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ID: 1790

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November 25, 2005, 11:03 am

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Jada's Journey

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The nobleman’s daughter must be escorted from place to place, but her addiction may make the journey far harder than it need be..,

Plot Description 
 
War, or at least skirmishes, have broken out in a small region. The local baron contacts the party, and arranges for the safe transport of his only remaining family, a teenaged daughter that he dotes upon, Jada, to the capital. A simple quest, the party must only get her to the capital, and present her to the Baron’s representative at court. Easy money for any group of seasoned adventurers. 
 
Except… it’s not. Jada is not exactly the typical noble’s brat. In addition to the stereotypical character flaws, she is also addicted to ‘Fairy Dust’(or other hallucinogen of the DM’s choice), and she’s not going to give it up for a little trip voluntarily, even if she could. During the journey, she will be the greatest hazard to the adventurers: She will imagine nonexistent threats, and react accordingly, and independently, fleeing from illusionary creatures, assaulting party members as if bandits. She will consider real threats non-extant, trying to walk over bridges that don’t exist, running to the arms of bandits or enemy soldiers, etc.  
 
At the DM’s discretion, Fairy Dust may enhance the magical or psychic abilities of the imbiber, enough for her to lend her twisted vision of the world to another person, a kind of waking nightmare. It may also lend her the luck to be unharmed by the reality that underlies her vision, though the adventurers should have no such protection.

If the adventurers catch her imbibing the drug, they may be able to take it away, in which case they will have to deal with physical withdrawl symptoms within the day. These should include a great deal of pain, writhing, screaming, and general inability to be moved for several days.

Should the PCs indulge, make up a lot of fancy things for them to ‘see’. And addict them after the second/third time. Jada only has enough for one person to make the trip plus a few days supplies, since she knows she can get more in the capital.

Reward upon reaching the capital should be adequate for the undrugged version of the walk. To complicate things, the adventurers may have to prove the addiction a pre-existing condition to keep from getting blamed for it!



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Comments ( 6 )
Commenters gain extra XP from Author votes.

Voted manfred
November 26, 2005, 6:03
0xp
This would be a typical problem job for adventurers. Good thinking on this one.

Fairy Dust... a somewhat commonly accesible drug, that gives magical abilities to the imbiber? What if she already has a latent magical/psychic/whatever talent? (It could have driven her to drugs in the first place.)

Whether she manages to get rid of the addiction or not (that could be another scenario!), the addicted spoiled teenager will grow up one day, and the characters may gain an interesting ally or enemy.

(Link the Fairy Dust drug, if it is already posted somewhere.)
Voted Cheka Man
November 26, 2005, 9:43
0xp
Now this I like.As with real life, there should be the danger of drug addiction in other worlds as well.
Voted Dragon Lord
November 29, 2005, 9:56
0xp
Like it - a simple little idea - but potentially highly problematic - very good 4/5
Voted EchoMirage
December 18, 2005, 6:19
0xp
A fun variation might be if the critters she dreamt up became real, perhaps when crossing a high-mana area. "Jordan, the Tentacle Monster is behind you again!" to which the character replies: "How often have I to tell you that there is no...aaaargh"

Meh likes.
Voted Strolen
January 9, 2006, 19:08
0xp
Big smiles for this one!

Will go all the way to 5 on this one because it is so multifaceted. Think you solved one problem only to gain another, possibly worse. The psychic spin on it all could be very useful to a nefarious DM.

Great Plot and/or Character! Matter of fact, would be a great thing if this turned into a character linking to this idea. I think the character itself is well worth fleshing out a bit more.
Voted valadaar
October 16, 2014, 15:22
0xp
This is a great complication to add to one's NPCs. As long as there has been stuff to mess with one's head, there have been those who imbibe in it. While a mature theme, it is essential if you want to have a 'realistic' world.

Freetext

  • Associated ideas.
  • Drugs


Random Idea Seed View All Idea Seeds

Hu's Iron Ball

       By: Murometz

Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains.

During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find.

A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate.

Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged.

Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also "collect" many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions.

Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time.

Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work.

Hu's Iron Ball should be handled carefully by players and gms.

Ideas  ( Items ) | March 8, 2014 | View | UpVote 3xp


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