Someone is onto the witches and that person tries to contact the party but runs off to hide when realizing that the witches are onto them.
Believing themselves to be under possible scrutiny, the witches frame themselves poorly. They hire the party to prove their innocence leaving a trail of breadcrumbs (bits of evidence) for the party to follow to the one that knows the truth.
A few clues should reveal that something is amiss.
The witches want the party to find the witness. Once doing so they intend to do away with the party and witness and point the finger at the witness and the party as accomplices so they get away and don't have to pay the party.
Hmm...Interesting concept, yet it seems unfinished. Almost as if you had to leave in the middle of writing it. Or are you just leaving the ending open to the GM's imagination? How about these verses inshrined in ancient lore? What do they portend?
Does seem kind of short, but no less than many other good posts I've seen. I'm partial to rhymes in fantasy languages, but it's also a simple yet very effective start to a good quest. Shoving aside swordplay for wordplay in the beginning is good for a change of pace, yet the plot still allows bloodthirsty players to wet their blades in the end. I like it. Go to Comment
I don't know. While the conflict presented has merit (resolve the dispute between those who honor the ancient ways versus those who seek to plunder the tantalizing mineral wealth of the mountains), the "Dwarves who dug too deep and too greedily" is about as hoary a cliche as they come.
I suppose that I would prefer to reverse the roles:
Perhaps the dwarves know more than they let on. They are convinced that only they can safely claim the treasures of the mountains and plan to do so before the ever-increasing populations of the human lands grow too strong for the dwarves to resist.
The humans are conflicted. While many fear violating the ancient prophecies, others see the dwarves' action as their "green light" to mine before the dwarves arrive to seize their claims: They are the ones who will unleash the prophecied horrors. Go to Comment
Trouble is that although you say he could do with fleshing out, he is just an idea (as are all entries on this site). It is not always helpful to write reams of detail if it will obscure the kernel of the idea. As it is you could muse for hours on the reasons for him being the way he is; all that was really relevant for the scenario in which he was to be used was that he was an environmental fundamentalist.
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
This may just apply to bees, but I remember reading that bees communicated by, for lack of a better term, dancing. Now that could get interesting, especially if you made the players act it out. Hee. Go to Comment
Wow. Could you share some of whatever you're smoking?
The wasp thing is not a bad idea, but it is definately a strange one. I remember I had great fun role-playing a dog in a chatroom over several months, so roleplaying an animal could be quite fun, if done well.
First thing, how do they communicate? Telepathy is a cheap cop-out, they just talk like normal and it doesn't add anything to the adventure. You could possibly have them communicate with pheremones (scents) as I remember something about that being how they actually communicate. Cinnominy scents for anger, flowery for attraction, and so on. Set up a little set of guidelines so the players will be able to interpret what the other players are trying to say.
Another possibility would be to have the wasps be Giant Wasps and, through some mage's experiments, can talk now. They could be refugees of the destruction of their home and ask the players for help. This way is more traditional, but still an interesting exposure to an alien way of life. Go to Comment