An evil group is hired by someone in the party's past and is sent to take down the party. The job is to frame the good witches and implicate the party. The bad guys pose as the good witches (could be funny if some but not all the bad guys are actually guys posing as female witches at some point) and cause trouble and lay the evidence to implicate the party, then pose as merchants that allegedly witnessed something incriminating. The party has to clear themselves and the witches and find out who is at the heart of the frame up. Perhaps a two part adventure. First to clear their name and save the witches from certain death. Second part to uncover the moles and follow them back to their boss.
If you are not up for the court cases, could have the PCs just coming through during this trial. They could stumble upon some real demons and destroy them proving the 'witches' innocent.
Or perhaps they see the demons and maybe tell some of the same stories that the 'witches' tell and then be accused themselves. The true demon hunt could begin then, or the PCs must escape and try and clear their name by getting rid of the real demons. In the meantime the 'witches' could convince the mob that the PCs are the true demons until they prove themselves innocent and throws it right back to the plot above with a twist. Go to Comment
Maybe there are REAL witches, doing all the evil stuff... and they framed the poor people on trial. Even better if high-ranking townspeople (or even the judge or prosecutors) are in on it. Go to Comment
Someone is onto the witches and that person tries to contact the party but runs off to hide when realizing that the witches are onto them.
Believing themselves to be under possible scrutiny, the witches frame themselves poorly. They hire the party to prove their innocence leaving a trail of breadcrumbs (bits of evidence) for the party to follow to the one that knows the truth.
A few clues should reveal that something is amiss.
The witches want the party to find the witness. Once doing so they intend to do away with the party and witness and point the finger at the witness and the party as accomplices so they get away and don't have to pay the party.
Hmm...Interesting concept, yet it seems unfinished. Almost as if you had to leave in the middle of writing it. Or are you just leaving the ending open to the GM's imagination? How about these verses inshrined in ancient lore? What do they portend?
Does seem kind of short, but no less than many other good posts I've seen. I'm partial to rhymes in fantasy languages, but it's also a simple yet very effective start to a good quest. Shoving aside swordplay for wordplay in the beginning is good for a change of pace, yet the plot still allows bloodthirsty players to wet their blades in the end. I like it. Go to Comment
I don't know. While the conflict presented has merit (resolve the dispute between those who honor the ancient ways versus those who seek to plunder the tantalizing mineral wealth of the mountains), the "Dwarves who dug too deep and too greedily" is about as hoary a cliche as they come.
I suppose that I would prefer to reverse the roles:
Perhaps the dwarves know more than they let on. They are convinced that only they can safely claim the treasures of the mountains and plan to do so before the ever-increasing populations of the human lands grow too strong for the dwarves to resist.
The humans are conflicted. While many fear violating the ancient prophecies, others see the dwarves' action as their "green light" to mine before the dwarves arrive to seize their claims: They are the ones who will unleash the prophecied horrors. Go to Comment
Trouble is that although you say he could do with fleshing out, he is just an idea (as are all entries on this site). It is not always helpful to write reams of detail if it will obscure the kernel of the idea. As it is you could muse for hours on the reasons for him being the way he is; all that was really relevant for the scenario in which he was to be used was that he was an environmental fundamentalist.
Perhaps those that practice elemental magic begin to take on characteristics associated with their chosen element. For instance, an earth elementalist might be prone to agoraphobia, while air and possibly fire elementalists might have problems with claustrophobia. Water elementalists might always seek the path of least resistance. A fire elementalist might have a cat's opinion of water. This could also apply to physical differences. Fire elementalists might have a freakishly high metabolism and a permanently high body temperature. Water elementalists would probably never get dehydrated, but might slow down a lot when it's cold. Etc, etc.
Ideas ( System ) | March 10, 2003 |