You know, this could be a good location to start adventuring - a growing town, the crossing of many trade routes, and the occassional gathering all provoke nice plot hooks. Plus some potentially mystical place of course. Go to Comment
In a low-magic world, this may be the only way to a magical weapon dealing cold-damage. If not further protected, it simply melts. May be the only chance to defeat some fiery monster. Idea could be used with other elements. Not everyone likes high-magic, where for everything is a spell or item. Go to Comment
Another chance meeting: while they are approaching a lost city or old tombs, the Vulture appears. It may be one of those places, where no-one-ever-returned-from, so it wants to see if they want suicide, or just don't know. They may scare it away, but may also talk to get useful information: people die outright when they enter the ruins. An ancient death-curse? It is hundreds of years old, so it has seen quite a few adventurers, living and dead. Go to Comment
Looking at it once again, there are places I would write differently today, even add a few details... but frankly, there is not much to add, unless one wants to get really specific. Unless there is a gaping hole in the general idea, I don't think it needs an update. (But let me know if something is missing!) Go to Comment
Aye, no good, seen this one before...
Can't remember, but a Planescape setting plant or so. Requires the warmth of a body to grow, so keeps you asleep but fed and all. Positive: one so affected cannot be found by any magic, as he doesn't live, sort of. Was used for payment by people who get you out in hundred years or so.
As for company:
Hermits rarely atract company, this one could. Not everyone would seek a horrible monster to kill it. But some upstarting villain could seek guidance or help, and finding the monster looks like a hermit, would surely think it must be a disguised powerful demon. So he carefully approaches IT, and asks for advice, how to solve the problems with his parents...
Aurelius playing his part givs some goody-goody advice, the villain twists it for his needs and is happy... Go to Comment
It was because of the other pouch, the one belonging to those orphans. He took that too. Provoking gods is never a good idea either.
Godly Curses (tm) happen, however rarely, and most people are afraid to do exceptionally evil things. This one may not be the best example, but hey. What if some minor spirit protected the said orphanage, the curse was not that allmighty.
I too think curses should not just be given blindly... I hope this has at last some reason in it.
Besides, this is not a curse placed on a PC, but one that hopes to create an interesting NPC. Go to Comment
... some of the creatures needed may be intelligent, and most are not for sale in some lousy shop. This provides numerous side-adventures. Also, after they are dropped into that mess, all the monsters they defeated are informed AND possibly given minor magical items/equipment to nullify the chance to defeat them the same way again!
3) an illusionist had the aforementioned plan and it atracted the Black One... the fear of the populace was exciting so Jolgeth was given a new chance...
The illusionist may suddenly discover his plan worked better than expected- the heroes may have to join forces with him. Go to Comment
Perhaps a bell was catching dust somewhere, and who remembers after 500 years, which war/conflict/fight is the loot from? So they simply reworked the former ornaments into new ones, and saved a lot of gold. Thus, if the heroes ever manage to return with the Bell of Doom (or indeed bElL oF cHaOs!), the long-term consequences may be grave... Go to Comment
Funny you ask... the last thing I could not think of was the name of the glassmaker. Then I re-remembered the Venice as the age-old source of wonderful glass (the guild and the secrets were the original inspiration). So I took the first Italian-sounding name... and somehow it fits. Go to Comment
Ahhh, you have found one of my oldest works here. In honor of this Bump, I have spell-checked it a little, and added a few lines to make it nicer. The text was preserved for posterity. :) Go to Comment
This can possibly be an adventure for a humanoid group:
Say the attack happened as described. Adventurers find the giant wasp hive, either by chance or purpose (say some alchemist wanted some special ingredient). Luckily, all that wasps are killed. But deep in the hive the queen remains, left behind to starve. If attacked, she transforms them into wasps, to serve her till she has enough children and the hive is full again, or they free her servants.
If you feel evil, the magic she uses is based on the pheromones. It is only a charm, so they only believe they are wasps! (cannot use their wings much, so their imagined flight is limited...) Go to Comment