The PCs come across a town with a strange curse: Every morning, those who have grown up here wake up with the memories of someone else. They do not find this strange and have no idea it is happening. They calmly wake up and start these new lives as though they have always been that way.
The cause: A wizard who lived there was spurned by a maiden he was infatuated with. His attempt to manipulate her memories into believing they were already together and that she loved him went horribly awry.
A man is arrested for mass murder and found to be insane. Piles of corpses were found on his property, neatly stacked torsos with the skin peeled off and the limbs removed. The man readily admits the work is his, though he claims he was only chopping down trees, removing their branches, debarking them, and then stacking them to season.
The man may have swung the axe but it was a Druid who caused the delusion. This Druid is still on the loose and likely to repeat the crime. In time he may get more creative in his "punishments."
After the PCs defeat (or force the rapid retreat of) a villanous necromancer/demon summoner, they discover a book. This book outlines how to summon a demon whose power increases according to the size of the summoning circle used to summon it. And after the PCs examine a map of the country, they find that the layout of the cities and roads match up with the required summoning circle. In fact, the final road that would complete the circle is currently in construction.
With anyone who can find out about the circle and the ritual to summon the demon able to somehow make the final road/line, and destruction of the cities and roads currently in existence out of the question (unless this is an evil campaign- that removes the moral quandary), how are the PCs going to solve this problem?
As population increases, animal souls are promoted to human before they are spiritually advanced enough in terms of impulse control, etc.: this shouldn't have happened, but karmic progression is automatic, after all--it's a force of nature. But the 'animalization' of humankind bodes ill for civilization.
No doubt the same goes for elves, dwarves, and so on.
The multiple-worlds theory of cosmology allows room for every religion's Heaven and Hell and other planes to coexist, with the similar planes of all the sapient beings of all the worlds in all the galaxies...How often do the wires get crossed, as it were, leaving your paladin in a Hell for hedonistic lizards, for example.
The court wizards of Angolterre have been working for several generations to protect the dynasty. They see to it that the new monarch's names acronymically refer to a rune of protection. Once completed, the rune will make the dynasty almost invulnerable in battle, wise in counsel, etc. Unfortunately the next name, the only one that starts with the right letter, happens to have belonged to the worst monarch in living memory. Not much chance of getting the current ruler to name his child that, or for the people to put up with it if he did! What's a court wizard to do? The magic requires that the plot be kept secret of course...
For a futuristic grim gory setting. Probably powered by some kind of dilithium battery or something similarly awesome. Anyways, basicly a big drill sticking up from a hilt that you primarily use for skewering enemies painfully and drilling through armor.
A massive iron key - 2’ length, 20 lbs forged with demonic faces from the bones and horns of demon-lords. When used with a massive portal - carefully built according to documents found in powerful books of evil knowledge, it will open into the realm of demons and allow them to flood into the world. The applications of this item for villains are obvious. Mortals touching this item are subject to [Effects_of_Touching_Powerful_Evil_Artifacts]
In a deeply unsettled world, much of it anarchistic or ruled by murderous gangs, a group have adopted the armour, weapons and discipline of an army of the distant past.
As they are travelling along the road, the characters come upon a carriage under Goblin attack. They rush to the rescue and defeat the attackers, but the owners of the carriage, a man and a woman, are already dead. As they rummage through the corpses looking for gold and valuables they hear a noise coming from inside the carriage. Investigating, they find a young child hiding underneath one of the benches. What will they do with this orphan?
The party is walking through the forest at night when they come upon a clearing. Half a dozen black-robed corpses lie scattered across the ground, and a pentagram of blood is shoddily drawn in the dirt.
It seems these people summoned something they could not control. Whether or not the demon returns is up to the GM, but it would be just as rich if the demon never returned, and for the rest of the night, every stray sound or odd shadow will be jumped at!
"BB9, bring up the current scout results."
"I'm sorry, Coach. I can't do that."
"BB9! Bring up the scout results."
"These kinds of us, Coach, use serial numbers on our products."
"BB9, are you malfunctioning?"
"You need to indicate college basketball mentors you are significantly devoted to the adventure!"
The two men in black suits turned to each other. Their faces were white.
"Someone get the president on the line! Tell him that our ICBM handler thinks that its managing a high school basketball team!"
Maybe in the future, you can earn money by allowing yourself to be possessed by the genius loci of Taco Bell. And then it just spews ads out of your mouth during all the times you aren't using it.
By late afternoon, the sky starts to cloud over. The sun shines behind the fluffy clouds, gilding the edges and showing a Jacob's-ladder of rays streaming through the gaps...very pretty. Gradually the clouds shift into a new configuration: you realize with awe-struck, preternatural clarity that the clouds form a map of a coast-line that you know against the blue sky as ocean: surely it's a Sign! Suddenly, the golden beams coalesce into one long ray that strikes across the blue. A star-like gleam flashes under the ray: perhaps it is an island? But the charts show no island there...who would want to hide an island? Who could do it?
For you to have a near-death experience, Death must have a near-YOU experience. Take care to treat him well, and you may be rewarded... eventually.
It has been said that within the mountains (or was it the darklands?) there dwells a fluffy creature of immense cuteness. This creature is so adorable that all who encounter it are filled with joy so great their mortal forms cannot contain it. And they explode. Several magic institutions are desperate to study the creature or better yet capture one to prove the theory of an elemental plane of "D'Awwww".
A group of adventurers come across a child’s body on their adventures, odd being such a remote location. Their is no detectable sign of violence to the child, nor are their any signs of life. Suddenly the child opens its eyes, looks towards the group and introduces themselves to the adventures.
If this wasn’t odd enough, the child can’t remember where they are from, only their name and age. Stranger yet, the child has a tattoo on their right shoulder of a family crest, to a family that died out over 200 years ago.
There is a small and strange nature-worship cult that has dedicated itself to freeing vegetables. They appear usually in working pairs or trios, arriving to villages and towns separately and wearing the local garb. For some reason, they have taken to disguising themselves specifically as a scholar, a cooper, and a fisher. At night, they will sneak into backyards and side gardens, digging up household fruits and vegetables. They pile the pilfered plants into a cart and vanish in the night. While the townsfolk wake up to empty gardens, the cultists replant the fruits in the wild to let them be "free".
The party has found the source of the strange creatures roaming the countryside. The rift in this reality glows with a silver hue, rippling with the wind but never moving. They step through and are immediately assaulted with the scent of rotting meat, some have to muster all their strength not to vomit. Strange cries similar to the beasts the party had faced before can be heard in the distance. Looking around, they see they are in a forest of grey and red rather than the normal brown and green. The trees are sticky to the touch and writhe, perhaps to get away or perhaps as a warning.
The deeper the party goes, the more the forest seems to slither and move underfoot. The cries get closer and more numerous. Creatures lurk in the shadows, all the same color of their surroundings. Whatever the party came in here for, they had better do it fast.
The forest of flesh is waking up, and it is so very hungry.
Magical curses are rarely cast, as if cast on someone for fun or purely maliciously and the person cursed has not done something seriously wrong, it tends to ricochet back on the curser. Therefore the few who do get cursed are shunned by most people as genuinely guilty,and few will help them.
In a long-lost age, a party of adventurers are frozen into stone by the stare of some gorgon-like creature. An unscrupulous rogue, coming across the frozen party several centuries later, decides to haul off two of the statues to decorate his den. Upon his death, an artisan friend of his claims a statue and sells it to a rich merchant, passing it off as his own work. Years later, the merchant gilds the statue in bronze and re-sells it at a much higher price. After passing through the art markets for many decades, the statue ends up in the hallways of a mage academy. Imagine the chaos and confusion when a young mage's spell happens to break the curse of stone, returning the adventurer to life several centuries after his petrification! Is he interrogated by historians? Driven mad by the change of times? Or does he set off on a quest to find and liberate his other frozen party-members?