1-Outright Thug
Not every witness against the mob who has to go into hiding with a price on their head is just someone who happened to be in the wrong place at the wrong time;far from it. Many mob witnesses were mobsters themselves who were caught and grassed to escape a death sentence or a lengthy prison term,and by no means all are willing to go straight when in hiding waiting to testify. This one is up to his old tricks, picking fights with ordinary people and beating them up, being bad tempered and aggressive,and committing crime at every opportunity. The PCs have to babysit him, stop him from ending up getting arrested by the local police, and of course make sure that the Mob's torpedoes don't track him down, and defend him if they do despite his personal dislike of them and their just as strong dislike of him.
2-Off His or Her Own Back
Either there is no such thing as formal witness protection, or this person dislikes or does not trust what is offered. He or she has gone into hiding by just adopting a new name informally, but without any references or even a bank account, cannot get any decent job and is forced to either beg, steal or work informally in the black ecomony for not much money. Either homeless or living in a dirty shack, his or her clothes dirty through lack of washing, he/she knows something that the PCs need and will only tell if able to tag along with them. Do the PCs just torture the infomation out of him or her, do they use blackmail, offer a large reward, or let this smelly, dirty, poor person come on their quest with them?
3-Found Out
Be it through bribes, their own stupidity or sheer bad luck the person who the PCs are trying to protect has been found by large numbers of bad guys, and the PCs must stage a fighting retreat whilst keeping their person safe and killing or injuring as many of the foes as possible in the twisty alleys of town.
Complications if desired
-The Bad guys know the area as well or even better then the PCs, and rather then shaking them off the PCs could get lost or even split up.
-The Bad guys have enough political clout to enlist the well-armed and trained City Guards on their side.
-The person that the PCs are protecting lied to them and is in fact a very nasty person who fully deserves his or her fate. How will the PCs react if they find out about this?
4-Fleeing from Battle
The battle is clearly lost and the soldier (or PCs, as this could work as a mini-roleplay all by itself) is fleeing the battlefield rather then join the dead for a cause that is clearly lost. It is not necessarily cowardice that is the cause of the retreat, all the formed units have been overwhelmed and anyone who stands fast is quickly going to die or at the very least end up serving time in a very unpleasant prisoner of war camp. Depending on the time period there may well either be charging horses and volleys of arrows to worry about as well as the rampaging infantry, or bullets wanging about all over the place and tanks chasing their beaten foes. If the general is particularly cruel then there may be an extra hazard; blocking detachments ordered to kill anybody of their own sides who dares to retreat.
5-Dragon Food?
The PCs have somehow managed to anger a full size Dragon and now the enraged leviathan is aloft on it's mighty wings and trying to track them down. If they hide in villages or even cities it will threaten to burn them down if the PCs are not handed over to it within a certain time frame, whilst on the roads they will be easily picked out. Perhaps if they can hide for long enough the Dragon will lose interest;perhaps Dragons are very territorial and if they can enter the territory of another,larger, Dragon, the first will not follow them. Or the whole quest is about finding a magical weapon such as The Black Spear or potent spell that really does have the power to kill a full grown Dragon. Even if they do kill it they may have to flee again in the short term from any Draconian parasites that were living on the Dragon and now crawl off in large numbers and vengefully attack the PCs who killed their host.
6-Running from the Law (1)
The person being chased by the police (or the PCs) are innocent of the crime and have either been deliberatly fitted up by a bent or racist police officer or whoever did the dastardly deed made it look like it was someone else who did it. Either the judicial system itself is unfair or corrupt, or there would be a long wait in prison before trial, or perhaps if caught a murder in prison will be arranged. So there is no question of just turning oneself in and letting a trial sort things out;one can either make a straight run for the border, or try and expose the frame up whilst being hunted down by the police or the local lynch mob (or both if the crime is bad enough) and expose the real criminal behind all the trouble.
7-Running from the Law (2)
The person being chased by the police (or the PCs) have a simple reason not to give up...he/she/they really did commit the crime in question and it is one with a very severe punishment if caught and convicted. The PCs could be chasing the guilty offender;or they could belong to the Thieves Guild or it's equivalent and get away with their booty. Capture is not an option unless one wants to face the headsman or something worse, like the feared Hellgate Prison. The border/safehouse is only X number of miles away, but it won't be easy to get there with law enforcement/bounty hunters/bands of vigilantes/all three hot on the trail,eager to claim the reward.
8-The Wave
After an earthquake or an encounter with Ma-O the Water Deamon a massive tidal wave more then seventy feet high is sweeping in towards the land and the PCs must run for their lives. The first sign of the incoming wave is when the sea seems to gurgle out as if somebody has pulled a plug out, exposing coral, wrecked ships and other such things on the seabed. Wise PCs will heed the watery warning and Get Out Now or if that is impossible,climb into a beached boat and pull up the anchor. Not long afterwards the wave will arrive,sweep over the beach and break, sending walls of water through the streets of the nearby town and flooding it. So big is the wave that it could sweep at least a mile inland, filled with debris of every description. Even when it sucks it's way back to the sea the danger is not over yet;other waves might follow;unspolied water and food will be scarce;there may well be looters and some of the braver or stupider ones might try to rob the PCs;there will be dead and slowly decaying bodies that must be either cremated (but all the wood will be wet) or buried in hastily dug graves before they start to spread disease.
9-Fire, Fire
The PCs are in a forest when terrified small and larger animals-rabbits and foxes, birds and deer and bears and all the other wildlife, normally so hidden, comes flying past them, followed by the smell of smoke, then tendrils of it and then a raging inferno comes roaring towards them at walking speed and chases them for miles. As long as they keep moving it should be easy to avoid being cremated alive, but if not careful they could end up so tired that it's difficult to move. Perhaps they will havwe to end up abandoing their backpacks and everything inside them to the flames so that they can move with greater speed. If they can reach a large river and cross it without being swept away, the fire will not be able to follow any further.
10-Nightmare Moon (for sci-fi games)
A huge asteroid the size of a small moon is heading towards the planet the PCs are on and everyone who can is heading for the spaceports, which only have enough spacecrafts for a fraction of the planet's population. The PCs must first get through traffic jams and then bribe, force or otherwise get themselves onto a spacecraft before the asteroid hits. Can be played in "real time" if the GM and the PCs want to.
11-The Devil Take the Hindmost
A summoning of an important demon lord has gone horribly wrong. Not only is the summoned demon too dangerous for even the PCs to take on directly, but it summons enough imps and small devilish beings to chase the PCs away. After a few miles they will give up the chase, and the PCs must then find a McGuffin to banish the demon lord back to Hell and go on the attack with it. The search for the McGuffin could be the entire quest.
12-Missile
13-Black Hole
14-The Swarm
15-Thinner
16-Supervolcano
For whatever reason, the PCs are on the slopes of or near a volcano when it erupts. Depending on the type of eruption, they could face clouds of smoke and hot gasses, rivers of lava, deadly pyroclastic flows of dust, or lahars, rock and water mixtures that can set like concrete when they cease to flow.
17-The Cult
Whilst investigating a dangerous cult that has committed several murders, the PCs are attacked by a large number of members who are armed with blowpipes and darts tipped with fresh Clypse. The sheer numbers of members and the danger of their darts mean that the PCs must flee. If they can run a certain distance the cult will not follow them further for fear of publicly exposing their cult to the rest of the world. Then they can try and get enough support from others to come back and destroy the cult.
18-After the War
Nightmares, fire, a hunter, the devil, wrath of God, taxes, death, barbarians (or reavers or anything similar), a curse, a big angry bird, a hitman, a vendetta, a corrupt government, a heat-seeking missile, an insect swarm, a virus, a pack of wolves, an erupting volcano, a collapsing bridge, a terminator (or any robot menace), nuclear fallout, a black hole, mind control, and my personal favorite, a T-Rex.
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Codex
Clypse
By: clydedavis
( Lifeforms ) Flora -
Swamp
A strange magical plant known for it's psychosis-inducing effects, commonly used in poisons, alchemy, rituals, and illicit drugs.
Includes: Appearance, Toxin Information, Harvesting and Uses, Signs, Plot-Hooks.
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Clypse
Includes: Appearance, Toxin Information, Harvesting and Uses, Signs, Plot-Hooks.
The Basics
Appearance: Thick dark-green moss that forms at the water-line around mangroves.
Early Stages (Growth): Covers the first foot or two of the mangrove and leeches some nutrients from the tree.
Moderate Stages (Growth): Usually takes a few decades to reach these stages. Leeches most nutrients from mangroves and causes tree-decay, allowing Clypse to infest inside the mangrove. Outer-appearance doesn't differ from Early Stages.
Later Stages (Growth): Most of the tree is decayed and broken apart with Clypse infested on the inside and outside. When the mangrove reaches a certain point of deterioration, it's bark and branches break apart, allowing Clypse to become waterborn.
Waterborn Stages: Waterborn Clypse is Clypse floating on driftwood. This is how Clypse spreads throughout mangroves. Extremely deteriorated Clypse-infested mangroves create immobile pools filled with waterborn Clypse. These are called dead-pools.
Death: When Clypse begins to die, it becomes very slimey. When Clypse does die, it turns into a very white dried moss.
Toxin: When Clypse uses nutrients, it produces a toxic chemical byproduct. This toxin is often gaseous, but when Clypse is under-water, it's released into the water. The concentration of the toxin depends on the exposed surface-area. Moderate concentrations produce a very light yellow haze. High concentrations produce a thick orange haze.
Transmission: The effects of Clypse can be transmitted through inhaling the toxin, drinking the toxin in water, or eating Clypse. Minor effects can be caused by ingesting dead Clypse.
Effects (Inhaled): Early Stages (Low Concentration): Free-Floating Anxiety, Minor Paranoia; Moderate Stages (Moderate Concentration): Persistent Paranoid and Persecutory Delusions, Free-Floating Anxiety; Late Stages (High Concentrations): Auditory/Visual Hallucinations, Persistent Paranoid and Persecutory Delusions, Free-Floating Anxiety, Reduced Inhibitions; Dead-pools (Extremely-High Concentrations): Severe Panic, Auditory/Visual/Olfactory Hallucinations, Persistent Paranoid and Persecutory Delusions, Heightened Anxiety, Reduced Inhibitions.
Effects (Eaten): Small Dose (Living or Recently Dead): Auditory/Visual/Olfactory Hallucinations, Paranoid and Persecutory Delusions, Panic-Attacks and Anxiety, Reduced Inhibitions, Restlessness, Hyperactivity, Unawareness of Bodily Needs; Large Dose (Living or Recently Dead): Same as the Small Dose, except usually resulting in death within an hour or two from Heart-Attack or Ruptured Blood Vessel in the Brain; Dead Clypse (Eaten): Minor Auditory Hallucinations, Paranoia, Hyperactivity; Dead Clypse (Snorted): Minor Auditory/Visual Hallucinations, Paranoia, Hyperactivity.
Effects (Drank): Low Concentration: Nausea; Moderate Concentration: Nausea, Conflicted Feelings of Drowsiness and Anxiety; High Concentration: Hyperactivity, Unawareness of Bodily Needs; Extremely-High Concentration: Auditory/Visual/Olfactory Hallucinations, Paranoid and Persecutory Delusions, Panic-Attacks and Anxiety, Reduced Inhibitions, Restlessness, Hyperactivity, Unawareness of Bodily Needs.
Prolonged Exposure: Prolonged Exposure is likely to cause Brain-Damage, and can cause individuals to become addicted and suffer withdrawals when exposure ceases.
Common Causes of Death: Violent Killings (From others affected), Suicide, Heart-Attacks, Ruptured Blood Vessels (Namely, those in the brain), Over-exertion, Sleep-Deprivation, Starvation.
Limiting Factors: Requires specific temperature, access to water, access to sun-light, and tree-like material to attach to.
Removal: Changes in temperature, access to water, access to sun-light, or by removing trees (usually by fire). These methods often affect all nature when put into effect however.
Removal by Fire: Removal by Fire can causes harmful effects, allowing Clypse to burn into thick clouds of highly-concentrated toxins that travel for miles before dispersing. Isn't effective against waterborn Clypse.
Harvesting: Clypse is harvested by plying the bark off the tree. Scraping the Clypse off releases concentrated toxins. Clypse is usually harvested in early stages, but a harvester may accidentally ply bark off a mangrove revealing moderate stages of Clypse, creating more surface area and releasing more toxins. In moderate stages, released toxins inside the mangroves may condense into a pure form of the toxin. Harvesters can drill at the bottom of these trees and syphon it. Dead Clypse is scrapped or plyed off mangroves and collected from waterborn Clypse. Late-Stages and Dead-pools are scarcely ever sought after, as it becomes too dangerous. The exception would be dead-pool water, if collected from a run-off far away from the dead-pool.
Uses: Poisons, Hallucinogenic Drugs (Eaten or Ground and Snorted), Alchemy, and Rituals.
Signs
-Settlements where violent-killings and suicides are the cause of death, or where starvation, heart-attacks, sleep-deprivation, and similar symptoms are the cause of death.
-Areas where animals are running rampant at unusual hours, dying from starvation despite clear food sources, or overly violent.
-Shores bordering mangrove forests where a shipwreck or multiple shipwrecks exist(s).
-Mangrove forests with a light yellow or thick orange haze.
Plot-Hooks
-The adventurers are to investigate the cause of an abandoned settlement or shipwreck of which unusual deaths are the cause.
-The adventurers are captured by a group of bandits along with a number of other prisoners that are being lead through a Clypse-infested area, only to find that the bandits have gone mad and turn on one another. Taking the opportunity to their advantage, they and the other prisoners must find an escape while coping with the effects of the Clypse.
-The adventurers are paid to escort a Clypse harvester to a Clypse infested area, but things turn bad when the harvester accidentally removes the bark from a moderately-infested tree, causing the harvester to fall ill. When the adventurers set up camp to give the harvester a moment of much-needed rest, things turn worse due to a warring native-tribe moving into the area with intentions to kill and loot the adventurers.
-The adventurers are asked to go deep down into the depths of an ancient temple that exists beneath a dead-pool, famed to have one of the only accessible concentrated clypse-infested water-sources, to retrieve a bottle from the dead-pool run-off.
-The adventurers look into a series of killings of similar nature, caused by fast-acting vile poisons. They eventually discover the poisons are linked back to a very particular mangrove forest with a clypse-infested forest hidden deep within, with a band of assassains behind contract-killings. The band of assassains are well-known respected people, so they must be taken out privately. The best place to do it is to ambush them on their return to the forest.
Detailed Information
Information is to be re-written soon.
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Draconian parasites
By: ephemeralstability
( Lifeforms ) Fauna -
Other Dragons, being huge and meaty, are the ideal habitat for countless unpleasant parasites.
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Wyrm wormsThese giant bowel slugs live inside dragons. They do not kill, but merely sap the dragon’s strength.
Hackmandibles. These are like fleas the size of your fist with a bite like a vice (they need it to penetrate the thick scales of their host). Enterprising but naive wizards think to use them as a source of dragons’ blood. In fact it’s harder to kill one of these than a Great Red: their exoskeleton is impenetrable to most blades and they jump up to twenty metres at a hop.
Scalefly. These are flies which colonise the epidermis behind the belly scales (the dorsal scales are too tough). They live long enough to lay hatches of maggots, which lay dormant for a few years, then continue the line. The maggots secrete juices which dissolve the scales and then they reabsorb it as food. When a scale is sufficiently rotted it will flake off. These are the main source of the infamous "weak spots" on a dragon’s belly which are penetrable to arrows.
Firetooth beetles. These are not really parasites, rather they have a symbiotic relationship with the dragon. When a dragon breathes fire it melts and burns the enamel on its teeth. The firetooth beetle eats this residue (the dragon grows more to replace it) and thus prevents the dragon’s teeth from becoming blunt and black.
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Hellgate Prison
By: Mourngrymn
( Dungeons ) Underground -
Ecology
In a prison without walls, without guards, and without law; what kind criminal would choose death over a prison such as this?
One destined to go to Hellgate Prison.
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Description
Hellgate prison is special. It has no official design, no walls or gates. No guards or warden to watch over the criminals who have been sent to spend the rest of their lives in this desolate place. It was a natural event that turned a nightmare of an entire population into the nightmare of the guilty.
History
In the year before the Nightfire, the city of Crystalspire was a prospering city of both culture and art. More a metropolis than a city, it was huge beyond measure. The districts alone were alike to cities within cities. Rumor was you could walk from one end of the city and before you got to the other end the sun would rise and set more than once. The population had many intellects and scholars of many types, viewing everyday as a prize to be learned from and lived to the fullest.
One discovery they uncovered would be their undoing. In their study of artifacts from an underground temple they learned of the dark side of the gods. The uncovered a Demon Gate located in the bowels of the caverns below their fair city. They attempted to study and open the gate, not knowing its full danger until it was too late. Luckily for the world they failed in unlocking the secret of the gate. However, unlucky for them, the gods took notice of their actions and took vengeance out on them to show the rest of the mortals to not intervene in the affairs of the gods.
The day of the nightfire rained down on the innocent and unsuspecting citizens of Crystalspire, crumbling their dreams and their culture down into the depths of the darkness that housed the Demon Gate. Try as the gods did, they could not rain enough destruction down to destroy the gate below. They did however cause enough damage to collapse the city beneath the surface and into the caverns below. The city turned upside down and fell to the dark below.
Nearly four decades later, when the story was no longer fresh in the minds of men a survivor was found wandering the desolate countryside rambling about the darkness. He was found walking a trader route, wasted to nearly nothing from lack of food, heavy with scars, and missing three fingers. He told tales that seemed of stories. Men turned into pack-like animals from their isolation having to relearn to live on their own with no outside help. Scavenging what they could from the rubble and what little grew in the damp darkness. But the wonders he spoke of, detailing countless treasures no one had seen in a lifetime.
Tales of these treasures reached back to the Duke who greedily wanted these treasures for himself. He sent a company of men down into the depths, only to have one again to return near death speaking tales of nightmares at the hands of men that were not men. They were organized into tribal packs, the strong taking what the wanted leaving the weak to die or to fed the others. They told of the vastness of the city below, crumpled and turned upside down. The treasure was not there that they were told, nothing but death.
The survivors told tales of a gate that led to another place, a place where nightmares were real; a place of demons. From the description of what they saw, a demon gate lies within the toppled ruins.
Before finding a way out of the underground hell, they were able to find a relatively hidden area where they set up a magic beacon. This beacon was to be placed to ease the transfer of all the treasure and goods they were hoping to find. This beacon still works today, centuries later. When hearing of the near impossibility of ever getting anything of value out of the ruins the Duke spoke with his advisors and agreed on at least using it to his advantage.
They soon decreed that should anyone break the law by more than a minor offense, they would be sent to the ruins for their punishment with only one stipulation. If they were able to find their way out of the underground prison, then they would be set free and have their name cleared of all crimes in their name, as well as all debts to be cleared. After a few years of hundreds being sent to the underground ruins via the same beacon the Duke had intended to transport the fabled treasure and no one had returned talk began to spread through the streets. Crime nearly stopped over night.
One man has survived the horrors of the ruins and gave it a name, Hellgate Prison. He spoke of tribes of cannibals that prey on those coming from the beacon. He spoke of an occasional demon traveling the underground preying on everything, leaving nothing in their wake. He was given his freedom as was promised but he was forever changed. He locked himself in a cellar and died of starvation, not trusting anyone he saw or spoke with, and never trusting the food and drink that was brought to him by family and friends.
Additional Information
Hellgate Prison, while being the underground ruins of the ancient city of Crystalspire, no one goes there of their own volition. No guards travel to the depths to check on the condemned. It is completely cut off from the outside world, the inhabitants below caring little for the outside world now, most having forgot that tales of its existence. The occasional newcomer, those condemned to the underground prison, is seen as fresh meat. Both in food and resources.
They are taken and used as labor and entertainment and when they use is no longer viable they are given over to the tribes for food. There is little natural light in the catacombs of the ruined city; however there are magical lighted devices that still function. These are coveted and horded by the powerful and strong.
Food is only a minor problem in that heat vents from deep underground seep warm and rich air into the old gardens of the crumbled city growing new and odd plants that require little to no light that are oddly nutritious and edible. Meat comes in the form of the few underground animals that can be found, mainly the ravaged dog that has evolved in the darkness to protect itself with limited vision. They also hunt in packs other tribes that they use their catches for work and then later food.
It is a nightmare existence that few have ever escaped. The nearly insane tribes of man, if they can be called men, know nothing of a way to the surface and will balk at the suggestion of a above ground. Their lore states that the gods were ashamed of what they made, so they dropped the stars on the world and covered it forever in earth unleashing their tormentors ever few decades. (Demons)
Hellgate
The prison is no more an actual prison than an island is a prison. There are no wall barring their escape and there are no guards or wardens to stop them from running. It is a prison in the sense that, few ever escape period. Having to adapt to a life of near darkness after a life on the surface is usually enough to break someone mentally. With the added grief of the roaming tribes of the natives wanting to use the “Newlanders” for entertainment, labor, and eventually as a source for food, this banishment is enough to send the most stable of men into a realm of insanity.
The crumbled city hanging at every angle from the cavern roofs to the wet limestone floors is a testament to any visitor that they are in a foreign place. Buildings still intact hang solidly from the ceiling, where some of the tribes have chosen to call their bastion of solitude. Others are completely under water in deep death chilled pools of mineral rich water. Keeping any treasure of possible value hidden from prying eyes and coveted hands.
The populace knows little of the history of the original city, with the exception of the Stone Tribe. They tend to know more of the history pertaining to Hellgate than any other, but trying to get them to tell it without killing you is a task that few can manage. What is believed, even among some of the Stone Tribe, is that the original city of Hellgate was the place of gods and heaven. Fabulous above the birth of everything. They walked hand in hand with their gods on paved streets of sun gold and took food with them on every occasion. It is claimed that when one of the gods coveted the daughter of the mortal king, the gods were angered and thrust the sky down on them in fire and stone.
The anger of the gods covered the sky and the world above them and encased them in stone never to see the sun gold paved streets of heaven again. The mortals were thrust out of this life of utopia and covered with their sin of covetous nature. So this is why they are here in Hellgate being tormented by the children of the gods, the demons, sent here to remind them of their insolence and their greedy natures. They accept this and worship this in the hopes that they will prove their worth again and have the stone of their sins removed so they can walk again hand in hand with their gods in heaven.
Factions
There are several different tribes within the belly of Hellgate Prison, most of which are small groups of families that have packed together in a single unit for better protection. Due to the fighting of tribes this has kept the breeding down, along with lack of an abundance of food. A new faction of newcomers has taken up residence in an old watchtower gathering all they can for protection. Where once was a vast nothingness of dead and destruction, the crumbling ruin of Hellgate now plays host to the thirteen factions that strive to survive the darkened horror of their continued waking nightmare.
Stone Tribe
Probably the more intelligent of the groups that have survived in the darkness. They have taken shelter in the large libraries that were turned over when the city collapsed into the earth. Some can actually read, but they do not believe some of the history books to be real, only tales to be told for entertainment. They are the more trusting of the groups, yet will still pounce on an outsider if the need arises.
Mud Eaters
The most feral of the tribes, they are far from the most crazed. They are not a single family, but more of a cast off of the others that loose their minds. They stay toward the narrows as it is called. A series of tight fitting rocks and rubble that allows few to enter without knowledge of traversing the outcroppings of stone and crevasses. Most of them lack the mental ability to evolve should they escape. They are bipedal animals that know survival and basic farming nothing more. They lack the sophistication to mount a viable raid should their numbers allow it which makes them unimportant to the other tribes unless a need for food or slave labor is scarce.
Gate Watchers
They are the worst of the many tribes. They stay closest to the gate and worship the beings that come out of them. They sacrifice their enemies to the gate in the hopes that by doing so will please their god figures and release them from the ill fated hell they are in. They don’t believe of the outside world, instead they think the Demon Gate is the way out and in order to leave this hell they must ascend into another.
Lurkers
They are the smallest group among the tribes. Their ranks are filled with only those who have been sent here from the surface. They are heavy handed with those who would get them killed, but open their doors to anyone, like them, that was sent here as punishment. There are a few who were sent here unjustly and they speak the loudest in the group to try and return to the surface but they are usually quieted by the leaders who have been stuck in this living hell for years.
They do not work well with the other tribes, often finding ways to pit the others against each other to bring unwanted attention off themselves. They are away from family and friends in a hostile world that would rather choose to put them on a spit as to greet them with open arms. They keep the others like them comfortable and give them a feeling of home, recounting tales of adventure and foods that are missed. The leaders of the lurkers want to return home but know that if they left most would die and they do not want to leave any of the weak behind to die at the hands of the insane population.
Demons
They are not part of the gods plan. The gate was placed under the city of Crystalspire decades before the city was destroyed. Locked away in a forgotten temple it was found and opened again by the survivors of the fateful date of the nightfire. The few times a demon can escape and get through the gate they torment the survivors some to gain their strength, but are soon off on their own errant task to try and find the keys to unlock the gates permanently and unleash the rest of their kind on the world.
Plot Hooks
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The PC’s are charged for a crime they did not commit, or did they? None-the-less, per the law they are given a choice, the headsman or Hellgate Prison. If they are not from the area, and have never heard of the prison before, they may choose it thinking to escape not realizing their peril.
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The PC’s are hired to travel to Hellgate Prison to return a man, or woman, who was falsely imprisoned. Perhaps the victim is even nobility hence the need to travel there quickly and rescue them.
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A spell gone awry sends the PC’s and possibly a villain they are confronting at the time to Hellgate Prison. They must then join forces with their nemesis to escape the confines of the darkness alive.
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Ma-O the Water Deamon
By: Cheka Man
( NPCs ) Major -
Religious Once Ma-O was a god in his own right, now he is the most reviled of all Infernal Beings, held responsible for so much of the death and destruction that happens on Acqua…
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Appearance
In his actual form, he is truely frightening to behold. His form is that of a massive tentacle like that of a Kraken, but made of seawater and half a mile long, with the width of the largest seven masted ship in the Company’s navy. His head is in the shape of a crococodile, and it is made of seafoam except the eyes and teeth, which are composed of large chunks of glowing amythest, each of which is large enough, were it in the hands of a wizard or witch of Acqua, for a major spell to be cast.
He rarely takes this form however, as it is both tiring for him, and might well bring down the anger of the Great God Jove upon his head. Whilst he prefers to send water elementials to do his bidding, he can also appear as a man or a black stallion without saddle or bridle. In either form, he leaves small puddles of water behind with every step he takes.
He likes sacrafices of all birds and beasts of the air and most of all humans-most highly prized amongst them, are virgin females.
He hates dry land of any kind, and the dry land dwellers, although he has no dislike for the peoples of the sea.He hates ships and their passengers and crews,who he sees as tresspassers, and he constantly shakes the seas to try and sink them with storms and incites sea creatures and the undead to attack them, which is why the seas of Acqua are so dangerous to shipping. The only humans he does not hate are those few who worship him in secret and keep him fed with sacrfices of various kinds.
History/Background
According to the early myths of both the Jovian and Ulmanian worshippers, Ma-O was the second child of Jove and Ulmania, and almost from the start he did not get on well with Acqua, constantly teasing and tormenting him. When Jove discovered that Acqua was homosexual and turned red with rage, Ma-O thought the time was right to murder his brother.
Jove was not that angry, however, and ordered Ma-O to stop. When Ma-O refused, Jove beat him badly, shrinking him and stripping him of most of his powers, and hurling him into Acqua to live as a deamonic parasite within him.Since then Ma-O has lived in secret, hoping one day that he will regain enough strenth to fight Jove and slaughter Acqua.
Only once in the past thousand years has he arisen from the seas in his true form, when the Archmage Bela Kun, who lived on Rothar Isle, perfected a long spell that would uncover every worshipper of his to the public gaze. Ma-O was only in his true form for five minites, but it was enough to submerge the island below the waves and exterminate the Archmage and all the people and animals who lived there. He allowed some people on a nearby ship to escape unharmed, so they could spread the story of what he had done. Since then no mage or witch has tried to cast that spell.
Since then he has largely left it to the cult known as the Children of Ma-O to cause as much trouble on land and sea as they can, in the hope that he will gain enough strength to kill Acqua and fight Jove on an equal level, and finally get his revenge for what was done to him. He gains strength from death, misery and pain, but (apart from that of his few followers) happyness, good health and new life weaken him at the same time.
Special Equipment
His sword, although he gave it to humans a long while ago because they could do more harm with it then he could.
Roleplaying Notes
Ma-O has a dislike of women in paticular that he finds it hard to conceal, whatever form he is in. He is rich with the unclaimed treasure of the seas. He is also arrogant and bad tempered.
Plot Hooks-Please could you get me a…?
The PCs are offered a huge sum of money for an artifact. Unknown to them Ma-O sent them on the task, so that he has the vital object he needs to take his true form and ascend to the heavens to fight Jove, destroying Acqua in the process along with all life on it.
Clear the beach!!
The PCs learn somehow that Ma-O is going to destroy an island, and they have X amount of time to try and get everyone to evacuate. This can be played in *real time*.
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The Black Spear
By: Scrasamax
( Items ) Melee Weapons -
Campaign Defining Lacking in ornamentation, the Black Spear is a relic more than 8000 years old
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It was a drear age, during the elder days, when man was left to survive under the iron talons of the dragons. Man was at best accorded the status of cattle, or menial slaves to the great beasts who even deigned to acknowledge their pathetic existance. The elves and dwarves endured that age, and from them, the humans learned the arts of metal working and that of magic.
It was such that the great wyrms were beyond death, immortal in the sense of even the gods, theyt were so mighty. There could be no hope against such terrible beasts, and it seemed that the world was destined to forever live in the shadow of their greedy wings. In those days, there came about a hero, a wanderer who was exiled from his home, and from his people.
Wandering, he discovered a holy place, a sacred shrine to a god as dark and terrible as the dragons themselves. The hero beseached the dark one for respite from the terrible beasts, for there was nothing but despair for man should the great wyrms rule. The dark god stirred, and was moved by the plea of the man, and the hard edge of his desperation. He sent thusly a message in the form of a blazing bolt from heaven.
Seeing his gift, the hero took the stone that fell from the heavens and for seven days and seven nights he worked the stone until the dross was removed, and there was naught but the black iron that fell from the heavens, pounded pure by the weight of his hammer. To this he affixed a shaft, and created a large, and powerful spear from the iron.
The hero by great stealth and guile sought out the lair of the Golden Dragon, the eldest and most cruel of the serpents, and took up the spear, and with a mighty strike, he smote the breast of the dragon, and did it a grevious wound.
The dragon, thus wounded, was wont to escape, but found itself bound by the terrible will of the meager human, and his pact with the god of the darkness. The dragons were laid low, one by one, and banished into the shade world of the Dark God for a span of eight millinia. Many hands bore the Black Spear, and its fame was great in the eyes of the Kasmir people.
The tale of the Empire of Kasmir is not unique. For that empire rose on the backs of the heros who banished the dragons. They were lauded as kings among kings, and were decorated in gold and bearskins for their great deeds, for more than one hero bore the spear to its destiny. The Kingdom grew mighty, and they were greatly learned in the arts of magic and sorcery, necromancy and the other esoteric arts. They grew corrupt and wicked, and in the end, their kingdom fell.
Kasmir was looted of its great stores of gold and its talents of jade, and silver stolen. The great libraries were pilfered and burned, and the armories were broken open, and the relics were lost to thieves and tomb raiders. Save for one, the Black Spear. For in those days the age of the Dragon Kings was long since passed from memory, and the iron spear was accounted little worth compared to the wealth of jewels, adamant and mithril that was stored with it.
The time draws nigh to the end of the Dragon’s imprisonment. Shall the black spear be taken up again, or shall it lay forgotten as the terrible wyrms once again consume the world in shadow and flame?
Magical Properties:
Formed of star iron, the black spear is an innately magical weapon. It doesnt radiate magic of any sort, as it was never the subject of enchantment. The weapon is a leaf-bladed spear, with a rough wrought-iron look to it, as it was hammered out, and not heated in its shaping.
Against dragons, and draconic creatures it ignores their natural armor, and inflicts grevious wounds upon them. Lesser draconic creatures (wyverns, drakes, etc) are often slain outright, while the more powerful, godlike wyrms are banished to the underworld for a long span of ages, lest they choose immediate death.
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October 5, 2011, 13:07
June 26, 2012, 18:58
October 6, 2011, 2:05
I'd really suggest having unfinished 30 (Whatever) in the Forum and posting them here when they hit the mark. That will also serve as a sorting process: those that don't hit the '30' are apparently not interesting enough to go on front page anyways.
October 6, 2011, 8:00
Good idea.
May 3, 2012, 20:43
Added as I thought maybe others can do something with this.
May 8, 2012, 10:43
I think this should really be advice requested in this state.
May 10, 2012, 12:14
Good start, good idea. Just need to power through it!
June 8, 2012, 14:10
Nightmares, fire, a hunter, the devil, wrath of God, taxes, death, barbarians (or reavers or anything similar), a curse, a big angry bird, a hitman, a vendetta, a corrupt government, a heat-seeking missile, an insect swarm, a virus, a pack of wolves, an erupting volcano, a collapsing bridge, a terminator (or any robot menace), nuclear fallout, a black hole, mind control, and my personal favorite, a T-Rex.
June 26, 2012, 21:10
19. Bad GMs 20. Bad Players 21. 1st & 2nd e Tarrasques 22. Nuclear reactors during earthquakes
September 10, 2012, 13:46
Plus I need some subs to test that format to see if works.
September 10, 2012, 19:44
September 14, 2012, 12:06
Love the scroll, many of the entries, and the fact that it is a strolenati collab, but one nagging thought on the linked subs... draconian parasites (love that sub btw!), hellgate prison, the black spear, Ma-O?? These seem just like random adds, in which case, you can attach 90% of the site's subs to this, since you can technically run away from many, many, many things. Love the sub and concept, don't get me wrong, but the linkage seems arbitrary and cheapens the sub somehow, not to mention the semantics involved. Can you technically "run away" or "hide" from a prison? a spear? a god? To me, run away and hide implies that there is some kind of pursuit involved, for example.