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       By: Steel_claws

You wake in a pub and see that it's full of were creatures, and they're all staring at you with a scared look on their faces. As you continue on into the pub you look at your arm. You notice that your arm is covered in thick brown hair. As you continue on into the pub you look in a mirror, and staring back at you is a 7 foot werebear. As you continue into the pub people start to shy away form you. Once you go the bar you ask the weretigress that's the bartender and begin to ask her why everyone is shying away from you, and she begins ro tell you why.

Ideas  ( Locations ) | June 3, 2004 | View | UpVote 0xp

       By: CaptainPenguin

The king's palace is destroyed by a falling star, which detonates like a nuclear bomb in the center of the city. When the inhabitants grow brave enough to investigate the ruins of the palace, they find a new ruler, one from beyond the stars, emerging from the meteor.

Ideas  ( Locations ) | June 1, 2004 | View | UpVote 0xp

       By: manfred

A secret MLM (pyramid) company that offers eternal life, but in fact it transfers the life forces of its members to those position "above". If you get high enough, (meaning you get enough new members) you start to enjoy the benefits. Maybe a willing sacrifice is much more effective for the transfer. But no one says, that a suddenly unwilling member, threatening to tell the authorities, may not loose it involuntarily... thus start people to vanish, and aged corpses are deposited somewhere safe.

Ideas  ( Locations ) | May 14, 2004 | View | UpVote 1xp

       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

       By: Shadoweagle

In some remote regions of the lands, voices of spirits and ghosts can be heard whispering in the wind, and wispy movements can be seen out of the corner of the eye.

Ideas  ( Locations ) | March 24, 2004 | View | UpVote 0xp

       By: manfred

A rather large armed group slowly walks the road. Unless you get to see what they transport, you could think it is a caravan with expensive goods, or the soldiers escort someone important. But this is a prisoner transport, on the way to mines, criminals on their way for punishment.

The soldiers may be willing to talk, the captain will have a few questions on you and the road, but they will keep distance, and part soon.

Encounter  ( Locations ) | March 18, 2004 | View | UpVote 1xp

       By: Maggot

It is said by the village gray beards Of Breen, that the band of human exiles who founded their prosperous farming settelment almost a century ago,had to fight a long,savage struggle with the original inhabitants of the fertile valley;monstrous trolls that saw the new arrivals as meals, rather than as potential neighbours.After 5 long years, the humans with their superior steel weapons, drove the troll tribe into the bleak highlands and hills sourounding the valley.But as time passed, the old tale begun to become legend, rather than history and is regarded by most, as a mere story used by parents to frighten disobediant children.And yet the village leaders have always forbidden their people from wandering the hills....

Ideas  ( Locations ) | February 23, 2004 | View | UpVote 0xp

       By: CaptainPenguin

The Water-Rift is a massive crater in the center of the desert, in the center of which sits a large, unfathomable machine that produces water. Thusly, it is a veritable paradise in the center of the burning desert, and a unique culture exists there.

Ideas  ( Locations ) | February 20, 2004 | View | UpVote 0xp

       By: CaptainPenguin

The Earthblood Warrens are a series of caverns in which dwell men who live around the Earthblood Vein, a river of magma. They use the magma from the Earthblood Vein to warm and light their homes and cook their food. The Warrens are several miles long, stretching along the banks of the Earthblood Vein, and since nobody wants to walk that far, the Earthbloodmen capture large, magma-swimming serpents, which they train and ride.

Ideas  ( Locations ) | February 20, 2004 | View | UpVote 1xp

       By: StrangeLands

A great treasure has been stolen from the Palace and taken to the nearby Temple to the Bitch-Goddess Atrath Klee. The King demands that the party go and retrieve it - the only snag is that the Temple is guarded by potent magic that will kill any male who steps inside. It's just as well that the King has a stash of Girdles of Gender Alteration for just this circumstance.

Ideas  ( Locations ) | December 27, 2003 | View | UpVote 0xp

       By: StrangeLands

The small coastal town of Her-Desh has vanished - the bay where it once stood is now unspoiled countryside. Moreover, the locals claim to have never heard of the place. Perhaps the Priests of the local Temple can shed some light on the mystery...

Ideas  ( Locations ) | December 27, 2003 | View | UpVote 1xp

       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp

       By: CirrusWind

A certain patch of forest is well known for causing anyone who ventures into it to suddenly go blind. Once they leave the area their vision returns. Rumors of treasure hidden within.

Ideas  ( Locations ) | October 17, 2003 | View | UpVote 0xp

       By: ephemeralstability

On route from Geli to Nekrass the characters meet a peasant boy on the road. He's wandering in the direction from which they've just come. If this seems a little bit incongruous, they may wish to ask him a few questions. He's perfectly willing to talk: he's called Lamish and he's run away because he knows he is the heir to the throne of Geli and his parents didn't believe him. How far is his home? About five weeks walk from here. How much has he eaten? Nothing. Has he drunk? Only from the filthy roadside ditches. In short, it's a wonder he is still alive. And yet he seems perfectly healthy.

Is he a thief, waiting for travellers to trick? Is he lying because there's something more sinister under all of this? Is he telling the truth? And anyway, what should the characters do? Do you take him to Geli? Do you try to find his parents? Or leave him to make his own way?

Encounter  ( Locations ) | September 23, 2003 | View | UpVote 0xp

       By: manfred

You meet a large number of villagers, walking and weeping beside the coffin of an old bearded man (or adapt to your funeral customs). If asked properly, you learn about an old wizard, a wise man that long helped the tiny village to grow and prosper. Even after death he shows his favour: he gave most of his possesions to the poorer members of the community. All the villagers show him now respect this way. Why do you ask, are you adventurers? (As a last wish, he left a tiny case for the first group of adventurers that crosses the village).

Encounter  ( Locations ) | August 21, 2003 | View | UpVote 1xp

       By: manfred

Five men are herding fifteen horses down the road. They won't be very talkative, but are willing to sell a horse, or more horses if the heroes are interested. These men are horse thieves. They are already sought by regional militiamen. Anyone with a stolen horse (all are marked) may get into trouble. If found guilty, horse thieves face prison or even a hanging execution. Similar thefts have happened only a month before, and a reward is offered.

Encounter  ( Locations ) | August 21, 2003 | View | UpVote 0xp

       By: Strolen

A nation was conquered and the conquerers took control and put themselves in all positions of authority. One major problem, the new rulers and the now peasant/ruled class speak entirely different languages.

Ideas  ( Locations ) | July 10, 2003 | View | UpVote 0xp

       By: Strolen

In a small farming community, the only way to cross a river is to basically pole vault across. A small section of river has a small raft on a string to pull items across but for a person to cross they must use one of the many provided poles. Might be interesting seeing what the players do when they come across it. Villagers do it all the time so are skilled and can do it with ease.

Ideas  ( Locations ) | July 4, 2003 | View | UpVote 0xp

       By: ephemeralstability

What a narrow street! The bowed windows of the upper floors encroach on the view of the bowed windows opposite, making it all very dark and shady down here in your carriage. You feel it slow down and stop, and there are raised voices outside. Craning your neck out of the door you see a smug cartsman ahead, whose cart is blocking just enough of the narrow street to make your passage impossible. He appears to be waiting for you to move, but your driver is hurling abuse at him and your horses are getting restless...

Ideas  ( Locations ) | June 18, 2003 | View | UpVote 0xp

       By: ephemeralstability

"...the city was built on many levels, linked by stone bridges. But with the improvements in diet and corresponding increase in stature and strength of the populace, these bridges became too low, and the people would hit their heads. The bridges were eventually done away with in 1764, but the scars on the walls where they once jutted out remain, and in Low Bridge Street there is still one extant bridge, measuring about 6' high." - Chronicler Rasill, Mondopedia, Vol II (The Lands of Hyellia)

Ideas  ( Locations ) | May 26, 2003 | View | UpVote 1xp

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Total Ideas (697)






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The Silent Mage

       By: Wulfhere

A powerful wizard that the PCs encounter is completely silent. He does not speak and cannot be heard as he moves. Even his spells are silent, but his magic is just as potent.

He has a tendency to summon invisible chairs, place foes in invisible boxes of force, and other "mime tricks".

Ideas  ( NPCs ) | March 8, 2007 | View | UpVote 2xp


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