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November 13, 2005, 11:07 am

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In the Middle of Noplace


In the middle of Noplace, which is just a bit south of NoWhere, there is a village.  It seems calm, almost deserted.  Eventually the furitive glances from boarded windows, people scurrying off the streets, and a few toughs keeping a careful eye on the strangers, will express the tension that can be cut with a knife.

Most of the fields around here grow plants that are used to make fabric (or feed the critters that make fabric). There is often a cloth festival here once a year, so the locals can show off their wares and traders can pick them up.

The town seems pretty deserted: windows are shuttered, people are peaking out of cracks, people hustle quickly and hide when you approach. It seems two packs of rogues are vying to “run the town”. (Used to be one big boss, then when he was going to give the territory to his son, his number one man split off to take what he thought was his). They hang out at inns at the opposite end of town. There are enough thugs on both sides to give the adventurers pause (and a few top dogs in both packs that are just good enough to be dangerous to the adventurers). The peasants and merchants in the town are living in fear of the violence between the two gangs. The only person happy about it is the cooper, who is making a killing on caskets.

Note: the town is so far out of the way, that there are no civil forces to appeal to except for the one waundering magistrate.

The local official who administers this area for the crown/ local noble is very well dressed, fairly cultured, and has the finest things including a carriage. As you might guess, he is a bit more corrupt than you would normally expect. As long as he gets his cut from the rogues, he does not alert the outside world to their presence here. He also takes bribes to lessen tax burdens on the businesses and traders. Even the peasants get into the bribery act.

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Comments ( 5 )
Commenters gain extra XP from Author votes.

May 25, 2005, 9:56
Can anyone recognize this classic movie?
Barbarian Horde
September 28, 2005, 14:35
September 28, 2005, 15:40
Yojimbo (1961) Close enough. :)

I am a firm believer is that games and film have a great deal in common. Games are nothing but stories over time, just like movies. Visual narration is an important part of both. One should study films (or movies they like... darn that means I have to watch good gamer movies a couple of times...) to improve their own GMing skills.

Move plots lines are the best for gamers to adapt. Not only do you get a tested plot line, but you have a sense of the timing for events in the plot line.

Now this story is a classic. Any setting and many subgenres can be used for this one.
Voted Cheka Man
September 28, 2005, 17:26
Very good.
Voted Ancient Gamer
November 1, 2005, 12:17
An alright plot though its Yojimbo roots makes it somewhat predictable and old. It doesn't help that our culture is overrun by countless Yojimbo clones; we know how this scenario plays out, even before the gameplay has begun (Yes, a good GM can use and abuse that fact, but that is beside the point).

Random Idea Seed View All Idea Seeds

Wet Faeries

       By: Murometz

Sages and naturalists frown at the common name given to these strange creatures by the small folk, but sometimes the silliest nicknames for creatures, places and people persevere in the minds of many. “Purifiers”, “Pond Jellies”, “Breath-Stealers”, “Lung-Ticklers” and “River Butterflies” are much less commonly heard appellations for these life forms. Wet Faeries are basically (and simply) a species of fist-sized, fresh-water jellyfish. Several traits steer them toward the peculiar category however. Firstly, Wet Faeries are nearly invisible in the water, much like their marine cousins but even more so. One can swim in a river swarming with these critters and not even notice their presence. Secondly, they possess the unique ability to clean and purify whatever body of water they inhabit. They do this via some sort of biological filtration process, sucking in all toxins present in the water, and releasing it back in its purest form. Needless to say, they are both a blessing and a curse to whichever folk dwell beside the rivers and lakes Wet Faeries inhabit. On one hand, no purer water can be found anywhere than a Wet Faerie lake or pond, and yet, in “pure” water “life” tends in fact to die out, lacking the needed nutrients to prosper. Thirdly, their “sting” is (unfortunately) virulently poisonous to all mammalians. Wet Faeries are loathe to sting anyone or anything, using their barbed fronds as a last line of defense, but if stung, most swimmers will suffer respiratory arrest, and die within minutes, usually drowning before they can make it back to shore.

Alchemists, druids, and less savory characters have studied these creatures over the years, and have predictably found all the ways Wet Faeries could be exploited. Morbidly humorous, some bards find it, that the Poisoners and Assassins Guilds as well as the Healer’s Union, all prize these creatures. The assassins use the extracted venom in obvious fashion, while the priests and healers use the still-living jelly-fish to sterilize other poison potions and to cure those already poisoned on death’s door.

It is known that a certain Earl Von Trumble keeps his vast castle moat stocked with Wet Faeries, the waters so clear that every bone of every one of his past enemies can be clearly seen on the bottom, twenty two feet below.

Encounter  ( Any ) | June 20, 2014 | View | UpVote 6xp

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