A vicious murder happens in a town that the party happens to pop in at. Under heavy suspicion as they are strangers, the party is forced to discover the perpetrator or have their reputations blackened, especially as more and more murders occur in the town, and mysteriously stop and restart when the party leaves to go kill off that evil necromancer who kidnapped the princess.
The only problem is that a demon, possessing one of the party, is the perpetrator. And the demon makes no signs that its living in the PC's head.
In fact, for all the party knows (except for the possessed person's), their companion is an evil murderer.
Do they try and execute their friend as he's a vicious murderer, and no evidence points to demonic posession? Or do they flee town with him, trusting him, and have their reputations destroyed?
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?
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...
"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!"
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?
The PCs are walking along the road, when suddenly a bunch of bandits attacks. The player's dismiss it has just a random encounter, when they find an ornate ring on the leader, obviously out of place with the seemingly poor bandits, who could only afford cheap leather and weapons. This ring has a symbol on it, which, if researched, sets the PCs on a quest. And from then on, the players don't look at random encounters the same way...
The secret for immortality has been discovered by an eccentric wizard/mad scientist. Its found you need to reapply once a month. As people stop dying, and the birth rate increases exponentially, people are forced into homelessness, because of the need for food reamins the same, and food is not being produced fast enough to feed the undying population. The PCs have to find the creator and kill him, and destroy production, to save the world from undying, unending torture from hungryness.
Half hour off the Harrow Road you find it, Fool's Grave. Amid an overgrown garden sits a single tombstone. Carved neatly into the weathered slab is the word "Fool," with a symbol underneath matching the signet ring you found.
Have the PCs rping Orcs or Goblins or some other race that normally exists only as things to cut up with swords.
One of the PCs comes across a magical ring that grants some power but has odd aura as if cursed. Yet this curse is different than the standard curse. When the PC puts on the ring he/she suddenly feels married. There is now an illusionary woman, who he/she cares deeply for but who is also always very critical of the PC. The wife is demanding of attention and constantly giving the PC directions. The PC wearing the ring is the only one that can see and hear the bride. The curse can never completely be lifted. Even if the PC takes off the ring and somebody else puts the ring on; the PC will still be visited by the ex-wife at least once a month. During this visit she will demand money and apologies.
What happens when, while in the middle of an important fight/Event, the mage that enchanted all your gear suddenly dies? Unless the enchantments outlive their source, you might not either.
A man is taken in for a crime years ago. Any who ask or willing to listen, he tells a tale of how he ended up in such a position. So far fetched is the story that many believe it to be false. Perhaps the adventurer who came to town would like to listen to the man's tale?
The PCs accidently start a fire and are caught by the local law enforcement. Since it was accidental, the punishment for the PCs is to fight the fire. Providing they can put it out before it burns down the town, they will not face any further punishment.
This really comes from an ancient Chinese novel. Imagine during the PCs' travels, they come to a place where the gender roles are completely reversed. What adventures will the PCs encounter in such a place?
A sentiment weapon that is very impressionable in terms of what is right and wrong, akin to a child. Currently, being ownerless, it is not very powerful. However, once it has found an owner, it can provide significant boosts to the wielder in an area or areas the wielder most desire. What adventures will this sentiment weapon go through? How will it develop itself in terms of power and personality?
A ghost is haunting someone with a secret-it\'s not that he murdered the person that became a ghost, it\'s that he went into hiding with a new identity to avoid being murdered, whilst the ghost wants him to join her in the afterlife. The ghost is getting stronger and more dangerous each day. Enter the PCs.
A festival once a year where almost everybody gets drunk-indeed on that day it is a religious commandment to get as drunk as possible.
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?
The PC's stumble upon a village strangely devoid of life and activity, but they get the feeling they're being watched.
Trapped in his tomb, but alive, the God of Pain awaits his uleashing, said to be at the end of the world, he uses his only powers he can and calls to him 2 people, a man and a women to reliquish him from his prison. The man and the women, decieved by them thinking it a person trapped, go after to help the God of Pain unwittily and let him destroy the world