10. Digging is risky - a few workers are caved in in a part of the excavated complex. Save them and become a hero, or loose them and loose face (with all that it entails).
11. Digging makes thirsty - a few workers came out on a drink, and fail to return, or return with trouble.
12. Digging makes weary - the workers complain of being so tired that they can't continue anymore. Is it only a ploy to get more money, is a little rest needed, or is there something sinister going on? Go to Comment
Category changed Check - Good
Free-text added Check - Good
Needs more introduction to explain the scroll... sometime.
The assignment aside, these are barely plotlings on top of it. This is just a list of binky things to bracket dungeoning. Not that useful if you are dungeoning for a purpose, rather than just plundering stuff for the purpose of something to do. Go to Comment
13. Minor acts of sabotage being occurring. Items on site are stolen or damaged, and purchased goods are sometimes substandard, stolen en route, or otherwise interfered with.
14. The digging uncovers a surprisingly recent corpse.
This should happen after other events which seem calculated to slow/stop the escavation have occurred, such as sabotage. The corpse is a murder victim and the murder had inadvertently selected the ruins as a good place to hide the corpse. The ruins previously were shunned due fear (substantiated or not) of evil spirits. The murderer may have instigated the sabotage either directly, or indirectly.
15. Hordes of poor peasants show up daily with digging equipment and begin digging everywhere. Rumors of the treasure have spread and the large unreasoning mob is desperate and grows every day. Depending on their desperation, they may try and run the PC's out of their claim. Go to Comment
This is decent start for a collection of plot seeds, and has potential to grow into a really good scroll. The entries are most useful for tying a "dungeon" or other excavation in to the larger world outside.
I would like to see some suggested explanations put with the seeds. Gamemasters wouldn't have to follow the suggested explanation, but might find such information helpful. Go to Comment
This piece is not meant to be a literary masterpiece. I take this as it was meant to be, only seed for thought. I happen to like several of these ideas and I also like the way the are presented. A sentence or two and my mind can take over from there.
Clerics of another god approach you for some minor help. Even if it is a 'friendly' religion, there is always a little rivalry. Will you help? Will it be worth it?
Clerics of another god come to convert you.
A cleric of another god comes to convert. Numerous problems can arise.
Atheists come to prove that gods logically do not exist.
A hermit lives in the woods not too far away. Many possibilities. Regular visits to make sure he is fine. Long talks about nature and world and whatever (maybe a GM tool to pre-set the mood of the adventure?) If you don't know, he could know. May be also a madman, so not completely reliable.
Even a chapel is not immune to the all-devouring Tooth of Time. Something must be repaired, with low costs if possible. A mass is not good if the roof leaks.
A prophet or a reformator brings new winds into the stale air of the church. New ways of worshipping, new prayers, songs, clothes, ceremonnial equipment, anything can be renewed. (see The Bells of Chaos)
Perhaps a new edict from high up official dictates an innocent change, that takes a lot of time to arrange. All holy symbols must be on white colour, so you must repaint the wall on some places, ...
Even clerics have family, and relatives may come to have a talk. To have a priest in the family means usually prestige.
Unless it is a requirement to stay celibate, mothers and aunts will come and try to marry you to their daughters.
A wealthy old supporter of the church is afraid her attic/basement/whatever is hounted. Clerics are called, but no trace of a ghost is found. This event is repeated for several times. Let's see if they can keep their friendly attitude...
There are hints of a Black Mass or some Dark Magic (tm) being done in the area. Has to be investigated. May be a cover-up for something different.
A strange coin or valuable has been donated.
A minor or major misfortune befalls the people. You must help them.
Some shady character runs to your church to find asylum. The local militia or someone else is right after him/her. Will you intervene?
Someone claims to be cursed/hunted by demons/having terrible visions. Seems you are the authority to handle this.
It's a holiday! Churches have numerous holidays and events, (un)holy days of various importance. Go to Comment
- Dead people that have to be send on their last journey.
- Fights that need to be resolved like two farmers fighting, because a cow of farmer one has left the yard and started eating the grain of the other farmers field.
- A high ranking official comes to visit.
- The community needs to grow, so new followers of the god need to be recruited.
(well perhaps not recruited, but people need to be converted at any rate.)
- The clerics may want to expand the chappel to a real church. (After all there is no need to have a group of clerics for a very small group of followers that would fit a small chappel. You have probably three to five clerics, so a serious congragetion. They would need a serious church or a convent.) Go to Comment
A rare branch of the arcane masters, encountered only among the deepest hill folk or ramshackle cabins, the Saucerer takes his power directly from the consumption of cheap liquor. Only the strongest, rankest, most nauseating of homebrewed alcohol will do, where it is instantly converted into mana available to the caster. Without a minimum level of inebriation, the Saucerer will be unable to cast any spells, as focus inhibits his spellcasting abilities.