The empire of Madvar is ruled by a man who is slowly slipping into insanity. And now the gems of Madvar have been stolen.
The adventurers are called upon to help a lord aide a group of “wild men” who are threatened by Bugbears and whoever is behind them. Most people seemed unconcerned with these savage people, but are they really so savage? This is a very fully described plot, a complete adventure.
When a local farmer discovers something at the bottom of his new well, the fate of the land will hang in the balance.
A group of travelers come across an abandoned village and find themselves in a battle for their lives.
Plots for use with the Old Kingdom setting.
Selene’s life revolves around a secret that not even she knows. It is when this secret is revealed to her; that she can go and fufill her own destiny…
(inspired from the dream walkers thread)
A Castle or better a fortified tower is floating over the country side and being attacked by goblins (or other monsters, depending on PC strength)
People disappear under mysterious cicumstances, undead creatures are seen and the villain is 14 years old.
A great Evil has settled across the land. A sage of your acquaintance thinks he have a solution. He found several references to an older tome of healing that details such a crisis and gives a solution. The Tome of Klorak. However, all copies were destroyed a century ago, as the clerics call him a heretic. One copy might remain. It is in the royal library in the lost city of Asylum.
Once a year, the army rounds up the Mad and takes them to the City of Asylum. While you are travelling on the road, you encounter an army unit escorting 30 insane people dressed in tattered clothes. Yet one might not be mad….
Sometimes things are simpler then they look…
The great mage Cicero Talaten and his family suddenly vanished one day two hundred years ago. The bodies of his wife, daughter, and one of his sons were found on the grounds of his ancestral home. But what of Talaten himself, or his other son?
Floating cities, legendary spells, sinking islands, and a missing king.
“Winds and waters keep,
a hush more dead than any sleep”
- W. Allingham, Ruined Chapel.
The trade ships from Menast have failed to arrive, but why?
Something strange has infected the land. Plants and Animals are taking on the characteristics of other plants and animals. Many are harmless, others have become monsters. The effect has spread from the near by wilds and into the populated areas. The first person has been infected by this strange malady.
The Queen of Thieves is a mysterious person. All that is know about her is that she’s the greatest living thief in the world. Some even say she doesn’t exist. Oh, she exists all right. And maybe it’s a good thing no one knows about her…
It is said that somewhere in the wilderness, there is a well with miraculous powers. Some said that it bestowed eternal youth. Some said it contained all of the knowledge in the world. There were other rumors. But they remain only rumors, for of all of those that sought the well, only two returned. And they did not return the same…
Silent voices in the catacombs of hush demand call out to the King in his sleep. He awakes, pale as bone, raving and delusional, whispering of the Retribution of the Charred Skulls. The servants look on horrified at their foaming lord…
A mad necromancer is bent on enslaving the world.
The Golem Wars are over now. There is a great peace around the world, but something evil and powerfull has been awakened in the darkness.
When running a new party, get around the question of plot density by having the first discovery to be a deck of fate, or whatever you call it. If you use a real deck, you should definitely stack it to have the desired outcome, which is to curse the party to attract weird things to happen and involve them. This should not be told to the players at the time, so that they won't just up and try to get themselves 'decursed'. Though quite why they would want to is beyond me.