So your PCs have won their quest, be it slaying a mighty dragon with a magical weapon of old, beating a crime boss, or vanquishing a mighty wizard or wight, and they have taken possession of the treasure. Chest after chest of gold and silver coins, gold bars, and every kind of jewel and gemstone is theirs for the taking. If they are not careful, they may find that their trouble has only just begun.
Normal punishments tend to involve either fines, imprisonment, amputation or execution, but not all crimes are going to be bad enough to be executed for, and imprisonment is often a waste of resources. Here are thirty punishments for those who get out of line and get caught and convicted.
drawn from/inspired by Hellfire: the Summoning mobile game
18 gifts laden with madness, tainted with corruption, and otherwise as horrible as they are powerful.
Intended to be a 30, but blessed by Cult of Done
Normally Goblins tend to be the targets of PCs, but it could be that the PCs do something to aid them and the grateful Goblins give them something in return. Here are thirty great, ghoulish and ghastly goblin gifts.
30 Arrows for your PC with a bow to have in his or her quiver.
30 generic problems to dole out for homebrew, custom made, and scratch built machines
30 power armors, hardsuits, and avatars from the Cosmic Era.
When arcanotech fails, it fails spectacularly
Incarceration in the Cosmic Era, adjustable for futuristic and dystopian settings
A plume is seen far off in the distance, but what will it turn out to be when it gets closer? Only time will tell.
side-quest-ish and open-ended to be sure.
30 wierd, wonderful and wacky wedding customs for your worlds.
30 places for the most vile villany to take place in. (unfinished.)
Alchemists are found in many fantasy settings. If used properly, alchemists can add unique flavor to your game. But what is the story of that powerful person standing behind the counter? Why do they sell magic? I have thirty different answers to that question.
Inspired by # 16 on Cheka's 30 Lizard-man Gifts in-work and Coley's Chart of O' Bashing Death. A gift from the lizard-men. A pet crocodile, as loyal as a dog.
A possible answer to what happens to spells when a mage dies. If the spell is strong enough, say and enchantment or other permenant effect, part of the mages spirit may become lodged in the magic. It may be a way for items to gain some kind of intelligence, but a mage who has knowledge of this fact would be very hesitant about enchanting anyone or thing. He might have other plans for his afterlife than counting the change in your bag of holding.
Preists, I think, would have this sort of thing covered.