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Comments: 8
Ideas: 0
Rating: 3.6429
Condition: Normal
ID: 5051


July 30, 2009, 7:22 pm

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Cheka Man

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Another ghost in the graveyard?!


A strange group of ghosts plague the grave yard, only seen under the light of the full moon and known to drive most men mad that hear their gibbering speech.

(A simple plug in side-quest with a twist, that is left a little generalized to fit in with any fantasy campaign with minimal prep work by a gm.)

Plot Description

This pc’s find themselves in yet another small town during their travels to location x, and as luck would have it,(good or bad depending on ones view) this town has a problem, a recent accumulation of ghosts have been plaguing the crypt and graveyard outside of town.

While specters haunting graveyards may not be overtly unusual, these spirits seem to be far more destructive. laying waste to entombed people and scattering their remains as well as their entrapments, across a wide area.

Only seen during the clearest nights when the moon is fullest, these ghosts have been known to speak in a gibbering almost entrancing voice and drive many people to the edge of sanity.
Naturally the townsfolk are appalled at the continual desecration of their deceased loved ones, and have tried several attempts to speak with and even exorcise these dreaded specters

So far any attempts to converse with or threaten the creatures have met with dismal failure, many of the townsfolk brave enough to confront them have been injured by a painful soul wrenching coldness, and some have even lost their mind entirely for a short time.


These "ghosts" are actually nothing more than a small group of thieving wizards, who cover their bodies with a fungus slime that glows eerily under the light of the full moon and use various magics to repel unwanted "exorcists."

This small group of grave robbers travels form town to town, appearing without warning and usually ransacking the local grave yard for a month or more. (depending on the amount of resealable goods they find on the dead) Once the graveyard has been picked clean they quietly and quickly move on to another town and repeat the process, usually stopping in town during the day and selling off their previously acquired goods form the last heist.

Many of the magics they use are illusion based, as well as mentally influencing, such as those that cause fear, or even charm a person for a time.

If a person proves too tenacious they will resort to some more physical spells, usually keeping them to cold based magics that have an area effect, so as to preserve the spiritual aspect of the encounter.

So far they have found much amusement in confronting clerics and priests that dare to face them with their holy spells, enjoying the infamy that comes with being far too powerful for even servants of the light to exorcise or harm.

Expanding the scenario

Perhaps in the tomb robbers wake the restless dead rise in these ransacked graveyards, and spread out to the nearby village searching for the culprits, causing no small spread of panic. (and pc’s who defeated the false ghosts may assume these zombies to be more of the same, and get a painful surprise.)

Perhaps this group is only a smaller branch of a larger band of magic wielding brigands, who were undergoing a initiation ritual before being allowed with in the ranks. if the pc’s find adequate clues to a more developed society of magical grave robbers it could lead to several adventures tracking them down and putting an end to their mischief.

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Comments ( 8 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
May 16, 2008, 16:15
That would be a good game to GM.
May 16, 2008, 17:52
Updated: Fixed a few small spelling errors
Voted valadaar
May 17, 2008, 20:30
This is a solid mini-adventure! Though I am expecting to see the mystery machine make an appearance :)

That said - you have a few missing capitalizations at the start of sentances, and a few spacing issues. There is also still a bit of overlong sentances. Read them aloud to yourself, and if you find yourself running out of breath, rebuild your sentences.
Voted manfred
May 18, 2008, 17:20
Heh, not all magic academy dropouts make it to adventurers. :)

If you have those magic users, you can occasionally employ them for a purpose like this... few will expect it. Nice one.
Voted Ancient Gamer
May 20, 2008, 12:39
Only voted
Voted Michael Jotne Slayer
August 18, 2008, 10:58
Good solid idea.
Voted MysticMoon
April 19, 2011, 23:37

A good mystery to throw at the players and watch them try to figure out what's happening.

Voted DrTurtlesse
February 28, 2015, 14:15
Only voted


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Random Idea Seed View All Idea Seeds

Hooper McFin's Two Shot Portal

       By: dudeington

Now, this ol' ramblin fellow tends to walk his talk a bit too far down the train sometimes.. So I'll be brief in my recantin' of how it was my Tavern "came to bein'" on the multiverse as a weave of it's own spell.. And how I'm even alive to tell the story!

You see it's simple really, trust me.. that's my specialty, keepin it elementary. And you can trust this old Bard.

Anyway, this one night these wizards get a ramblin' on about the temporal exististance of space and time and how it could be manifested in a weave of super dimensional space. whereupon the folded space would give rise to an infinite number of entrances and exits to one or many spaces. Now, seein' how my talkin' sometimes get's locked into the way us folks used to talk back in the ol' west. These wizards didn't know I was a master of the word. and I had heard everything they said. They were also a bit over the wagon, while I was steerin' the show.

So that's how it came to pass, I struck a bargain with the wizards. They come to me in the morning and conjure up their idea into reality and I'd pledge them my life, my existance.. in essence my soul. but in a much nicer sense of the word. So they came by in the morning a half remembering our talks the prior evenin'. And I recanted their words verbatum, and that's how it came to be. The spell was complete that afternoon. My tavern would be the super dimensional cube that would exist in this weave of space and time, folks could come and go as they please, knowin in mind some of the rules and limitations set forth.

A few of 'em as follows.

No feller can be causin a ruckus inside any of my fine establishments, as always rule number one god damnit.

n' second the portal works kinda tricky. When ya outside ya cast the spell and lend your will to luck a bit and regardless the doors to the bar will appear, the windows a luminescent amber.. you can hear the chattee but ya can't see in. And the catch is the door might be locked, in which case you chalk it up to lady luck and go walk off and try again in an hour. Now most times the door pops right open and from the outside you always come in the front door, immediately greeted by myself or one of our many fine patrons of Hooper McFin's Ale & Steakhouse.

Now when ya cast the spell from inside the Tavern, another catch comes up. The back door is mainly a secret for the non-initiated staff and the regulars but for sake of the prose let's assume we all know there's a secret door in the back with a portal there. Now when you go on through this one, you got two scenario's you oughta be aware of. One is ya pop outside relative to the same spot you came out. The other is, you walk back on into this one or another of our many Hooper McFin's Ale & Steakhouse.

so it's a clever quantum railroad I got my tavern and my people's caught on. But, Hey the show's sure as always goin. ohhh' rutin tootin skidoodle -

** And that's it.. that's the only notes I found on the spell, apparently out there somewhere is a Tavern caught on the mighty ebb and flow of the multiverse. Well. at least I can put to rest my torment as to the condition now referred to as "Hooper McFin's Teleportation Paranoia".

Dr. Clarke T. Mulligan - Professional researcher of Time & Space.

Hooper McFin's Ale & Steakhouse

Ideas  ( System ) | June 21, 2015 | View | UpVote 4xp

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