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Hits: 7010
Comments: 10
Ideas: 0
Rating: 2.5833
Condition: Normal
ID: 143


January 15, 2006, 1:22 pm

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A powerful wizard comes to a town to uncover treasure he believes is hiddes there. You must protect it.

Meridan is a fairly wealthy but descreet town hidden in a field beond a mountain pass. Very much like it’s own city-state, it is not at war, nor troubled within itself. Crime is low, but existant, and the royal family there Governs well.

To this town comes a powerful wizard. He aims to subtly but swiftly irradicate the entire town. Fairly secluded, the wizard would have time to steal a hoard of treasure he believes to be hidden under the town (though you don’t know this). A master of illusions, this wizard can hypnotise, take over, and manipulate all sorts of people within the story.

Some of you were hired by the royal family to protect the town.
Others want to protect thier heritage, and others want to make some gold. Perhaps you are an assiassin from another region, or have a private agenda with the wizard.

For whatever reason, you all meet, and your party are now required to track down this devious wizard and put him to peace, before the town is lost.

Need more?

First, design your characters, why they’re there, and what thier busness is. Then, play out your roles as you meet, and fro there move forward.

Later in the plot:
  Maby the widard has several underling you need to fight, or a legion perhaps. Maby skeletons and golems, and other creatures he himelf creates. Characters may be manipulated or be the victims of illision, making the party’s trust shaky.

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Comments ( 10 )
Commenters gain extra XP from Author votes.

February 4, 2004, 3:44
Can we get some examples on how he is going to do this? Just some bones to hang this plot on.

Also, I know the GM is responsible for getting a group together and motivated, but don't you have any real motivation advice beyond... you meet and your party is now require.....
February 8, 2004, 3:33
It's not easy to articulate in a mere plot how exciting something was when you delivered it. Nonetheless as stands this is well below average. But the City itself did sound interesting - maybe you could expand on it in the Settings thread.

Remember not every plot has to be city/world shaking. When you can understand the drama of 'small' events you'll be better able to tackle larger themes.
Barbarian Horde
June 16, 2005, 1:28
Could we please have some more detail?
Voted Dragon Lord
June 16, 2005, 9:29
So - "Evil wizard plaguing peaceful city for nefarious ends"

Bit of a cliche but actually not a bad one - can become the basis of an interesting scenario, or even campaign arc, if handled properly

Unfortunately we don't have enough to even start here - this is more of a plot idea than a scenario

Needs a LOT more detail

I give it 2/5 because the idea has potential - it just hasn't been fulfilled here
Voted Scrasamax
March 29, 2006, 14:24
protect the village from the greedy wizard... even Callista flockhart has more meat on her bones than this.
Barbarian Horde
July 28, 2006, 20:36
you people don't have imaginations?
July 28, 2006, 21:50
Yes, we do. But look at it this way:
If you told a painter to paint you a dog, and said painter gave you a white canvas with a few black lines painted on it that vaguely resembled some kind of scene, and then said, "use your imagination", he wouldn't exactly be doing a very good job of painting you a picture, would he?
July 28, 2006, 22:44
Modern art and dadaism...
July 31, 2006, 3:07
I'm sorry, no. I love Dadaism, but this is flat out a bad submission.
Voted Strolen
January 4, 2015, 9:39
Certainly leaves a lot out. I linked to a sub by Agar as one thing the wizard might do in a more fleshed out town to cause conflict and make his takeover easier.

One of my main questions is: How does the wizard know there is treasure under the town?

Seems that destroying the town would be the most extreme way to do it.
Slowly enslave the village to dig a giant strip mine would make more sense.
Wish the author told us their plan...

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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