PCs often end up with curses, sometimes serious ones. Or perhaps a great noble offers a reward to the PCs if they will cure his or her illness or curse before it proves fatal. Here are thirty cures that might be needed.
An ambitious mission and an unlikely vessel
In many cases, the local people will not co-operate in providing information about criminals or those who are on the run. Here are seven reasons why they either won't or can't help track a wanted person or group down.
You are suddenly awakened but something is very wrong. You are underwater. Breaking the surface and gasping for breath you see your sailing vessel is merely splinters in the sea and a great Kraken thrashes overhead. You see land in the distance, but, can you make the swim?
Born entirely from the Witch Freetext Challenge
And then, Everything changed...
The end of Project Infinity and the realization of Maia
To Infinity, and Beyond
motto of Project Infinity
In the future, as Humanity expands into the stars, certain eras of history will repeat themselves, but tailored to the contexts of space travel. These are the following eras of history that will see new life in the stars:
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.
WE HAVE TO DO WHAT!!!!!!!!!!!
resurrected plot for gonzo freetext challenge, prob the most gonzo I've got!
The Spitzkoppe Excavation was the most important archeological discovery in human history
In the Cosmic Era, the Daily Discourse consists of the talking points and dialog guides laid out by the masterminds and controllers behind the media. Here is your opinion, bite sized for easy consumption.
The interplanetary cruiser ISS Livingstone was launched on a grandiose mission to tour every planet in the solar system, a technological tour de force of Technodyne Heavy Industries and SmartTek Technologies. It was an over-hyped media sensation that, predictably, failed to live up to expectations.
A festival of settling scores and airing of grievances
You've been pressed into community service for breaking interplanar law. You're going to have to be clever to finish their impossible tasks efficiently and get your sentence commuted, all while playing by the rules (at least while the Inevitables are watching).
This is a lighthearted series of adventures intended for characters level 8-12 in the Planescape setting. It's what happens when a game of Paranoia is set in Dungeons and Dragons.
There are many grim projections for the Cosmic Era, and far from being the most horrific or exotic, the Universe 26 model has a frighteningly real chance of happening.
'Llaewyn the Fair she was in her youth, in all truth a lover of mine. Though that boast is not mine alone, she was the beloved of many. And joyous, most joyous in form and deed. Till the time of her father's death. She alone sat by the auld king's bed and soothed his fevered brow though ever cruel in life was he. Cruel to all but Llaewyn to whom he gave every comfort and protection his world had to offer. The Fair One walked into the chamber of his last breath and the Black Queen walked out.' -Spectre of the Courtier
The PCs are in a graveyard, when as they are passing a noble tomb with a certain symbol embossed on the door, the magic user in the party hears a voice from being the tomb door begging to be let out. What do the PCs do?
In the far reaches of a long-lost wilderness, there stands a forgotten town inhabited only by children. Though they appear normal enough, their eyes burn with madness, and they speak in a foreign, archaic tongue. Nearly a millenia ago, a powerful spell had gone awry, or maybe it had succeeded - in any case, it ended up blessing, or cursing, an entire generation of children with agelessness. However, as the centuries passed, the children's parents grew old and died, the buildings of the town crumbled to earth, and even the civilization itself faded into history, becoming lost to time. All that remained were the children, driven mad by the psychological toll of living for hundreds of years beyond their age. In time, most children died, killed off by fighting amongst themselves, while many others were driven to suicide. Only a small handful remain, and they are a strange people indeed.