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Amber Inclusions

       By: Dragon Lord



The spirit of a creature trapped in amber cannot escape to it’s afterlife / next incarnation / whatever.

Such trapped spirits can be contacted by those who know the right rituals and magical power derived from them – typically the power to control one individual of that species.

Can by quite powerful if the creature is a colony insect (ant, bee, wasp, etc) – simply control the queen and you command the whole colony.

Ideas  ( Items ) | October 22, 2007 | View | UpVote 1xp

Trapped in a strange world

       By: Dragon Lord



Real world scientists have accidentally opened a tear in the fabric of reality, transporting their laboratory into the game world. Unable to repair and/or refuel their equipment in this (to their minds) primitive world they are now trapped.

Ideas  ( Plots ) | October 22, 2007 | View | UpVote 0xp

Revenge

       By: Dragon Lord



The local band of 'nasties' (goblins / orcs / whatever) lives in relative peace with the local population.

Along come the PCs and go through their usual heroic monster bashing routine, wiping out the nasties and pinching all their stuff, then continue on their way.

Problem is, they don't kill ALL he nasties. The survivors want revenge and, after spending a few months recovering, start to take it in their own inimitable style (which is not unlike that of the PCs come to think of it).

Next time the PCs are in the area they find themselves VERY unpopular with the townsfolk.

Ideas  ( Plots ) | August 10, 2005 | View | UpVote 1xp

Plague

       By: Dragon Lord



A plague has hit the local area.

In humans it affects only the most vulnerable, the children and the very old, and even than it's little more than a summer cold. 24 hours of sniffles and then it's gone, barely noticeable really.

To sheep however it is fatal and the whole economy of the area is in serious trouble. If this keeps up the area could well be facing famine.

Somebody (enter the PCs) must find the rare herbs needed to make a cure.

Ideas  ( Plots ) | August 10, 2005 | View | UpVote 0xp

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       By: manfred

As the PCs travel the road, right after a bend they hear a sharp whistle and call: "Heeey, not so lazy, move your asses!" It is a large man that calls, and there are unwilling workers that listen. A small company, 10-15 men work on the road, push boulders aside, dig up roots from under the road, etc. The large man that shouted turns to you, smiles fast and mutters something under his breath, sounds like cursing some lazy worker. "Where does the road bring you from, travellers?" And does a little small-talk.

And what is really happening? A group of bandits is 'adapting' the road for shady purposes. The road will not be wider, but tighter, with enough cover around (and a few traps perhaps), and will become an ideal spot for ambushing travellers or entire caravans. The bandit leader wants them all to appear harmless. The 'lazy worker' he cursed was actually a guard that should give warning before any travellers come around (fallen asleep). Not surprisingly, the boss may decide for an ambush even now.

Encounter  ( Locations ) | April 28, 2004 | View | UpVote 0xp


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