The babies of a small village has been disappearing lately, rumour has it that a demon living in the forest has taken them. The monster has the appearance of a shriveled old woman. A hag, disheveled, with maniacal appearance, wild-looking hair, and an oversized gaping mouth. Long pendelous breasts. The villagers say she eats the newborns and has sharp claws that are created for mangling. No one dears to challenge her, enter the PCs.
During a storm the PCs come upon a little boy that plays in the rain. Upon further inspection they discover that he has one eye and a long tongue lolling in its mouth. Spit dripping. It is a demon from beyond that can access our realm during storms, it eats all heads that are not its own, living and dead.
Moonlight shines down on the tranquil scene of a slumbering inn along one of the many roads that cross the land. Trees sway gently in the night air, and the stars twinkle brightly. All is quiet as the PCs snore away, a fine tendril of smoke curlsrnunder their door. The tavern is on fire! This is particularly bad news if the PCs own any horses - the screaming they hear is probably from their mounts! Panicky people are rushing about with buckets of water, trying to tame the flames. The fire fighting effort is not very coordinated as everybody is either hungover or still drunk, including the PCs. Hurry!
While traveling trough farm land the PCs come upon a merchant sitting on a wrecked wagon without a mule attached to it, hid face burrowed in his hands. He explains that he was robbed by petty goblins, unable to defend himself he had retreated. He asks the PCs to help him retrieve the mule before the goblins roast it, as a reward they may keep his goods. How hard can it be?
Whilst exploring underground the PCs discover tube like tunnels stretching for miles, upon further inspection the strange tunnels seem to connect all major cities in the are, what is their purpose?
A floating city hovers over the capital, seemingly appearing out of nowhere. Its spires are blinking in the morning sun, revealing alien architecture. What will happen next? Rumours spread like wildfire that this is the ancient city that once stood at this very spot. Mystics proclaim that it will take root here once again, crushing the capital under it. Somebody needs to get up there and investigate.
A legend tells of a people living deep in the desert, they appear at first as ordinary human beings, sometimes impersonating someone familiar to the PCs, before causing their features to disappear, leaving a blank, smooth sheet of skin where their face should be.
In the harbour of a major city a large and terrifying ship made of human nails docks. Nobody seems to inhabit this ominous vessel, someone needs to go on board and unveil the mystery. In comes the PCs.
The road has never been more than an overgrown mud track, little travelled and little cared for, petered out to nothing more than a flattened earthen line, barely distinguishable from the rest of the landscape. The soil is dark and fecund and dark oaks stand like sentinels at the forest edge, their branches high and leafy. From them hang grizzly human bones, skulls and shiny precious stones. Who put these strange totems there? Are they warnings? Do the PCs dare to take the stones?
A circus is in town and while parading down the main street the animals suddenly break free from the cages. After surviving and assisting during the breakout the PCs are hired to help with the investigation. Who did this and why?
The PCs find a strange helmet, when donned it will take control of that PC and speak and act trough him/her. It explains that it is benevolent and needs their help in a quest and that it will stop possessing the PC when the task is done. Great if a player is gone for a number of sessions.
All magic is suddenly gone. No mage can sling sorcery anymore. This upsets all empires and civilizations. It is soon discovered though, trough the combined work of mystics, scholars and dreams, that all the magic has been drawn into a single orb in a vast tower located at one of the poles. Whoever gets there first wins the greatest price in history, access to all the magic in the world. But who owns the tower?
The PCs see a large oak tree, a curious species of yellow and black butterflies swarm around it. Upon further inspection they find that the tree is hollow and that there is an underground cave in it from which the butterflies appear. Will they inspect this strange cave?
The PCs see a large collection of urns in a pool of swamp water. All the urns are lidded and seem very old, what do they contain?
Trying to find a place for this...
"After the famine hit the land, the priest Galen began religious wanderings, drawing his congregation to follow him. Those who took up with him, began to walk, a great outpouring of energy to this religious pilgrimage, coming from an impoverished nation with no true direction other than to find relief. Galen professed to his followers that they would find great resources set by his God down on Earth for them, enough to nourish and slate their thirst. Those that fell as he took them across the barren plains of the western reaches, rose again to join the lines. When finally all had died, Galen led them further, praising Nuh-Erell for that first city they came upon and a feast of flesh that lay in wait"
at a place were magic gathers, for what ever reason, the trees of this place produce fruit that is filled with magic energies . these fruits when eaten cause different effects. much like the potion a wizard makes.
"The world has an immovable dark red sun in the centre of the sky that produces very little light. The heat is totally unbearable and the aroma of delicious cooking meat is in the air. To look around it appears as though you are surrounded by giant black mountains with no vegetation anywhere. The ground is soft and an oily liquid flows into your footprints. Travelling reveals nothing else."
Any character without some resistance to fire or heat is slowly being cooked. The ground if you haven't guessed it is the cooked meat.
I've wanted this world to be part of a dimensional hopping "chase". I thought maybe to populate this world with giant carnivorous beetles or perhaps this could be a "Nirvana" for deceased or living (but dimension travelling) fire dragons.
Perhaps I've just been grilling a little too much meat or perhaps there are some great ideas out there on how to spruce up the place. Any suggestions?
What if casting magic changed (for a few hours or days depending on the strength of the spell) the colour of the skin of the spellcaster? It could lead sadly to a very racist world to rp in.
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).
Stormbound, the ship rolls hard over to once side. All that is not strapped down is tossed violently overboard in a splash of freezing water.
There, on the horizon- a tower. Squat, it stands alone on a tiny island. However, it's the only land in sight, and any more of this ferocious storm will crush the boat to splinters.
Taking shelter within the ornate entryway of the squat tor, the party notes with interest that no signs of life break the silence of the stone tower. As they take another step forward, they realise why.
This is the fabled tower of Brenji, a rich merchant who wished none to share his enormous wealth. He constructed this tower to store his gold- trapped and ready for any potential thieves. But the ingenious pitfalls and scything walls are not the only dangers within the silent walls of the building. A guardian, left behind by Brenji, still stalks these very halls.
A rattling hiss echoes somewhere from below...
There are more ways than one to encounter a dragon. With a low level group it's obviously not feasible to meet one in its lair and fight it. But standing on a bleak moorland, utterly exposed and vulnerable, it can be a chilling experience to see something flying far far overhead. Something that could just be an eagle, but you never know...