thought. Use it in creating the history of the world for the most part, an excuse for a great many battles and a change of rulers throughout. Go to Comment
Maybe once they find it out, telling the Lord what they found out would be good enough. He would know exactly who it is and know that she would never be bothered one way or another to help or hinder the blackmailer, so it is sort of an empty threat by the blackmailer. If he does tell everybody the Lord can brush him off since he knows he won't get proof. At least he doesn't think so.
Either way the PCs will be done with it, and they may have actually made friends with Gypsy who can be a very interesting reoccuring character. Go to Comment