7 Votes


Hits: 3274
Comments: 8
Ideas: 0
Rating: 3.6429
Condition: Normal
ID: 5051


July 30, 2009, 7:22 pm

Vote Hall of Honour
Cheka Man

You must be a member to use HoH votes.
Author Status


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.

Additional Ideas (0)

Please register to add an idea. It only takes a moment.

Join Now!!

Gain the ability to:
Vote and add your ideas to submissions.
Upvote and give XP to useful comments.
Work on submissions in private or flag them for assistance.
Earn XP and gain levels that give you more site abilities.
Join a Guild in the forums or complete a Quest and level-up your experience.
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


  • A collection of related role playing submissions.
  • Add Codex


  • Associated ideas.
  • Ghost

Random Idea Seed View All Idea Seeds

       By: Monument

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).

Encounter  ( Forest/ Jungle ) | July 14, 2005 | View | UpVote 2xp

Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment when you use an idea!
Powered by Lockmor 4.1 with Codeigniter | Copyright © 2013 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.