side-quest-ish and open-ended to be sure.
In a world where mutant powers are real, not everyone can be a Storm, Cyclops or Wolverine. Here's a list of super powers for those who were a little less lucky. They probably won't want to be sharing them anytime soon.
Looking for Dwarven proverbs, sayings, euphemisms, quotes, and anecdotes? We are too! Please help the fledgling Dwarven Guild in its infancy stages! Looking to make a list of 101+ with the help of our beardless brethren!
Everytime you look at something in The City, there is something going on behind it. It is a moment caught in the tangles of time of some other persons life. It is those little moments that make The City seem so alive.
If ever you need a random-roll for what type of knight a character faces in tournament, or just new ideas, what follows is a great big list (some with further descriptions and nicknames) of different sorts of knights.
Some of the names of locations & faiths are from Midian, but these are easily changed to fit different campaign settings.
Some of the more bizarre cults which could conceivably be found in a post apocalyptic setting
Beachcombing and coast-hugging, fantasy style. Animal, mineral, and vegetable. Sea-Junk. Flotsam and jetsam. Encounters and other oddities.
These are minor things that can be dropped in anywhere to add "narrative flavor", to make it more than just another road, field, forest or beach.
Potions and other alchemical concoctions are often no more than funny-colored water in a bottle; what of the strange and unusual components used to craft these marvelous items?
101 plug and play communities in 10 sub-categories
It is a small, peaceful village like so many others. Do you wonder who lives inside?
These are the worlds and planets encountered by daring space explorers.
A list of locations and/or situations for a cool fight scene. (list)
So they defeated the horde of impoverished peasants armed with farm implements. Now they want to loot the bodies…
Life is like a box of chocolates, you never know what you’re gonna get.
You have what?! On your equipment list? For real?
You never know when you’ll need an IRON SPIKE!
The sea is calm, the morning mists clear, the seagulls cry out, and land comes into view
Awhile ago I started a small list of random villages…I think many turned out to be plots, but thought I would throw them out here for fun.
You can talk the talk, but can you walk the walk?
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).