Also known as EDS, a pervasive disorder where patients suffer from emotional instability, marked by self destructive behavior, violent outbursts, and other emotional disturbances.
Also a completely made up disorder.
side-quest-ish and open-ended to be sure.
A selection of chance encounters that can take place in any large town or city.
Inspired by Cheka's 30 things to run away from.
“So…. Um….. your all sitting around in the inn and…..”
An old and respected fortune teller is dying of disease and seeks out the help of andventurers to secure the heir to the fortune teller's power.
Dragons are truly awesome creatures. Too awesome in a lot of ways, really. Because of their power, their magnificence and their near-immortal lifespans, a GM might hesitate to include one in a campaign as anything other than an end boss. Here are 30 non-traditional ways to bring these wonderful beasts into your own campaign.
Due to the nature of tabletop RPGs, a campaign will often start with a random group of strangers. Here are some ways to get them adventuring together, without resorting to the old Tavern trope.
"A demonic plant? Don't be daft, go research something useful to society."
"But-but the p-plant! It's evil! It must be destroyed!"
"Now the flowers bloom all year round thanks to the most holy Spirit of Urban flora. It just takes a little blood."
It was just any other day, another testament to the mundane dreary lives of the living. No one was prepared for their coming, how could they be? They entered the bodies of the living, transforming them into blood thirsty monsters, all in an instant.
What happens when the PCs run into a girl that they failed to rescue once a second time?
A large object appears in the sky, moves in a strange fashion and vanishes after abducting a lone PC. The PC is later returned unharmed, but has several traits changed on his character sheet, no memory of the event and continually has strange dreams about goblins in space wearing lab coats and holding glowing wands.
-30 Disasters by Scrasamax
I’m inviting anyone who has a short plot , set in some sort of wilderness, to post it here.
A foreigner is being chased through the streets of the town by a mob with murder in their hearts.
The adventurers are approached in some public yet semi-private place by a lean dwarf, wearing a colorful cape with black feathers rim wrapped tightly around him. What will come of this?
A foreign ship drifts into the harbor.
"Hey there, you look like a sturdy fellow! Interested in a treasure map? Only a few gold coins and this map to an ancient ruins secret room can be yours!"
A Basic Dungeon Crawl that starts with a map.
A random description pulls the players into the dangerous, scheming web of politics…
So, off again we go to slay the evil dragon… but what happens when said evil dragon is asking for a big favour with its dying breath… well, you decide…
A possible answer to what happens to spells when a mage dies. If the spell is strong enough, say and enchantment or other permenant effect, part of the mages spirit may become lodged in the magic. It may be a way for items to gain some kind of intelligence, but a mage who has knowledge of this fact would be very hesitant about enchanting anyone or thing. He might have other plans for his afterlife than counting the change in your bag of holding.
Preists, I think, would have this sort of thing covered.